Paracount Julistar

Aurelius Flavius's page

264 posts. Alias of Mightypion.


Full Name

Aurelius Flavius, formerly Medici

Race

Thiefling (Demon Spawn)

Classes/Levels

Omdura of Malacoda 3 HP25/25AC17/15/12 Fort 5 Dex 1 Will 2 Init 0 Perc4 Sense motive 3 CMB/CMD4/14[/ooc] [ooc]Spell Slots L1[ooc]2/3

Gender

Male Resistances Fire:5 Cold:5 Lightning 5 curr effect:Divine Favor

Size

1m85

Age

23

Special Abilities

Smite good 1/1 invocation 1/1

Alignment

LE

Deity

Malacoda

Location

Somewhere

Languages

Infernal, common, Abyssal

Occupation

Noble Bastard

Strength 18
Dexterity 10
Constitution 14
Intelligence 12
Wisdom 8
Charisma 18

About Aurelius Flavius

Background:

Aurelius thoughts raced.
Disowned.
Disinherited.
Thrown into the ranks of vile commoners.
No property other then what he had in his pockets and on his back.
And all because his foolish idiot of a mother could not tell a Noble Sire Devil from a Succubus! How is any of this even his fault!

Think Aurelius, what do you have?
You have your strength, you have your capability, you have received a pretty good education, you are fluent in infernal, and can actually speak Abyssal and Celestial as well, to better to combat this foes...
Oh, the f~&+ing smug look on that dolt Imperius Alexandrus Novarus[i]Ahh, now we know why dear Aurelius was so able and efficient in learnign Abyssal, turns out it was literally in his blood ahahah
That fat t#+#s look as Aurelius glared at him.
What to challenge me? Haha, you cant, COMMONER
[/i]
Vengeance would be his! But first he needed power, a position, and ideally house Thrunes most esteemed patronage, and his skill with a blade may just give him that! But first he needed to get out of the capital. That fat t*@+ may order a hit on him, and so may his erstwhile family. In the outlying province, he would be safer, and persons there may not know of his scandal!
Yes, as a mercenary, it was quite frequent for house thrune to elevate able men at arms, he could put his skills to good use and further hone them, and his military education had been thorough and excellent.

stats:

Demon Spawn, +2 STR +2 CHA -2 INT
Base stats: Adjusted stats
STR 16 18
Dex 10 10
Con 14 14
Int 12 10
Wis 8 8
CHA 16 18

HP Rolls: Lvel 2=7
HP roll level 3=4.

Alternate racial traits:
Pass for human:
Pass for Human: Discrimination against tieflings with horrifically fiendish features is so intense that even tieflings look up to those precious few of their kind who can pass as human. These tieflings have otherworldly features that are so subtle, they aren’t often noticed unless the tiefling points them out (for example, eyes that flash red in the throes of passion, or fingernails that are naturally hard and pointed). Such a tiefling doesn’t need to succeed at a Disguise check to appear to be human and count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells like charm person or enlarge person). The tiefling does not automatically gain his associated outsider language (but may select it as a bonus language if his Intelligence score is high enough), and he may not select other racial traits that would grant him obviously fiendish features (such as the fiendish sprinter, maw or claw, prehensile tail, scaled skin, or vestigial wings alternate racial traits). This ability alters the tiefling’s type, subtype, and languages

Smite Good
Smite Good: Once per day, a tiefling with this racial trait can smite a good-aligned creature. As a swift action, the tiefling chooses one target within sight to smite. If this target is good, the tiefling adds her Charisma bonus (if any) to attack rolls against the target and gains a bonus on damage rolls against the target equal to her number of Hit Dice. This effect lasts until the first time the tiefling successfully hits her designated target. This racial trait replaces fiendish sorcery and the tiefling’s spell-like ability.

Beguiling Liar
Beguiling Liar Many tieflings find that the best way to get along in the world is to tell others what they want to hear. These tieflings’ practice of telling habitual falsehoods grants them a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie. This racial trait replaces skilled.

Kept standard racial traits:
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Senses Racial Traits

Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.

Traits: Amoral Mercenary (he is noble no longer)
Fates Favored

Feat: Power attack
Favored class bonus skill points

AC=10+5+2=17
To hit=+5/+4
Damage=d10+4/+6

Defenses:
Fort=3+2=5
Ref=0
will=3-1=2
CMD=15
CMB=5

Skills:

4+1+1(favored class)=6 skill points

Adventuring skills

Diplomacy=1+3+3 =7
Bluff=2+3+3=8, 12 when lying
Intimidate=1+3+3=7
Perception=2+3-1=4
Sense motive=1+3-1=3

Kn. Arcana=1+1+3=5
Kn. Religion=1+1+3=5 (level 2)
Kn. Planes=1+1+3=5 (level 2)

Spellcraft=1+3+1=5 (level 2)
Kn. local =1+1+3=5 (level 2)

Background skills:
Linguistics= 1+1+3=5
Extra languages: Infernal, Abyssal, Celestial, Elfish
Kn. Nobility=1+3+1=5
Lore:Nocticula=1+3+1=5
Profession:Mercenary a~!#@+% =1-1+3=3

spells:

Level 0
Daze
Detect magic
Stabilize
Mending
Acid Splash

Level 1
Inflict light wounds (bonus)
Divine Favor
Cure light wounds
command

class features:

Weapon and Armor Proficiency

Omduras are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Omduras are also proficient with the favored weapon of their deity.
Aura (Ex)

An omdura of a chaotic, evil, good, or lawful deity has a powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).
Spell Casting

An omdura casts divine spells drawn from the cleric and inquisitor spell lists. Only cleric spells of 6th level and lower and inquisitor spells are considered to be part of the omdura spell list. If a spell appears on both the cleric and inquisitor spell lists, the omdura uses the lower of the two spell levels given for the spell. For instance, dimensional anchor is a 4th-level cleric spell and a 3rd-level inquisitor spell, which means it is a 3rd-level omdura spell.

The omdura can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an omdura must have a Charisma score equal to at least 10 + the spell’s level. The difficulty class for a saving throw against an omdura’s spell is equal to 10 + the spell’s level + the omdura’s Charisma modifier.

An omdura cannot use spell completion or spell trigger magic items of cleric spells of 7th level or higher (without a successful Use Magic Device check). Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells.

Like other spellcasters, an omdura can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the table above. In addition, she receives bonus spells per day if she has a high Charisma score.

Unlike for clerics, an omdura’s selection of spells is extremely limited. An omdura begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new omdura level, she learns one or more new spells, as indicated on Table 2 above. Unlike spells per day, the number of spells an omdura knows is not affected by her Charisma score; the numbers on Table 2 above are fixed.

In addition to the spells gained as she gains levels, each omdura also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name; inflict spells include all spells with “inflict” in the name). These spells are added as soon as the omdura is capable of casting them. A good omdura (or a neutral omdura of a good deity) must select cure spells. An evil omdura (or a neutral omdura of an evil deity) must select inflict spells. An omdura who is neither good nor evil and whose deity is neither good nor evil can select either cure spells or inflict spells. This choice is made when the omdura gains her 1st level and cannot be changed.

At 5th level and every 3 levels thereafter, an omdura can learn a new spell in place of one she already knows. In effect, the omdura loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An omdura can swap only a single spell at any given level, and she must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells.

Unlike a cleric, an omdura need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Orisons: Omduras learn a number of orisons, or 0-level spells. These spells are cast like any other spell, but they do not consume spell slots and can be cast again. Omduras do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.

Chaotic, Evil, Good, and Lawful Spells: An omdura can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

An omdura can call forth the power of her deity to improve her allies’ abilities as a standard action.

When the omdura calls upon this power, she must select one type of invocation from those listed below to grant the benefits to her allies within 30 feet. If the omdura is evil, she grants profane bonuses instead of sacred, as appropriate. Neutral omduras must select profane or sacred bonuses. Once made, this choice cannot be changed. A called invocation cannot be disrupted, but it ends immediately if the omdura is killed, paralyzed, stunned, or knocked unconscious.

The omdura can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The omdura can change her chosen invocation to another type as a swift action, but doing so expends a 1-minute increment of her invocations.

At 7th level, an omdura can call an invocation as a move action instead of a standard action. At 13th level, an omdura can call an invocation as a swift action.

Destruction: The omdura’s allies are filled with divine wrath, gaining a +1 sacred bonus on weapon damage rolls. This bonus increases by 1 for every 3 class levels the omdura has.
Healing: The omdura radiates a healing light, granting fast healing 1. This causes the omdura’s allies to recover 1 hit point each round (up to their maximum hit points). The amount of fast healing increases by 1 for every 3 class levels the omdura has.
Justice: This invocation spurs the omdura’s allies to seek justice, granting a +1 sacred bonus on attack rolls. This bonus increases by 1 for every 5 class levels the omdura has. At 10th level, this bonus is doubled on attack rolls to confirm critical hits.
Piercing: This invocation gives the omdura’s allies great focus and makes their spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks to overcome a target’s spell resistance. This bonus increases by 1 for every 3 class levels the omdura has.
Protection: The omdura radiates a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by 1 for every 5 class levels the omdura has. At 10th level, this bonus is doubled against attack rolls to confirm critical hits against the omdura’s allies.
Purify: The omdura’s allies are protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by 1 for every 5 class levels the omdura has. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency: This invocation makes the omdura’s allies resistant to harm, granting DR 1/magic. This DR increases by 1 for every 5 class levels the omdura has. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the omdura’s. If she is neutral, the type of DR doesn’t change.
Resistance: The omdura’s allies are shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic)chosen when the omdura calls this invocation. The protection increases by 2 for every 3 class levels the omdura has.
Smiting: This invocation bathes the weapons of the omdura’s allies in a divine light. These weapons count as magic for the purpose of bypassing damage reduction. At 6th level, the allies’ weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the omdura’s alignments. If the omdura is neutral, she does not grant this bonus. At 10th level, the allies’ weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

equipment:

MWK Bastard sword
Bastard Sword gp 10
Heavy shield (wooden) 7
Scale mail 50
Clerics Kit 20
Sap 2
Winter clothing (free)
Rope 5

Roleplay sample:

A well, mercenary life, you either are bored or you would wish to be bored, as his new underlings would discover in a moment. Digging is not boring after all!
Aurelius thought as he took his place in the line of hastily assembled "Imperial Chelaxian Militia" formation, hastily assemlbed to guard a side road against a possible glorious reclamation scouting party.
With him were 3 slightly inbred looking peseants with pitchforks, a slightly richer but too fat to be useful peseant with a Scythe, the Smiths apprentice with a hammer and the lokal village idiot in a jesters garb with a couple of handfulls of stone and a lot of b%&&#$!, because there is apparently some folklore about throwing b!#*&*! for whatever reason. The local parabaron somehow got wind of his military schooling, and handed command to him, while hastily buggering off to presumably bugger his consort.
He surveyed this fine and representative ensemble of Chelaxian military might, a year into the glorious reclamation, as a beam of light blinded him for the moment.
A rider in full plate armor, riding abrest a magnificient steed clad in plate as well appeared. Then another one, and another one, and then 2 more.
Suka Blyad Aurelius swore in Abyssal
5 f+&+ing Paladins, Qlippoths beneath bugger my lovelife
Think quickly he thought
You have a bunch of unarmed useless peaseants, the weakest of these paladins looks like he would still be more then a match for me, and I just arrived here with no time to entrench anything. Oh, I am a Demon Spawn thiefling, so a bunch of Crusading holier then though a!!~~*%%s are totally not going to burn me on the stake for consorting with demons.
Ok, Paladins, they do like their redemption stick, so to get decent prisoner of war terms, I must convince them somehow that I am important and redeemable, hej, thats just acting, I can do that! He thought as one of his peseants, whom he detailed for scouting duty, finally looked at the right direction, turned towards Aurelius and shouted
THE IOMEDEANS ARE COMING!
Aurelius was not the question the mans zeal though as the peseant, mindful of his primary peseant duties, opted to instantly fertilize the farmland between his two legs while running towards Aurelius, and then past him.

Taking a Deep Breath, Aurelius stepped forward, his Halberd in a practised position to receive a charge.
Greetings strangers, may I inquire who seeks to trespass upon Chelaxian lands on this fine noon?
I am Lady Sabella Valeria Arundae of the Glorious reclamation, and I claim this village in her name, blessed be Ragathiel The lead Paladin removed her helmet, a shiny cascade of Silvery white hair falling gently on her Aasimar shoulders.
S&&&, Ragathiel? His survival chances just got halfed or so. On the positive side, this one literally looked as if she jumped straight out of a "Holy Crusade recruiting poster"
While it is far from me to normally offer such rudeness to fair ladies, I am compelled to deny your claim on behalf of her Infernal Majestrix. May I alas propose a duel betwixt us? Unless thy comrades wish to ride down the downtrodden untrained peseants thy Crusade claims to liberate. He proposed
Quicken this and yield, you will be judged and treated fairly. Came the confident answer
Alas my family would pay quite a price for yielding without offering battle, and I am actually quite fond of my 2 teenaged half sisters, I fully agree with a monk of the Erinyes Sisterhood assessment that they look quite charming without any facial scars. Aurelius semi bluffed, he did indeed adore his half sisters, although this was not much requited.
This one seems honorable and is compelled to do battle, perhaps he can be redeemed? Said one of the other Paladins, sporting a massive horned helmet.
Surely, he can not prevail against Lady Sabella Valeria! Another Paladin spoke.
Very well Chelaxian, I accept your challenge! The Female Paladin Spoke as she charged, not bothering to put on her helmet. Lance pointing straight as Aurelians chest. When suddenly...
A hoof slipped on a piece of recently processed former food, depositione there just seconds ago.
A bit of far too long silky hair got in the way of 2 far too perfect eyes.
A village idiot wearing a jesters garb throwing b~#+### at a far too trained and actually intelligent and experienced horse, which assumed that humans in weird clothes throwing b!#$### at it means incoming fireballs, and which thus attempted an acrobatic dodge, while simultaneously slipping on the former farm produce it just stepped on.

The result was well...

A far to perfect Paladin fell, badly, and broke her neck. Her listless body sliding through the mud and s$~*, coming to rest at Aurelians feet.

Ouch. Said Aurelian
Madness, how can this be! Said a Paladin
This must have been some vile sorcery, Lady Valeria nooooooooo! Said the one with the horned helm
Shall we butcher the Chelaxians?
S+~+, Aurelian thought, these 4 Paladins will still murder the living daylights out of me and my militia unless
Good Sirs Aurelian spoke.
On account of the weirdness of this contest, I allow you to retreat with the body, the horse and the armaments of your comrade. Aurelian said, pointing at the Dead Paladin leader.
We cannot kill all of them, I think we would fall! Their leader is clearly trying to be honorable! The horned Paladin spoke
The f+$+ do you know about honor you recently Paladined Bloodrager whose parents popped a Succubus! Another Paladin spoke
Paladin Bloodrager? I explicitly dont want to fight that guy!
Succubus? You are wrong, I am pretty sure I descent from a Lilitu, the way my Horns grow when I rage is a pretty strong indication of that.
The f%#@, that guy grows horns? Explains why he wears this weird horned helmet, I only get claws, he must be cheating! Aurelius's mind raced.
Let us stop bickering and retrieve our Lady! I warn you Chelaxian, if you go back on your word I will slay thee and thy followers where they stand! A fairly tall and Burly Paladin moved closer, taking the fallen body of his leader into his arms and then retreated.
I wish thee good fortune in the wars to come Spoke Aurelian, not quite processing that he was going to live.
I wish this to you as well worthy enemy what is thy name though?
Aurelius Flavius, formerly of house Medici.
Formerly? The Large Paladin asked
There was some degree of disagreement of a political and religious nature. Aurelius answered, quite truthfully even.
May you come into the light The Paladin spoke as he rode away.
AHAHAHAHAHAHAHAHA I AM ALIVE
Aurelian absolutly could not believe his luck.
Hmmm, where did the village idiot disappear to? He thought idly as he prepared a report, glorifying himself, for this action.