Tef-Naju

Aramyros's page

155 posts. Alias of Ellioti.


Race

Aasimar Bloodrager 2 / Oracle 3 - HP: 47/47, AC: 20 T: 11 FF: 19, Perception +8, Darkvision 60 ft., Initiative: +4, Fort +8 Ref +4 Will +4 (+2 vs fire, +2 vs evil descriptor), CMB: +9, CMD: 20, Speed: 35, Bloodrage 9/9, Spells left 6/6

Classes/Levels

Skills:
Intimidate +12, K Planes +11, Percpt +8, SenseM +8, Ride +3, K Arcana +5, K Religion +5, K Engin +5, Diplo +8, Ling +6, HandleA +8, P Soldier +7, Spellcr +5

About Aramyros

Aramyros
CG Angelkin Aasimar Bloodrager 2 / Oracle 3 Archetypes Primalist + Steelblood / Cyclopean Seer
Outsider (native)
Init +4
=================================================
DEFENSE
=================================================
AC 20, touch 11, flat-footed 19 (+9 armor, +1 dex) (+1 vs. evil outsider, +1 vs. charge)
hp 47 (10+3d8+1d10 +15 con +2 fcb)
Fort +8, Ref +4, Will +4, Bonus +2 vs fire, +2 vs evil descriptor
Resistances fire 5
=================================================
OFFENSE
=================================================
Speed 35 ft.
Melee Scythe +8 (2d4+9 /x4) [Power Atack]
Melee Scythe +10 (2d4+12 /x4) [Bloodrage, Power Atack]
Ranged Longbow +6 (1d8+4 /x3)
Bonus +1 vs. evil outsider
=================================================
SPELLS
=================================================
Spell-like Abilities
Bed of Iron (3/day, CL 4)
Alter Self (1/day, CL 4)

Oracle Spells known (CL 4, concentration +7)
1st (6/day): Air Bubble, Burning Disarm (DC 15), Protection from Evil, Cure Light Wounds, Comprehend Languages*
0th (at will): Guidance, Light, Detect Magic, Read Magic, Mending
=================================================
STATISTICS
=================================================
Str 19, Dex 15, Con 16, Int 12, Wis 10 (9+1), Cha 18 (17+1)
Base Atk +4; CMB +9; CMD 20 (+1 vs. overrun)
Feats Angelic Blood, Angelic Flesh (Brazen), Demonic Style (Background feat), Extra Revelation

Skills:
total (ranks class ability bonus ACP)
Intimidate +12 (5 +3 +4 )
Knowledge (Planes) +11 (5 +3 +1 +2)
Perception +8 (5 +3 +0 )
Sense Motive +8 (5 +3 +0 )
Ride +3 (1 +3 +2 +2 -5)
Knowledge (arcana) +5 (1 +3 +1)
Knowledge (religion) +5 (1 +3 +1)
Diplomacy +8 (1 +3 +4)
Spellcraft +5 (1 +3 +1)

Background Skills
Linguistics +7 (3 +3 +1)
Handle Animal +8 (1 +3 +4)
Knowledge (engineering) +5 (1 +3 +1)
Profession (Soldier) +8 (5 +3 +0)


Traits Stolen Fury, Magical Knack, Reactionary
Languages Common (Fluent), Draconic (Novice), Abyssal (Fluent), Celestial (Fluent)
Gear:
mw Fullplate 1150
mw Scythe 0
mw mithral dagger 0
Cloak of resistance +1 1000
Potion of Enlarge Person x4 150
mw military Saddle 70
combat trained heavy horse 300
mw studded leather barding 250
Longbow, composite (+4) 500
60 arrows 3
Oracle's Kit 9
Saddlebags 4
Oil of Bless Weapon 50
Potion of Fly
Scroll of Delay Poison
Scroll of Prayer
Scroll of Endure Elements cold
14 gp

SQ Bloodrage (9 rds/day)
=================================================
SPECIAL ABILITIES
=================================================
Racial
Celestial Crusader Some aasimars follow their destiny to war against the powers of ultimate evil. These individuals gain a +1 insight bonus on attack rolls and to AC against evil outsiders and a +2 racial bonus on Knowledge (planes) and Spellcraft checks to identify evil outsiders or items or effects created by evil outsiders; they may use these skills untrained for this purpose. This racial trait replaces celestial resistance and skilled.
Spell-Like Ability Angelkin gain alter self as a spell-like ability. (caster level equal to the aasimar’s class level).
Darkvision Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Primalist Steelblood Bloodrager
Bloodrage At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear’s endurance) don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Indomitable Stance At 1st level, a steelblood gains a +1 bonus on combat maneuver checks, to CMD against overrun combat maneuvers, and on Reflex saving throws against trample attacks. He also gains a +1 bonus to his AC against charge attacks and on attack and damage rolls against charging creatures. This ability replaces fast movement.
Disruptive Bloodrage At 1st level, the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with that granted by the Disruptive feat.
Armored Swiftness At 2nd level, a steelblood moves faster in medium and heavy armor. When wearing medium or heavy armor, a steelblood can move 5 feet faster than normal in that armor, to a maximum of his unencumbered speed.
This ability replaces uncanny dodge.

Cyclopean Seer Oracle
Mystery Metal
Curse Tongues
In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.
Assume Fate As an immediate action when targeted by an effect that requires a saving throw, you can choose another creature within line of sight that is attempting a save against the same effect. The target takes a penalty on its saving throw equal to 1d4 + 1 for every 4 levels you possess. You gain the value of their penalty as a luck bonus on your saving throw. You can use this ability a number of times per day equal to your Charisma bonus. This ability replaces the revelation gained at 1st level.
Flash of Insight Once per day as an immediate action, a cyclops can peer into an occluded visual spectrum of possible futures, gaining insight that allows it to select the exact result of one die roll before the roll is made. This effect can alter an action taken by the cyclops only, and cannot be applied to the rolls of others.
Dance of the Blades Your base speed increases by 10 feet

Traits
Magical Knack (Oracle), Reactionary
Stolen Fury You were forced to take part in a demonic ritual as a youth after having been captured by cultists. Whatever the ritual’s purpose may have been, it didn’t work out the way your captors envisioned—rather than corrupting your soul, you absorbed the ritual’s energy and made it your own before you escaped to safety. Ever since, you’ve been haunted by strange nightmares about the ritual, and have long felt that the energies it bathed you in have changed you. Recently, those energies have changed— it’s as if you’ve finally managed to come to terms with your past and have turned the ritual’s aftereffects to your advantage, following the old adage of what doesn’t kill you makes you stronger. You’ve been unable to learn more about the ritual or what it was for, but the question lingers in the back of your head to this day. This nagging has instilled in you a fury against demonkind. Today, when you face demons in combat, those energies bolster your fury, granting you a +2 trait bonus on all combat maneuver checks against demons.
=================================================
BACKGROUND
=================================================
Aramyros is the son of Elena and Hamidi. His young human mother was part of a merchant caravan into Taldor. She was only 15 years old and worked as a maid to a noble woman. His father was a native Taldane, who fell madly in love with the young woman. However, this was not mutual and Aramyros's mother was overwhelmed with the responsibility for the strange child with its dark metallic skin. She also feared to be much too young and left her child with its father and returned home. In addition, she was pressed by her superiors to give up the freak child. She would eventually atone and become a nun.
Hamidi loved his child above everything and feared for their lives. His small town knew aasimar only from stories and this child didn't look like the stories at all. Everyone was superstitous.
Finally, Hamidi and his son settled down in a village in the outskirts of Oparra and he made a living as a mercenary. There was always need for more weapons in this dangerous business. Aramyros was only five years old, when his father fell to a demon's claw during a mission. He was taken in at the local orphanage that belonged to a small church of Iomeda. Aramyros respected his education and the Iomedaean believe, but never became a true follower. Aramyros was a difficult child, a trouble-maker and not very dutiful. The abandonment of his mother and the death of his father made him deeply troubled and angry. He was constantly picking fights with other kids or getting in trouble for running away. It took the local priest, Father Muril, all his efforts to be a guide, teacher and surrogate father.
When he got older, Aramyros was so full of anger that he needed a focus. He started martial training. First on his own, later with some guys from the local garrison. He was still picking fights, but now it was with monster around the village or with trouble-seeking, drunken soldiers. Almost every night he'd come home with at least a bruised eye that he got in a bar fight. The priest was of course not pleased, but supported Aramyros nevertheless, because this at least kept him in check.
Eventually Aramyros left. He wanted to set things right in this world, which together with his anger for his lost father made him some kind of lone crusader. He travelled the country, travelled to remote and endangered places, where his sword was needed. He never felt like a mercenary, he'd rather except a warm meal and a bed then coin. He wasn't a paladin either, he didn't live up to any of the standards and values he was thought, but instead let his rage drive him into battle. In addition to the physical pain he endured on his crusades, he was tortured by the violence he had to inflict on others. Deep down in his heart, he felt, killing wasn't right, but then his head told him, it was sometimes necessary. Every night he had nightmares. They came from the struggles he had to live with, the hybris he had accepted and the guilt of never being able to save everyone. That there would be times, when he had to tell a young boy that his father won't come back, because he, Aramyros couldn't save him, that's what he feared.
One day, Aramyros took a wrong turn, made a bad decision, and faced an enemy too powerful. For months a demon lord and his cultists tortured Aramyros and made him take part in demonic rituals. Whatever the rituals' purpose may have been, it didn’t work out the way the captors envisioned. Rather than corrupting Aramyros' soul, he absorbed the rituals' energy and made it his own. Aramyros' determination and the strange energies within him eventually led to his escape barley alive. Ever since, he's been haunted by strange nightmares and his mind was permanently scarred. That demon's language was imprinted on his mind and he wasn't able to control it.
After his escape, he kept running and it took him weeks to recover. He eventually reached the shore and jumped the first boat, not caring, where it would take him. He just wanted to put as much distance as possible between him and the cult, only to eventually come back for them...The ship sailed to Absalom.
Aramyros' divine powers have two opposing and contradicting origins. On the one hand there is the gift of Iomedae, who will never give up hope that Aramyros will eventually find the right way. On the other hand, there is the demonic imprint that not only cursed him permanently, but also holds a claim to at least part of Aramyros' soul. While the former is certainly stronger, Aramyros didn't want either of them. Once he admitted, he didn't have a say in it or a choice, he resigned to using the powers for being what he thought was a good man.
=================================================
DESCRIPTION & PERSONALITY
=================================================
What better description than a picture?
Aramyros is a tall man with a muscular stature. His skin shimmers in brazen metallic. He wears a heavenliy decorated armor to war and similarly ornated clothes when not fighting. His horse's name is Felice.

Personality, Quirks and Flaws: helpful, determined, angry, troubled, self-doubting, scarred
Plot Hook: Revenge against the demon and his cult
Important NPC: Father Muril, his guide, teacher and surrogate father
Favored Terrain: Forest and/or Plains
=================================================
THEME
=================================================
Metal
Offensive: Lead Blades, Keen Edge
Defensive: Ironskin
Utility: Detect Metal, Bed of Iron

Level 4:
Cyclopean Seer 3
7 hp
skill ranks: Intimidate, Knowledge (Planes), Perception, Sense Motive, Spellcraft
BG Skills: Linguistics (upgrading Abyssal to Fluent), Profession Soldier
Revelation: Flash of Insight
BAB +1
FORT +1
REF +1
stat point: STR
1st level spell known: Air Bubble

Level 5:
Arcane Primalist Steelblood Bloodrager 2
5 hp
skill ranks: Intimidate, Knowledge (Planes), Perception, Sense Motive,
Knowledge (Religion)
BG Skills:
Knowledge (Engineering) , Profession Soldier
Revelation: Dance of Blades
BAB +1
FORT +1
+1 hp FCB