About Arthur Osorkon
Male Suli Barbarian 3 (Titan Mauler)/Paladin 3/Sentinel 3
LG Medium Outsider (Native)
Init +3; Senses Perception +12; low-light vision
AC 24, touch 12, flat-footed 23 (+11 armor, +1 dex, +1 natural armor, +1 deflection)
Fort +15, Ref +9, Will +11 (+4 vs spells and effects cast by evil creatures)
Resist acid 5, cold 5, electricity 5, fire 5
Speed 30 ft.
Melee Bastard Sword +18/13 (2d8+10+1d6)
Ranged Composite Longbow +12/7 (1d8+6)
Energy Resistance 5 Sulis have resistance to acid 5, cold 5, electricity 5, and fire 5.
Negotiator Sulis are keen negotiators, and gain a +2 racial bonus on Diplomacy and Sense Motive checks.
Elemental Assault Once per day as a swift action, a suli can shroud her arms in acid, cold, electricity, or fire. This lasts for one round per level, and can be dismissed as a free action. Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type.
Low-Light Vision Sulis can see twice as far as humans in dim light.
Giant-Blooded When you wield a weapon that is larger than your size, the penalty on attack rolls for using inappropriately sized weapons is reduced by half. In addition, you gain a +2 trait bonus to your CMD against awesome blow combat maneuvers.
Bloody-Minded You gain a +1 trait bonus on initiative and Intimidate checks.
Wrecking Wrath Once per day, after successful hitting a foe with a melee weapon, you can add your Strength modifier to the damage roll a second time (your Strength modifier is not doubled if you are using a two-handed weapon). Doing so has a 25% chance of giving your weapon the broken condition.
Big Game Hunter A titan mauler gains a +1 bonus on attack rolls and a +1 dodge bonus to AC in melee with creatures larger than themselves.
Rage A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
Rage Power (Scent) The barbarian gains the scent ability while raging and can use this ability to locate unseen foes (see Special Abilities for rules on the scent ability).
Jotungrip At 2nd level, a titan mauler may choose to wield a two-handed melee weapon in one hand with a –2 penalty on attack rolls while doing so. The weapon must be appropriately sized for her, and it is treated as one-handed when determining the effect of Power Attack, Strength bonus to damage, and the like.
Massive Weapons At 3rd level, a titan mauler becomes skilled in the use of massive weapons looted from her titanic foes. The attack roll penalty for using weapons too large for her size is reduced by 1, and this reduction increases by 1 for every three levels beyond 3rd (to a minimum of 0).
Aura of Good The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil 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 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 (Fatigued) 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.
Symbolic Weapon When wielding his deity's favored weapon, the sentinel gains a +1 sacred or profane bonus on attack and damage rolls. These bonuses increase by 1 for every 3 levels he has in the sentinel prestige class (maximum +4). His deity's favored weapon also functions as a holy (or unholy) symbol when wielded by a sentinel.
Bonus Feat At 2nd level and again at 7th level, the sentinel gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. Sentinel levels stack with fighter levels for the purpose of qualifying for feats with a fighter level prerequisite. If the bonus feat selected requires the sentinel to select a specific weapon for the feat to apply to (such as Greater Weapon Focus), the sentinel must select his deity's favored weapon.
Divine Boon As the sentinel gains levels, he gains boons from his chosen deity. The nature of these boons varies depending on the sentinel's chosen deity. Each deity grants three boons, each more powerful than the last. At 3rd level, the sentinel gains the first boon. At 6th level, he gains the second boon, and at 9th level, he gains the third boon. Consult the Deific Obedience feat for details on divine boons. When a divine boon grants a spell-like ability, the sentinel's caster level for the spell-like ability equals his total character level.
This ability allows a sentinel to access these boons earlier than with the Deific Obedience feat alone; it does not grant additional uses of the boons once the character reaches the necessary Hit Dice to earn the boons normally.
Obedience Slay a proven wrongdoer in Ragathiel’s name. It is not enough for the sacrifice to have an evil heart or evil intentions; the sacrifice must have committed evil or unlawful deeds. Gain a +4 sacred bonus on saving throws against spells and effects cast by evil creatures.
Boon 1: Virtuous Combat bless weapon 3/day, litany of righteousness* 2/day, or magic vestment 1/day
Light 0-133 lb. Medium 134-266 lb. Heavy 267-400 lb.
Current Load Carried 58 lb.
Money 6995 GP 8 SP 5 CP
The child was born in the wild barbarian tribes, deep in the scorching desert. Born into the kind of place where you didn't get a name until you earned it. Where you only got to live if you could fight for it. Harsh people in a harsh land, savages in a primal world apart from civilization. As the child reached adolescence he was strong. Strength was no stranger to these harsh people, but he was devilishly handsome as well, and good at manipulating people. To help with that he could summon the power of nature to his arms to help him kill his opponents, striking fear into the hearts of the primitives who did not understand the magic. It took only a few weeks for him to organize a group of followers and overthrow the current chief of the tribe, placing himself in power.
It became a dark time for the tribe. He was a cruel, evil chief who was ruthless to his enemies and people alike. He ruled with an iron fist and wasn't afraid to get his hands bloody. He waded through an ocean of fire and blood, spreading his rule to the other tribes and overthrowing their leaders, putting himself in power of more and more savages. During that time is when he earned his name. Blackheart. Blackheart the Cruel. He was called that because it was widely believed that there was a black void where his heart should be, and because he took the hearts of his enemies and roasted them black over a fire before eating them to gain their strength and make their souls find no rest. His name struck fear into the hearts of men as his influence and power grew.
Eventually there were no more tribes to take over. He ruled the wild and every savage under the brutal desert sun. But he was not satisfied and turned his gaze upon the civilized land, towns and cities full of the cruel men who took advantage of his uncivilized people. So he spread his tyranny further, capturing small towns and committing atrocities beyond the lands where his tribes lived. Once he took a city, he could be ignored no longer, and there were grave consequences for his actions. The churches of Abadar, Sarenrae, and Ragathiel sent their warriors and paladins to cleanse Blackheart's evil from the land. Blackheart was a powerful and cruelly intelligent leader, but he could not stand up to the heavily armored knights and righteous fury of the god's chosen, and his barbarian hordes were beaten into submission. He was forced out, town by town, foot by foot, until he made a last stand with what was left of his people. The churches's finest came crashing down upon him like a mountain of fury, crushing any resistance and burning away the evil. Blackheart was captured by a paladin of Sarenrae, his reign finally over.
Blackheart spent the next few months of his life in a dungeon, being tortured for information on the surviving barbarians. He refused their questions for a short time, but every man breaks under the blade with enough time and he spilled all. One by one his people were sought out and cut down until he was all that was left. Serving no other purpose, his execution was scheduled. He was given a last request. With furious, broken eyes, he looked up at his jailor. "I want to see the city that broke me." He was given a tour of the civilization that had always been so cruel to him and his people. He expected evil men at every corner, laughing at the broken savage who had tried to be more than he was born to be. But instead he saw children. Families. Happy people living in peace with each other, with plenty of food and shelter to go around. His war had been months past and he was no longer recognized, so there were no glares of fear or hatred at him. A sudden, horrible realization came over him. I was the one at fault. I tried to destroy something beautiful and whole, all because I did not understand it. He broke down and cried in the streets as understanding washed over his tainted soul.
There was a final gathering before his sentence was officially carried out. It was to establish guilt and make his death legal and justified in the eyes of the law. A priest of Sarenrae was the judge, while paladins of Abadar and Ragathiel who were present in the fighting were there to give testament to Blackheart's acts. When he was asked if he committed the various atrocities he was accused of, he mumbled a yes in response to each accusation. The fury in his soul was pushed down, hidden underneath the broken soul he had become. It did not go unnoticed by those present. Even the judge peered over with a curious look. "I have one more question for you Blackheart. You have been found guilty of all of these atrocities, and the punishment for these crimes is death. Do you regret your actions." Finally he looked up, meeting the eyes of those present, the fire back in his eyes. "With my every breath."
There became a controversy amidst those judging him in the next few days. The followers of Abadar wanted him beheaded for his crimes. The followers of Sarenrae were torn, wanting to make sure any evil was cleansed but understanding the importance of redemption. After a week of disagreements and heated arguments, a paladin of Ragathiel by the name of Avalen stood up. "Enough of this damned argument! Our church sees potential in the boy, and we will take responsibility of his actions if released to our custody. Give us that and have done with it." After some more talking they agreed to Avalen's deal. Blackheart was given to the church of Ragathiel and to Avalen's care.
Blackheart at first didn't believe his life was being spared. He was transferred but still a prisoner, but instead of rotting away he spent his days doing chores at the church. It was a humbling experience, this once proud tyrant reduced to scrubbing floors and washing latrines. He was silent for nearly a month, being no more than a quiet presence around the church. Finally when he had some time to think on his situation he approached Avalen. "Why did you save me? I have slaughtered by the hundreds and committed atrocities against mankind far worse, why did you spare my black soul?" Avalen turned and gave a confident smile to him. "Because you realize what you did, and you understand the wrong in it. And that makes you powerful, and dangerous to those who would do the same. You know how they think. So here's your chance for redemption. You can either spend the rest of your days scrubbing away old dirt and piss, or you can put your vengeance to use, against the powers of evil." It didn't take long for Blackheart to decide. So began the training of the most unlikely paladin.
He still had a fury born of primal power in him, but instead of suppressing it or pretending as if it didn't exist, he tempered it into a deadly edge. Instead of being a wild force of reckless abandon, he was a righteous force of unbound determination and vengeance. He was given a new name on the day he received his paladinhood, Arthur Osorkon. He wore it like a badge of honor, casting the name Blackheart into the past and history books. Then he got to pick his blade to enact Ragathiel's will. He had always used a greatsword and favored the massive bladed weapons. The bastard sword was a natural choice for a paladin of Ragathiel, but it felt light in his hands, so he had one forged of monstrous size, longer and thinner than the greatswords he was used to. It became a symbol of his reborn self, how his fury had become a refined edge with more purpose.
Arthur spent a year of his reborn life being a traveling paladin of Ragathiel. He brought fury and vengeance upon evil, crushing what he once stood for with a deep knowledge of those who would destroy mankind. He was always at the frontlines, throwing himself headfirst into the battle against evil. He never cared much for the other gods, even the ones most revered by paladins like Iomedae, instead sticking only to the script of Ragathiel. He embodied everything Arthur stood for and he placed the importance of the faith that saved him above all else. Eventually his service and devotion to the General of Vengeance was noticed by the heads of his church, and was invited to the prestigious ranks of the Sentinels of Ragathiel. He became a champion of his faith. Truly he was reborn, and his life is dedicated to the empyreal lord that made it happen.
Appearance and Personality:
Arthur is a giant of a man, standing six and a half feet tall. He has a powerful build and a handsome face with a strong jaw. His hair is thin and blonde, cut short and falling no farther than the base of his neck. He has a wicked scar curving up the right side of his face and disappearing into his hair. The only thing that betrays his true lineage are his blood red eyes. He wears full plate of a crimson red color with gold decorations and a gold cape. A bastard sword of immense proportions rests over his shoulder.
Arthur has a prodigious personality, making friends quick with his open and forward approach to life. He words hard, plays hard, and loves hard, living life as if every day could be his last. He has no tolerance for those taking advantage of others and strives to never let such acts go unpunished. However, underneath his cheery and fiery exterior is a dark mind that was born in a sea of blood. He rarely lets the past show, but in the back of his mind is always an edge of the man he once was, whispering how the evil in the world is thinking.