Post by lonewolf2017 on Feb 24, 2010 0:56:23 GMT -5
“Abomination. That’s what I am, or so they all say. But it doesn’t matter. To me; all they are is blood running down my blade.”
Born of blood and violence; shadows and curses. Ciar Bás Laoch (Gaelic for Dark Warrior of Death) came into this “life” through a twisting of dark magics and the violence of racial hatred. His mother, whose name has been lost to the memory of time, was an unwilling participant in a summoning ritual attempting to bring a demon into the world. During her rape by the dark priests a vampire who had been watching amusedly decided to add his little twist to the ritual attacking and slaughtering the priests he attacked the woman changing her. The change did not pass fully along to Ciar who was born fully demon but only half vampire.
From an early age Ciar’s need for blood was evident but during his young years it became an obsession. He would attack any opponent that presented it self viciously often taking them down quickly only to draw out the suffering of his foe turned victim. This ferocity tempered with cunning quickly received the notice of powerful beings and his formal training was begun in earnest. Focusing primarily on his martial skills he trained to command forces in open combat. His heritage aided in his quickly rising to leadership of forces. But this did not satisfy his need to find a place in the world. Being feared as much as respected by both his men and those he served.
Finally Ciar was forced to choose a new path. Turning from merely the pursuit of martial prowess he begin to seek the power deeper in the blood of his ancestors. He begin to train in combining this power with his military training and soon was learning the art of the Blackguard. One night a beautiful Drow woman approached him. Her figure while still dark was paler then her kinfolk and her sharp teeth denoted a darker heritage. She offered him an interesting proposition, to serve the Queen of Death in the Great Game. Intrigued Ciar agreed and seeks to win the right to serve his queen, hoping to one day earn the right to become fully immortal.
Ciar is accompanied by his most gifted follower, Angana (Sanskrit for Fire) and his mount, Dubhshlán (Gaelic for Dark Defiance). His forces still exist and train continually; awaiting their commanders orders, willing to march to the Nine Hells if he commands it. His forces are arranged into five detachments of 10 Fighters (Level 1) with 1 Ranger (Level 2) as team leader. They also have 3 clerics (Level 3), 2 Wizards (Level 4) and 1 Warlock (Level 5) who augment the detachments as needed.
Ciar Bas Laoch
Male Fey'ri Ftr7/Blk3
Medium Outsider (native);
HD 10d10+40; hp 140;
Init +10; Spd 20 ft/x3;Fly 40 ft.(Poor);
AC 25 (+10 armor, +2 shield, +1 dex, +2 natural), touch 11, flat-footed 24;
Base Atk/Grapple +10/+15;
Full Atk +17/+12 Keen, Mighty Cleaving (1d10+7;17-20/x2, Masterwork bastard sword), +10 Secondary Natural (1d6+5;20/x2, Slam), +16/+11 One-handed (1d6+5;20/x2, Masterwork heavy spiked shield), +16/+11 One-handed (1d6+5;20/x2, Masterwork spiked armor), +16/+11 Wounding (1d8+7+1Con;20/x3, Masterwork spear);
SA&SQ Rebuke Undead(Su), Poison Use, Aura of Evil(Ex), Detect Good(Sp), Dark Blessing(Su), Smite Good(Su), Aura of Despair(Su);
SR 0; AL LE; SV Fort +17, Ref +14, Will +10;
Str 20(+5), Dex 22(+6), Con 18(+4), Int 18(+4), Wis 15(+2), Cha 20(+5);
Skills: Climb¹ +15, Hide¹ +18, Intimidate¹ +18, Knowledge (religion) +6, Move Silently¹ +11, Ride¹ +18.
–– RACE ABILITIES ––
• +2 Dexterity, -2 Constitution, +2 Intelligence
• Base land speed of 30 feet.
• Natural Weapons: Slam(1d6+5),
• Darkvision 70 feet.
• Low-Light Vision
• Immunity to sleep effects
• Spell-like abilities: At will - alter self.
• +2 racial bonus on Will saves against enchantment spells and effects.
• +2 racial bonus on Bluff, Hide, Listen, Search, and Spot checks.
• Demonic Abilties: Charm Person, Clairaudience/Clairvoyance 1/day,
DR 10/magic, Darkness 1/day, Detect Thoughts 1/day
• Elven Blood: can use items keyed towards elves
• Favored Class: Sorcerer
–– TEMPLATE ABILITIES ––
• +2 Strength, +2 Dexterity, +2 Charisma
• Blood Drain(Ex): With a successful grapple check, you can drain
your victims blood, dealing 1d4 points of Con drain each round. You
cannot drain more Con in an hr, than you have Con points. You gain
5 temporary hit points in this way that last up to 1 hr.
• Blood Dependency(Ex): You must drink blood from 1 living creature
each day or succeed a Fort save (DC 15) or become fatigued. Each day
after that you do not drink from a living creature the DC increases
by +1 until you fail the save and become fatigued. After that, each
week you must make a Fort save (DC 20) or become exhausted. Using
your Blood Drain ability eliminates fatigue and improves exhaustion
to fatigue.
• DR 5/silver or magic
• Fast Healing(Ex): If your Hit Points fall below half your maximum
amount, you begin healing 1 hp/round.
• Resistance to cold 5 and electricity 5
• +2 racial bonus on Bluff, Hide, Listen, Move Silently, and Spot checks.
–– CLASS ABILITIES ––
• Proficient in all armor, and all shields(including tower shields)
• Proficient with all simple and martial weapons.
• Rebuke Undead(Su): Can rebuke undead 8 times per day. A rebuking
check is made on 1d20+5; rebuking damage is equal to 2d6+6 on a
successful check.
• Poison Use: You do not risk accidentally poisoning yourself when
applying poison to a blade.
• Aura of Evil(Ex): You have a moderate aura of Evil.
• Detect Good(Sp): At will, as the spell
• Dark Blessing(Su): Add +5 to all saves.
• Smite Good(Su): 1 time(s) per day, you can add +5 to your attack
roll; if the creature you strike is good, you inflict an extra 3
points of damage
• Aura of Despair(Su): All enemies within 10 feet of you suffer a –2
morale penalty on all saving throws
–– FEATS ––
• Dodge (PH 93) : +1 dodge bonus to AC against selected target.
• Exotic Weapon Proficiency (PH 94) (Sword, Bastard) : No penalty on
attacks with specific exotic weapon.
• Improved Initiative (PH 96)² : +4 bonus on initiative checks.
• Leadership (PH 97) : Attract cohort and followers.
• Power Attack (PH 98) : Trade attack bonus for damage (up to base
attack bonus).
• Cleave (PH 92) : Extra melee attack after dropping target.
• Improved Sunder (PH 96) : +4 bonus on sunder attempts; no attack of opportunity.
• Weapon Focus (PH 102) (Sword, Bastard) : +1 bonus on attack rolls
with selected weapon.
• Weapon Specialization (PH 102) (Sword, Bastard) : +2 bonus on
damage rolls with selected weapon.
• Heavy Armor Optimization (RS 141) : Reduce armor check penalty by 1
and increase armor bonus by 1
• Greater Heavy Armor Optimization (RS 141) : Reduce armor check
penalty by 2 and increase armor bonus by 1
• Dreadful Wrath (PG 38) : Gain frightful presence when you attack.
–– TRAITS ––
• Nightsighted (UA Pg 89) : +10 ft darkvision, -1 Spot in brightlight.
–– FLAWS ––
• Murky-Eyed (UA Pg 91) : When attacking an opponent that has
concealment, roll your miss chance twice. If either misses the attack fails.
• Shaky (UA Pg 91) : -2 on all ranged attack rolls.
Equipment:
Masterwork Full Plate (Heavy Fortification/Silent Moves)
Masterwork Heavy Steel Shield (Energy Drain 1/day, Fireball 3/day, Desecrate 3/day, Reaving Aura)
Seal on Breastplate and Shield
Born of blood and violence; shadows and curses. Ciar Bás Laoch (Gaelic for Dark Warrior of Death) came into this “life” through a twisting of dark magics and the violence of racial hatred. His mother, whose name has been lost to the memory of time, was an unwilling participant in a summoning ritual attempting to bring a demon into the world. During her rape by the dark priests a vampire who had been watching amusedly decided to add his little twist to the ritual attacking and slaughtering the priests he attacked the woman changing her. The change did not pass fully along to Ciar who was born fully demon but only half vampire.
From an early age Ciar’s need for blood was evident but during his young years it became an obsession. He would attack any opponent that presented it self viciously often taking them down quickly only to draw out the suffering of his foe turned victim. This ferocity tempered with cunning quickly received the notice of powerful beings and his formal training was begun in earnest. Focusing primarily on his martial skills he trained to command forces in open combat. His heritage aided in his quickly rising to leadership of forces. But this did not satisfy his need to find a place in the world. Being feared as much as respected by both his men and those he served.
Finally Ciar was forced to choose a new path. Turning from merely the pursuit of martial prowess he begin to seek the power deeper in the blood of his ancestors. He begin to train in combining this power with his military training and soon was learning the art of the Blackguard. One night a beautiful Drow woman approached him. Her figure while still dark was paler then her kinfolk and her sharp teeth denoted a darker heritage. She offered him an interesting proposition, to serve the Queen of Death in the Great Game. Intrigued Ciar agreed and seeks to win the right to serve his queen, hoping to one day earn the right to become fully immortal.
Ciar is accompanied by his most gifted follower, Angana (Sanskrit for Fire) and his mount, Dubhshlán (Gaelic for Dark Defiance). His forces still exist and train continually; awaiting their commanders orders, willing to march to the Nine Hells if he commands it. His forces are arranged into five detachments of 10 Fighters (Level 1) with 1 Ranger (Level 2) as team leader. They also have 3 clerics (Level 3), 2 Wizards (Level 4) and 1 Warlock (Level 5) who augment the detachments as needed.
Ciar Bas Laoch
Male Fey'ri Ftr7/Blk3
Medium Outsider (native);
HD 10d10+40; hp 140;
Init +10; Spd 20 ft/x3;Fly 40 ft.(Poor);
AC 25 (+10 armor, +2 shield, +1 dex, +2 natural), touch 11, flat-footed 24;
Base Atk/Grapple +10/+15;
Full Atk +17/+12 Keen, Mighty Cleaving (1d10+7;17-20/x2, Masterwork bastard sword), +10 Secondary Natural (1d6+5;20/x2, Slam), +16/+11 One-handed (1d6+5;20/x2, Masterwork heavy spiked shield), +16/+11 One-handed (1d6+5;20/x2, Masterwork spiked armor), +16/+11 Wounding (1d8+7+1Con;20/x3, Masterwork spear);
SA&SQ Rebuke Undead(Su), Poison Use, Aura of Evil(Ex), Detect Good(Sp), Dark Blessing(Su), Smite Good(Su), Aura of Despair(Su);
SR 0; AL LE; SV Fort +17, Ref +14, Will +10;
Str 20(+5), Dex 22(+6), Con 18(+4), Int 18(+4), Wis 15(+2), Cha 20(+5);
Skills: Climb¹ +15, Hide¹ +18, Intimidate¹ +18, Knowledge (religion) +6, Move Silently¹ +11, Ride¹ +18.
–– RACE ABILITIES ––
• +2 Dexterity, -2 Constitution, +2 Intelligence
• Base land speed of 30 feet.
• Natural Weapons: Slam(1d6+5),
• Darkvision 70 feet.
• Low-Light Vision
• Immunity to sleep effects
• Spell-like abilities: At will - alter self.
• +2 racial bonus on Will saves against enchantment spells and effects.
• +2 racial bonus on Bluff, Hide, Listen, Search, and Spot checks.
• Demonic Abilties: Charm Person, Clairaudience/Clairvoyance 1/day,
DR 10/magic, Darkness 1/day, Detect Thoughts 1/day
• Elven Blood: can use items keyed towards elves
• Favored Class: Sorcerer
–– TEMPLATE ABILITIES ––
• +2 Strength, +2 Dexterity, +2 Charisma
• Blood Drain(Ex): With a successful grapple check, you can drain
your victims blood, dealing 1d4 points of Con drain each round. You
cannot drain more Con in an hr, than you have Con points. You gain
5 temporary hit points in this way that last up to 1 hr.
• Blood Dependency(Ex): You must drink blood from 1 living creature
each day or succeed a Fort save (DC 15) or become fatigued. Each day
after that you do not drink from a living creature the DC increases
by +1 until you fail the save and become fatigued. After that, each
week you must make a Fort save (DC 20) or become exhausted. Using
your Blood Drain ability eliminates fatigue and improves exhaustion
to fatigue.
• DR 5/silver or magic
• Fast Healing(Ex): If your Hit Points fall below half your maximum
amount, you begin healing 1 hp/round.
• Resistance to cold 5 and electricity 5
• +2 racial bonus on Bluff, Hide, Listen, Move Silently, and Spot checks.
–– CLASS ABILITIES ––
• Proficient in all armor, and all shields(including tower shields)
• Proficient with all simple and martial weapons.
• Rebuke Undead(Su): Can rebuke undead 8 times per day. A rebuking
check is made on 1d20+5; rebuking damage is equal to 2d6+6 on a
successful check.
• Poison Use: You do not risk accidentally poisoning yourself when
applying poison to a blade.
• Aura of Evil(Ex): You have a moderate aura of Evil.
• Detect Good(Sp): At will, as the spell
• Dark Blessing(Su): Add +5 to all saves.
• Smite Good(Su): 1 time(s) per day, you can add +5 to your attack
roll; if the creature you strike is good, you inflict an extra 3
points of damage
• Aura of Despair(Su): All enemies within 10 feet of you suffer a –2
morale penalty on all saving throws
–– FEATS ––
• Dodge (PH 93) : +1 dodge bonus to AC against selected target.
• Exotic Weapon Proficiency (PH 94) (Sword, Bastard) : No penalty on
attacks with specific exotic weapon.
• Improved Initiative (PH 96)² : +4 bonus on initiative checks.
• Leadership (PH 97) : Attract cohort and followers.
• Power Attack (PH 98) : Trade attack bonus for damage (up to base
attack bonus).
• Cleave (PH 92) : Extra melee attack after dropping target.
• Improved Sunder (PH 96) : +4 bonus on sunder attempts; no attack of opportunity.
• Weapon Focus (PH 102) (Sword, Bastard) : +1 bonus on attack rolls
with selected weapon.
• Weapon Specialization (PH 102) (Sword, Bastard) : +2 bonus on
damage rolls with selected weapon.
• Heavy Armor Optimization (RS 141) : Reduce armor check penalty by 1
and increase armor bonus by 1
• Greater Heavy Armor Optimization (RS 141) : Reduce armor check
penalty by 2 and increase armor bonus by 1
• Dreadful Wrath (PG 38) : Gain frightful presence when you attack.
–– TRAITS ––
• Nightsighted (UA Pg 89) : +10 ft darkvision, -1 Spot in brightlight.
–– FLAWS ––
• Murky-Eyed (UA Pg 91) : When attacking an opponent that has
concealment, roll your miss chance twice. If either misses the attack fails.
• Shaky (UA Pg 91) : -2 on all ranged attack rolls.
Equipment:
Masterwork Full Plate (Heavy Fortification/Silent Moves)
Masterwork Heavy Steel Shield (Energy Drain 1/day, Fireball 3/day, Desecrate 3/day, Reaving Aura)
Seal on Breastplate and Shield