Orphiel is a tall, broad Aasimar with burnished silvery-black skin of cold iron, and not a single hair upon his head or body. He wears a wayfinder on a chain around his neck, and the edge of another symbol, an ornate black-upon-black brand or ritual scar is visible at the neckline of his chain armor. Despite his striking and almost frightening physical appearance, his movements seem gentle, his face kind and his manner approachable.
History:
Orphiel recalls his father, an Ulfen warrior who was an infantry sergeant in the crusader city of Drezen. In his memory, his father was a joyful man who sang and laughed often and told wonderful stories. He would often recount stories of Orphiel's mother. "An angel," he called her, "The most beautiful woman I ever seen. We spent one night together, and we swore to love each other forever. I thought I'd never see her again, until two years later she delivered you as a sleeping babe into my arms."
His memory of that story, and the ornate Kaglemros scar upon his chest (which has only grown deeper and clearer has he has aged) are the only clues Orphiel has to his origins.
Orphiel watched as his father was murdered by the demonic forces of the Worldwound that over-ran the fortress-city of Drezen. Orphiel was swept off his feet and carried to safety by the few of his fathers friends who managed to retreat. From that day on, he was no longer a boy. He was a crusader.
He's driven, not by vengeance, but by a desire to see that no other child should have his parents violently taken from them. Orphiel Believes that he must have been forged by Torag as a tool to defend Golarion from the Worldwound, drive the demons back and close the wound once and for all. If only he knew how.
Stat Block:
Orphiel
Male Aasmiar Brawler 2/Paladin 1
LG Medium Outsider (Native)
Init +2; Senses Perception +3
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Defense
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AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 Natural)
hp 28 (3d10+6)
Fort +7, Ref +5, Will +1
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Offense
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Speed 30 ft.
Melee
Unarmed Attack +6 (1D6+3)
Unarmed Power Attack +5 (1D6+5)
Flurry of Blows +4/+4 (1D6+3/1D6+3)
Flurry of Power Attacks +3/+3 (1D6+5/1D6+5)
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Statistics
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Str 16, Dex 14, Con 14, Int 12, Wis 9, Cha 14
Base Atk +3; CMB +5; CMD 18
Feats Angelic Blood, Angelic Flesh (Steel), Power Attack
Traits Scholar of the Great Beyond, Beneficent Touch
Skills Acrobatics +6, Climb +7, Diplomacy +7, Intimidate +6, Knowledge (Dungeoneering) +5, Knowledge (Local) +5, Knowledge (Nobility) +6, Knowledge (Plains) +8, Knowledge (Religion) +5, Perception +3, Sense Motive +5, Spellcraft +5
Languages Common, Celestial, Abyssal
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Special Qualities
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Celestial Crusader +1 on attack rolls against evil outsiders, +1 AC vs evil outsiders, +2 Knowledge plains and spellcraft to identify evil outsiders and their items and effects
Siege Hardened +1 Damage rolls against creatures with the demon subtype
Angelic Blood +2 save v evil spells, +2 to stabilize
Angelic Flesh Unarmed attacks count as cold iron
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Special Abilities
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Daylight Spell-like ability, 1/day.
Detect Evil At-Will Spell-like ability
Halo Creature can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled.
Martial Flexibility A brawler can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat’s prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).
Smite Evil As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma 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.
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Equipment
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Wayfinder
Mithral Lungchuan Tamo
Masterwork Chain Shirt
Monk's Outfit
Wand of Cure Light Wounds (42 charges remaining)
8 vials of Holy Water on bandoleer
3 vials of Alchemist Fire
Scroll of Bless Weapon (2 charges)
Scroll of Lesser Restoration (2 charges)