Alain

Agrippa Cassius Octavian's page

3 posts. Organized Play character for Dorian 'Grey'.


Full Name

Agrippa Cassius Octavian

Race

Aasimar

Classes/Levels

Paladin 1 AC 18 HP 12/12 Intit +1 Fort+3 Ref+1 Will+3 Perception +3

Gender

Male

Size

medium

Age

18

Alignment

LG

Languages

common, celestial

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

About Agrippa Cassius Octavian

PF:
# 49842-7

Description:
Agrippa Cassius Octavian
Aasimar
Size: M Gender: Male Age: 18 Ht: 6’2 Wt: 195 Hair: black/Purple Eyes: Purple
Agrippa is broodingly serious and without pity, mercy, or patience. He is duty. honor, law. He is driven and absolute in his path!
Agrippa was born to Noble family in the country of Cheliax. His father was actually a HellKnight. He still is, although Agrippa views did not quite match up with his! Agrippa learned a lot of his Knightly training from his father and being a squire to a few HellKnights as a boy. He enjoys the discipline and the lifestyle, although not the...taint of it! So, he ventured off at the age of 14 to find his own way in the world. He left Cheliax for good pastures. He settled on to Absolam--the center of the World--to begin his adulthood. He befriended a Knight on the road and became his squire for the next 4 years. He learned about other gods and other...dispositions. Agrippa was granted his spurs as a Paladin of ...just prior to joining the pathfinder Society.

Iomedae:
Iomedae (pronounced ahy-OH-meh-day) is the goddess of righteous valor, justice, and honor. Having served as Aroden's herald, she inherited many of the Last Azlanti's followers upon his death, and continues to espouse the ideas of honor and righteousness in the defense of good and the battle against evil.
History
As a mortal, Iomedae was a Chelish human who led the Knights of Ozem in the Shining Crusade against the forces of the Whispering Tyrant. In the fall of 3832 AR, Iomedae, was the last mortal to pass the Test of the Starstone and ascend to godhood. Her actions took the notice of Aroden. She became his herald, replacing the slain Arazni. She served him in this capacity until Aroden's death in 4606 AR.
Relationships
Iomedae views Abadar, Cayden Cailean, Erastil, Sarenrae, Shelyn, and Torag as the equivalent of allies. She harbours a grudge against Pharasma, for keeping secret the demise of Aroden. With the exception of Asmodeus, she never associates or parleys with evil gods or fiends. Even with Asmodeus though, Iomedae treats him with extreme caution, and never in more than an advisory role.
Appearance and emissaries
Iomedae manifests as a valiant sword-mistress in full plate mail. She wields a long sword and a heraldic shield. Her shield casts a holy light, blinding evil beings, and her aura causes malevolent forces to tremble and falter.
Church of Iomedae
The Church of Iomedae is assertive and vigilant in rooting out evil. Many of its followers are actively involved in the Mendevian Crusades.[7] In fact, the threat of the Worldwound gave the church a purpose—finish the task Aroden started years ago and finally defeat Deskari. Many worshipers took to the First Mendevian Crusade as a way to lessen the loss of Aroden, becoming zealots.
Worshipers and clergy
Iomedae's priests are composed of clerics and paladins. Personal cleanliness as well as an honorable demeanor are both very important for her followers. An hour of prayer a day is practiced, in addition to a weekly public worship service.
Many halflings are treated unjustly on Golarion, indeed many are slaves. Nevertheless, some of these oppressed halflings believe in justice and often worship Iomedae. Most halfling paladins serve Iomedae.
Young knights who are inspired by classical courtly tales tend to follow Iomedae. They can be counted on to remain idealistic, even in the face of great evil. Their honor and faith are strong enough to overcome the vices and sins of their enemies.[11]
Temples and shrines
The temples of Iomedae function as both a church and living space for her holy knights. Also commonly used are former temples of Aroden. These buildings are often painted white and feature arched entrances, pillared courtyards, fountains, and statues.
Holy texts
Her holy text recounts the 11 miraculous Acts of Iomedae.
Holidays
The Inheritor's Ascendance is celebrated on the first of Arodus every year. On the 19th of Rova is the Day of the Inheritor and the 6th of Lamashan is Ascendance Day.

Stats:
Ac 18 Hp. 12/12 BaB +1 Fort +3 Ref +1 Will +2 Cmb +4 Cmd 15 Speed 20'

Melee:
longsword +4/+3 (1d8+3/5) with PA

Racial:
Standard Racial Traits

Standard Racial Traits

Ability Score Racial Traits: Aasimars are insightful, confident, and personable. They gain +2 Wisdom and +2 Charisma.
Type: Aasimars are outsiders with the native subtype.
Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Aasimars have a base speed of 30 feet.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits

Deathless Spirit Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.
Feat and Skill Racial Traits

Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.
Magical Racial Traits

Spell-Like Ability (Sp): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).
Senses Racial Traits

Halo Some aasimars possess the ability to manifest halos. An aasimar with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces the darkvision standard racial trait.
Favored class +1hp

Class:
Weapon and Armor Proficiency
Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Good (Ex)
The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp)
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil (Su)
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Skills:
Class Skills

The paladin's class skills are Craft (Int), Diplomacy (Cha)+10, Handle Animal (Cha), Heal (Wis), Intimidate (Cha)+10 (+2 w/ Halo) ,Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks per Level: 2 + Int modifier.

Traits:
Prince/Princess
You have been raised to expect obedience from those around you, regardless of their station, and are not shy about demanding what you want.
Benefit: You gain a +1 trait bonus to Diplomacy and Intimidate checks, and one of these skills (Intimidate) is always a class skill for you.
Steel Skin
Benefits: You gain the ability to don or remove heavy armor in half the normal time. Additionally, you begin play with a great helm bearing the iconography of your family (this helm grants no special defensive benefits). While wearing this helm with a suit of heavy armor, you gain a +2 trait bonus on Intimidate checks.

Feats:

Power Attack (Combat)
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Armor:
Scale mail 50 gp +5 +3 –4 25% 20 ft. 15 ft. 30 lbs. CRB
Shield, heavy steel 20 gp +2 — –2 15% — — 15 lbs. CRB

Weapons:
Longsword 15 gp 1d6 1d8 19–20/×2 — 4 lbs. S
Dagger 2 gp 1d3 1d4 19–20/×2 10 ft. 1 lb. P or S

Equipment:
Kit, Paladin's
Price 11 gp; Weight 30 lbs.
This kit includes a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.

Money:
52 gp

Experience:
0

Prestige:
0/0