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Cassiel Aurelfell's page

42 posts. Alias of The Rising Phoenix.


Full Name

Cassiel Aurelfell

Race

Human Nephilim

Classes/Levels

Champion 11 | HP: 173 | AC: 32 (34 Hardness 15, 120HP) | Resist: 3 S | F: +21* R: +15 W: +20* | Speed: 30'| Perception: +18 | ↻: Divine Grace, Flash of Grandeur, Reactive Shield, Shield Block

Gender

M

Size

M

Age

26

Deity

Sarenrae

Languages

Common, Daemonic, Diabolic, Empyrean, Fey

Strength 5
Dexterity 0
Constitution 4
Intelligence 0
Wisdom 3
Charisma 4

About Cassiel Aurelfell

Attacks:

[dice=Attack +1 Brilliant Scimitar (Flaming Star)]1d20+21[/dice] [dice=Damage S]1d6+7[/dice] [dice=Damage Fire]1d4+1d6[/dice]
[dice=Attack +1 Brilliant Scimitar (Flaming Star)]1d20+16[/dice] [dice=Damage S]1d6+8[/dice] [dice=Damage Fire]1d4+1d6[/dice]
[dice=Attack +1 Brilliant Scimitar (Flaming Star)]1d20+11[/dice] [dice=Damage S]1d6+9[/dice] [dice=Damage Fire]1d4+1d6[/dice]

Cassiel will use FoG on XXX's attacker, 13 less damage. The attacker takes 4 persistent spirit damage and is off-guard. All enemies within 30' of Cassiel are subject to Revealing Light (dazzled).

↻ Reactions: Divine Grace, Flash of Grandeur, Reactive Shield, Shield Block:

Divine Grace
You call upon your deity’s grace, gaining a +2 circumstance bonus to the save.

Flash of Grandeur
An enemy damages your ally, and both are in your champion’s aura; Effect Imperious divine light flashes out from you to surround your foe. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. For 1 round, the attacker is affected by revealing light.

(1) Exalted Reaction: In addition to the enemy affected by Flash of Grandeur, each other enemy in your champion’s aura (30') is affected by the revealing light spell for 1 round.

(2) Relentless Reaction: The enemy also takes persistent spirit damage equal to your Charisma modifier (4), and it can’t recover from this persistent damage while affected by the revealing light from your Flash of Grandeur.

(3) Brilliant Flash: Your light cleanses souls of fear. When you use Flash of Grandeur, the attacker is also off-guard for 1 round.

(4) Revealing Light
Range 120 feet; Area 10-foot burst
Defense Reflex; Duration varies

A wave of magical light washes over the area. You choose the appearance of the light, such as colorful, heatless flames or sparkling motes. A creature affected by revealing light is dazzled. If the creature was invisible, it becomes concealed instead. If the creature was already concealed for any other reason, it is no longer concealed.

Critical Success The target is unaffected.
Success The light affects the creature for 2 rounds.
Failure The light affects the creature for 1 minute.
Critical Failure The light affects the creature for 10 minutes.

Reactive Shield
You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the Raise a Shield action and gain your shield’s bonus to AC. The circumstance bonus from the shield applies to your AC when you’re determining the outcome of the triggering attack.

Shield Block
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

Special Abilities:

◈ Aura of Courage: Reduce frightened by 1 when gained; Allies in champion's aura reduce frightened by 1 at your turn end.

◈ Bon Mot: Roll Diplomacy vs. Will DC of foe in 30 ft to inflict penalty to Will saves and Perception unless foe responds with own check.

◈ Brilliant - Counteract Darkness: Counter magical darkness with a counteract level of x and a +xx counteract modifier.

◈◈ Cape of Illumination, Moderate: Blinding Flash (1/day) Enemies in 30' become dazzled and blinded (Fort).

◈◈ Cape of Illumination, Moderate: - Light Cast bright light in 60'-radius (dim light next 60').

↻ Divine Grace: When saving vs. spell: Gain +2 circ to save.

Divine Will: Successes on Will are crit successes instead.

◈◈ Divine Wings: (1/day) Gain a fly Speed equal to your Speed for 10m.

Exalted Reaction: When using Flash of Grandeur, enemies in champion's aura are affected by revealing light for 1r.

]◈ Expand Aura: (1 minute) Expand radius of champion's aura to 30'.

↻ Flash of Grandeur: (13 resistance) When ally is dmged by enemy and both in champion's aura: Ally gains resistance vs. trigger, enemy is affected by revealing light for 1r.
Intimidating Glare: Demoralize as visual effect, taking no penalty when language isn't understood.

Intimidating Prowess: +1 circumstance bonus to your Intimidation check when you can physically menace the target.

[b]Low-Light Vision: See in dim light as if it were normal light.

◈◈◈ No Cause for Alarm: Reduce the frightened value of creatures in 10' emanation (Diplomacy vs. Will DC).

Quick Shield Block: Gain an additional reaction each turn, usable only for Shield Block.

Radiant Armament: Gain additional rune options with blessed armament.

Rapid Mantel: When Grabbing an Edge, pull yourself onto the surface and stand; use Athletics to Grab an Edge.

↻ Reactive Shield: When hit in melee, Raise your Shield to gain its bonus to AC vs. that Strike.

Sacred Body: Successes on Fort are crit successes instead.

↻ Shield Block: While shield is raised and you would take physical dmg: Reduce dmg by shield's hardness, you and shield both take remainder.

Shield Warden: Use Shield Block to protect adjacent ally.

Toughness: Reduce the DC of recovery checks by 1.

Treat Wounds: Use Medicine to restore HP to adjacent living creature based on check result.


Crunch:

Cassiel Aurelfell
Male human nephilim champion 11 (Advanced Player's Guide, Secrets of Magic)
Medium, Holy, Human, Humanoid, Nephilim
Heritage nephilim
Background custom background
Perception +18; low-light vision
Languages Common, Daemonic, Diabolic, Empyrean, Fey
Skills Athletics +24 (+24 to the distance you move.), Diplomacy +21, Herbalism Lore +13, Intimidation +19 (+20 circ to Intimidation when physically menacing the target.), Library Lore +13, Medicine +16, Occultism +13, Performance +17, Religion +16, Society +13
Str +5, Dex +0, Con +4, Int +0, Wis +3, Cha +4
Items +1 full plate, greater sturdy shield, +1 brilliant scimitar (greater flaming star), composite longbow, dagger, javelin (4), armbands of athleticism, arrows (10), backpack, chalk (10), crowbar, flint and steel, grappling hook, greater dawnlight[BD], moderate cape of illumination[LOFB], rations (1 week) (2), rope (foot) (50), soap, purse (281 gp, 2 sp, 5 cp)
--------------------
AC 32 (34 with shield raised); Fort +21 (Successes are crit successes instead.); Ref +15; Will +20 (Successes are crit successes instead.)
HP 173; Resistances slashing 3
--------------------
Speed 30 feet
Melee [1] [i]+1 brilliant scimitar[/i] +21 (forceful, sweep, holy, magical), Damage 1d6+7 S +1d4 F +1d6 F
Melee [1] dagger +20 (holy, versatile S, thrown 10 ft., agile, finesse), Damage 1d4+7 P
Melee [1] shield bash +20 (holy), Damage 1d4+7 B
Ranged [1] composite longbow +15 (holy, propulsive, volley 30, deadly d10, range increment 100 feet, reload 0), Damage 1d8+4 P
Ranged [1] dagger +15 (holy, versatile S, thrown 10 ft., agile, finesse), Damage 1d4+7 P
Ranged [1] javelin +15 (thrown 30 ft., holy), Damage 1d6+7 P
Divine Celestial Magic Spells DC 29, attack +19; 2nd clear mind, humanoid form
Occult Bard Spells DC 29, attack +19; Cantrips (6th) guidance, protect companion[SoM]
Focus Spells 2 Focus Points, DC 29; 6th Counter Performance, Lay on Hands, Uplifting Overture
Class Feats Aura Of Courage, Bard Dedication, Basic Muse's Whispers, Bastion Dedication[APG], Brilliant Flash, Counter Perform, Divine Grace, Expand Aura[APG], Quick Shield Block, Radiant Armament, Reactive Shield, Shield Warden[APG], Uplifting Overture
General Feats Ancestral Paragon, Fleet, Shield Block, Toughness
Skill Feats Battle Medicine, Bon Mot[APG], Intimidating Glare, Intimidating Prowess, Multilingual, No Cause For Alarm, Rapid Mantel
Other Abilities blessed armament, champion expertise, grandeur, maestro, shield block, weapon specialization

Description, Traits, Flaws, Quirks:

DESCRIPTION:
Cassiel Aurelfell is a towering figure, standing at 6 feet 4 inches, with a physique that radiates both power and grace. His body is exceptionally muscular, each movement revealing the strength and discipline that comes from years of rigorous training and devotion. His skin, smooth and radiant, glows faintly with a divine light, as if kissed by the sun itself. This celestial glow, combined with his strikingly handsome features give him almost otherworldly beauty that is both awe-inspiring and comforting.

Cassiel is almost always seen in his armor, which he takes pride in caring for. The armor is a testament to his divine mission, crafted with meticulous care and blessed by holy power. The full plate is adorned with intricate etchings of sunbursts and holy symbols, all filled with consecrated gold. The metal gleams with a celestial radiance, and despite the scars of countless battles, it remains as resilient and beautiful as its wearer. Draped over his shoulders is a golden cape embroidered with vibrant red sun rays, shimmering like sunlight reflecting off the ocean.

At his side rests his scimitar which shines with the brilliance of the the sun at dawn. His steel shield is etched with the image of a rising sun. Strapped to his arms are leather bands that enhance his already impressive strength, allowing him to perform extraordinary feats of athleticism with ease.

TRAITS:
Unwavering compassion, humble, self-sacrificing, devout, strong moral code.

FLAWS:
Overly trusting, burdened with guilt, rigid in beliefs

QUIRKS:
Tends to pray aloud, has a sunrise ritual, fascinated with birds

Background:

Cassiel Aurelfell was born in Sothis, Osirion, where his celestial heritage marked him from birth. Raised by devout followers of Sarenrae, he was instilled with the values of compassion, justice, and redemption. His early life was spent in rigorous training with a militant order of the Dawnflower, where he honed his skills as a warrior and healer, eventually becoming a true champion of Sarenrae.

However, Cassiel’s deep humbleness and strong moral code eventually led him away from the militant order. He felt that his true calling was not confined to a single temple or battlefield but rather in the broader world, where people needed protection and guidance. Driven by this belief, Cassiel set out on his own, wandering the lands in search of those in need of help. It was during these travels that he crossed paths with Esirelle Peck and Isabella Maupin, and together they embarked on the quest that would shape his future.