Algon the Ever-Seeking

Arrius Voralius Constantine's page

552 posts. Alias of Shadow Dragon.


Full Name

Arrius Voralius Constantine

Race

LG Aasimar (Angelkin) Male Paladin 6 (Oath of Vengeance) | Champion 1 | HP 63 / 63 | AC 21 / 12 T / 20 FF | CMD 22 | Fort + 13, Reflex + 10, Will + 12)

Classes/Levels

Init + 2 | Perception + 9 (Darkvision) | Speed 20 ft. |Conditions: None | Effects: | Lay On Hands: (9 / 9) | Smite: 2 / 2 | Mythic Power: 5/5 |

Gender

Active Conditions: None

Size

6'3" 215 lbs

Age

22

Special Abilities

Aura of Good, Detect Evil, Smite Evil 2/day, Divine Grace, Lay on Hands (9) for 3d6, Aura of Courage, Divine Health, Mercy, Spellcasting, Channel Wrath

Alignment

Lawful Good

Deity

Iomedae

Location

Cheliax

Languages

Common, Celestial, Abyssal, Infernal

Occupation

Paladin, Soldier

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

About Arrius Voralius Constantine

About Constantine, Paladin of Iomedae

Constantine
Male Aasimar (Angelkin) Paladin 6 (Oath of Vengeance) Champion Tier 1
LG Medium Outsider (Native)
Init + 2; Senses: Perception + 9; Darkvision 60'

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Defense

AC 21, touch 12, flat-footed 20 (+ 9 armor, + 1 Dexterity, + 1 Ring of Protection)
HP 63 (6d10 + 12 Con + 6 FCB + 5 Champion)
Fort + 13, Reflex + 10, Will + 12 (+ 2 vs. charms and compulsions; an additional + 1 vs. spells and SLAs from chaotic outsiders or against spells with the chaotic descriptor.)
Base Atk + 6 / +1; CMB + 11; CMD + 23

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Offense

Speed 30 ft.

Space: 5 ft.; Reach 5 ft.

Melee

MW Cold Iron Nodachi (+ 12 / + 8 to hit, + 7 damage, 1d10 / 18-20x2) Deals P or S damage (Is Radiance +1?)
Sap (+ 11 / + 6 to hit, + 5 damage, 1d6 / x2)
Dagger, Cold Iron (+ 11 / + 6 to hit, + 5 damage, 1d4 / x2) Deals P or S damage, stored in wrist sheath
Morningstar, Cold Iron (+ 11 / + 6 to hit, + 5 (+ 7) damage, 1d8 / x2) Deals B and P damage
Lucerne Hammer, Cold Iron (+ 11 / + 6 to hit, + 7 damage, 1d12 / x2) Deals B or P damage, 10' reach

Ranged

Composite Longbow (+ 2 Str) (+ 8 / + 3 to hit, 1d8 + 2 / x3) Arrows: 60
Dagger, Cold Iron (+ 8 / + 3 to hit, + 5 to damage, 1d4/x2) Deals P damage

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Skills

Climb 9 (1 rank, + 3 class skill bonus, + 5 Str)
Diplomacy 12 (5 ranks, + 3 class skill bonus, + 4 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 9 (6 ranks, + 3 class skill bonus)
Ride 6 (1 rank, + 3 class skill bonus, + 2 Dex)
Sense Motive 6 (3 ranks, + 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 8 (1 rank, + 3 class skill bonus, + 4 Cha)
Knowledge (Engineering) 1 (1 rank)
Knowledge (Geography) 1 (1 rank)
Knowledge (History) 1 (1 rank)
Knowledge (Nobility) 4 (1 rank, + 3 class skill bonus)
Linguistics 2 (1 rank; Infernal, Abyssal)
Profession (Soldier) 4 (1 rank, + 3 class skill bonus)
Sleight of Hand 3 (1 rank, + 2 Dex)

Bonus Class Skills: Knowledge (Planes) from acquired trait (Scholar of the Great Beyond), two more after parlay with Outsiders.
Additional Class Skills Selected: Climb and Perception.

Languages: Common, Celestial, Abyssal, Infernal

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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).

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Statistics
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Str 18 (20), Dex 14, Con 14, Int 10, Wis 10, Cha 16 (18)

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Traits:

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.
Benefit:
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)

Feats:

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.

Greater Mercy (5th Level)

Your mercy has incredible recuperative properties.

Prerequisites: Cha 13, lay on hands class feature, mercy class feature.

Benefit: When you use your lay on hands ability and the target of that ability does not have any conditions your mercies can remove, it instead heals an additional +1d6 points of damage.

Cunning (Acquired after parlay with Outsiders)

You are particularly devious, and can master more skills than others in the same amount of time.

Benefit: You gain 1 additional skill point per Hit Die. When you take this feat, you gain a number of skill points equal to your Hit Dice right away, and every time your Hit Dice increase in the future, you will gain an additional skill point as well.


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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.

Update: After parlay with Outsiders Detect Evil is now a swift action.

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 = 8 (3 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.
Mercies Selected
Fatigued (3rd Level): The target is no longer fatigued.
Enfeebled (6th Level): The paladin dispels any magical effects that are reducing one of the target’s ability scores (paladin’s choice).

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.

Divine Bond (Sp):
: Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.
Divine Bond Selected: Enhance Weapon - Radiance

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Spell List:

1st Level spells - 2 per day

Hero's Defiance
Veil of Heaven [X]

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Inventory List

Mundane Gear:

Lamellar (Leather)
Shield, heavy Darkwood
MW Cold Iron Nodachi (Radiance?)
Sap
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]
MW Full Plate Armor

Outfit, Explorer's
Backpack, Masterwork
Canteen
Pouch, belt
Sack [5]
Bedroll
Soap [2]
Blanket
Rope, silk (50') [2]
Whetstone [2]
Torch [5] now [4]
Rations, trail [6]
Holy symbol, iron
Poncho
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 [4]
Weapon blanche, silver (already applied to arrows)
Holy Water
Air Crystals
Tanglefoot Bag
Bladeguard [2]
Antitoxin

Magical Items:

Radiance
Cloak of Resistance + 2
Potion of Cure Light Wounds [2]
Wand of Cure Light Wounds (6 charges)
Wand of Cure Light Wounds (50 charges)
Wand of Bless Weapon (7 charges)
Silversheen
Headband of Alluring Charisma + 2
Belt of Giant Strength + 2
Ring of Protection + 1

Money:

60 gold
7 silver
6 copper

Loot Items Constantine is using::

Recorded to assist the avaricious Aurical! :P
If any item on the list is in error please contact me.

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Mythic Details:

Hard to Kill (Ex): Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Mythic Power = 5

Mythic Feat: Select one mythic feat or non-mythic feat as a bonus feat. You must qualify for this feat normally. You gain another mythic feat at 3rd tier, and again every 2 tiers thereafter.

1st Feat Selected
Power Attack (Mythic)
Your attacks are truly devastating.
Prerequisite(s): Power Attack
Benefit: When you use Power Attack you gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonus reaches +4 and every 4 points thereafter, the amount of bonus damage increases by +3 instead of +2.
In addition the bonus damage from this feat is doubled on a critical hit before it’s multiplied by the weapon’s critical multiplier.
You can expend one use of mythic power when you activate Power Attack to ignore the penalties on melee attack rolls and combat maneuver checks for 1 minute.

Mythic Path: Champion

Bonus Hit Points: Whenever you gain a champion tier, you gain 5 bonus hit points. These hit points stack with themselves, and don’t affect your overall Hit Dice or other statistics.

Champion's Strike: Select one of the following abilities. Once chosen, it can’t be changed.

Sudden Attack (Ex): As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction.

Path Ability

1st Path Ability Selected:

Universal – Legendary Item (Ex): You gain a Legendary Item. This item grants a number of abilities equal to your tier (maximum 3). At 3rd tier, you can select this ability again, increasing the maximum to six abilities and causing the item to become a lesser artifact. At 6th tier, you can select this ability again, increasing the maximum to 10 abilities; the item then becomes a greater artifact.

Legendary Power: All legendary items contain a pool of power—at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whether or not that creature is mythic. These uses of legendary power can be expended only to activate the legendary item’s abilities. If the item’s bearer isn’t bonded to the item, she can expend the item’s legendary power only to use its legendary surge ability

Legendary Surge: All legendary items have a legendary surge ability, similar to a mythic character’s surge ability. It can be used only on specific rolls or checks based on the nature or purpose of the legendary item.

The legendary surge ability allows the bearer to add the result of a d6 to the appropriate type of roll or check. A mythic bearer can use her surge die type in place of the d6. If she’s bonded to the item, she can increase that die type by one step.

Weapons: Attack rolls and combat maneuver checks made while using the weapon

Legendary Item Ability:

Spellcasting: This item allows its bearer to cast a limited number of spells as spell-like abilities. This ability can be taken more than once. Each time it's taken, the bonded creature gains 5 points to spend on selecting what spells the item can cast. A spell costs a number of points equal to its level (minimum 1). The bearer can then activate the item to use each spell-like ability once per day. By spending double the cost, the bearer can use each spell-like ability three times per day. All spells must come from the same class's spell list. No spell can have a level higher than the bonded creature's tier. The caster level for these spells is equal to double the bonded creature's tier. The save DC for these spells is equal to 10 + the spell level + the bonded creature's tier.

Class Spell List Chosen: Bloodrager

Spells Chosen:
Shield - Spent 2 points, can cast as an SLA 3 times per day.
Long Arm
True Strike
Feather Fall


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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.