Demon

Zareth Edemont's page

307 posts. Alias of Davi The Eccentric.


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Male Tiefling Wizard 5

Uh, I moved to I3 last round.

As the blades slice through Zareth he disappears in a puff of smoke, only to reappear next to Kel. "I'm sorry, but I don't do business with people who try to kill me. Nothing personal."

Immediate Reaction after that first strike but before the second, activate my Cloak of The Montebank to teleport to O6 and S grants me CA until EOMNT)


Male Tiefling Wizard 5

"No need to argue. It'll be over soon enough." Zareth gestures, and Tenja is surrounded by a bright cloud of scintillating colors, drawing them in.

Move to I3 and use Hypnotic Pattern, focused on Tenja(vs Will, on start of their turn attack if within 3 squares of pattern, on hit pull 3 squares and slow target), vs H(pull to I7), F and S(pull to K6): 1d20 + 7 ⇒ (6) + 7 = 131d20 + 7 ⇒ (17) + 7 = 241d20 + 7 ⇒ (11) + 7 = 18


Male Tiefling Wizard 5

"Fire? You must be the brains of the operation."

Was that 5 Fire damage before or after my Resist Fire 10?


Male Tiefling Wizard 5
Rev DM wrote:
Bluff check from Zareth please.

1d20 + 16 ⇒ (2) + 16 = 18


Male Tiefling Wizard 5
Rev DM wrote:
"Know anything about that?" asks Flamen. "Seems like a dangerous thing to me."

"I prefer to stay away from dangerous artifacts, myself. I'd recommend you do the same."

Initiative: 1d20 + 7 ⇒ (2) + 7 = 9


Male Tiefling Wizard 5

"Well, might as well take a look. Gold's not going anywhere, after all." Zareth enters the library and begins looking through the papers, the faint form of an imp visible on his shoulder.

I can speak Common, Elven and Supernal if they're in a different language, and Arcana to interpret anything I find: 1d20 + 14 ⇒ (11) + 14 = 25


Male Tiefling Wizard 5
Rev DM wrote:
"Not well. There's no system at all." Hortense sounds hugely annoyed by that.

"Anything in particular you're looking for? I might have better luck finding it."

Quote:
"Is this simple sibling rivalry? You seem uncommonly vindictive, even by our fine standards." The lean man from the library twirls a wand not unlike Zareth's own.

"Let's just say that if you steal from family, that family is entirely justified in stealing from you and leave it at that. It's a bit of a sore subject."

Diplomacy and Bluff: 1d20 + 11 ⇒ (11) + 11 = 221d20 + 16 ⇒ (16) + 16 = 32


Male Tiefling Wizard 5
Rev DM wrote:
"The difficulty is, Agera's brother, whether what you want and what we want overlap. Might cause a little conflict. How about you tell us what you're looking for?"

"I wouldn't turn down some of her lore, but I'll be honest here. I need money more than I need knowledge. And you? It's so impolite to ask a question you wouldn't answer yourself."


Male Tiefling Wizard 5
Rev DM wrote:

"This is surprise - I didn't expect to see you here. Or anyone. Agera's brother, eh?"

"You're as surprised as I am. I just came to get was rightfully mine, I wasn't expecting competition." Zareth runs his hand along the marble fountain. "Of course, I doubt our motives are so dissimilar. Let's make a deal. We split the profits, we all walk out of here with what we want and no one has to hide any corpses."

Diplomacy: 1d20 + 11 ⇒ (15) + 11 = 26


Male Tiefling Wizard 5

His guards ready, Zareth pushes open the door and quietly steps inside. "Agera, dear, are you home? It's me, your brother." He waits for a moment, listening to the silence before turning to his companions with a rakish grin. "I guess she won't mind if we rob her blind while she's out, hmm?"

Bluff to make them think I'm just her thieving brother: 1d20 + 16 ⇒ (4) + 16 = 20


Male Tiefling Wizard 5
Athsirion {Kel} Keledilinthir wrote:


"There's theives in the house ransacking Agera's study. I saw two and I think they heard me."

"Do you suppose they'd attack if Agera's brother walked in and asked for a cut of the profits in exchange for not calling the guards? I like to think that I'm a good enough actor to play the part."


Male Tiefling Wizard 5
Athsirion {Kel} Keledilinthir wrote:
"Agera's old house is closest and we know where it is unlike the other two options."

"Kel's right, as painful as that is to say. Investigate where he's most likely to go first."


Male Tiefling Wizard 5

"Well, can't blame him for running off. Shouldn't be that hard to find him, at least."

Athsirion {Kel} Keledilinthir wrote:
"We might want to check out Waldo's gambling 'buddies' as well."

"Kel, perhaps it would be more tactful to talk about that when Waldo isn't right there."


Male Tiefling Wizard 5

Zareth sips his drink, absentmindedly floating his orb next to him. "Good to see Sir Waldo is so courteous to his guests. Truly a fine example of nobility."


Male Tiefling Wizard 5

Zareth breathes deeply of the dock air. "Ah, civilization. For certain definitions of the term, in any case. Come on, let's go rent a few rooms at the inn, we might be here a while.

I think the lord's son was supposed to be near this town. Not entirely sure...


Male Tiefling Wizard 5
Kitherra Darkforge wrote:

"I'm a little concerned that we let a bunch of killers for hire walk away free. The next people they kill, or try to kill, we're equally guilty of attacking."

"Relax, Kith." Zareth sits back and smiles, looking as happy as could be. "If we blamed ourselves for every crime we could have prevented, we'd be at fault for every theft from here to Hammerfast at the very least. Wake me when we get somewhere interesting, would you?"

Yep, unless I try using Diplomacy to make a rousing speech none of my skills are particularly relevant. Thus, I'm sitting this round out.


Male Tiefling Wizard 5

Not bloodied. Scorching Burst, focused at K15(vs Reflex, vs C and B4, +2 from CA cancels -2 from prone): 1d20 + 7 ⇒ (17) + 7 = 241d20 + 7 ⇒ (12) + 7 = 191d6 + 5 ⇒ (5) + 5 = 10


Male Tiefling Wizard 5

"Just be quiet and try not to get shot."

No longer bloodied.


Male Tiefling Wizard 5

And I am also bloodied.

"Andrus!" Zareth glowers, and the air is filled with a cacophony of vile whispers. "No one's getting out of here alive, you hear me?"

Horrid Whispers centered at K15, against C and A3(vs Will, Psychic damage and target is slowed and takes -2 to attack(save ends), Aftereffect: target falls prone, Miss: Target is slowed and takes -2 to attack until EOMNT): 1d20 + 7 ⇒ (17) + 7 = 241d20 + 7 ⇒ (1) + 7 = 81d6 + 8 ⇒ (3) + 8 = 11

1d20 ⇒ 18

Since the attack against A3 missed, I think I can use Orb of Deception to make the attack again against A1 even though he's outside of the blast radius. 1d20 + 10 ⇒ (10) + 10 = 20


Male Tiefling Wizard 5

Forgot to make a save last turn: 1d20 ⇒ 9

Zareth walks up to Andrus. "Hey. Get back up, we're not done yet." Meanwhile a coruscating cascade of colors appears in the fog near Tenja, drawing his foes away.

Since Andrus is presumably a pincushion right now, move to T19 and use Majestic Word on him(3 extra HP). Then, use Hypnotic Pattern at K19(vs Will, pull 3 on a hit, just read the description on my profile), vs B1, B2, B4, A1:

Spoiler:
1d20 + 7 ⇒ (5) + 7 = 121d20 + 7 ⇒ (16) + 7 = 231d20 + 7 ⇒ (10) + 7 = 171d20 + 7 ⇒ (12) + 7 = 19

1d20 ⇒ 4


Male Tiefling Wizard 5

Out in the swamps, a small mote of light drifts down. Then, a flash of light, and one archer is set aflame.

Infernal Wrath, 1d6 + 4 ⇒ (2) + 4 = 6 Fire damage to A4.

"No, you're all mistaken. We're going to stay in your heads as long as we damn well please." The shadows around Cap rise up, lashing out at any who come near. "Am I perfectly clear?"

Move to V16 and use Grasping Shadows at Q19(vs Will, close burst 1, Psychic damage and is slowed until EOMNT, Effect: Makes zone in burst until EOMNT, any who enter zone take 4 Psychic damage and are slowed until the end of it's next turn) Since it's a burst, no attack penalty from concealment. Vs C and B1 1d20 + 7 ⇒ (10) + 7 = 171d20 + 7 ⇒ (8) + 7 = 151d8 + 5 ⇒ (6) + 5 = 11


Male Tiefling Wizard 5

"Great. We're going to have to row the rest of the way ourselves aren't we?" Zareth looks phenomenally annoyed as he readies his orb.

Initiative: 1d20 + 9 ⇒ (5) + 9 = 14


Male Tiefling Wizard 5

"You know, if you wanted to tag along you could have at least told us first." Zareth stands to the side, looking conspicuously disinterested in the countryside.


Male Tiefling Wizard 5

"Yeah, let's just leave. It won't do us any good to get our employer killed."


Male Tiefling Wizard 5
Rev DM wrote:
The envelope is addressed to Florence in a heavy, but elegant, hand.

"Well, what do we have here?" Zareth looks over Andrus' shoulder, grabs the envelope from his hands and presents it to the servant. "I believe this is yours."


Male Tiefling Wizard 5
Rev DM wrote:
She smiles warmly at Zareth. "Of course. I'll just have to find some other way to get your attention."

"Blatant flattery always works, my dear." Zareth turns back to Andrus. "Come now, you'd extort money from your best friend? Of course you would. Here." Zareth hands over the money.

Wait, how much did we each get as a our shares from the last adventure? I forgot to write down how much money I now have.

Rev DM wrote:
"Except he never does sleep in. Up with the lark, always."

"Well, I see no reason to not visit the Lordship one last time. We can't just leave without saying goodbye, can we?"


Male Tiefling Wizard 5
Rev DM wrote:


"Actually - that's a bit odd. He hasn't been down here yet. That's not like him at all. Anyway, your clothes are all clean and laundered and I've packed up some sandwiches for you. Can you tell Zareth I couldn't get all the stains out of his robe. That silk isn't easy to clean, but I've done my best for him."

"Oh, it's fine." Zareth finally descends the stairs, rubbing the sleep out of his eyes. "Nothing a little prestidigitation can't fix, in any case."

"So, we're riding out, then? Lovely."


Male Tiefling Wizard 5
Rev DM wrote:
"My brother's a carpenter, if you need any work doing up at the Tor. I don't suppose the Stormcrows left it in good shape."

"We could use a stonemason more than a carpenter, but I'm sure we could find something for him to do."

So, two main things we want to do:
-Do what the mayor asked us to do.
-Hire enough carpenters/stonemasons/locksmiths/etc to make the tor a decent place to live again.

I'm fine with Zareth the way he is now. Finally, so long Pat. Have a good life.


Male Tiefling Wizard 5

"Don't worry. Our actions will have to speak for themselves." Zareth finally breaks his silence in the corner.

"Also, I believe my friend was asking less about an official recommendation and more about a deed. Write up a quick contract, we'll sign on the dotted line and we'll go on our way.


Male Tiefling Wizard 5

"Ah, civilization. It's been far too long. The lord has waited this long, he can wait a bit longer." Zareth heads into the inn.


Male Tiefling Wizard 5

Well, the Storm Crows seemed to operate out of it just fine before they all went insane. (Also, three days from Fallcrest doesn't necessarily mean three days from civilization.)

Anyway, pros and cons:

  • Pro: It's proven secure.
  • Pro: It's still generally in habitable condition.
  • Pro: I'm pretty sure I can convince the mayor to just hand over the deed as part of our payment.
  • Con: It's far away from Fallcrest (And possibly everywhere else)
  • Con: Storm Tor probably still has a bad reputation.
  • Con: It's a fixer-upper, to put it politely.

Anyone else have anything to add to the list?


Male Tiefling Wizard 5

Why would you need to know how much each valuable thing we're going to sell is worth? We can just split the treasure after we've sold it for cold hard gold.

I got the mayor to agree to letting us take over the Tor when we took the mission, so it should hold up. We just need to use some of our reward for clearing the place out to change the locks and get supplies. Also, I think we can handle whoever decides to try moving in here during the next six days. (Also, I'm pretty sure the myconids decided to move out, since we just saw no myconids in the myconid den.)


Male Tiefling Wizard 5

Zareth wipes the blood from his face. "I wasn't expecting that to be so painful..."

Spending 2 surges to get back to 41/44 HP.


Male Tiefling Wizard 5

Just me and Kel, right? Arcana: 1d20 + 14 ⇒ (12) + 14 = 26

"Should be able to warp the aether to redirect the blast away from us. Kel, ready when you are."


Male Tiefling Wizard 5

Arcana, Religion: 1d20 + 14 ⇒ (18) + 14 = 321d20 + 12 ⇒ (14) + 12 = 26


Male Tiefling Wizard 5

Zareth grabs the bundle of robes before looking at the locket. "Looks like the lord was closer to Agera than we thought. Close enough that she'd keep a picture of his kid in her locket, at the very least. Guess I'll have to ask him a few questions when we get back."


Male Tiefling Wizard 5

Took Phantom Echoes as my feat, so enemies grant me CA until EOMNT when I hit them with an illusion power. Took Disguise Self and Wizard's Escape as the two new utilities in my spellbook.


Male Tiefling Wizard 5

"No need to grab it just yet, Andrus." With a flick of his wrist, the stone hovers in the air and drifts over to Zareth. The imp reappears on his shoulder in a flash of light. "Xod, you're familiar with sin, correct? What do you know about this thing?"

Sorry, internet was horribly slow last night, so I didn't post. Arcana, what can I tell about this thing? 1d20 + 14 ⇒ (1) + 14 = 15

Lovely timing for a 1.


Male Tiefling Wizard 5

Since he only had 20HP and no fire resistance, Xod pops now and I lose a HS.

Zareth winces as Xod goes down in flames. "Yes, it does.", he says as the axe swings down towards her head-

Illusory Ambush(vs Will, -2 attack until EOMNT): 1d20 + 7 - 2 ⇒ (4) + 7 - 2 = 91d6 + 5 ⇒ (3) + 5 = 8

-Only to dissipate long before it reached it's destination, leaving the devil rattled but unharmed.


Male Tiefling Wizard 5

Zareth backs away as the shadows rise up around the devils, flailing at all within reach.

Use Grasping Shadows at K3 vs A and IA(vs Will, slowed until EOMNT, creates zone in burst that deals 4 psychic damage and slows anything who enters it until my next turn), then move to G6: 1d20 + 7 ⇒ (16) + 7 = 231d20 + 7 ⇒ (1) + 7 = 81d8 + 5 ⇒ (5) + 5 = 10

Also, I grant CA until my next turn and Xod turns invisible and moves to M7


Male Tiefling Wizard 5

Zareth attempts to circle around Agera, keeping his eyes locked on hers. "Is that fear I detect in your voice? Have you finally realized that you might not survive this? It took you long enough." Meanwhile, Xod stabs at a suit of armor.

Shift to I2 and command Xod to attack IA5(vs Reflex, turns invisible until my next turn on a hit): 1d20 + 7 ⇒ (13) + 7 = 20


Male Tiefling Wizard 5
Rev DM wrote:
Bumping for Kith.

She posted before you posted the last update. Technically we're waiting on Urlag/Kel/Tenja's next command.


Male Tiefling Wizard 5

"Andrus, get up!" Zareth backs away from the diabolic band in front of him. "Sorry, but I still have to decline. You see, you have nothing to teach me. It takes no skill to just force your will onto something. Doing it subtly, make it so they don't even notice they're being manipulated, that is the true mark of a master." Unfortunately, his subtle attempt at enchantment he was attempting during this conversation only lured one of her minions away, proving nothing.

Majestic Word on Andrus(heals HS+3 HP and slide to L8), shift to I2 and use Hypnotic Pattern on J6(vs Will, pull Ag to J6, IA3 to K6, IA4 to K5 and slowed until EOMNT on a hit): 1d20 + 7 ⇒ (3) + 7 = 101d20 + 7 ⇒ (15) + 7 = 221d20 + 7 ⇒ (1) + 7 = 8

I grant CA until my next turn, Xod turns invisible and moves to I13.

A Short Rant On Early 4e Solo(Elite?) Design:
Who at WotC thought that this was good monster design? An at-will immediate reaction to knock any defenders away and keep them from getting back to her that round? The ability to dominate(save ends) most of the party every 2-3 turns? The fact that all her attacks can kill any squishy wizards/clerics by making the tough melee characters that mostly have low Will run over and use their great basic attacks to tear them to shreds? There's the good kind of annoying in a fight, and then there's the kind of annoying that leads to most of the party being under DM control most of the time. Guess which one this is.


Male Tiefling Wizard 5

"Are you so uncertain that you have to bring your minions into this?" Zareth thrusts his arms to the sky and flames explode from beneath the armors.

Scorching Burst(vs Reflex, Fire damage) on IA1, IA2: 1d20 + 7 ⇒ (6) + 7 = 131d20 + 7 ⇒ (4) + 7 = 111d6 + 5 ⇒ (5) + 5 = 10

If that wasn't resisted and they're minions(please say they're minions), spend an AP to repeat vs IA3, IA4: (EDIT: Since that first one missed entirely, I'll do this anyway) 1d20 + 7 ⇒ (15) + 7 = 221d20 + 7 ⇒ (18) + 7 = 251d6 + 5 ⇒ (6) + 5 = 11

Also, I grant CA until the beginning of my next turn and Xod turns invisible and moves to K8, since I didn't command him.


Male Tiefling Wizard 5

Arcana, what can I tell about the armors? Further actions will depend on what I know. 1d20 + 13 ⇒ (2) + 13 = 15


Male Tiefling Wizard 5

I don't know if Xod can make OAs, but let's assume he can.(vs Reflex) 1d20 + 7 ⇒ (5) + 7 = 121d8 + 5 ⇒ (6) + 5 = 11

Also, mind if I assume I had a dagger out or something, because I don't think you want me to throw my orb like a shot put. 1d20 + 3 ⇒ (7) + 3 = 101d4 + 1 ⇒ (3) + 1 = 4

Also, Andrus doesn't have any ranged basic attacks either unless he has his crossbow out.

"No one controls me. No one." Zareth glares at Agera with obvious malice as he instinctively sets her alight and sends Xod after her.

Infernal Wrath, 1d6 + 4 - 8 ⇒ (6) + 4 - 8 = 2 Fire damage, then move Xod to I14 and attack(vs Reflex, invisible until my next turn on a hit): 1d20 + 7 ⇒ (9) + 7 = 161d8 + 5 ⇒ (8) + 5 = 13


Male Tiefling Wizard 5

Since it hit with it's last attack, Xod's invisible right now and thus has total concealment until my next turn.


Male Tiefling Wizard 5

Arcana, what can I tell about her? 1d20 + 13 ⇒ (16) + 13 = 29

"Nice technique. Shame you're trying to kill us all, I could have learned a few things. Xod, distract her!" At this point, an imp swoops down and strikes at the tiefling with it's barbed tail before disappearing once more.

Summon Imp in G9, then attack(vs Reflex, 5 ongoing Poison damage and the imp is invisible until my next turn): 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 261d8 + 5 ⇒ (2) + 5 = 7

That move better be an encounter power or we're in a lot of trouble.


Male Tiefling Wizard 5

Initiative: 1d20 + 8 ⇒ (4) + 8 = 12


Male Tiefling Wizard 5

"Hate to be the bearer of bad news, but I think that was a one-way portal. Let's hope there's another exit."

Full Name

Skalv Aelfarael

Race

Tiefling Paladin/Ranger 3

Classes/Levels

| AC 22, Touch 10, FF 22 | HP 31/31 | F +8, R +6, W +6 | Init +0 (+2 in urban environment) | Perc +6*

*:
Perception: +2 in urban environments, +2 vs evil outsiders, +1 vs disguise of evil outsiders

Gender

Male

Size

Medium

Age

72

Alignment

LG

Deity

Ragathiel

Languages

Common, Abyssal

Strength 18
Dexterity 10
Constitution 14
Intelligence 8
Wisdom 10
Charisma 16

About Skalv Aelfarael

Statistics:
Male Tiefling (Demon-Spawn) Paladin (Oath against Fiends, Oath of Vengeance)/Ranger (Demonslayer, Divine Tracker, Skirmisher) 3
LG Medium Outsider (Native)
Init +0 (+2 in urban); Senses Perception +6 (+2 in urban); darkvision 60 ft.
Aura Good, Courage
------------------------------
DEFENSE
------------------------------
AC 22, touch 10, flat-footed 22 (+10 armor, +2 shield)
hp 31
Fort +8, Ref +6, Will +6 (+1 vs evil outsiders, +2 vs nausea)
Immune Disease, Fear
Resist fire 5, cold 5, electricity 5
------------------------------
OFFENSE
------------------------------
Speed 30 ft. (20 ft. in armor) (+10 ft. charge/run/sprint)

Melee Bastard Sword +9 (1d10+5)
Warhammer +7 (1d8+4)
Dagger +7 (1d4+4)

Ranged Longbow +3 (1d8)

Supernatural Abilities
1/day - smite evil
4/day - lay on hands

Spell-Like Abilities (CL 3)
At will - detect evil
------------------------------
STATISTICS
------------------------------
Str 18, Dex 10, Con 14, Int 8, Wis 10, Cha 16
Base Atk +3; CMB +7; CMD 17
Traits Touched by Divinity, Treerazer's Bane
Feats Weapon Focus (Bastard Sword), Gory Finish, Power Attack
Skills (24 points; 18 ranger, 6 background)
ACP -5 (-6 with shield)
(1) Climb* +8
(2) Diplomacy +8
(3) Intimidate +9
(3) Knowledge (planar) +5
(3) Lore (Empyreal Lords) +5
(3) Perception +6
(3) Profession (soldier) +6
(3) Sense Motive +6
(2) Survival +5
(1) Swim* +8
*ACP applies to these skills
Non-Standard Skill Bonuses
+2 Bluff, Knowledge, Perception, Sense Motive, and Survival vs evil outsiders (class)
+1/2 level tracking (class)
+1/2 level on Knowledge (planes) about demons, Perception vs a demon’s disguise, and tracking demons (class)
+2 Knowledge (geography), Perception, Stealth, and Survival in urban environment (class)
Languages Common, Abyssal

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------
Fiendish Resistance Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Fiendish Sprinter Some tieflings have feet that are more bestial than human. Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.

Iron Stomach You gain a +2 bonus on saving throws against nausea.

Darkvision Tieflings can see perfectly in the dark for up to 60 feet.

Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action.

Exposed to Awfulness As a child, you were badly mauled by a demon. The demon was slain before it could kill you, but you lingered at death’s door for weeks before regaining consciousness. Ever since, you’ve been unusually hale and hearty, as if your body had reacted to its brush with doom by becoming supernaturally fit. Once per day when you fail a saving throw against an effect created by a demon that would kill or incapacitate you physically, you can immediately reroll that saving throw as a free action. You must take the second result, even if it is worse.

Treerazer's Bane Having fought in many battles against the demon Treerazer, you have learned the best ways to kill the various creatures under his control. You gain a +2 trait bonus on weapon damage against demons, evil fey, and plants and animals corrupted by evil.

Tiefling Paladin Favored Class Bonus (+3) Add +1 to the amount of damage the paladin heals with lay on hands, but only when the paladin uses that ability on herself.

Aura of Good The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Divine Grace At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Lay On Hands (2/4) Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Aura of Courage At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Health At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Mercy (fatigued) At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

Favored Enemy (Evil Outsider) At 1st level, a demonslayer must choose favored enemy (evil outsider). He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. In addition to the normal benefits of favored enemy, a demonslayer gains a bonus equal to 1/2 his favored enemy bonus on saving throws against spells, spell-like abilities, and supernatural abilities of evil outsiders.

Track A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Favored Weapon At 1st level, a divine tracker becomes proficient with the favored weapon of his deity.

Combat Style Feat (Menacing) At 2nd level, a ranger must select one combat style to pursue. The ranger’s expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.

Demonologist At 3rd level, a demonslayer gains insight into his Abyssal enemies. The demonslayer gains a bonus equal to 1/2 his class level on Knowledge (planes) checks that relate to demons, Perception checks to pierce a demon’s disguise, and Survival checks while tracking demons.

Favored Terrain (Urban) At 3rd level, a ranger may select a type of terrain. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-100 lb. Medium 101-200 lb. Heavy 201-300 lb.
Current Load Carried 111 lb.

Money 93 GP 0 SP 0 CP
+1 Bastard Sword (2335gp) (6 lb.)
Warhammer (12gp) (5 lb.)
Dagger x2 (4gp) (2 lb.)
Longbow (75gp) (3 lb.)
+1 Full Plate (2650gp) (50 lb.)
Heavy Steel Shield (20gp) (15 lb.)
Potion of Bull's Strength (300gp)
Potion of Cure Moderate Wounds (300gp)
Potion of Cure Light Wounds x4 (200gp)
Paladin's Kit (11gp) (30 lb.)
- backpack
- bedroll
- belt pouch
- cheap holy text
- flint and steel
- iron pot
- mess kit
- rope
- soap
- torches x10
- trail rations x5
- waterskin
- silver holy symbol of Ragathiel

Background:
Falaena Aelfarael was an elven warrior of Kyonin, dedicating her life to defending her race from foreign threats and the monstrous Treerazer. After years of service she became an officer and made a reputation for herself as a hunter of servants of Treerazer. She made great strides in pushing his followers further into the forest, but also attracted the attention of the glabrezu demon Mokravud. He set up a trap for the young elven officer and separated her from her soldiers, capturing her.

Falaena was tortured by Mokravud and other followers of Treerazer. A few months into her capture it was learned she was pregnant, much to her horror and Mokravud's delight. Her torture took on an entirely new direction with evil magic and dark curses used to twist her pregnancy. She ended up giving birth to a demon-spawn with grey skin, budding horns, and a whipping tail. The only similarities it had to its mother was its pointed ears and high cheekbones. The child was ripped from her arms moments after being born, destined to grow up as a living weapon against body the bodies and minds of the elves.

Falaena, no longer burdened with her pregnancy and the attention of her captors more focused on the child, found an opportunity and fought her way to freedom. The pain of what had happened to her was nearly unbearable, and she sequestered herself away for many years.

The child grew up under the servants of Treerazer, bred for battle and indoctrinated into the cult of the nascent demon lord. He was being shaped into a weapon to not only strike against the elves of Kyonin, but also to be a symbol of corruption, to strike anger and sorrow into their hearts. It was a brutal childhood. His friend was anger, his teacher was pain, his existence destruction. He was on a dark, violent path.

Calgour Zendrath was an oracle of Ragathiel, a notable cult leader in Magnimar. The old human was a veteran of the battlefield, having spent his youth empowered by Ragathiel to avenge his family, and most of his adulthood as a soldier. In his old age he retired but stayed invested in the faith of Ragathiel, helping to guide others on the path to vengeance where it was needed. It is during this time he was given a vision of a young creature, an elven demon-spawn, who was at a critical turning point. If the child continued on his given path, a great wrong would only be made worse. But if there was intervention, the possibility for righteous vengeance was enormous.

Calgour followed his vision, traveling to Kyonin and pursuing the child. His vision lead him deep into the northern forest, where the elves had no hold and the trees wilted with rot. It was there he found the location of his vision, and with blade and holy fire he cleansed Treerazer's servants from the area. The child attacked him, but the old veteran disabled and captured him, spiriting him away from the nightmare he had been born into. He found refuge with a small elven village and settled in to complete his quest.

Over weeks Calgour slowly earned the trust of the child, feeding him and teaching him about his people with the help of the locals. Divination magic was used to learn truths about his past and who he was, and to impart knowledge of what had been done to him. It was a long and arduous process that wore Calgour's patience paper-thin, but eventually it paid off. The child came to realize the truth of the world and his existence, turning him away from the path of evil, but was now lost with no sense of self-identity. His life had been rage and pain and destruction, and he was told it was all a lie. The elves seeked to shelter him and change who he was, but Calgour would not allow it. He insisted the child was still who he was, and that he should not turn away from the lessons he had learned. If the child was tempered by the fires of rage and destruction, so be it. Those are virtues if directed against those deserving of it. And so it was that Calgour trained the child in the faith of Ragathiel, not trying to change who the underlying person was, but instead taking on a new perspective for his purpose. Instead of being bred to destroy the elves, he would use the lessons Treerazer's servants gave him against his captors. He would become the bane of Treerazer and any demon that dared to cause suffering. With his new purpose he was given a name: Skalv Aelfarael, taking his first name for who he was and what he had become, and his last name for his mother and the elves to never forget his roots.

Calgour trained Skalv in battle, honing the wild fury that the child had been born into. As Skalv grew into a man Calgour's health waned, and eventually the old veteran could teach him no more. Calgour told him to continue his training, for he was not powerful enough to take on the threat Treerazer and his servants posed, or various other demonic threats. And so Skalv set out, leaving the elves and his old master behind him. He spent some time traveling the world, gathering experience and lore as an adventurer and sell-sword and soldier, until he set his eyes on the one place that would give him experience fighting demons like nothing else: The Worldwound.

Skalv arrived in Kenabres to seek his destiny, content to relax briefly during the celebration of Armasse. But his life had never been calm to him before, and he had hardly been in the city a day when it was rocked by the shattering first strike of the demon attack. Skalv was in the middle of the street when it happened and it was a miracle he survived the opening attack. He stumbled to his feet as the demon hoards poured into the city, striking out against the demons initially but quickly gaining wounds and being pushed back. He likely would have stood his ground and met his end if it wasn't for the teachings of Calgour, who warned of the immense power and number of demons and advised living to fight another day. With gritted teeth he retreated to lick his wounds and recover.

Skalv balanced on the brink of death. Every waking moment was spent fighting against or running from demons, doing everything in his power to help those in need but watching cruelty after cruelty and having to accept his limits. He did everything in his power to weaken the hoard and help this in need, but alone his efforts were nothing but a twig against the hurricane of the abyss. As night settled in he found the best shelter he could out of a half-destroyed building, settling into the rubble in a hideaway spot in an attempt to get some sleep.

Appearance and Personality:
Skalv is a tall, broad-shouldered and handsome tiefling. He has ash-grey skin, thick horns that grow in a slight wave behind his head, and strait white hair that cascades down to his shoulders. He has sharp facial features, high cheekbones, a slim waist, and large pointed ears that together give him a vaguely elven look.

Skalv has a righteous fury in his heart that he seeks to quench. His birth captors gave him the desire to destroy, and his adult mentor guided him to direct it against those who deserved it. This contradiction is often difficult for him to reconcile, and often he acts rashly, but he seeks to improve himself and find a more stable purpose in the world.