Aramant Drakkuskail's page

164 posts. Alias of adsapiens.

Full Name

Aramant Drakkuskail




Antipaladin (Tyrant) 1 | HP 11/11 | AC 22 TO 12 FF 20 | F +3 R +2 W +2 (*+2) | CMD 16 | Init +5 | Perc +0 DV | Cold 5 Elec 5 Fire 5 | Smite 1/1


LE Male




Lawful Evil


The Five, particularly Asmodeus

Strength 17
Dexterity 14
Constitution 13
Intelligence 8
Wisdom 10
Charisma 16

About Aramant Drakkuskail

This is the way.

Brief Summary:

Born and raised in Cheliax, Aramant actually wanted to see the world. His father was deceased, but his mother was a Hellknight - and, as such, she wasn't so inclined to travel (and, honestly, neither to be a mother) - so he was taken by his uncle, a peddler and merchant, to help with the business and in the effort see Golarion. He became used to different cultures and costumes, but his demonic roots made him a pariah everywhere he went. His aging uncle actually died as they traveled through the Darklands, and there Aramant lived some years - a little happier that the darkness and caves provided him with less prejudice than the cities. Finally, though, he decided to travel back to Cheliax and visit his mother.

By the time he arrived, he found out the Hellknight had died fighting the chaotic forces of the Abyss. He was taken by a will to revenge her, but knew things wouldn't work this way; taken protection under the wing of the other knights of her order, slowly his desire to follow her steps grew, and when he became of age he was already a soldier for the Thrune armies, a religious zealot for Asmodeus and other deities composing the Five, and an aspirant of the Order of the Godclaw.


Aramant is a resident of Longacre, ever since he came back from the travels with his late uncle and became an aspirant on the Order of the Godclaw.


That was another of those rainy nights in Longacre. Aramant didn't really like them; moving around under a lot of armor and carrying a heavy shield and weapons, this was far from comfortable. Yet, he was used to it - Cheliax was his land, and in his core he was happy to be back for the past months.

As he knocked the door, he tried to assess the time - curfew wasn't rare in the region, and despite not being active right now, he knew people would still avoid being on the bad side of the guards. Yet, he was now an aspirant for the Hellknights, if it would give him some sway in one side, he knew they would immediately drop all his chances if he was caught in some sort of inappropriate fashion.

Staelish. - he finally said from behind the chain helmet, as the local woman opened the door. They knew each other for a while - I should have guessed who was searching for people for these... Jobs.

She smiled back at the banter and he entered the place. He was glad to be out of the rain. Underneath all his layers of worry with whatever Cimri Staelish was going to propose, though, he needed the coins - so he just hoped the Five would be okay with whatever it was, especially since he heard her boss was somehow connected to House Thrune. As he sat down and was offered a bowl of warm supper, he took the helmet off and placed on his lap.

So... What do you have for me? - he completed, taking a carefully silent sip.

Character Sheet:

Aramant Drakkuskail
Male demon-spawn tiefling antipaladin (tyrant) 1 (Pathfinder Player Companion: Blood of Fiends 20, Pathfinder RPG Advanced Player's Guide 118, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Intrigue 64)
LE Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +0
AC 22, touch 12, flat-footed 20 (+6 armor, +2 Dex, +2 natural, +2 shield)
hp 11 (1d10+1)
Fort +3, Ref +2, Will +2; +2 bonus vs. traps and hazards while underground
Resist cold 5, electricity 5, fire 5
Speed 30 ft. (20 ft. in armor)
Melee gauntlet (from armor) +4 (1d3+3) or
. . heavy shield bash +4 (1d4+3) or
. . longsword +4 (1d8+3/19-20) or
. . unarmed strike +4 (1d3+3 nonlethal)
Special Attacks smite good 1/day (+3 attack and AC, +1 damage)
Antipaladin Spell-Like Abilities (CL 1st; concentration +4)
. . At will—detect good
Str 17, Dex 14, Con 13, Int 8, Wis 10, Cha 16
Base Atk +1; CMB +4; CMD 16
Feats Armor Of The Pit[ARG]
Traits bloody-minded, hellknight aspirant (Order of the Godclaw)
Skills Acrobatics -5 (-9 to jump), Bluff +3 (+7 to tell a lie), Handle Animal +7, Intimidate +8, Knowledge (planes) +4, Profession (soldier) +4
Languages Common, Infernal
SQ beguiling liar[ARG], darklands guide, prehensile tail[ARG]
Other Gear chainmail, heavy wooden shield, longsword, backpack, waterskin
Tracked Resources
Detect Good (At will) (Sp) - 0/0
Smite Good (1/day) (Su) - 0/1
Special Abilities
Beguiling Liar +4 to Bluff to tell a lie.
Darklands Guide +2 to saves vs. traps and hazards while underground.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Good (At will) (Sp) You can use detect good at will (as the spell).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Smite Good (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.