Mutasafen

Aristide Straniera's page

1 post. Alias of Treppa.


Full Name

Aristide (Ari)

Classes/Levels

Tiefling Cavalier 1/Cleric of Asmodeus 2; Init +0; Per +3 dv 60'; AC 24/t 10/ff 24; F +7, R +0, W +7; CMB +4; CMD 14; HP 33/33

About Aristide Straniera

Aristide (Ari)
Devil-spawn tiefling cavalier (disciple of the pike) 1/cleric of Asmodeus 2
LN Medium outsider (native)
Hero Points 2
Init +0; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 24, touch 10, flat-footed 24 (+9 armor, +2 natural, +3 shield)
hp 33 (3 HD; 2d8+1d10+8)
Fort +7, Ref +0, Will +7; +1 morale bonus when threaten challenged foe
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +4 (1d4+2/19-20) or
. . handaxe +4 (1d6+2/×3) or
. . heavy mace +4 (1d8+2) or
. . mwk battleaxe +5 (1d8+2/×3) or
. . mwk lance +5 (1d8+3/×3)
Ranged mwk light crossbow +3 (1d8/19-20)
Hand of the Acolyte +6 for mwk (+2 base, +3 Wis, +1 enhancement) 30'
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork lance)
Special Attacks challenge 1/day (+1 damage, +1 to saves while threaten), channel positive energy 5/day (DC 13, 1d6), hand of the acolyte (6/day), tactician 1/day (Passing Grace, 3 rds)
Domain Spell-Like Abilities (CL 2nd; concentration +5)
. . 6/day—copycat (2 rounds)
Cleric Spells Prepared (CL 2nd; concentration +5)
. . 1st—bless, disguise self[D], magic weapon, shield of faith
. . 0 (at will)—detect magic, enhanced diplomacy, guidance, resistance
. . D Domain spell; Domains Magic, Trickery
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Statistics
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Str 14, Dex 10, Con 14, Int 10, Wis 16, Cha 14
Base Atk +2; CMB +4; CMD 14
Feats Improved Natural Armor, Passing Grace, Selective Channeling
Traits - custom trait -, pact servant
Skills Acrobatics -7 (-11 to jump), Appraise +4, Bluff +8, Diplomacy +10, Handle Animal +6, Intimidate +6, Knowledge (arcana) +4, Knowledge (planes) +4, Knowledge (religion) +4 (+5 on checks involving your chosen faith), Linguistics +5, Profession (barrister) +8, Sense Motive +9, Spellcraft +4; Racial Modifiers +2 Diplomacy, +2 Sense Motive
Languages Common, Gnome, Halfling, Infernal
SQ bigger they are, calling 4/day (+2), hero points, order of the star
Other Gear +1 half-plate, +1 heavy steel shield, crossbow bolts (20), dagger, handaxe, heavy mace, mwk battleaxe, mwk lance, mwk light crossbow, belt pouch, complex banner[UE], crowbar, flint and steel, holy text (Asmodeus)[UE], iron holy symbol of Asmodeus[UE], iron holy symbol of Asmodeus[UE], masterwork backpack[APG], silk rope (50 ft.), spell component pouch, trail rations (5), traveler's outfit, waterskin, winter blanket, cracked ruby from loot bag (worth 48 gp), 75 gp, 5 sp
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Special Abilities
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Bigger they Are (+1 AC vs. larger, +2 vs. 2 sizes larger) (Ex) Gain AC bonus vs. foes larger than yourself.
Calling (4/day) As std. action, gain +2 on a single ability check, attack roll, saving throw, or skill check.
Cleric Channel Positive Energy 1d6 (5/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Magic) Granted Powers: You are a true student of all things mystical, and see divinity in the purity of magic.
Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copycat (6/day) (Sp) Create a single mirror image duplicate
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Hand of the Acolyte (6/day) (Su) As a standard action, melee weapon strikes at foe in 30 ft. Use Wis for att bonus instead of Str.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Passing Grace If healing would restore you above max, can redirect excess to adjacent ally.
Selective Channeling Exclude targets from the area of your Channel Energy.
Star's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, +1 to all saves while threatening your target.
Tactician (Passing Grace, 3 rds, 1/day) (Ex) Grant the use of one of your teamwork bonus feats to all allies within 30 ft.
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Campaign Trait - Displaced: Your family has been in Haugin's Ear for generations, but somehow became second-class citizens when those refugees came. This might be because of a loss of influence, changes in employment, or simply watching the newcomers exploit the system and gain wealth in ways that were never available to your family. Of course, given the way everyone talks about the newcomers, you've learned to keep these unpopular views to yourself, if only to avoid even more damage to your reputation (and/or that of your family). This constant practice at holding your tongue grants you a +1 trait bonus to Will saves. Also, the DC for Sense Motive checks made against you is increased by 2.

Aristide was born during the Goblinblood War to Columba Straniera, a local healer who had helped nurse one of the Chelaxian Hellknights back to health. The Hellkniight was sent back to the front before seeing his son, and never returned from the final battle of the war. It may have been just as well, since it was obvious from the boy's looks that a devil had influenced his parents' bloodlines somewhere along the way. Knowing the lad would not be welcome in Cheliax, his mother did the best she could to raise him well in Isger, never trying to contact his father's family, but she did give him his father's name.

As he grew, little Ari heard plenty of talk about the inevitable damnation of all Hellspawn. This upset him so much that his mother dug up old tales her granddame used to tell, about the goodness buried - sometimes quite deep - inside everyone. Ari attended the temple of the Godclaw to learn about the ruler of the Hell he was told he'd eventually inhabit. Combining old family tales with official teachings, he decided his best option was to become a willing servant of the Lord of Nessus, try to please him, and believe that there was goodness somewhere in his deity.

Between the time Ari was born and the time of his militia service, Columba's fortunes had steadily declined. When she was a valued healer, she easily made a living for herself, even with an infant to support. But as the town filled with refugees and the clerical presence in the town grew, the wealthier townsfolk went to the clerics for swift healing. The poorer sought the service of the old healers, often trading food or household goods instead of coin. Columba's life became harder and harder, and it hurt Ari to know that the temple he was so attached to was part of the cause. It hurt to think he, himself, was part of her pain and shame. It hurt to think that things might get bad enough that Columba would be evicted. And one day, when Ari was 8, he suddenly realiized that instead of being hurt about his life, he could actually do something to ensure the bad things would't happen. He would take charge of his life.

He began running errands and doing odd jobs around the temple to help bring some small coin into the house, and took a shine to the Justicar. The rules applied equally to rich and poor in court, and this seemed right to the ragged little tiefling. Money mostly went to his mother for the household, but he used some to buy decent clothing, so he could wait for messages in public places without shaming his clients. He strove to look like a little gentleman to be a source of pride to his mother. At 12, he apprenticed to a local barrister, where he learned reading and writing. He developed a beautiful script hand, and was promoted from running errands to junior scribe, where he often made fair copies of contracts for all parties concerned.

He loved the precise language and definite terms and conditions of contracts, as well as the clever little provisions that would catch out the unwary. After all, it was their own fault if they didn't read it carefully. This made him feel closer to his unholy patron, and he started spending free time learning from the priests of Asmodeus. He welcomed his militia year as the proud descendant of a Hellknight, and sought to set a good example of service to the town so people would be impressed and come to worship Asmodeus through him. Surely that would count for something in the afterlife?

Now in his early 20s, Ari keeps very busy. He enjoyed learning to fight in the militia, and maintains his combat skills as well as he can, dedicating them to the service of the Church of Asmodeus and the Temple of the Godclaw. He answered the calling as a priest of Asmodeus as well, and now the sight of the devilishly handsome young man in well-tailored black and red garments striding through the streets, haunting the Temple, or sitting in court scribing sentences from the Justicar is taken for granted as part of life in the town of Haugin's Ear.

Columba's life has improved since Ari began paying the rent (he is actually buying the cottage through a third party arrangement that masks his intent from his mother). She is happier now in her traditional healing role for those who do not wish to - or are too poor to - pay the gnome healer, Biljana Fellroot. Columba seeks herbs for remedies in the countryside, and accepts food as payment with good grace now the need for coin is not so desperate. She no longer takes in sewing to make ends meet, but works on her own projects in the evenings, hoping to become a good enough needleworker to interest the fancy folk in her fine stitchery.

Ari still lives at home, but is rarely there for longer than it takes to grab a hasty bite and collapse into sleep. But he is young and energetic and truly enjoying his improved life. His private opinions about those who looked down upon him and his mother remain unspoken, though his customary smile becomes a little tight-lipped when dealing with certain townsfolk. Still, you catch more flies with honey than with vinegar, so Ari keeps the bitter thoughts and words to himself. It's all about service to Asmodeus and happiness in the next life. This life matters very little except in the credit it can build with his ultimate Lord.