Zander White "Karn Death Hand"'s page

6 posts. Alias of Bane88.


About Zander White "Karn Death Hand"

Zander White "Karn Deathhand"
Human (Ulfen) Anti-paladin (lord of darkness) 1/Slayer 1/Cleric of Asmodeus 1/gestalt 1
LE Medium humanoid (human)
Init +2; Senses Perception +9
--------------------
Defense
--------------------

AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 12 (1d10+2)
Fort +3, Ref +4, Will +7
--------------------
Offense
--------------------

Speed 30 ft.
Special Attacks smite good, studied target +1 (1st, move action)
Antipaladin Spell-Like Abilities (CL 1st; concentration +5)
At will—detect good
Special Attacks channel negative energy 7/day (DC 14, 1d6), sudden shift
Domain Spell-Like Abilities (CL 1st; concentration +6)
8/day—touch of evil (1 round)
Cleric Spells Prepared (CL 1st; concentration +6)
1st—burning disarm (DC 16), command (DC 16), disguise self[D], murderous command[UM] (DC 16)
0 (at will)—detect magic, light, spark[APG] (DC 15)
D Domain spell; Domains Trickery (Deception subdomain), Evil

--------------------
Statistics
--------------------

Str 20, Dex 14, Con 12, Int 14, Wis 20, Cha 18
Base Atk +1; CMB +6; CMD 18
Feats Power Attack, Spell Focus (necromancy)
Skills Acrobatics +6, Bluff +8 (+18 to lie and any lie you tell cannot be detected via detect lies, zone of truth, or similar spells.), Disguise +8, Intimidate +8 (+12 on Intimidate checks made against living creatures within 10 feet. Beat DC by 10 or more and issue a command as the spell), Knowledge (religion) +6, Perception +9, Sense Motive +9, Spellcraft +6, Survival +9
Languages Common, Elven, Infernal, Skald
SQ aura of evil, track +1
Other Gear -
--------------------
Special Abilities
--------------------

Aura of Evil (Ex) The antipaladin has an Aura of Evil with power equal to her class level.
Detect Good (At will) (Sp) You can use Detect Good at will (as the spell).
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Good (1/day) (Su) +4 to hit, +1 to damage, +4 deflection bonus to AC when used.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to survival checks made to track.
Cleric Channel Negative Energy 1d6 (7/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Deception) Bluff, Disguise, and Stealth are class skills.
Cleric Domain (Evil) Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.
Sudden Shift (8/day) (Su) As an immediate action after being missed by a melee attack, teleport up to 10' away, within the reach of the attacker.
Touch of Evil (1 round, 8/day) (Sp) With a melee touch attack, target is sickened and counted as good-aligned for the purpose of [Evil] spells.