Axe Lord

Aetherni's page

523 posts. Alias of Walter das Sombras.


Full Name

Aetherni Columna

Race

GP | Dwarf

Classes/Levels

Fighter 1/Cleric 1 | HP25/25 AC 21/11/20 Init+1 Per+7 F+7/+1/+5 | Command 6/6 | Channel 5/5 | Glory 6/6

Size

Medium

Alignment

LG

Languages

Common, Dwarven, Giant

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

About Aetherni

What he doesn't know:
Aetherni was a lost dwarf. For a long time, he didn't know what he wanted to do in his life. He knew the world was in desperate need for heroes, and wanted to become one of them to fight against the challenges that threaten peaceful life. Of course, the end of the world counted as one of those.

Thus he became a fighter, to help defend his folk against threats. But at that time he saw many of his comrades dying, and also mighty heroes who should be almost immortals. After that he started to analyze what benefit he was aiming for, and realized that, soon or later, he would be slain, an then he would have made very little for the society, like many others that had good intentions, but not much talent.

But what if those who wanted to fight didn't die? What benefit would the society have for 1 avoided death? What about 5? Or maybe 100? Being one who save others would bring much more benefit than fighting himself.

He understood now he didn't have hate in his heart. He wanted to do the cause of good, but he was not an excellent fighter. He was tough, that's all. But he also was very wise, and begin studying religion, and identified himself with Hombel.

The problem is, he doesn't remember any of that, and he doesn't know where he is right now. Something weird has happened to him and he doesn't know what was it, but he is feeling very good, thank you. His mind told him only that he wanted to pray, to heal, to protect and to save.


What he knows:
Aetherni has a huge constellation mark on his back, which is partly visible on his short neck because of his constant armor use. He is a starborn raised under the Watchman's guidance.

The Watchman: Sixteen stars form the shape of a man holding a lantern aloft. His lantern is the brightest star in the sky, the symbol of hope through the winter months. Characters born under the Watchman make natural leaders. They have a nigh-unshakable confidence in themselves, which radiates to those around them. This leadership ability makes them superb teachers, battle leaders or even criminal bosses.

Besides, he has a Holy Symbol related to Aranu, but can't cast divine spells. He is comfortable in his armor, and has a good skill at fighting.

Stats:
Aetherni
Male Dwarf Fighter 1/Cleric 1 - LG Medium Humanoid (Dwarf)
Init: +1, Senses: Darkvision (60 ft.), Perception: +7
Aura: Good/Lawful (faint)
Languages: Common, Dwarven, Giant
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DEFENSE
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AC 21 (+1 dex, +7 armor, +2 Shield, +1 trait), Touch 11, Flat-footed 20
CMD 14 (+18 against trip and bull rush)
HP 25 (1HD)
Fort: +7, Ref: +1, Will: +5 (+2 to all against poison, spells, and spell-like abilities)
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OFFENSE
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Speed: 20 ft. (4 Squares)
Melee Dwarven Waraxe +3 (1d10+2/x3)
Face: 5 ft. Reach: 5 ft.
Base Atk: +1, CMB: +3
Special Actions: Channel Positive Energy (1d6, DC 12, 5/day),
Prepared Spells - Cleric (CL 1st):
1st - murderous command (DC 14)
1st - protection from evil (DC 14)
1st - *shield of faith (DC 14)[]
0th - detect magic, light, stabilize (DC 13)
Deity: Aranu;
Domains: Law domain (Archon and Inevitable Subdomains), Glory Domain (Heroism Subdomain)
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STATISTICS
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Abilities: Str 14, Dex 13, Con 16, Int 12, Wis 16, Cha 14
Special Qualities: Aura of Good, Aura of Law, Defensive Training, Hardy, Hatred, Lorekeeper, Orisons, Spontaneous Casting, Stability, Steady, Stonecunning, Touch of Glory (6/day), Command (6/day);
Feats: L/M/H Armor Proficiency; S/M Weapon Proficiency; Shield Proficiency; Diehard (Unb); Endurance (Unb); Toughness (1st)
Traits:Defender of the society; Watchman's bless;

Skills:

SKILL TOTAL (2class+1int)x2=6
-7 Acrobatics DEX (1 + 0 -8)
-11 Acrob.Jump DEX (1 + 0 -12)
+1 Appraise INT (1 + 0 +0)
+2 Bluff CHA (2 + 0 +0)
-6 Climb STR (2 + 0 -8)
+2 Diplomacy CHA (2 + 0 +0) CS
+2 Disguise CHA (2 + 0 +0)
-7 Escape Artist DEX (1+0-8)
+3 Heal WIS (3+0+0) CS
+2 Intimidate CHA (2+0+0)
+5 Knowledge(Dungeoneering) INT (1+1+3) CS
+5 Knowledge(History) INT (1+1+3) CS - +2 if related to dwarves enemies
+5 Knowledge(Planes) INT (1+1+3) CS
+5 Knowledge(Religion) INT (1+1+3) CS
+7 Perception WIS (3+1+3) CS
-7 Ride DEX (1+0-8)
+7 Sense Motive WIS (3+1+3) CS
-7 Stealth DEX (1+0-8)
+3 Survival WIS (3+0+0)
-6 Swim STR (2+0-8)

Special Abilities:

Command (Inevitable Subdomain - Law Domain): As a standard action, you can give a creature an emotionless yet undeniable order, as per the spell command. A Will save negates this effect. You cannot target a creature more than once per day with this ability. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Channel Positive Energy (Su): You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 12 Will save to halve the damage. You can use this abilty 5 times per day.
Orisons: You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Touch of Glory (Sp): You can cause you hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a +1 bonus to a single Charisma-based skill check or Charisma ability check. This ability lasts for one hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus 6 times per day.
Spontaneous Casting: You can channel stored spell energy into healing spells that you did not prepare ahead of time. You 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).
Ability Score Racial Traits: +2 Constitution, +2 Wisdom;
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Lorekeeper: Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.
Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Ancient Enmity: Dwarves have long been in conflict with elves, especially the hated drow. Dwarves with this racial trait receive a +1 racial bonus on attack rolls against humanoid creatures of the elf subtype. This racial trait replaces hatred.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
The Watchman's Bless (1/day): +2 luck bonus to any other character’s skill check or +1 luck bonus to any other character’s saving throw; the character must be within line of sigh. Cannot be used within 150 feet of a member of the Host or a fragment of the Abyssal Altar.
Endurance:You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.
Diehard:When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.

Equipment