Algon the Ever-Seeking

Arrius Voralius Constantine's page

359 posts. Alias of Shadow Dragon.

Full Name

Arrius Voralius Constantine


LG Aasimar (Angelkin) Male Paladin 4 (Oath of Vengeance) | HP 40 / 40 | AC 20 / 11 T / 19 FF | CMD 19 | Fort + 9, Reflex + 7, Will + 8


Init +2 | Perception 1 (Darkvision) | Speed 20 ft. |Conditions: None | Lay On Hands: (5 / 6) | Smite: 1 / 2 (Schir)


Active Conditions: None


6'3" 215 lbs



Special Abilities

Aura of Good, Detect Evil, Smite Evil 2/day, Divine Grace, Lay on Hands (6) for 2d6, Aura of Courage, Divine Health, Mercy, Spellcasting, Channel Wrath


Lawful Good






Common, Celestial, Abyssal, Infernal


Paladin, Soldier

Strength 18
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 10
Charisma 16

About Arrius Voralius Constantine

About Constantine, Paladin of Iomedae

Male Aasimar (Angelkin) Paladin 4 (Oath of Vengeance)
LG Medium Outsider (Native)
Init +2; Senses: Perception 1; Darkvision 60'



AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dexterity)
HP 40 (4d10 + 8 Con + 4 FCB)
Fort + 10, Reflex + 7, Will + 9
Base Atk + 4; CMB + 8; CMD + 20



Speed 30 ft.

Space: 5 ft.; Reach 5 ft.


MW Cold Iron Nodachi (+ 9 to hit, + 6 damage, 1d10 / 18-20x2) Deals P or S damage
Sap (+ 8 to hit, + 4 damage, 1d6 / x2)
Dagger, Cold Iron (+ 8 to hit, + 4 damage, 1d4 / x2) Deals P or S damage, stored in wrist sheath
Morningstar, Cold Iron (+ 8 to hit, + 4 damage, 1d8 / x2) Deals B and P damage
Lucerne Hammer, Cold Iron (+ 8 to hit, + 6 damage, 1d12 / x2) Deals B or P damage, 10' reach


Composite Longbow (+ 2 Str) (+ 6 to hit, 1d8 + 2 / x3) Arrows: 60
Dagger, Cold Iron (+ 6 to hit, + 4 to damage, 1d4/x2) Deals P damage



Diplomacy 9 (3 ranks, + 3 class skill bonus, + 3 Cha)
Heal 6 (1 rank, + 3 class skill bonus, + 2 racial bonus)
Knowledge (Planes) 5 (1 rank, +3 class skill bonus, +1 trait bonus)
Knowledge (Religion) 4 (1 rank, +3 class skill bonus)
Perception 1 (1 rank)
Ride 6 (1 rank, + 3 class skill bonus, + 2 Dex)
Sense Motive 4 (1 rank, + 3 class skill bonus)

Background Skills
Craft (Armor) 4 (1 rank, + 3 class skill bonus)
Craft (Weapons) 4 (1 rank, + 3 class skill bonus)
Handle Animal 7 (1 rank, + 3 class skill bonus, + 3 Cha)
Knowledge (Geography) 1 (1 rank)
Knowledge (Nobility) 4 (1 rank, + 3 class skill bonus)
Linguistics 1 (1 rank; Infernal)
Profession (Soldier) 4 (1 rank, + 3 class skill bonus)

Languages: Common, Celestial, Abyssal, Infernal


Aasimar Racial Traits:

Standard Racial Traits

Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Aasimars have a base speed of 30 feet.

Darkvision: Aasimars can see in the dark up to 60 feet.

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Subrace: Angel-Blooded (Angelkin)

Ability Modifiers: +2 Strength, +2 Charisma

Skilled: Angelkin have a +2 racial bonus on Heal and Knowledge (Planes) checks.

Spell-Like Ability: Angelkin can use alter self once per day as a spell-like ability (with a caster level equal to the Angelkin’s character level).



Str 18, Dex 14, Con 14, Int 10, Wis 8, Cha 16



Hell's Reject: Category - Campaign
Your noble house, whether you are a member of one or just one of its employees, has suffered a sizeable political defeat. As a result it was agreed that banishment for a part of its military power, including you, was an appropriate punishment.
Banished to the worldwound specifically.
There you are, finding the crusades a mess that is badly organized.
You will bring the law to this land or perish.
You gain a +1 trait Bonus to will saves, which increased to +2 when used against the spells or spell like abilities of chaotic outsiders, or against spells that have the chaotic descriptor

Birthmark: Category Basic - (Faith)
You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Acquired Trait - Defiance Industries/Alithera
Scholar of the Great Beyond:
Your greatest interests as a child did not lie with current events or the mundane— you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease. You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (your choice) is always a class skill for you.
Skill Selected: Knowledge (Planes)


Fey Foundling (1st Level)

You were found in the wilds as a child, bearing a mark of the First World.

Prerequisites: You may only select this feat at 1st level.

Benefit: Your strange connection to the First World and the fey infuses you with life, and whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).

Extra Lay On Hands (3rd Level)

You can use your lay on hands ability more often.

Prerequisites: Lay on hands class feature.

Benefit: You can use your lay on hands ability two additional times per day.

Special: You can gain Extra Lay On Hands multiple times. Its effects stack.


Class Features

Paladin Class Features:

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.

Divine Grace: At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay on Hands: Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Uses per day = 6 (1 base, + 3 from Charisma, + 2 from Extra Lay on Hands)

Aura of Courage: At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Health: At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
Mercy Selected
Fatigued: The target is no longer fatigued.

These abilities are cumulative. For example, a 12th-level paladin's lay on hands ability heals 6d6 points of damage and might also cure fatigued and exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed.

Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list presented in Spell Lists. A paladin must choose and prepare her spells in advance.

To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Charisma modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.

Channel Wrath (Su): When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day. This ability has no effect for a paladin who does not have the smite evil ability.
Note: This ability replaces Channel Positive Energy.


Spell List:

1st Level spells - 1 per day

Hero's Defiance


Inventory List

Mundane Gear:

Lamellar (Leather)
Shield, heavy Darkwood
MW Cold Iron Nodachi
Dagger, Cold Iron
Morningstar, Cold Iron
Lucerne Hammer, Cold Iron
Composite Longbow (+ 2 Str)
Arrows, Cold Iron (20) [3] [10 arrows coated with silver weapon blanche]

Outfit, Explorer's
Backpack, Masterwork
Pouch, belt
Sack [5]
Soap [2]
Rope, silk (50') [2]
Whetstone [2]
Torch [5] now [4]
Rations, trail [6]
Holy symbol, iron
Flint and Steel
Candle [10]
Hook, grappling, common
Piton [3]
Chalk [5]
Kit, grooming
Kit, mess
Kit, gear maintenance
Pot, iron
Spell Component Pouch [2]
Wrist sheath (Spring Loaded)
Wrist sheath
Bandolier [2]
Holy Text
Weapon Cord [3]
Oil [3] [Now 0]
Canvas (sq. yd) [5]
MW Glaive

Alchemical Gear:

Acid (flask) [2]
Alchemist's Fire (flask) [1]
Holy Weapon Balm [2]
Weapon blanche, silver (already applied to arrows)

Magical Items:

Cloak of Resistance + 1
Potion of Cure Light Wounds [2]
Wand of Cure Light Wounds (6 charges)
Wand of Bless Weapon (9 charges)


60 gold
7 silver
6 copper


His father's influence on his training.:

Being an Iomedae worshiping family in Cheliax is extremely difficult, especially when the family has suffered a loss in prestige, wealth, and influence. That's why Constantine's father insisted on training him as a soldier (knowing how to fight and train is as important as combat skills), to ride (not just gentleman ride), and to fix his own weapons (always be prepared to defend yourself and others). When Gaius learned his son was joining the Crusades to battle the Worldwound, he was proud and gave his son this advice:
(Note: This is a quote from a scene in Bablyon 5, all credit to J. Michael Straczynski and his writers)
"If we are a dying people than let us die with honor by helping the others as no one else can (...) We are fighting to save one another, we must realize we are not alone, we rise and fall together. And some of us must be sacrificed if all are to be saved. Because if we fail in this then none of us will be saved."

Ten Minute Background for Arrius Voralius Constantine:

Step 1:
Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

1) Constantine is 6' 3” tall, 215 lbs, with pale skin typical of those of Chelaxian stock but his platinum hair and intense, peridot eyes betray his celestial heritage. He is usually smiling and is eager to share the teachings of Iomedae with anyone who is patient enough to listen. Any mention or discussion of the Worldwound, or demons in general, will change his demeanor and the gleam of the zealot makes his dark eyes sparkle with fury.
2) Constantine descends from a long line of Aroden worshippers who transitioned to the worship of Iomedae once it was clear the Last Azlanti was indeed gone forever. From a small but proud House his family fell out of favor over not supporting House Thrune in Cheliax's Civil War. Having lost their status, most of their wealth, and their deity in such a short time was a strain on his family.
3) Born in the town of Kantaria one of Constantine's most important life events occurred when he was a small child. Straying too close to the border of the Barrowood a hideous, tainted creature emerged from the woods and attacked him. On the verge of death he was saved by a mysterious woman, tall and proud, and both odd and yet oddly familiar. Once the creature (a demon he would later learn) was dispatched the woman smiled at Constantine but said nothing and disappeared. (Note to GM: This is the story behind his 'Exposed to Awfulness' Campaign Trait.) His ability to survive such an attack led his parents to give him the name 'Constantine' after one of his relatives who was famed for his toughness.
4) Born with a birthmark on his chest that resembles a sword and sun (Faith Trait – Birthmark), Constantine felt the call of Iomedae from an early age. Not content to simply worship The Inheritor he wanted to defend the faith and so he chose the path of a Paladin. Due to his early experience with a demon, and the appearance of the Worldwound at the time of Aroden's death, Constantine has sworn an Oath of Vengeance against the Worldwound and all the demonic filth that spill forth from the Abyss. He is convinced the Abyssal powers that created the Worldwound had a hand in Aroden's death and Constantine seeks revenge for all that his nation and his family have lost.
5) The path of the Paladin has created conflict within Constantine. He must respect legitimate authority but how can anyone respect the rule of Thrune and Asmodeus? Being moderate in behavior yet not wanting to be restrained versus demons? Striving to the perfection of Iomeade yet knowing how flawed he is?
6) Additionally these contradictions have led Constantine to doubt himself and the universe in general. How could the other good divine powers allow the Worldwound to flourish? And to let Aroden die? If the pantheon of good deities is unable to close the Worldwound, how are simple mortals going to do so?
7) He frequently dresses in Iomedae's favorite colors of red and white. Where there is space, he has either Iomedae's holy symbol or the lion, her favorite animal, embroidered or emblazoned upon his gear.

Step 2:
List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

1) Constantine desperately wants to close the Worldwound and end the Abyssal threat to Golarion.
2) Discover the identity of the woman who saved him when he was a child. Despite defying his parents' orders, Constantine continued to venture into the Barrowood in an attempt to find her.
3) My goal for any of my characters is to see who they become. I'm always more interested in who the character will become rather than who he was before he started adventuring. How will he reconcile being a Paladin with some of the choices he may be faced with in combating the forces of the Worldwound? What is the truth of his lineage? How will he live/work with people so different in beliefs?

Step 3:

List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

1) [Known] Constantine is hoping that success in the Crusade will allow him to regain some of his family's lost standing in Cheliax and perhaps give Iomedae worshippers a sense of hope. Although he is a true Crusader at heart, he cannot deny having another motivation for fighting the Worldwound.
2) [Unknown] From both Step 1 and Step 2, what is the truth of his lineage? Was he a true foundling or did one of his human parents have a relationship with a fey?

Step 4:
Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

1) Gaius Voralius, his father, and Domitia Voralius, his mother. Constantine loves his parents dearly and strives to make them proud, especially his father since he was the one who taught Constantine how to fight. His mother instilled in him the importance of chivalry, respect, and to keep his heart open. To this day, when he does something wrong, he hears his mother's voice in his head: “Arrius, what did you do???”
2) Marcellano Gallonica, his childhood best friend. They protected one another with Marcellano having excellent aim – leading him to become an archer and joining the Chellish military to help improve the status of his own family.
3) [Enemy] Quintus Narikopolus Agrippa. Quintus is a member of the ruling family of Kantaria and he resents everyone from families who did not support House Thrune during the Civil War. He was the ringleader of those who bullied Constantine and his friends.

Step 5:
Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1) He remembers every detail of the strange woman who saved his life. She seemed somehow familiar and comforting even though she never said a word to him.
2) Constantine is affable and, while he thinks he's succeeding at changing the 'boring' nature of Paladins, he often confuses people being polite as them being genuinely interested in learning about Iomeade...every detail of Iomedae...every single one...
3) For a disciplined Paladin he can be surprisingly capricious, something that seems to take him by surprise at times.
4) Another of his less pleasant quirks is the part of Iomedae's Paladin Code that Constantine must guard his companions honor by questioning them on their decisions and choices.