Alain

Alastor Solrider's page

131 posts. Alias of Lemmy.


Full Name

Alastor Solrider

Race

Human

Classes/Levels

Oracle of Battle 1 - HP 11/11 AC 22 (tch 17, ff 18) CMD 21 Fort +4, Ref +3, Will +4, Perception +6, Sense Motive +6; Initiative +5

Gender

Male

Size

M

Age

22

Alignment

LG

Languages

Abyssal, Celestial, Common, Draconic, Hallit, Infernal, Sylvan

Strength 18
Dexterity 16
Constitution 17
Intelligence 18
Wisdom 14
Charisma 18

About Alastor Solrider

Background:
Son of a travelling merchant, Alastor Sallems grew up used to seeing new sights and meeting new people, by age 12, he had already been in more cities places than most people would see during their whole lives.

Being the youngest of 4 siblings, Alastor was never expected to follow his father's trade, as his older brothers would certainly inherit the right to the old man's caravan, so Alastor decided he should find his own path, a righteous path, this led the now 16-years old Alastor to grab his father's old bardiche, say good bye to his family and go out on a journey of his own.

A few months later, Alastor was working as a stable boy on a tavern in a small village name White Lillies. gathering enough money to continue his journey. His days were arduous and repetitive. Until the day Jeremiah Sunbringer walked into the tavern, that is. A middle-aged vassal of the Soreveign Host, Jeremiah had just moved to the nearby village where he grew up, eager to share the teachings of his 9 gods with the youngest generations, which included Alastor.

Weeks went by without any event worthy of note. Alastor grew more and more certain that serving good in the name of the Soreveign Host was his destiny.

He was wrong.

A few months after the arrival of Jeremiah, the village was attacked by roaming criminals, raiders who decided taking things by force was an acceptable trade. They were enough to outnumber whatever small militia the village had, and vicious enough to kill those who decided to fight back.

Only one man stood tall. Jeremiah Sunbringer. The old priest grabbed his old longsword and fought valiantly. He defeated and slayed 4 of the raiders before their numbers managed to overwhelm him and put a blade through his heart in front of the whole village.

The old man was dead, and the villagers were robbed, beaten, raped and killed anyway. That's when Alastor realized. Jeremiah was a fool. He was righteous and brave, but a fool nevertheless. He chose a righteous path, but no longer had the endurance to walk it.

Alastor decided he would follow the man's path, bringing justice and mercy to those who needed it. But that's a heavy burden, and in order to carry it, Alastor would need to grow stronger, faster, smarter and wiser than those who practiced evil. He can't do any good if he's weak, and he can't do anything at all if he's dead. All dying in a pointless battle does is leave the innocents with one less guardian.

Alastor swore that day that he would always grow stronger, so that whenever it were necessary, he'd be able to do something meaningful. And if ever the time came for him to lose his life, he'd make sure his sacrifice would be worthy something, for his life no longer belongs to him, but to his duty.

After years of training, Alastor became able to manipulate the spark of the divine residing within him. He didn't know why or how he got these powers, but he didn't care. They were there, and they belonged to him. The only thing that matters is that now he was stronger, and his enemies would rue the day they decided to harm the innocent.

Alastor's habit of departing by sunset eventually inspired others to call him Solrider.

Crunch:
Alastor Solrider
Male Human (Kellid) Oracle 1 (Pathfinder RPG Advanced Player's Guide 42)
NG Medium humanoid (human)
Init +5; Senses Perception +6
--------------------
Defense
--------------------
AC 21, touch 17, flat-footed 18 (+4 armor, +3 Dex, +4 untyped)
hp 11 (1d8+3)
Fort +4, Ref +3, Will +4
Weakness oracle's curses (haunted)
--------------------
Offense
--------------------
Speed 30 ft.
melee Bardiche +4 (1d10+6/19-20/x2)
Oracle Spells Known (CL 1st; concentration +5):
. . 1st (4/day)—bless, cure light wounds, liberating command[UC]
. . 0 (at will)—create water, detect magic, ghost sound (DC 14), mage hand, purify food and drink (DC 14), read magic, spark[APG] (DC 14)
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 17, Int 18, Wis 14, Cha 18
Base Atk +0; CMB +4; CMD 21
Feats Combat Reflexes
Traits reactionary, resilient
Skills Acrobatics +4, Diplomacy +8, Intimidate +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +5, Perception +6, Sense Motive +6, Spellcraft +8
Languages Abyssal, Celestial, Common, Draconic, Hallit, Infernal, Sylvan
SQ mysteries (mystery [battle]), revelations (skill at arms)
Other Gear chain shirt, 80 gp
--------------------
Special Abilities
--------------------
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.