Hrokon

Ignatius Digenes Akritas's page

22 posts. Alias of Albus Tigris.


Full Name

Ignatius Digenes Akritas

Race

HP 84/84 l AC 20 T 11 FF 19 CMD 22 l F +11 R +7, W +10 l Init +1 Perc 0

Classes/Levels

Status: Normal SE 3/3 LH 8/8 CS 7/7

Gender

Male Half-Orc Paladin 7 l

Size

Medium

Age

25

Special Abilities

Smite Evil 3/3, Lay on Hands 8/8, Celestial Spirit 7/7

Alignment

Lawful Good

Deity

Iomedae

Location

Brevoy

Languages

Common, Orc

Occupation

Paladin

Strength 18
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 11
Charisma 16

About Ignatius Digenes Akritas

From his birth Ignatius lived in a violent world, the son of a kidnapped noblewoman and the warchief of a small orc band residing in Iobaria. According to orc custom he stood for himself from his first full moon onwards spending most of his time as a child fighting and hiding from larger, stronger and more aggressive full blood orcs. While his position as the son of the warchief spared him from death, he received no help or love from his remaining parent only the cold disdain any orc has for a half blood. With no future ahead and before his tenth year ceremony, he took his father´s large greataxe and his mother´s ring, only memento of the woman he would never know, and left under the mantle of night. Wandering for the next couple years he found humans could be as cruel as orcs, refusing entrance to cities and towns or attacking him right away. By the time Elijah an old paladin found him, he was famelic and lost. Offering a helping hand, he introduced him into his faith to Iomedae, and after several years traveling together guided him to the monastery were Ignatius would train as a paladin and receive the name he used from that day on. While he remained in a cloistered life studying religion, the old paladin left for a faraway land to the west, were he eventually met his demise in a small coastal city, leaving as parting gift the reforged axe of his father, removing the orcish ornaments and accessories in place for a dark yellow solar handle and a steel blade with the words “redeemer” carved on both sides, one in common and another in orc. As a full fletched paladin he proved his mettle both in combat and as a peacekeeper for several years, often helping others redeem their crimes and find a better life in faith. Eventually his superiors found righteousness in his acts and decided to give his beliefs a chance, starting an initiative to send redeemed criminals along with him into an expedition to the River Lands, were they could have a new beginning.

The paladin opened the large monastery door slowly pushing the large carvings in the stone; he quietly stepped into the hall room and knelt in its center, his ornate plate armor had clearly seen better years, yet despite the many scars from previous crusades, it was polished and well oiled, a griffon standing sideways decorated the chest plate, in his back a large two handed axe lay waiting for battle, eager to prove its use, the word “Redeemer” inscribed to its grey blade, he began uttering a prayer to Iomedae The prayer of duty thought the cardinal standing in the podium. As the paladin finished speaking he removed his helm to address his superior, revealing his orc-ish features, he had grayish skin and a short military haircut, his inferior canines protruded out of his mouth roughly to the height of this nose and his ears were slightly pointy, a small faded scar on his left temple and a larger one on the right side of his forehead, with marks of stitching. Despite his fierce features he had a calm expression. Digenes Spoke the cardinal, in fealty of our goddess Iomedae, the council has declared that you along with father Emillio are to accompany the penitent looking for a new start into the Riverlands, you have selected those criminals willing to embrace our faith and seek a better life, and it will be you who guides them, while serving as our militant arm in the region. You are to report to His Majesty Rupert Surtova the first and Lord Mayor Ioseph Sellemius at the City Hall, tomorrow at first light, were you will be informed of further details.
As of this moment you will be known in our order as Iacobus Digenes Akritas, may Iomedae´s Justice accompany you into those dark lands champion

Waiting at the city gates for the expedition to begin, Ignatius makes a last check to his equipment, tied to his back a dark brown Backpack contains most of his equipment, tools and clothes, along with a small water-proof bag made from a pig´s stomach, where he keeps, a sacred book of his order. On his belt are tied two medium pouches, one on each side, were he keeps his wands, potions and oils should he need them, at the center of his belt is a buckle in the shape of a lions head, alongside to his beautiful yet functional small-sword, with a handle shaped like a open winged eagle, and his water-skin. Covering his armor and backpack is a ragged brownish cloak, covering his helmet and up to three quarters of his shoulder-pads on the upper half, while the lower half covers most of his legs. Ready to leave He takes his fathers greataxe, placing it over his shoulder instead of strapping it to his back, in case he needs it.

Ignatius Digenes Akritas
Masculino Half-Orc (Chelaxian) paladin 7
LG Medium humanoid (orc, human)
Init +1, Senses darkvision (60 ft.); Perception +0
Aura aura of courage, aura of good,
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DEFENSE
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AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex, )
hp 84 ((7d10)+14)
Fort +11, Ref +7, Will +10

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OFFENSE
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Speed 20 ft.
Melee Greataxe +1 +13/+8 (1d12+7/x3)
Melee Masterwork Shortsword +11/+6 (1d6+4/19-20x2)
Special Attacks Channel Positive Energy (4d6, DC 16), Smite Evil,
Class Spell-Like Abilities detect evil (at will)

Prepared Spells
Paladin (CL 7th; concentration +7)
2nd-litany of righteousness(DC 15)
1st-divine favor(2)(DC )

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STATISTICS
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Str 18, Dex 12, Con 14, Int 10, Wis 11, Cha 16,
Base Atk +7; CMB +11; CMD 22
Feats Cleave, Extra Lay On Hands, Fearless Zeal, Leadership, Power Attack, Weapon Focus (Greataxe)
Skills Diplomacy +13, Ride +6,
Traits Bastard, Divine Warrior (Iomedae),
Languages Common, Orc
SQ aura of courage, aura of good, bonus critical confirmation (smite evil) (7x), celestial spirit, cleave, darkvision, mercy (dazed), detect evil, divine health, mercy (fatigued), intimidating, lay on hands, orc blood, orc ferocity, power attack, weapon familiarity, weapon focus, +1 bonus feat (2x), , , , , , , ,
Combat Gear Wand of Comprehend Languages (50 charges), Wand of Mount (50 charges), oil (1 pint flask) (10), potion of fly, potion of invisibility, rations (trail/per day) (10), torch (10), potion of heroism (2), oil of magic vestment +3 (4),
Other Gear greataxe +1, belt of giant strength +2, cloak of resistance +1, masterwork full plate, explorer's outfit, backpack, common, bedroll, holy symbol (silver), lantern (hooded), rope (silk/50 ft.), grappling hook, common, uniform (soldier's), vestments (cleric's), belt pouch (2), compass, flint and steel, waterskin (filled), waterproof bag, holy text (typical), 3677.55 gp
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SPECIAL ABILITIES
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Aura of Courage (Su) You are immune to fear (magical or otherwise). Each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects. This ability functions only while you are conscious, not if you are unconscious or dead.

Aura of Good (Ex) You project a strong good aura.

Bastard One of your parents was a member of one of the great families of Brevoy, perhaps even of the line of Rogarvia itself. Yet you have no substantive proof of your nobility, and you've learned that claiming nobility without evidence makes you as good as a liar. While you might own a piece of jewelry, a scrap of once-rich fabric, or an aged confession of love, none of this directly supports your claim. Thus, you've lived your life in the shadow of nobility, knowing that you deserve the comforts and esteem of the elite, even though the contempt of fate brings you nothing but their scorn. Whether a recent attempt to prove your heritage has brought down the wrath of a noble family's henchmen or you merely seek to prove the worth of the blood in your veins, you've joined an expedition into the Stolen Lands, hoping to make a name all your own. You take a -1 penalty on all Charisma-based skill checks made when dealing with members of Brevic nobility. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.)

Bonus Critical Confirmation (Smite Evil) (7x) Paladin: Add +1/3 on critical hit confirmation rolls made while using smite evil (maximum bonus of +5). This bonus does not stack with Critical Focus.

Celestial Spirit (Sp) Your divine bond allows you to enhance your weapon as a standard action by calling upon the aid of a celestial spirit for 7 minutes. When called, the spirit causes the weapon to shed light as a torch. This spirit grants the weapon a +1 enhancement bonus. This bonus can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or it can be used to add any of the following weapon properties: defending, flaming, keen, merciful (+1), axiomatic, disruption, flaming burst, holy (+2), speed (+3), and brilliant energy (+4). Adding these properties consumes an amount of bonus equal to the property's cost. 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 you but resumes giving bonuses if returned to you. These bonuses apply to only one end of a double weapon. You can use this ability 1 times per day. If a weapon bonded with a celestial spirit is destroyed, you lose the use of this ability for 30 days, or until you gain a level, whichever comes first. During this 30-day period, you take a -1 penalty on attack and weapon damage rolls.

Channel Positive Energy (Su) You can unleash a wave of positive energy dealing 4d6 (DC 16 for half) /day. You can unleash a wave of positive energy. You must choose to deal 4d6 points of positive energy damage to undead creatures or to heal living creatures of 4d6 points of damage. Creatures that take damage from channeled energy receive a DC 16 Will save to halve the damage. Using this ability consumes two uses of her lay on hands ability.

Cleave When using the Cleave or Great Cleave feat, you can spend 4 stamina points to negate the -2 penalty to Armor Class until your next turn.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Mercy (Sickened) (Su) Whenever you use Lay on Hands to heal damage to one target, the target is no longer Sickened.

Detect Evil (Sp) At will, you can use Detect Evil, as the Spell. You can, as a move action, concentrate on a single individual or item 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, you do not detect evil in any other object or individual within range.

Divine Health (Ex) You are immune to all diseases, including supernatural and magical diseases, including mummy rot.

Divine Warrior (Iomedae) From an early age, you were trained by a militaristic order of clerics. You are devoted both to the teachings of Iomedae and to spreading those teachings by force. You gain a +1 trait bonus on melee weapon damage when you cast a divine spell that affect weapons.

Mercy (Fatigued) (Su) Whenever you use Lay on Hands to heal damage to one target, the target is no longer fatigued.

Intimidating (Ex) Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Lay on Hands (Su) You can heal wounds (your own or those of others) by touch. Each day you can use this ability 8 times per day. With one use of this ability, you can heal 3d6 hit points of damage. Using this ability is a standard action, unless you target yourself, in which case it is a swift action. Despite the name of this ability, you only need one free hand to use this ability. Alternatively, you can use this healing power to deal damage to undead creatures, dealing 3d6 points of damage. Using Lay on Hands in this way requires a melee touch attack and doesn't provide an attack of opportunity. Undead do not receive a saving throw against this damage.

Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.

Orc Ferocity (Ex) Once per day, when a half-orc is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Power Attack When using this feat, you can spend 2 stamina points to gain the benefits and the hindrances of that feat until the end of your turn, instead of until your next turn.

Smite Evil (Su) You can call out to the powers of good to aid you in your struggle against evil 3 times per day. As a swift action, you choose one target within sight to smite. If this target is evil, you add +3 to your attack rolls and +7 to all damage rolls made against the target of your 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 +14. Regardless of the target, Smite Evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, you gain a +3 deflection bonus to your AC against attacks made by the target of the smite. If you target 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 you rest and regain your uses of this ability.

Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.

Weapon Focus Once per round, you can spend 2 stamina points to gain your Weapon Focus bonus on attack rolls with a weapon with which you don't have Weapon Focus. This bonus lasts until the start of your next turn.

+1 Bonus Feat (2x) GM awarded PC with +1 feat.

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FOLLOWERS
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Emilio Hayashi
Male Human Cleric 2
CG Medium Humanoid (Human)
Height 5´6 ft; Weight 140 lb
Init +1; Senses Perception +2
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Statistics
Str 13, Dex 12, Con 10, Int 12, Wis 15, Cha 10
BAB +1; CMB +2; CMD 13
AC 19, Touch 11, Flatfooted 18 (+6 Armor, +2 Shield, +1 Dex)
HP 18

Breastplate, Masterwork Light Crossbow, Masterwork Longsword, Heavy Steel Shield, Potion of Cure Light Wounds, Crossbow Bolts (50). 1 gp, 8 sp

Fellow priest of Iomedae send along with Ignatius to the Riverlands for his strange ideas, while lazy and cynical, he won´t ignore the petitions of a paladin, except maybe to heal wounded.

5 level 1 Fighters (Former Brigands)

5 level 1 Rogues (Former thieves)