About Arrius Voralius ConstantineAbout Constantine, Paladin of Iomedae Constantine
======================================================================== Defense AC 21, touch 12, flat-footed 20 (+ 9 armor, + 1 Dexterity, + 1 Ring of Protection)
======================================================================== 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?)
Ranged Composite Longbow (+ 2 Str) (+ 8 / + 3 to hit, 1d8 + 2 / x3) Arrows: 60
======================================================================== Skills Climb 9 (1 rank, + 3 class skill bonus, + 5 Str)
Background Skills
Bonus Class Skills: Knowledge (Planes) from acquired trait (Scholar of the Great Beyond), two more after parlay with Outsiders.
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 (20), Dex 14, Con 14, Int 10, Wis 10, Cha 16 (18) ======================================================================== Traits:
Hell's Reject: Category - Campaign
Birthmark: Category Basic - (Faith)
Acquired Trait - Defiance Industries/Alithera
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.
======================================================================== Paladin Class Features Aura of Good (Ex)
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.
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.
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.
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Spell List:
1st Level spells - 2 per day Hero's Defiance
======================================================================== 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
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. ======================================================================== 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 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
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:
======================================================================= 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:
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.
Step 2:
1) Constantine desperately wants to close the Worldwound and end the Abyssal threat to Golarion.
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.
Step 4:
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???”
Step 5:
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.
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