[sblock=Rath Deviltusk]
[sblock=Game Info]
Race: Half-Orc
Class: Anti-Paladin
Level: 1
Alignment: Lawful Evil
Languages: Common
Deity: Asmodeus[/sblock]
[sblock=Abilities]
STR: 17 (7 PB, +2 Racial)
DEX: 13 (3 PB)
CON: 14 (5 PB)
INT: 12 (2 PB)
WIS: 13 (3 PB)
CHA: 14 (5 PB)[/sblock]
[sblock=Combat]
HP: 13 = [1d10=10] + 2 (CON) + 1 (Anti-Paladin)
AC: 12 = 10 + 0 (N/A) + 0 (N/A) + 2 (DEX)
AC Touch: 12 = 10 + 2 (DEX)
AC Flatfooted: 10 = 10 + 0 (N/A) + 0 (N/A)
INIT: +2 = +2 (DEX)
BAB: +1 = +1 (Anti-Paladin)
CMB: +4 = +3 (STR) + 1 (BAB)
CMD: 16 = 10 + 3 (STR) + 2 (DEX) + 1 (BAB)
Fort: +4 = +2 (Anti-Paladin) + 2 (CON)
Reflex: +3 = +0 (Anti-Paladin) + 2 (DEX) + 1 (Deft Dodger)
Will: +3 = +2 (Anti-Paladin) + 1 (WILL)
Speed: 30'
Damage Reduction: N/A
Spell Resistance: N/A
Spell Failure: None[/sblock]
[sblock=Weapon Stats]
[/sblock]
[sblock=Racial Traits]
+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet (
see darkvision.)
Intimidating: Half-orcs receive a +2 racial bonus on
Intimidate skill checks due to their fearsome nature.
Orc Blood: Half-orcs count as both
humans and
orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if
disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls
unconscious and begins
dying.
Weapon Familiarity: Half-orcs are proficient with
greataxes and
falchions and treat
any weapon with the word "orc" in its name as a martial weapon.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high
Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.[/sblock]
[sblock=Class Features]
Weapon and Armor Proficiency: Antipaladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Evil: The power of an antipaladin’s aura of evil (see the
detect evil spell) is equal to his antipaladin level. A
paladin who uses
smite evil on an antipaladin deals 2 points of damage per
paladin level on his first successful attack.
Detect Good: At will, an antipaladin can use
detect good, as the spell. An antipaladin can, as a
move action, concentrate on a single Item or individual within 60 feet and determine if it is good, learning the
strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the antipaladin does not
detect good in any other object or individual within range.
Smite Good: Once per day, an antipaladin can call out to the dark powers to crush the forces of good. As a
swift action, the antipaladin chooses one target within sight to smite. If this target is
good, the antipaladin adds his
Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against the target of his smite. If the target of smite good is an
outsider with the
good subtype, a good-aligned
dragon, or a good creature with levels of
cleric or
paladin, the bonus to damage on the first successful attack increases to 2 points of damage per level the antipaladin possesses. Regardless of the target, smite good attacks automatically bypass any
DR the creature might possess.
In addition, while smite good is in effect, the antipaladin gains a deflection bonus equal to his
Charisma modifier (if any) to his
AC against attacks made by the target of the smite. If the antipaladin targets a creature that is not good, the smite is wasted with no effect.
The smite good effect remains until the target of the smite is
dead or the next time the antipaladin rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the antipaladin may smite good one additional time per day, to a maximum of seven times per day at 19th level.[/sblock]
[sblock=Feats]
1st lvl- Power Attack- Trade BAB for damage bonus.[/sblock]
[sblock=Traits]
A)Heresy: +1 on saving throws vs. divine spells.
B)Deft Dodger: +1 on Reflex saves.[/sblock]
[sblock=Skills]
Skill Ranks: 03 = [2 (Anit-Paladin) + 01 (INT)] x 01 (LvL)
Max Ranks: 01
ACP: -0
Skills:
() = class skill
^ = trained only
Code:
Total Stat Rank CS Misc ACP
+00 = Acrobatics +00 +00 +0 +00 -0 DEX
+00 = Appraise +00 +00 +0 +00 INT
+00 = Bluff +00 +00 +0 +00 CHA
+00 = Climb +00 +00 +0 +00 -0 STR
+00 = Craft:_____ +00 +00 +0 +00 INT
+00 = Diplomacy +00 +00 +0 +00 CHA
+na = Disable Device^ +00 +00 +0 +00 -0 DEX
+00 = Disguise +00 +00 +0 +00 CHA
+00 = Escape Artist +00 +00 +0 +00 -0 DEX
+00 = Fly +00 +00 +0 +00 -0 DEX
+na = Handle Animal^ +00 +00 +0 +00 CHA
+00 = Heal +00 +00 +0 +00 WIS
+08 = Intimidate +02 +01 +3 +02 CHA
+na = Know:Arcana^ +00 +00 +0 +00 INT
+na = Know:Dungeoneering^ +00 +00 +0 +00 INT
+na = Know:Engineering^ +00 +00 +0 +00 INT
+na = Know:Geography^ +00 +00 +0 +00 INT
+na = Know:History^ +00 +00 +0 +00 INT
+na = Know:Local^ +00 +00 +0 +00 INT
+na = Know:Nature^ +00 +00 +0 +00 INT
+na = Know:Nobility^ +00 +00 +0 +00 INT
+na = Know:Planes^ +00 +00 +0 +00 INT
+05 = Know:Religion^ +01 +01 +3 +00 INT
+na = Linguistics^ +00 +00 +0 +00 INT
+00 = Perception +00 +00 +0 +00 WIS
+00 = Perform:_____ +00 +00 +0 +00 CHA
+na = Profession^:_____ +00 +00 +0 +00 WIS
+00 = Ride +00 +00 +0 +00 -0 DEX
+05 = Sense Motive +01 +01 +3 +00 WIS
+na = Sleight of Hand^ +00 +00 +0 +00 -0 DEX
+na = Spellcraft^ +00 +00 +0 +00 INT
+00 = Stealth +00 +00 +0 +00 -0 DEX
+00 = Survival +00 +00 +0 +00 WIS
+00 = Swim +00 +00 +0 +00 -0 STR
+na = Use Magic Device^ +00 +00 +0 +00 CHA
[/sblock]
[sblock=Spellcasting]
...[/sblock]
[sblock=Equipment]
Code:
Equipment Cost Weight
Total weight carried:
Treasure: gp, sp, cp Gems:
Carrying Capacity:
light-
medium-
heavy- [/sblock]
[sblock=Details]
Size: Medium
Gender: Male
Age: 24
Height: 6'2"
Weight: 201
Hair Color: Black
Eye Color: Red
Skin Color: Gray-Green
Appearance:
Demeanor:[/sblock]
[sblock=Background]Rath is the offspring of a merchants daughter and a maraudering orc. Upon his birth Rath was discarded as an adomination in the streets of Talingarde and was quickly picked by clerics from a church of the Dark Prince, Asmodeus.
From an early age Rath was groomed into a champion of Asmodues and fights to take the city from the Shining Lady, Iomedae.[/sblock]
[sblock=Adventure Notes] None yet[/sblock]
[sblock=Level Ups]
Level 2
Class:
BAB: +0 to +0
Fort: +0 to +0
Ref: +0 to +0
Will: +0 to +0
Feat:
Class Features:
HP: +?? = (1d?? - 2 = ?) + 0 [CON] + ?? (Old Total) = ?? (new total)
Skill Ranks: +?? = +?? (Class) + 0 (misc) + ?? (Old Total) = ?? (new total)
Skills:
Favored Class Bonus:[/sblock] [/sblock]