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About Arrius Voralius ConstantineAbout Constantine, Paladin of Iomedae Constantine
======================================================================== Defense AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dexterity)
======================================================================== Offense Speed 30 ft. Space: 5 ft.; Reach 5 ft. Melee MW Cold Iron Nodachi (+ 9 to hit, + 6 damage, 1d10 / 18-20x2) Deals P or S damage
Ranged Composite Longbow (+ 2 Str) (+ 6 to hit, 1d8 + 2 / x3) Arrows: 60
======================================================================== Skills Diplomacy 9 (3 ranks, + 3 class skill bonus, + 3 Cha)
Background Skills
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 ======================================================================== 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. ======================================================================== Class Features Paladin Class Features:
Aura of Good (Ex)
Detect Evil (Sp)
Smite Evil (Su)
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.
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.
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Spell List:
1st Level spells - 1 per day Hero's Defiance ======================================================================== Inventory List Mundane Gear:
Lamellar (Leather) Shield, heavy Darkwood MW Cold Iron Nodachi 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] Outfit, Explorer's
Alchemical Gear:
Acid (flask) [2] Alchemist's Fire (flask) [1] Holy Weapon Balm [2] Weapon blanche, silver (already applied to arrows) Magical Items:
Radiance Cloak of Resistance + 1 Potion of Cure Light Wounds [2] Wand of Cure Light Wounds (6 charges) Wand of Bless Weapon (9 charges) Money:
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:
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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