Demon Slayer

Orithos, the Thoughtful's page

144 posts. Alias of Dunmuir.


Full Name

Orithos

Race

Ifrit

Classes/Levels

HP: 29/29 | AC: 21, T: 15, FF: 15, | Fort: 9, Reflex: 6, Will: 11 | CMB: +2, CMD: 15 | Init: +7, Perception: +7| MP: 3/5

Gender

Male

Size

Medium

Alignment

LG

Strength 10
Dexterity 16
Constitution 10
Intelligence 16
Wisdom 15
Charisma 14

About Orithos, the Thoughtful

Male Ifrit Cleric / Inquisitor (Immolator) / Paladin 1
LG Medium outsider (native)
Init +7, Perception +6, Senses darkvision 60
Defense
AC 19 (+3 Armor Bonus, +1 Shield Bonus, +3 Dexterity Bonus, +2 divine bonus (vs Normal, FF, and Touch))
HP 29 (2d10 +4 (Mythic))
Fort +9, Reflex +6, Will +11; Circumstantial +2 racial bonus for saves to resist fatigue and exhaustion, +2 trait bonus on all saving throws against charm and compulsion effects
Offense Rapier +6 (1d6+3; 18/20x2)
Speed 30 ft
Special Attacks

Statistics
Str 10, Dex 16, Con 10, Int 16, Wis 15, Cha 14
BAB +2, CMB +2, CMD 15
Feats Light Armor Proficiency, Medium Armor Proficiency, Heavy Armor Proficiency, Shield Proficiency, Simple Weapon Proficiency, Martial Weapon Proficiency, Weapon Finesse, Weapon Finesse (Mythic), Endurance
Traits Birthmark, Strong Arm Supple Wrist, Reactionary
Skills Climb +5, Diplomacy +7, Handle Animal +6, Heal +6, Knowledge (Dungeoneering) +7, Knowledge (Geography) +4, Knowledge (Nature) +7, Knowledge (Religion) +7, Linguistics +8, Perception +7, Ride +7, Sense Motive +7, Spellcraft +8, Survival +7, Swim +4
Racial Modifiers +2 Dexterity, +2 Charisma, -2 Wisdom
Languages Common, Dwarven, Elven, Gnome, Halfling, and Ignan
SQ Blazing Wildfire, Fire Affinity, Fire Resistance 5, Aura (Law, Good), Domains (Judgement, Redemption), Orisons, spontaneous casting (“cure” spells), Hard to kill, Mythical Path (Hierophant), Divine Grace, Cunning Initiative, Track
Other Gear
a suit of masterwork studded leather armor, a masterwork buckler, a masterwork rapier, a shortbow with 15 arrows, a scroll of cure moderate wounds, a scroll of invisibility, a wayfinder (standard), and a climber’s kit

Cleric Spells/day: 4/3+1/0/0/0/0/0/0/0/0;
1st - Protection from Evil, Divine Favor, Magic Weapon, Shield of Faith
0 (At-Will) - Create Water, Detect Magic, Mending, Spark

Inquisitor Spells/day: 3/0/0/0/0/0
Spells Known
0 (At-Will): Acid Splash, Brand, Disrupt Undead, Guidance, Stabilize
1st (2/day): Expeditious Retreat, Cure Light Wounds, Keep Watch, Returning Weapon

Special Abilities:

Fire-Starter Ifrits with this racial trait derive sadistic satisfaction from watching others burn. Anytime the ifrit causes a creature to catch fire, he gains a +1 morale bonus on the next single attack roll, saving throw, skill check, or ability check that he makes in the next round. The ifrit only gains this bonus the first time he causes a particular creature to catch fire; subsequent times the creature catches fire provide no bonus.

Spell-Like Ability (Sp) Ifrits can use burning hands 1/day as a spell-like ability (caster level equals the ifrit's level).

Channel Energy (Good) (Su) Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undeador living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Willsave to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

A cleric must be able to present her holy symbol to use this ability.

Touch of Good (Sp) You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Chastisement (Su) As a standard action, you can cast a strengthened spell against a creature that damaged you since your last turn. This spell must target the creature that damaged you, and is cast at +1 caster level. Area of effect spells cannot be used in conjunction with this ability, but other spells that target multiple creatures may be. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Servant of the Flame An immolator must worship a deity whose portfolio includes the Fire domain. An immolator who selects the Fire domain (or one of its associated subdomains, if available) uses her domain powers at +1 caster level (this stacks with the ifrit's fire affinity racial trait).

Judgement (Su) 1/day; swift action
~Added Effect~
Immolation: The immolator channels purifying flame to consume her enemies. When dealing fire damage to an opponent, she treats the target's fire resistance as 5 lower than normal (minimum 0). At 6th level, she treats the target'sresistance as 10 lower than normal, 15 lower than normal at 11th level, and 20 lower than normal at 16th level.

Monster Lore (Su) Add the inquisitor’s Wisdom bonus to knowledge skill checks, in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Stern Gaze (Su) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Good (Ex) The power of a paladin's aura of good (see the detect goodspell) is equal to her paladin level.

Detect Evil (Su) At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual 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, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su) Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her 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 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets 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 the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Mythic Power (Su) Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su) You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Inspired Spell (Su) You can expend one use of mythic power to cast any one divine spell, treating your caster level as 2 levels higher. This spell must be on your divine spell list (or your domain or mystery spell list) and must be of a spell level that you can cast using that divine spellcasting class. If you are a spontaneous spellcaster, you don't need to have the spell prepared, nor does it need to be on your list of spells known. Using this ability does not expend a prepared spell or available spell slot. You can apply any metamagic feats you know to this spell, but its total spell slot level must be a slot level you can normally cast.

Divine Guardian (Sp) As a full-round action, you can expend one use of mythic power to summon one extraplanar creature as if using a summon monster or summon nature's ally spell, with the level of the summoning spell equal to half your tier. Your caster level for this ability is equal to your character level. You can have only one creature that has been summoned using this ability at a time; summoning another causes the previous one to disappear. If you expend two uses of mythic power, the level of the summoning spell is equal to your tier instead. For example, if you are a 10th-level druid, 5th-tier hierophant, you can use this ability to summon one creature from the summon monster II or summon nature's ally II list (or a lower level list) for 10 rounds; if you expend two uses, you can instead summon one creature from the summon monster V or summon nature's ally V list (or a lower-level list).

Extra Mythic Feat (Su) You gain an extra mythic feat. You can take this ability a number of times equal to half your mythic tier (minimum 1). Each time you do, you gain another mythic feat.

Lay On Hands (Su) Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Detect Alignment (Sp) At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Divine Fire Mastery (Ex) The deity gains a competence bonus on attack rolls, damage, and Armor Class equal to its divine rank if both the deity and its foe are touching fire or using weapons with the fire-based special abilities (flaming, flaming burst, etc.). The deity is immune to the effects of fire and heat. The deity can automatically know the location of any corporeal creature within 10 feet per divine rank by sensing the disturbance in the ambient temperature that the creature causes. The deity has complete control over all nonmagical fire and can duplicate the effect of any spell with the fire descriptor as a standard action (including Mythic versions of spells). Note: This does not allow early access to higher-level spells or spell-like effects. You must be able to cast spells of a given level normally before you can duplicate their effects, though the type of spell - divine, arcane, psychic, psionic, etc. - is irrelevant.

The Beginning:

Many an age had passed since Tyr had forsaken his godhood. Falling in death as only a noble warrior could seemed the proper path, and so, his soul was to be judged by Kelemvor. However, what seemed a simple tipping of the scales to the god of death was more akin to deciding his own father’s fate, for Kelemvor was once a paladin, and knew the scriptor of which Tyr had previously bespoke to his worshippers. As such, when the time for decision making was upon him, Kelemvor felt he could not judge a being who was the essence of Justice himself.

With a lack of judgement festering in the realms of the dead, Kelemvor knew he had to act, but not how. Traveling to the House of Knowledge, home plain of Oghma, the two worked their way through the records of eternity so that Kelemvor could research similar situations in time, and how they had played out. A decade was spent this way, and though Tyr grew restless, Kelemvor revealed to him the patience he had once possessed. Eventually, a finding in the Time of Troubles reminded Tyr of Ao’s wrath when the Tablets of Fate were stolen. Eyes blinded and Ao's refusal of power to restore them, the God of Justice had chosen his own fate by depriving the wound of its misery and maintaining his step forth, for justice was still to be wrought.

Such a wound did Tyr feel at the loss of Helm that when compared to the eyes he had lost, Kelemvor found that only redemption would allow Tyr’s soul to pass on. The act to take place of payment for Tyr’s continuance to the afterlife would be the fallen one’s service to another world. He had already done what was fated of him to do for Fae’run, and as such, his fate lay elsewhere. The only thing Tyr asked of Kelemvor when he was to be transported to this other world, was that his soul be reforged as a clean slate. In this way, the new form he would take would eventually possess Tyr’s memories, but would be its own individual, and thus, judgement could be passed on himself.

And so, with a ritual only the god of death would know, Tyr’s essence was sent to the world of Golarion. Artifacts in the form of tomes were sent to the surface, so that when the fallen one would reach the next destination, he would learn of who he once was, and finally, come to a conclusion.
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The man awoke within a temple of stone and sand knowing neither where he came from, nor who he was. Unlike Tyr’s body, this one possessed both hands and fully functioning eyes, much to his pleasure, though he knew not where the happiness came from. Finding simple traveler’s clothes beside him, the man dressed himself, and arose to investigate further this temple he seemed to be sealed in. One hallway led out of the chamber, and so, he began the long walk.

The first room he encountered after the hallway possessed blank walls with three short pillars in the center of the floor. Walking over to them, the man found flaming scripture written upon the floor. “One but leads to the path you decide, but the others shall be the foes you deny.” On top of the pedestals lay a warhammer, a longsword, and handwraps. Finding equal parts familiarity with each weapon, the man was unable to make his own decision through knowledge of battle, but continued his efforts.

Running back through symbology, the man broke down each weapon into an idea of ethos. The handwraps seemed to represent mercy as one who possessed no weapon would offer a gentle hand. When examining the warhammer, a vision of justice began to reveal itself to the man; one of forging a righteous purpose within one’s self. The longsword, lastly held, reminded him of war and swift judgement, for only a sharp blade would possess such properties. After a moment of thought, the man found war to be too bloody for himself, and the handwraps unable to truly come to a conclusion, so, he chose the warhammer.

Instantly, the other two rose from their pedestals and attacked him. With prowess born of a previous soul, the man fought them off, and eventually sundered them. In this way, he realized though a foe may die, something yet remains, and must be respected for the lessons given.

An opening to another walkway revealed itself and so, the man continued on. Another room he discovered held pedestals of similar kind, but each held very different artifacts from the previous room. One held an eye, and when the man went over to examine it, he was given a vision of clarity; judgement was to be wrought through personal experience and the present information at hand. The second pedestal held a floating scroll with incomprehensible glyphs written upon it. Visions granted here were of libraries and scripture, where one would view histories of the past in order to divine an ending to the situation at hand. Lastly, the third pedestal held a blue flame that seemed, of its own accord, very much alive. Speaking to the flame revealed its nature; that of cleansing one’s self and starting anew, for only through redemption can we repay the debts we owe.

When the man processed the symbols before him, he found the flame to his liking for various reasons. The eye only tells so much as the eye sees, and script shows only the perspective of the one who wrote it. Fire, though known for its destructive capabilities, is also known for its warmth. This meant to the man that even though one might commit an atrocity, eventually, the tempering of time will show them the self that they truly are. Once chosen, it was a simple matter of disposing the eye and scroll to ash, and with that, he left the chamber for another passage.

The last room he encountered held not three pedestals, but three additional passages, with three guards at each entrance. Each guard held a different form: one of a bull, one of a lion, and one of a gryphon. Similar as he had done to the objects of the other rooms, the man examined each guard, for they did not speak, and looked for what he felt fit what he was looking for. In this way, he found the three embodying the ethos of the hammer, but in different aspects. The bull symbolized steadfastness with a rigidity of code. The lion embraced magnificence and utilized charisma as a means of bringing about the order he sought. The gryphon held within its breast a heart of valor, and freedom to forge one’s own fate. Answers came to him easily, and in so choosing the gryphon, the other guards receded into the stonework of their corresponding passages, sealing them off.

Before walking down the gryphon’s path, the man heard a voice. “What name shall you take, forgotten one?”

Pondering for a moment, the man replied, “...Orithos.”

"What does your ethos originate from?"

"Judgement of Law, and the Good of Redemption," again replied Orithos.

The unknown voice chuckled to himself, and said, “Then, go forth Orithos, for you have much to do in this world. We will all be watching.”