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Atrius the Black's page

50 posts. Alias of CircadianRythms.


Full Name

Atrius the Black

Gender

Male Half-Elf Fighter 5/Golden Legionnaire 2 | HP 84 | AC 23 T 13 FF 20 | Perception +10 Init +8

Alignment

Chaotic Good

Deity

Cayden Cailean

Languages

Common, Elven, Goblin

Strength 20
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 12
Charisma 12

About Atrius the Black

Crunch:
Atrius the Black
CG humanoid (human/elf)
Init +8; Perception +10
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Defense
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AC 23, touch 13, flat-footed 20 (+10 armor, +2 Dex, +1 Dodge)
hp 84 (7d10+7 Con+7 FCB)
Fort +7, Ref +5, Will +3

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Offense
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Speed 20 ft.
Melee +1 fauchard +15/+9 (1d10+8/18-20x2)
Melee Cestus +12 (1d4+5/19-20x2)

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Statistics
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Str 20 Dex 14, Con 12, Int 12, Wis 12, Cha 12
Base Atk +7; CMB +12; CMD 18
Feats- Power Attack, Improved Initiative, Combat Reflexes, Weapon Focus- Fauchard, Dazzling Display, Weapon Specialization- Fauchard, Cornugon Smash, Stand Still
Traits- Favored Son- Ameiko Kaijtsu, Defender of the Society, Elven Reflexes
Skills- Climb 10 (2), Diplomacy 6 (5), Heal 7 (3), Intimidate 12 (7), Knowledge Local 5 (1) Perception 10 (7), Ride 6 (1), Swim 10 (2)
Gear- +1 Fauchard (2,014), +1 Full Plate (2,500), Belt of Giant Strength +2 (4,000), Cloak of Resistance (1,000), Fighter's Kit (9), Battle Mask (50), Cestus (5)
422 GP remaining

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Special Abilities
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Weapon and Armor Proficiencies: All martial and simple weapons, all armor and shields

Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.

Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Favored Classes- Fighter/Golden Legionnaire

Bravery (Ex)

Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Armor Training (Ex)

Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Weapon Training (Ex)

Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th*, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Weapon Training Group- Pole weapons

Authoritative Command (Ex)

As a move action, a Golden Legionnaire can issue orders to a number of allies up to 1/2 her character level who are within 30 feet and can see, hear, and understand her. As long as at least one selected ally obeys the Golden Legionnaire's orders during that round, the Golden Legionnaire and each compliant ally all gain a +1 competence bonus on attack rolls, weapon damage rolls, and saving throws and to Armor Class for 1 round. Affected allies are not under any obligation to obey these commands, but do not gain the bonuses if they choose to ignore the commands. At 6th level, this bonus increases to +2. At 8th level, a Golden Legionnaire can use authoritative command as a swift action.

Defy Danger (Ex)

A Golden Legionnaire gains a +2 bonus on saving throws against one of the following dangers: charms and compulsions, curses, diseases, fear, poisons, traps, or the innate magical powers (spell-like abilities and supernatural abilities not gained from class levels) of one creature type (and subtype, if applicable) chosen from the ranger favored enemy list. At 5th level, and again at 9th level, a Golden Legionnaire gains an additional +2 bonus against a different danger; alternatively, she may increase the bonus against a previously selected danger by +2.

Legion Feats

A Golden Legionnaire gains the following bonus feats at the prescribed levels, even if she doesn't meet the prerequisites:

2nd—Stand Still
4th—Bodyguard
6th—In Harm's Way
8th—Swift Aid

If she already possesses a listed feat, she can instead take any other combat feat she meets the prerequisites for.

Intercept (Ex)

At 2nd level, a Golden Legionnaire gains a bonus equal to 1/2 her class level on combat maneuver checks when using the Stand Still feat, and gains the same bonus to her CMD when an opponent attempts an Acrobatics check to move through a square she threatens.

United Defense (Ex)

At 2nd level, a Golden Legionnaire can select one ally as a swift action. While she is adjacent to this ally, the Golden Legionnaire takes a –1 penalty to her Armor Class and the selected ally receives a +2 dodge bonus to Armor Class for 1 round. At 6th level, and again at 10th level, the Golden Legionnaire's AC takes an additional –1 penalty and the dodge bonus increases by an additional +2.

Character Background:
It all seems so long ago.

Atrius had led a charmed life. The son of Kleisthenes, Lord of Dimasopolis, leader of one of the greatest armies in the world. Atrius was, by all accounts, a prodigy, keenly mastering weapons and the art of war. What's more, he made sure to learn the name of every man under his command, winning their respect. Atrius might have inherited the leadership of Dimasopolis from his father.

If only the cost had not been so high.

Atrius was born a twin. By the laws of their nation, both brothers had an equal claim on the throne. Their father died of age, and leadership would, by rights, pass to one of the brothers. Atrius' brother, Nicodamus, desired leadership for himself, and was willing to fight his own brother in ritual combat.

Atrius could not bring himself to go that far. He didn't see a man, hungry for the chance to prove himself. He didn't see a person that had long felt as though he dwelt in the shadow of his prodigious brother. No, when Atrius looked upon this man who would be king, all he could see was Nico, a boy he had loved and shared everything with from the moment they were born. A boy who had laughed and cried and fought with him.

Atrius couldn't bring himself to fight that boy.

Atrius made the decision to leave Dimasopolis. He knew that there would be some that were dissatisfied with Nicodamus' rule, seeing Nico as a bit more callous and willing to sacrifice lives for the greater good than Atrius. He knew he could become a symbol, something for people to rally to, and that would put him on a collision course with the person he loved most in the world. So instead, Atrius left his home.

He did not leave his work.

Atrius put his skills to work, joining a mercenary outfit that came to be known as the Black Griffon Company. The Company only accepted good causes, and Atrius was happy to work for them. It was during one such mission that Atrius came into contact with Kizzy and the Suncatchers.

Work had taken Atrius to Magnimar, and he happened upon the Suncatcher's inn. He found the hosts charming, and their adopted Human daughter quite talented. The two sparred a bit, and struck up a friendship. Kizzy eventually invited Atrius to visit Sandpoint, which was a bit more rural, though she swore up and down that the town was amazing. Atrius, not having any missions to undertake for the Griffons at the moment, decided to take her up on the offer.

That was ten years ago. In the intervening time, Atrius has made himself into something of a hero to the people of Sandpoint. He has defended townspeople against Goblins more than once, assisting whoever was in need. Atrius is a regular fixture at The Rusty Dragon, and he is secretly completely smitten with Ameiko Kaijutsu. Atrius has made himself well-liked and well-respected by the citizenry of Sandpoint. During the recent assault on Sandpoint during the reopening of the Cathedral, Atrius saved a group of civilians by shepherding them into an alley with only one entrance, an entrance he held by himself. Before long, no Goblin would dare come into reach of his fauchard, and eventually, the city was safe.

Atrius wanted to assist Kizzy with her adventures, but he was called away; the Black Griffon Company had a mission for him. It was a simple escort job, but the goods being transported where rare and valuable, so the contract was quite lucrative. Atrius was one of their best, so he had to go.

The job went off smoothly, and Atrius has learned that Kizzy and her companions have gone to Magnimar. Wondering what could have brought them there, Atrius has decided to try to find the group and aid them however he may. He has been an adventurer for a while, and there is clearly more going on here than random Goblin attacks on the town.

Atrius has many motivations for why he does what he does, and he's aware of most of them. Wealth, prestige, and defending those that cannot defend themselves are all large parts of it. The part that he doesn't even admit to himself, however, is the deep and secret desire to become a renowned leader and tactician, and win enough prestige to challenge his brother. As the years go by, so does Atrius' longing for his homeland, and his desire to lead his people. One day, that desire will override his fraternal love.


Appearance:

Atrius is a handsome man with a nearly bronze complexion. He has shoulder length dark hair that he ties back when in casual garb. Atrius stands over six feet tall and is quite muscled. He is handsome enough, and when relaxed is usually found wearing a slight smile.

Atrius earned his cognomen "the Black" from his armor. A jet black suit of full plate, the armor once belonged to Atrius' father Kleisthenes. The armor is a segmented lorica with pauldrons, vambraces, shin guards, and a cingulum with thick pleats of flexible metal. The armor includes a plumed corinthian helm.

Personality:

Atrius is thoughtful and introspective. Though skilled in the art of war, Atrius values diplomacy and peaceful solutions. Atrius is a thinking man, who prefers to fight tactically rather than charge at anything and swing a weapon as hard as he can.

Atrius is not given to excess. Though he enjoys alcohol, he consumes it sparingly, preferring to keep his wits about him. He sees himself as something of a mentor, and enjoys advising his friends and allies.

Atrius longs for the affection of Ameiko Kaijutsu, a woman that he finds strong, independent and admirable. His travels frequently take him from Sandpoint, though, so he has made no overt gestures, but he is a fixture at The Rusty Dragon.

Atrius does enjoy smoking, however. He owns a fine ivory pipe and often smokes when making camp. For him, it is both pleasurable and meditative.

His experiences with his brother have left Atrius slightly non-confrontational, at least as far as group dynamics are concerned. While he freely offers suggestions over information or courses of action to take, he will usually not debate or try to convince others to follow his plan if other ideas are offered. This habit has been fading in recent years; Atrius has begun to assert himself a bit more.