Consortium Agent

Aerodus Aulorian's page

117 posts. Alias of Sertaki.


Full Name

Aerodus Aulorian

Race

Human

Classes/Levels

LN Cleric (Separatist) 1 | HP 7/9 | AC 19, T 12, FF 17 | F +3, R +2, W +5 (+2 vs spells cast by Asmodeans) | Init +2 | Per +2 | Channel 5/5

Gender

Male

Age

26

Alignment

Lawful Neutral

Deity

Asmodeus

Strength 10
Dexterity 14
Constitution 12
Intelligence 13
Wisdom 16
Charisma 14

About Aerodus Aulorian

Renegade Cleric of Asmodeus

Male human (Chelaxian) Cleric of Asmodeus (separatist) 1
LN Medium humanoid (human)
Init +2; Senses Perception +2
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Defense
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AC 19, touch 12, flat-footed 17 (+6 armor, +2 Dex, +1 shield) -1 AC while wearing backpack
hp 9 (1d8+1)
Fort +3, Ref +2, Will +5; +2 vs spells cast by worshippers of Asmodeus
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Offense
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Speed 20 ft.
Melee heavy mace +0 (1d8/x2)
Ranged light crossbow +1 (1d8/19-20), +2 without buckler
Special Attacks Channel Negative Energy 5/day (1d6, DC 12)
Cleric Spells Prepared (CL 1, Concentration +4)
0 level (3; DC 13) detect magic, light, stabilize
1st level (2+1; DC 14) cure light wounds (2); D divine favor
D Domain Spell; Domains Trickery (Innuedo Subdomain), Nobility (Aristocracy Subdomain)
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Statistics
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Str 10, Dex 14, Con 12, Int 13, Wis 16, Cha 14
Base Atk +0; CMB +0; CMD 12
Feats Noble Scion (Aulorian), Skill Focus (Bluff)
Traits Child of Kintargo, Religious Reformer
Skills Bluff +11, Diplomacy +4, Knowledge (Nobility) +8, Knowledge (Religion) +5, Spellcraft +5
+1 to Cha-based skills when interacting with humans; +2 Knowledge (Religion) regarding Asmodeus; 1/day +2 Spellcraft; -5 Armor Check Penalty
Languages Common, Infernal, Elven
SQ Aura (Lawful, Evil), Spontanous Casting (Inflict), Forbidden Rites (Nobility), Fool's Privilege 1/day, Noble Visage 4/day
Domain Spells: 1st: divine favor, sow thoughts
Combat Gear Acid
Other Gear breastplate , buckler, heavy mace, light crossbow, 20 bolts; cleric's kit (backpack, bedroll, belt pouch, candles (10), cheap holy text, flint and steel, iron pot, mess kit, hemp rope (50 ft), soap, spell component pouch, trail rations (5 days), waterskin), silver holy symbol
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Special Abilities
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Special Abilities:
Aura: A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).

Channel Energy: Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.

Forbidden Rites: A separatist selects one domain from her deity’s domain list, and a second domain that is not on her deity’s domain list. This second domain cannot be an alignment domain that doesn’t match the cleric’s or her deity’s alignment. For example, a lawful good separatist cleric of a neutral good deity cannot choose the Chaos or Evil domain with this ability, but can select the Lawful domain even though her deity isn’t lawful.
Granted powers from the cleric’s second domain function as if the cleric’s level, Wisdom, and Charisma were 2 lower than normal (minimum level 1) in terms of effect, DC, and uses per day. This also means the separatist doesn’t gain the domain’s higher-level ability until 2 levels later than normal. If the second domain grants additional class skills, the separatist gains these as normal.
In all other respects, this ability works like and replaces the standard cleric’s domain ability.

Trickery (Innuendo) Subdomain: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Fool's Privilege: You can use this power as a swift action when you fail a Bluff, Diplomacy, or Intimidate check outside of combat. You suffer no negative effects due to the failed check, and the next round you can attempt the check again without the usual penalty for a failed attempt.
You can use this ability once per day, and one additional time per day for every 4 levels beyond 1st.

Nobility (Aristocracy) Subdomain: You are a great leader, an inspiration to all who follow the teachings of your faith.
Noble Visage: You gain a +1 bonus on Charisma checks and Charisma-based skill checks against creatures that share your creature type (and subtype, if you are a humanoid).
This bonus increases by 1 for every 5 levels you possess.
As a standard action, you can touch an ally to grant her your noble visage bonus against creatures that share her creature type (or subtype) for 1 minute. When you use this ability, you lose your noble visage bonus for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: Trickery (Innuendo) -- 1st—divine favor, 2nd—enthrall, 3rd—enter image, 4th—discern lies, 5th—command (greater), 6th—geas/quest, 7th—repulsion, 8th—demand, , 9th— overwhelming presence.
Nobility (Aristocracy) -- 1st—sow thought, 2nd—invisibility, 3rd—suggestion, 4th—confusion, 5th—false vision, 6th—suggestion (mass), 7th—screen, 8th—invisibility (mass), 9th—time stop.

Spontanous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric of an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).

Noble Scion (Aulorian): You gain a +2 bonus on all Knowledge (nobility) checks, and Knowledge (nobility) is always considered a class skill for you. You also gain an additional benefit, depending on which family you belong to.
Aulorian: You gain one of the following languages as a bonus language: Abyssal, Aklo, Celestial, Draconic, Infernal, or Sylvan. Once per day, as a free action before you roll, you can gain a +2 bonus on any Spellcraft check you make.

Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

Silver Tongued: Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.

Child of Kintargo: You gain a +1 trait bonus on Knowledge (nobility) checks, and Knowledge (nobility) is always a class skill for you. In addition, you start play with a noble’s outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp.

Religious Reformer: You have spent many years studying the tenets of your faith, and now believe that the dominant factions within the church have deviated from its true meaning and purpose. Rather than breaking with your misguided church, you’ve decided to stand up and fight to reform the organization you love. You have fervently studied scripture and steeled your will to combat the divergent beliefs of your peers. You gain a +2 trait bonus on Knowledge (religion) checks that pertain to your own religion or spiritual practice, and you gain a +2 trait bonus on saving throws against spells cast by others who worship your god or adhere to your philosophy.

Favored Class(Cleric): +1 skill point

Description:
Aerodus is a man in his twenties, lean and slightly pale with pitchblack hair well-kept and cut at shoulder-length. While not quite handsome, he does have a memorable face - thick eyebrows sit upon eyes the color of sea foam, topped of with a hooked nose. This gives him a very distinct profile that makes hime easily noticeable in a crowd.
He is arrogant and tends to look coldly upon those he feels inferior, but also shows a warmer side to people he does respect or feel the need impress or charm with honeyed words.

While he grew up a noble, nowadays he keeps to simpler clothes more befitting the son of a merchant, trying to mostly blend into the background while still retaining his dignity. He proudly wears a silver holy symbol of Asmodeus on a chain around his neck but does so in secret. Walking the lower crowds, one can easily make enemies with to open devotion and he know this.

Backstory:
Aerodus Aulorian was not born in poverty. He was scion to one of the most influencial noble clans in the great city of Kintargo. The youngest of three siblings, he was not to become heir to the family's trading business upon his father's death. He was also not content with becoming his idiotic brother's and sister's servant in matters of finance and barter, even though they would have very much prefered this. His remaining choices were succumbing to decadence, pursuing a career in the arcane arts or joining the church of Asmodeus as an Acolyte.

A first attempt to attend university and delve into tomes most ancient was adequate, but he felt lacking. While not a dim light, he was vastly outperformed by several of the other students, some of them destined to truly bend reality to their whims. He was unable to stomach this disgrace, as he was brought up to know himself superior to those of lower standing - and many of his so called friends hailed from mere merchant families or worse.

Therefore he sought his luck in the clutches of hell and saw in Asmodeus might a patron worthy of worship. Aerodus had a much better grasp on the divine mysteries and felt his connection to the father below grow stronger by the month, slowly raising in rank and status.
He was however not content with how his master's word and intent was spread by those in power. Asmodeus wanted order and stability, and hell was a system of perfection, but also vastly different from Golarion.
In Aerodus eyes it was impossible to try and emulate what may never be truly grasped by mortal minds, as they were unable to succumb fully and accept enlightment through pain and fire. While some truly wise individuals could fathom such a feat, the lower masses were fated to resist, and any order imposed upon them by might alone would not brave the test of time and succumb to inevitable rebellion.

He made the grave mistake of discussing his thoughts upon the subject with the priest tasked with his education.

It was an event truly memorable to Aerodus, one he commited fully to his memory, learning much from his error - The right thought spoken in the wrong place could be fatal.
To name his dismissal as ignoble would be truly an understatement. He was flogged and his holy regalia ripped away. His rank was abolished and his name purged from the church's registry, and the worst of all - he was officially shamed before the assembled clergy, destroying any semblance of respect he might have earned, devoting many hours to his very public image.

But even though the church had forsaken him, choosing devotion to institution over divine inspiration, his lord has not. Aerodus was still blessed by Asmodeus unholy presence, and his true father graced him with insight and promised power. He saw this as a proof that he was right and that Asmodeus has chosen him to reshape this pitiful institution that called itself church. He saw a vision of harmony and bliss for its citizens, keeping many privileges for those in power, but teaching them to employ it in ways much more subtle and fitting for those truly suitable to rule.

The masses were easily controlled if their life was good and peace was kept with few personal restraints.
They did not need to fear their salvation. Asmodeus would embrace them warmly and justly, bringing order to the lowest peasant in exchange for simple fealty.
That his family stood behind the chuch did not surprise Aerodus, and he did not care. They feared to loose profit if they sided with one of their own against this travesty, and they were right. He felt no regret to forsake his old life, that of a blind sheep walking willingly to his doom, following idiots and imbeciles.
He would find his own path, and Asmodeus would help him forge a new order that would lead Golarion into bliss.

Rebellion!:
Barzillai Thrune is an idiot and lunatic. Another hound of this misguided church, filthy offspring of those who see themselves as true prophets of Asmodeus' will.
Aerodus did never like the man, as he represented what he most hated in the current regime of Cheliax - and did so right before his nose. But once the man got the opportunity, he grabbed power without so much as a thought.

Asmodeus does not suffer fools, and this specific fool abused his position without any consideration. Martial law in a city on the verge of rebellion, ludicrous laws that pushed the man's insignificant personal preferences in matters most trivial upon the citizens, bans and raids on churches on a whim. It was too much, and he would have to be stopped.

Aerodus could understand the martial law - even if it was not the wisest course of action. The Iomedian terrorists that were the cause of this were blind fools out of touch with reality and had to be stopped surely, but this was not the way.
To speak about his more lunatic proclamations would give the man more regard than he deserved.
But more than detestable was what he did to some of the religious minorities. Burning down a gathering place of Sarenrae would do much to invoke the wrath of gods. Even though she may be misguided in her approach, Sarenrae had good intentions. And more than that, she deserves credit and respect for her deeds - without her, Rovagug may well have devoured all that exists.

Also, Aerodus quite enjoys his mint tea at midnight. It does wonders, should sleep not come.

Protest:
Aerodus joined the protest to take part in this gathering of like-minded individuals to use them to overthrow the regime of Thrune. He gains a +2 bonus on all Bluff and Intimidate checks made during the protest itself.