The Warlord Reborn

Spawned from the divine might of the fallen God called The Destroyer; he fights to claim his birthright!

Description:

Name: Warlord
Race: Alfar
Class: Antipaladin 16
Alignment: NE; Nature – Fanatic, Demeanor – Psychopath. Morale: 4/ 10.
Player: GedofParagon
Quote: "I am now seen by the gods as separate from The Destroyer. He is my father in all but name, and so that makes me the heir to his ambitions. I still desire the Daemon Throne of Abaddon, and will do whatever it takes to claim it!

ST: 14 +2 (Mistress’s Boon: 18 +4)
DX: 12 +1
CO: 10 +0
IN: 12 +1
WI: 14 +2
CH: 17 +3
HP: 150 / 150 AC: 24 (23ff, 15 touch)
BAB: +20 (Melee: +24/ _ Ranged: +21).
CMB: + 24. CMD: 35.
Stained Glass Halbard + 4: + 28/ + 23/ + 18/ + 14 (d10 + 10 Damage or Vital Strike 3d10 + 10)
with Power Attack + 24/ + 19/ + 14/ + 9 (d10 + 22 Damage or Vital Strike 3d10 + 22)

MC Alfar Caster Gun (Arcanium Shot): + 22/ + 17/ + 12/ + 8 (3d6/ 2d6/ 1d6 + Interference vs. Tech)

Daemon Claws + 1: + 25/ + 21/ + 16/ + 11 (d10 + 5 and Contagion (Cacodaemonia) dc14)
With Power Attack: + 20/ + 15/ + 10/ + 5 (d10 + 13)

Touch of Corruption: +25 (60 negative energy damage + Cruelty; Save Dc20) 13/ Day.
as Channel Energy (60 negative energy damage, 30’ Burst; 2 uses of ToC)

Disease (Su) Cacodaemonia: Bite—injury; save Fort DC 12;
onset 1 day; frequency 1/day; effect 1d2 Wis damage, cure 2
consecutive saves. In addition to the normal effects
of the disease, as long as a victim is infected, the
cacodaemon can telepathically communicate with the
creature over any distance (as long as they remain on
the same plane).
Petrifying Tedonitis – DC: 18 Fort, Primary: 1d6 Str, Secondary: 1d6 str/ day; onset – immediate.

F/R/W: + 20 /14 /21 (additional + 6 vs. Enchant/ Charm)
Evasion!

Race: Alfar (Elves):
Natives to the former realm of Alfhiem, the Alfar are keepers of magickal might and lore. Now outnumbered by numerous faster-spawning races, and the monsterous creations of the Convergence; the Alfar struggle to keep dominance in a land that was once theirs.
+2 Dex, +2 Int, -2 Con.
Medium
Speed: 30’
Low Light Vision: See Twice as far as humans in dim light.
Alfar Immunities: Immune to Sleep, +2 Racial Bonus vs. Enchantment Spells and Effects.
Alfar Magic: +2 to Racial Bonus on Caster Level Checks to Overcome SR. +2 Spellcraft Checks to ID properties of Magic items.
Keen Senses: +2 Racial Bonus to Perception Checks.
Weapon Familiarity: Short/Longbow (Normal and Composite), Longsword, Rapier, “Alfar (Elven) Weapons”.
Fey magic: Alfar get the Cantrips Light, and Detect Magic for free, and Message. These may be cast at will. (Counts as Arcane).

Feats (8 + 2): Power Attack (May subtract 3 BA from Attack to add 6 to Damage!), Cleave (Standard Action: Make a Single Attack at Full base Attack, if you hit you may make a second attack against an adjacent foe at Full Base Attack. 1 additional attack/round. -2 Penalty to AC on following round), Great Cleave (You may continue to make additional attacks at your full BAB against adjacent enemies, but may attack each foe no more than once), Vital Strike (add one extra die to one attack per round), Improved Sunder (Sunder does not draw an attack of opportunity), Improved Vital Strike (add two extra damage dice to one attack per round), Selective Channeling (You may select up to your CHA modifier in targets not affected by your channel), Command Undead (As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your caster level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conf lict.), Greater Sunder (Damage from sunder attempts transfers to your enemy).
Class Feats: WGP (Simple, Martial), AGP (L/ M/ H + Shield).

Skills (2class+ 1int+ 1favClass= 4):
Intimidate (15 + 2 + 3) = 25.
Profession (Religeous Adept) (15 + 2 + 3) = 25.
Ride (15 + 1 + 3) = +24.
Stealth (15 + 1 + 3) = 24.

Class Abilities:
Aura of Evil (Ex): The power of an antipaladin’s aura
of evil (see the detect evil spell) is equal to his antipaladin
level.

Detect Good (Sp): 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 (Su) 10/ Day: 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 goodaligned
dragon, or a good creature with levels of cleric
or paladin, the bonus to damage on the f irst 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 def lection 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, as indicated on Table 2–13, to
a maximum of seven times per day at 19th level.

Unholy Resilience (Su): At 2nd level, an antipaladin
gains a bonus equal to his Charisma bonus (if any) on all
saving throws.

Touch of Corruption (Su) 13/ Day: Beginning at 2nd level, an
antipaladin surrounds his hand with a f iendish f lame,
causing terrible wounds to open on those he touches.
Each day he can use this ability a number of times equal
to 1/2 his antipaladin level + his Charisma modif ier. As
a touch attack, an antipaladin can cause 1d6 points of
damage for every two antipaladin levels he possesses.
Using this ability is a standard action that does not
provoke attacks of opportunity.
Alternatively, an antipaladin can use this power to heal
undead creatures, restoring 1d6 hit points for every two
levels the antipaladin possesses. This ability is modified
by any feat, spell, or effect that specifically works with the
lay on hands paladin class feature. For example, the Extra
Lay On Hands feat grants an antipaladin 2 additional
uses of the touch of corruption class feature.

Aura of Cowardice (Su): At 3rd level, an antipaladin
radiates a palpably daunting aura that causes all
enemies within 10 feet to take a –4 penalty on saving
throws against fear effects. Creatures that are normally
immune to fear lose that immunity while within 10 feet
of an antipaladin with this ability. This ability functions
only while the antipaladin remains conscious, not if he
is unconscious or dead.

Plague Bringer (Ex): At 3rd level, the powers of darkness
make an antipaladin a beacon of corruption and disease.
An antipaladin does not take any damage or take any
penalty from diseases. He can still contract diseases and
spread them to others, but he is otherwise immune to
their effects.

Cruelty (Su): At 3rd level, and every three levels
thereafter, an antipaladin can select one cruelty. Each
cruelty adds an effect to the antipaladin’s touch of
corruption ability. Whenever the antipaladin uses touch
of corruption to deal damage to one target, the target also
receives the additional effect from one of the cruelties
possessed by the antipaladin. This choice is made
when the touch is used. The target receives a Fortitude
save to avoid this cruelty. If the save is successful, the
target takes the damage as normal, but not the effects
of the cruelty. The DC of this save is equal to 10 + 1/2
the antipaladin’s level + the antipaladin’s Charisma
modif ier. 3rd – Fatigued, 6th – Staggered 1 round/ 2 lvls, 9th – Exhausted, 12th – Stunned 1 round/ 4 lvls, 15th – Cursed, 20th – Poisoned. DC: 22

Channel Negative Energy (Su) 10d6: When an antipaladin
reaches 4th level, he gains the supernatural ability to
channel negative energy like a cleric. Using this ability
consumes two uses of his touch of corruption ability.
An antipaladin uses his level as his effective cleric level
when channeling negative energy. This is a Charisma based
ability.

Spells: Beginning at 4th level, an antipaladin gains the
ability to cast a small number of divine spells which are
drawn from the antipaladin spell list presented in Chapter
5. An antipaladin must choose and prepare his spells in
advance. To prepare or cast a spell, an antipaladin must have
a Charisma score equal to at least 10 + the spell level. The
Difficulty Class for a saving throw against an antipaladin’s
spell is 10 + the spell level + the antipaladin’s Charisma
modifier. Caster Level is Lvl – 3 (17th) 1st – 5, 2nd – 5, 3rd – 4, 4th – 3.

Fiendish Boon (Sp): Upon reaching 5th level, an
antipaladin receives a boon from his dark patrons. This
boon can take one of two forms. Once the form is chosen,
it cannot be changed. The chosen type of bond allows an antipaladin to
gain the service of a fiendish servant. Monster Summoning 8 (cr11 Monster), will become Monster summoning 9 (cr14) at 17th level. Servant: The Mistress of Destruction
(Advanced Succubus, cr7 advanced to 11!)

Aura of Despair (Su): At 8th level, enemies within 10 feet
of an antipaladin take a –2 penalty on all saving throws.
This penalty does not stack with the penalty from aura
of cowardice.
This ability functions only while the antipaladin is
conscious, not if he is unconscious or dead.

Aura of Vengeance (Su): At 11th level, an antipaladin
can expend two uses of his smite good ability to grant
the ability to smite good to all allies within 10 feet, using
his bonuses. Allies must use this smite good ability by
the start of the antipaladin’s next turn and the bonuses
last for 1 minute. Using this ability is a free action. Good
creatures gain no benefit from this ability.

Aura of Sin (Su): At 14th level, an antipaladin’s weapons
are treated as evil-aligned for the purposes of overcoming
damage reduction. Any attack made against an enemy
within 10 feet of him is treated as evil-aligned for the
purposes of overcoming damage reduction. This ability
functions only while the antipaladin is conscious, not if
he is unconscious or dead.

Aura of Depravity (Su): At 17th level, an antipaladin
gains DR 5/good. Each enemy within 10 feet takes a –4
penalty on saving throws against compulsion effects.
This ability functions only while the antipaladin is
conscious, not if he is unconscious or dead.

Unholy Champion (Su): At 20th level, an antipaladin
becomes a conduit for the might of the dark powers. His
DR increases to 10/good. Whenever he uses smite good
and successfully strikes an good outsider, the outsider
is also subject to a banishment, using his antipaladin
level as the caster level (his weapon and unholy symbol
automatically count as objects that the subject hates).
After the banishment effect and the damage from the attack
is resolved, the smite immediately ends. In addition,
whenever he channels negative energy or uses touch of
corruption to damage a creature, he deals the maximum
possible amount.

Code of Conduct: An antipaladin must be of chaotic
evil alignment and loses all class features except
proficiencies if he willingly and altruistically
commits good acts. This does not mean that an
antipaladin cannot take actions someone else
might qualify as good, only that such actions
must always be in service of his own dark
ends. An antipaladin’s code requires that
he place his own interests and desires above
all else, as well as impose tyranny, take
advantage whenever possible, and
punish the good and just,
provided such actions
don’t interfere with
his goals.

Associates: While
he may adventure with
evil or neutral allies, an
antipaladin avoids working with
good characters or with anyone who
consistently attempts to do good deeds.
Under exceptional circumstances,
an antipaladin can ally with good
associates, but only to defeat them
from within and bring ruin to
their ranks. An antipaladin does
not need an atonement spell during
such an unusual alliance as long as his nefarious goals
are met in the end—evil cares only about results. An
antipaladin may accept only henchmen, followers, or
cohorts who are chaotic evil.

Spell List: Caster Level 12
1st x 5: dc13 Death Knell x 1, Protection from Outsider x 1, Summon Monster I (Minions!) x 3.
2nd x 5: dc14 Bull’s Strength x 1, Invisibility x 1, Summon Monster II (Minions!) x 3.
3rd x 4: dc15 Magic Circle Against Outsider x 1, Dispel Magic, Summon Monster III (Minions!) x 2.
4th x 3: dc16 Greater Invisibility x 1, Summon Monster IV (Minions!) x 2.

Equipment (Encumberance: L-/ M-/ H-__):
Cash: 2000 Jet, 0 Dragons, 0 Amber, 0 Iron.

Stained Glass Halbard Halbard 4: Damage d102, Crit x3, Wt 12lbs, Type p/s, Cost: 72,310, Special Trip/Brace, Wounding, Curse of the Second Blade, and 4 to Hit/ Damage.
Stained Glass Halbard

Halbard +4, Wounding, Curse of the Second Blade.
Halbard +4: Damage d104, Crit x3, Wt 12lbs, Type p/s, Special Trip/Brace and +4 to Hit
Wounding: The Halbard deals 1 point of Bleed Damage when it hits a creature as normal for a wounding weapon. On a Confirmed Critical Hit the blade Causes 1d6hp of Bleed Damage/round.
The Curse of the Second Blade: On a confirmed critical hit, or on the roll of a 1, the Halbard’s thrusting spike snaps off at the base and regrows into a maelevolent red blade. While the red blade is in place the Halberd acts as a cursed weapon as per the standard rules, and remains a cursed weapon even if affected by remove curse or similar effects. If the weilder rolls a natural 1 while the curse is in effect, the weapon IMMEDIATELY delivers a coup-de-grace to it’s weilder using the weilder’s full bonuses and automatically hits; snapping off it’s red blade in it’s weilders own body and causing wounding as normal! After the coup-de-grace, a normal silvery thrusting spike regenerates, and the weapon no longer counts as cursed. The weilder can defeat the curse temporarily by rolling a confirmed critical hit against an enemy before their next natural 1, which will also trigger the regrowth of a normal silvery spike. (At least until the next time the cursed second blade manifests itself…


Demon Armor
Aura strong necromancy [evil]; CL 13th
Slot armor; Price 52,260 gp; Weight 50 lbs.
Description
This plate armor is fashioned to make the wearer appear to be
a daemon. The helmet is shaped to look like a daemonhead,
and its wearer looks out of the open, tooth-filled mouth.
This +4 full plate allows the wearer to make claw attacks
that deal 1d10 points of damage, strike as +1 weapons, and
afflict the target as if she had been struck by a contagion spell
(Fortitude DC 14 negates). Use of contagion requires a normal
melee attack with the claws. The “claws” are built into the
armor’s vambraces and gauntlets, and cannot be disarmed.
A suit of demon armor is infused with evil, and as a result it
bestows one negative level on any nonevil creature wearing it.
This negative level persists as long as the armor is worn and
disappears when the armor is removed. The negative level
cannot be overcome in any way (including restoration spells)
while the armor is worn.
Alfar Revolving Caster Gun, 6 Chamber Drum: (Cost: 6000 Dragons, Dmg: special + 2 Crit: 19-20/x2 Range: 10’ Wt: 8 lbs. Type: P Ammo: 1 Caster Gun. May make up to 6 attacks attacks before reloading! Arcanium Rounds: Does 3d6 Die of Damage at PB range, 2d6 at 2 RI, and 1d6 at all other RI in a Line Attack. Causes Interference in Electro-Tech users and devices…)
Caster Shells in Drums: Lightning Bolt Shells (Line 10d6) x 6, Fireball Shells (Burst 10d6) x 6, Acid Blast Shells (Line 10d6) x 6, Freezing Cloud Shells (Burst 10d6) x 6, Arcanium Shells (Shotgun, Interference) x 24 – Loaded in handy Haversack.
Spell Shells cost 375 each, and Arcanium Rounds are 15 each… (24 Spell Shells = 9000, and 24 Arcanium Shells = 360)
Drums are 25 Dragons Each. (8 Drums/ 200dp)
Handy Haversack (2000dp, 5 lbs.)
A backpack of this sort appears to be well made, well used,
and quite ordinary. It is constructed of finely tanned leather,
and the straps have brass hardware and buckles. It has two
side pouches, each of which appears large enough to hold
about a quart of material. In fact, each is like a bag of holding
and can actually hold material of as much as 2 cubic feet in
volume or 20 pounds in weight. The large central portion
of the pack can contain up to 8 cubic feet or 80 pounds of
material. Even when so filled, the backpack always weighs
only 5 pounds.
While such storage is useful enough, the pack has an even
greater power. When the wearer reaches into it for a specific
item, that item is always on top. Thus, no digging around and
fumbling is ever necessary to find what a haversack contains.
Retrieving any specific item from a haversack is a move
action, but it does not provoke the attacks of opportunity that
retrieving a stored item usually does.

Cloak or Resistance +4 (16,000dp) – Half-Cloak, Azure, +4 to all Saves.

Ring of Daemonic Flight (On command, it causes the user to sprout wings and lets the wearer fly, without having to maintain concentration, as if affected by a fly spell (including a +4 bonus on Fly skill checks). He can fly three per times day for up to 5 minutes per flight).

Ring of Evasion (25,000dp, Grants Evasion)

Circlet of Cold Iron +4 (Alchemical Bonus of +4 vs. Enchantment/ Charm) – Gift.

Wand of Cure Critical Wounds (21000, 50/50 charges)

Potions and Potion Belt (8 Slots):
Belt – 5dp.
Potion of Cure Serious Wounds x 4 (750 each)
Potion of Slow Poison x 1 (300 each)
Potion of Remove Curse x 1 (750)
Potion of Lesser Restoration x 2 (300 Each)

Bio:

The Warlord is a fragment of the conciousness and power of the fallen God known as The Destroyer, who once ruled the wastes of Abbadon as the Master of Destruction. He opposed The Lightbringer and worked alongside Lady Fate as the Lord of Entropy and Unmaking to balance all new creation with the destruction of the old and obsolete.

When the Great Convergence ravaged the universe, a new power appeared in the form of The Devourerer, who deposed the Lord of Destruction, and claimed Abbadon as his own. Unable to completely consume The Destroyer, some fragments of the God’s conciousness fled to the Prime Material Plane, or deep into the infinite labyrinth of The Abyss to become Aspects of the Destoyer. The Aspects vyed against each other to become the supreme conciousness that would gather all of The Destroyer’s power together to again challenge the userper. One of these tiny fragments was discovered by the Summoner Educe the Brown, and crafted into his Eidolon – The Warlord.

Using his mortal host as a catalyst to strengthen himself, The Warlord returned again and again to the Peime Material Plane to further his ambitions. Each battle, every challenge, and each new death (even his own!) strengthened him. The watershed moment happended after the first battle between The 2nd Great Expeditionary Force from Shrike’s Perch, and The ROOT. Educe the Brown bound The Warlord into a Soul Jar, and bid his Eidolon to possess the wormlike alien. Not only did he succeed, he managed to control the creature’s electrokinetic powers, and corrupt them with his abyssal power into something new… Each cell of The ROOT’s body duplicated his conciousness, creating a roaring cacophany of power – he was amplified and exhaulted – he was reborn The Warlord! With a Wish granted by Vulkarcache the fire spirit, the foolish Educe fully unfettered him and made this change eternal…

As The Warlord he had enough power and influence to begin challenging the other Aspects of the Destroyer and subsuming their power into his own. His only weakness lay in the Armlet crafted for him by Educe that now bound his Soul to the Prime material Plane. So long as The Armlet of Unfettering Exists, the Warlord cannot be destroyed. Even now he has released spores of himself to seed future bodies away from prying eyes, bodies which can grow and be reborn as new aspects of himself. Even should the Tower Heart that comprises his true physical form be destroyed, he can rise anew from his spawn body or from any of hundreds of hidden spore clusters – all but invulnurable!

…Or so he thought. At the behest of The Devourer, the Gods smote Educe the Brown and his Dark Tower despite the best efforts of the Shrike’s Perch City Council to save him. All of the power he had so painfully collected was taken from him and given to his darkest foe on a silver platter! Not all was lost however, the Aspect of the Destroyer known as The Warlord was given special consideration because his soul and power had grown separate from The Destroyer. The Alfar Gods agreed to make The Warlord mortal, and so he was shriven of his immortal flesh and made into an alfar male. Still retaining a fragment of his Unholy Power, The Warlord pledged to continue his war against The Devourer until he succeeded his late “Father” (The Destroyer), and rules Abbadon as it’s supreme Overlord.

The Warlord Reborn

From the Ashes of The Great Convergence GedofParagon