Cayden Blackmoore
History
A long time ago on the contintent of Etera, there was a kingdom in the midst of a desert, an oasis known across the lands, a jewel upon which every traveler had to lay his eyes at least once in their lifetime. It's captial, Bosperania, was regarded as one of the most influential cities across the known world, it's supposidly hundred towers a place of magical research and progress. At the head of the Bospernian Empire was the Blackmoore family, people that have laid claim to the lands inside the desert for hundreds of years over several generations. Cayden Blackmoore, the youngest of three princes and two princesses, was born as the child to King Horas "the Golden" Blackmoore, and his wife Gylduria Blackmoore in the prime of the Empire. Growing up Cayden was molded into a weapon of righteousness. As the youngest of three, he would not inherit the the throne, but his place in the world was still an important one. Having taken the path as a paladin from a young age, Cayden was destined to lead the Golden Order, an Alliances of the Churches of Bospernia, as it has been custom with those of royal blood able to channel the divine powers. But as fate would have it, the young prince would not serve as the Empires Divine Herald, but as the catalyst for its destruction. Ruinous powers plotted in the shadows waiting for the opportunity to rise to power and they took interest in the young prince.
Years passed and Cayden had made considerable progress on his way to become what he was destined to be, but unbeknownst to him he was merely a puppet in the hands of bigger powers at play. Soon, their plan would take action as the day of the Ascension had come. The festivities were spread across the entire kingdom, pious souls of every corner of the Empire had assembled in the golden captial, where Cayden would undergo the final trial and be granted the holy artifacts that would make him the head of the Golden Order. It was at this point, that the ruinous powers acted, their corrupting magic, hidden from knowing eyes for aeons, spread inside the Cathedral of Light. On the darkest day of the Empire, thousands died as their prince was corrupted, their people betrayed and their holy artifacts turned into the unholy trappings that transformed Cayden into a dark monstrosity.
Hundreds of years, the kingdom was unable to recover from the great loss that had been inflicted by the Powers of Chaos and their mortal agents. And just when the Jewel of the Oasis had recovered, the neighboring Verk Empire unleashed a weapon of mass destruction against it, turning it into what we call it today: The Ghostlands, even if it was eventually freed by mortal forces. Cayden, in service of his masters, had travelled to the continent of Siacros where he started gathering ressources and influence, to once again bring his demonic patron to power. More recently the Death Knight has begun investing into gathering power to assault the Ghostlands and claim what was rightfully his: as the last son of the Blackmoore bloodline, he shall be king. But first, he'd need to assemble allies and influence in the place he once ruled: Old Scarlet.
Appearance
Cayden Blackmoore is a large figure of 6ft and 3 inches in height, who's physical features are hidden inside a heavy, frost and rime covered armour: a full plate with heavy gauntlets, as well as a helmet that leaves only his eyes and mouth visible. Two flaming, burning blue orbs glowing from within the darkness. Without his armor, Cayden is a well built man, his skin of ashen color due to his state among the Unliving, his lips a blue tint as if he had been frozen to death. Formerly a bright blonde, the hair of the Ex-Paladin has turned white, flowing across his shoulders. Always by his side is the intricate runeblade Frostreaper, a large two handed weapon covered in blue, glowing runes, as well as ice and rime.
Personality
Although Cayden is incredibly ruthless, he knows how to play his cards. While there are minions he sees as not more than cannon fodder, he also sees value in those that are useful to his cause. He dislikes the living, but he doesn't posess hatred for them, as he was never a mindless undead and still can symphatize with those afraid of the Undead. The Death Knight is a leader through and through, willing to sacrifice pawns in order to advance his plans, and willing to make personal sacrifes too, if neccessary.
Aspirations
Cayden's long time goal is, to bring the former Demon Lord Sithhud back to power, preferably by causing the fall of Kostchtchie. Apart from this endeavour, the Death Knight is gathering ressources and allies to bring upon the fall of the Imposter Death Knight Lord Isaaks and take control of Bleak Spire. He also wishes to claim The Ghostlands, as the last "living" son of the Blackmoore royal line.
Artifacts
Cayden wields a trifecta of artifacts, once holy symbols of the Bospernian Empire, they were corrupted and turned against the living by the Death Knights patron. First, there is the Crown of Eternal Frost, a powerful implement of the Weather and Death Sphere in the form of a full helmet, containing the soul of a powerful Necromancer. Next, there is the Armor of Rime, once said to be forged by Sithhud himself, a powerful defense said to be always covered in frost. And finally, there is the soul-eating blade of the hungering Winter: Frostreaper. An intricate runeblade, capable of stealing the souls of those it slays.
Undead Hordes
As a Necromancer, Cayden has raised some remarkable Undead during his "lifetime".
Kestrasz
Formerly a proud Red Wyrm this Undead Ravener now serves as one of Caydens Lieutnants. Kestrasz was killed by a group of adventurers in a desert far away, and used to pay off their debt to Cayden, to save the soul of a mischivious kitsune trickster. As most dragons, Kestrasz is a capable spellcaster, and while he is under the control of a lord of ice and rime, he still commands the flames inherent to his kind.
Wyrm Red Dragon CR 22
XP 307,200
CE Gargantuan Undead (fire)
Init +4; Senses dragon senses (darkvision 240ft, blindsense 120ft), smoke vision; Perception +35; Aura fire (10 ft., 2d6 fire), frightful presence (330 ft., DC 31), cowering fear
DEFENSE
AC 46, touch 10, flat-footed 46 (+0 Dex, +36 natural, -4 size, +4 deflection)
hp 486 (27d8+CHA+Double HD= 216+216+54)
Fort +23, Ref +15, Will +22
DR 20/good; Immune fire, paralysis, sleep, Undead immunities; SR 31; channel resistance +4; soul ward (27 hp)
Weaknesses Vulnerability to cold
OFFENSE
Speed 40 ft., fly 250 ft. (clumsy)
Melee bite +42 (4d6+29/17-20), 2 claws +42 (2d8+19/19-20), 2 wings +40 (2d6+9/19-20), tail slap +40 (2d8+29/19-20)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks breath weapon (60-ft. cone, DC 31 (now CHA based DC), 22d10 fire + 2 negative levels), crush (Medium creatures, DC 31, 4d6+29), manipulate flames, melt stone, tail sweep (Small creatures, DC 31, 2d6+29), soul consumption, soul magic
Spell-Like Abilities (CL 27th; concentration +35) At will— detect magic, find the path, pyrotechnics (DC 20), suggestion (DC 21), wall of fire
Spells Known (CL 20th; concentration +28)
9th (4/day)— time stop, weird
8th (6/day)— greater shout, prismatic wall, screen
7th (6/day)— limited wish, mass hold person, spell turning
6th (7/day)— antimagic field, contingency, greater dispel magic
5th (7/day)— polymorph, telekinesis, teleport, wall of force
4th (7/day)— fear (DC 20), fire shield, greater invisibility, stoneskin
3rd (7/day)— dispel magic, displacement, haste, tongues
2nd (8/day)— alter self, detect thoughts, misdirection, resist energy, see invisibility
1st (8/day)— alarm, grease, magic missile, shield, true strike
0 (at will)— arcane mark, bleed, light, magehand, mending, message, open/close, prestidigitation, read magic
STATISTICS
Str 49, Dex 10, Con -, Int 24, Wis 25, Cha 26
Base Atk +27; CMB +46; CMD 54 (58 vs. trip)
Feats Cleave, Critical Focus, Greater Vital Strike, Improved Critical (bite), Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Quicken Spell, Stunning Critical, Vital Strike, Wingover
Skills Appraise +37, Bluff +37, Diplomacy +37, Fly +16, Intimidate +45, Knowledge (arcana) +37, Knowledge (history) +37, Perception +45, Sense Motive +37, Spellcraft +37, Stealth +26
Languages Abyssal, Common, Draconic, Dwarven, Giant, Orc
SPECIAL ABILITIES
Fire Aura (Su)
An adult red dragon is surrounded by an aura of intense heat. All creatures within 5 feet take 1d6 points of fire damage at the beginning of the dragon’s turn. An old dragon’s aura extends to 10 feet. An ancient dragon’s damage increases to 2d6.
Manipulate Flames (Su)
An old or older red dragon can control any fire spell within 10 feet per age category of the dragon as a standard action. This ability allows it to move any fire effect in the area, as if it were the caster. This ability also allows it to reposition a stationary fire effect, although the new placement must be one allowed by the spell. Finally, for 1 round following the use of this ability, the dragon can control any new fire spell cast within its area of control, as if it were the caster. It can make all decisions allowed to the caster, including canceling the spell if it so desires.
Melt Stone (Su)
An ancient or older red dragon can use its breath weapon to melt rock at a range of 100 feet, affecting a 5-foot-radius area per age category. The area becomes lava to a depth of 1 foot. Any creature in contact with the lava takes 20d6 points of fire damage on the first round, 10d6 on the second, and none thereafter as the lava hardens and cools. If used on a wall or ceiling, treat this ability as an avalanche that deals fire damage.
Smoke Vision (Ex)
A very young red dragon can see perfectly in smoky conditions (such as those created by pyrotechnics).
Soul Consumption (Su)
When a living creature within 30 feet of a ravener dies, that creature’s soul is torn from its body and pulled into the ravener’s maw if the dying creature fails a Will save (DC equals the save DC of the ravener’s breath weapon). This adds a number of hit points to the ravener’s soul ward equal to the dead creature’s Hit Dice. Creatures that have their souls consumed in this way can only be brought back to life through miracle, true resurrection, or wish.
Soul Magic (Sp)
A ravener retains the base creature’s spellcasting capability, adding three levels to the base creature’s caster level. This increases the number of spells known by the ravener, but the ravener loses all spell slots. Instead, whenever the ravener wishes to cast any one of its spells known, it consumes a number of hit points from its soul ward equal to the spell slot level necessary to cast the spell (including increased levels for metamagic feats and so on). If the soul ward has insufficient hit points, the ravener cannot cast that spell. Casting a spell that reduces its soul ward to exactly 0 hit points does not harm the ravener (though most are not comfortable without this buffer of soul-energy and try to replenish it quickly).
Herald of Death
Remade from the corpse of a Biclops hero, who stood in the face of a party of adventurers, this Undead creature serves as elite bodyguard to Cayden and his lieutnants. Similar to the Ravener, his corpse was aquired in order to appease Cayden, freeing the soul of a mortal. The one who'd become The Herald of Death was a competent fighter in life, and continued to be in Undeath, a Skeletal Champion worthy of his title. And he would not be the last one to wield this title.BICLOPS HERO CR 10
XP 76,800
Bloody Skeletal Champion Biclops fighter 4
NE Huge Undead
Init +9; Senses low-light vision; Perception +21
DEFENSE
AC 24, touch 13, flat-footed 19 (+8 armor, +5 Dex, +3 natural, -2 size)
hp 292 (19d8+38 plus 4d10+8 + 4 + 50), fast healing 11
Fort +8; Ref +11; Will +13; +1 vs. fear
Defensive Abilities bravery +1, rock catching, DR 5/bludgeoning, channel resistance +4, immunity to cold, Undead traits
OFFENSE
Speed 40 ft.
Melee glaive +32/+27/+22/+17 (3d8+23/19–20 x3), 2 claws +32 (1d8+14)
Ranged glaive +32 (3d8+23/19-20 x3)
Space 15 ft.; Reach 15 ft.
Special Attacks rock throwing (140 ft.), superior two-weapon fighting
STATISTICS
Str 39, Dex 20, Con -, Int 10, Wis 14, Cha 14
Base Atk +18; CMB +34 (+36 bull rush, overrun); CMD 49 (51 vs. bull rush, overrun)
Feats Awesome Blow, Cleave, Critical Focus, Improved Critical (polearms)B, Improved Initiative, Intimidating Prowess, Iron Will, Lightning Reflexes, Martial Weapon Proficiency (polearms), Powerful Maneuvers, Power Attack, Quick Draw, Quicken Spell, Weapon Focus (polearms)B , Weapon Specialization (polearms)B
Bold = EITR replaced, so need new ones
1 Free Feat
Skills Climb +21, Craft (any) +9, Intimidate +35, Perception +21; Racial Modifiers +2 Perception
Languages Common, Giant
SQ armor training 1
Deathless (Su)
A bloody skeleton is destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. A bloody skeleton can be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water.
Armory of the Infinite (Sp) -> Bound to Shoulder, no essence
http://spheresofpower.wikidot.com/sphereshaper-veils#toc3
Advanced Spellstrike (Su)
At 2nd level, whenever a mystic uses a standard action to activate any magic sphere ability that requires a touch attack, he can deliver the spell through any weapon he is wielding (including ranged weapons). Instead of making a touch attack to deliver the effect, a mystic can make one free attack with his weapon (at his highest base attack bonus) as part of activating this ability; this attack is treated as an attack action. If successful, this attack deals its normal damage as well as the effects of the magic sphere ability. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon special ability or similar effects), but the sphere effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
At 7th level, members of the Binding Staves who use their advanced spellstrike against an impaled enemy automatically threaten a critical hit as long as their attack is successful.
Combat Gear nothing Other Gear +2 chainmail
Lancer sphere + Pinning Impale + Ranged Impale + Cruel Vibrations
Death sphere + Drain Ghost Strike + Bleeding Wounds
Destruction Sphere + Mana Siphon + Smiting Blast (Typed to unholy)
Crushing Thrower
8 more skill points from racial HD
Natural Caster Tradition, HD*2+CAM SP
Piercing Thunder: All maneuvers up to 6th level. Only 4 readied and 1 stance at a time but can recover if they successfully spellstrike an impaled creature and crit Recovery allows them to swap in a different maneuver/stance
Deathriders
Once forces are about to clash, one of the first of Cayden's forces to meet the enemy are the Deathriders, an elite force of mounted combatants, running down the enemy. They serve as Cayden's rangers, scouting out enemy formations or flanking into vulnerable targets. Waiting for the perfect moment to wield their unholy lances into a charge that not many can withstand.
Here will be a Statblock at some point.
Dreadblades
There are few sights as terrifying as the undead monstrosities known as Dreadblades, four-armed, hulking beasts armed with some of the finest weaponry. They are an elite strike force, imbued with the spirits of multiple mighty warriors, towering over the mortal men on the battlefield.
Here will be a Statblock at some point.
Immortal Guard
Where Dreadblades are terrifying warriors with immense destructive power, the Immortal Guard are tasked with guarding the important personnel of Cayden's forces, such as his lieutnants or dear allies. Towering Shields and life-stealing weaponry, the Immortal Guard is an unyielding bastion.
Here will be a Statblock at some point.