Lantern Bearer

Othniel Laurentius's page

389 posts. Alias of Ouachitonian.


Full Name

Othniel Laurentius

Race

Tiefling (of half-elven descent)

Classes/Levels

Gestalt Magus (Staff Magus)/Warpriest 3

Gender

Male

Size

Medium

Alignment

Neutral

Deity

Nethys

Languages

Abyssal, Celestial, Common, Draconic

Strength 14
Dexterity 16
Constitution 14
Intelligence 15
Wisdom 12
Charisma 8

About Othniel Laurentius

Background:

Othniel had a difficult childhood. His parents died before he was born, and he was raised by his great-uncle (on his father's side) Aravashnial. His great-uncle has told him that his parents were Riftwardens, members of a secreteive society of mages that Aravashnial also belongs to, and that they were killed on a mission into the Worldwound, but he knows little more about them, beyond that his father was a half-elf and his mother was a human. Othniel himself was neither, having been corrupted by exposure to the energies of the Worldwound in utero, he was born a tiefling. He led a fairly sheltered life growing up, taught magic largely by his great-uncle. His primary source of interaction with outsiders was regular trips to Kenabres' Temple of Nethys. He had taken up the god's worship early and fervently, hoping to learn more about other forms of magic which his uncle could not teach. Eventually, he was there almost every waking hour, going home only to sleep.

After years of study, he was inducted into the priesthood. Somewhat unusually, he chose to join a small, militant sect called the Black Hand. This group dedicated itself to magic, yes, but equally to the physical world, guarding temples, priests, and wizards, and fighting against those who would misuse or suppress magic. He says that his parents' untimely end is the reason for this, as he wished to be more prepared to fight if need be. After officially joining the priesthood, he took up a posting at the temple, serving as one of its guardians, and allowing him to further refine his skill with offensive magic and the quarterstaff, the holy weapon of Nethysian warrior-priests.

Appearance & Personality:

At first glance, Othniel is often taken for a half-elf, a state that bothers him not at all. Keener observers note the pale tail wrapping his waste, or the odd shape of his cloak which betrays small wings held close to his back. His coloration can be a clue as well. His uncle has remarked on it being like the negative image of a drow: coal-black hair and skin as pale as chalk. Finally, a whiff of brimstone follows wherever he goes, a smell he can never quite escape. He dresses in the black and white robes of a priest of Nethys, augmented by leather lamellar armor (itself bearing a black and white chessboard pattern of lamellae), and carries a wooden staff, made ebony banded with ivory. His left hand is tattooed black, a symbol of his sect, and Nethys' Holy Symbol is tattooed into his palm.

Stats:

Othniel
Tiefling magus (staff magus) 3/gestalt 3/warpriest of Nethys 3 (Pathfinder RPG Advanced Class Guide 60, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Magic 9, 49)
N Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural)
hp 24 (3d8+6)
Fort +5, Ref +4, Will +5
Resist cold 7, electricity 7, fire 7
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Offense
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Speed 30 ft.
Melee dagger +4 (1d4+4/19-20) or
mwk quarterstaff +5 (1d6+4)
Ranged sling +5 (1d4+2)
Special Attacks arcane pool (+1, 3 points), blessings 4/day (Destruction: destructive attacks, Protection: increased defense), fervor 2/day (1d6), magus arcana (close range[UM]), sacred weapon (1d6, +0, 3 rounds/day), spell combat, spellstrike
Magus (Staff Magus) Spells Prepared (CL 3rd; concentration +7)
1st—chill touch (DC 13), frostbite[UM], shield (2)
0 (at will)—acid splash, mage hand, prestidigitation, ray of frost
Warpriest Spells Prepared (CL 3rd; concentration +6)
1st—divine favor (2), shield of faith (2)
0 (at will)—create water, detect magic, purify food and drink (DC 11), read magic
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Statistics
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Str 14, Dex 16, Con 14, Int 15, Wis 12, Cha 8
Base Atk +2; CMB +4; CMD 17
Feats Agile Maneuvers, Armor Of The Pit[ARG], Combat Expertise, Deadly Aim, Fiendish Heritage, Power Attack, Quarterstaff Master[UM], Weapon Focus, Weapon Versatility
Traits fate's favored, riftwarden orphan, unscathed
Skills Fly +6, Knowledge (arcana) +8, Knowledge (geography) +4, Knowledge (history) +4, Knowledge (nobility) +4, Knowledge (religion) +8, Perception +4, Spellcraft +8; Racial Modifiers +4 Fly
Languages Abyssal, Celestial, Common, Draconic
SQ finesse weapon attack attribute, prehensile tail[ARG]
Combat Gear acid (2), alchemist's fire; Other Gear mwk lamellar (leather) armor[UC], dagger, mwk quarterstaff, sling, sling bullets (20), backpack, bandolier[UE], bandolier[UE], bedroll, belt pouch, flint and steel, holy text (Nethys)[UE], ink, inkpen, magus starting spellbook, mess kit[UE], pot, silk rope (50 ft.), soap, spell component pouch, tattoo holy symbol of Nethys[UE], torch (10), trail rations (5), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 5 gp, 5 sp, 1 cp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Arcane Pool +1 (3/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Blessings (4/day) (Su) Pool of power used to activate Blessing abilities.
Close Range (Ex) Using spellstrike, deliver ranged touch spells as melee touch spells.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Energy Resistance, Cold (7) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (7) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (7) You have the specified Energy Resistance against Fire attacks.
Fervor (1d6, 2/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Fiendish Heritage You possess a strong tie to your fiendish ancestors, granting you favorable abilities.

Prerequisite: Tiefling, must be taken at 1st level.

Benefit: Your fiendish bloodline proves particularly strong, being tied to a specific race
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Quarterstaff Master Use a quarterstaff one-handed
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Weapon Focus (Double Weapons) Choose one weapon group. You become better at using that type of weapon.

Prerequisites: base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies
Weapon Versatility Weapon w/ Weapon Focus: shift grip to alter damage to B/P/S (swift act.).

Questions & Answers:

1. What is your character’s name?
Othniel Laurentius

2. How old is your character?
36

3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
Othniel appears at first glance to be a half elf, albeit a fairly tall one (6'3"). He is sometimes said to look like the negative image of a drow, with coal-black hair and chalk-pale skin. He wears black and white lamellar armor, and carries an ebony quarterstaff, bound with ivory rings. Close observers will note his prehensile tail wrapped around his waist and the stunted wings held close to his back; these are the telltale signs of his tiefling ancestry.

4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
He always smells faintly of sulfur. He is an active observer, always on guard for something unspecified to occur. He speaks often and intelligently on subjects of magic or religion (for him the two are essentially one), but less so on other matters. hE is ken to learn about the spellcasting talents or magical devices of others, though he tries not to be too nosy.

5. Where was your character born? Where were you raised? By who?
He was born in Kenabres, to Riftwarden parents. They disappeared before he was old enough to remember, and he was raised by his uncle Aravashnial. He has spent most of his life here, but some also in Kyonin, his parents' ancestral home.

6. Who are your parents? Are they alive? What do they do for a living?
His parents are dead. They were elven Riftwardens from Kyonin.

7. Do you have any other family or friends?
He was raised by his uncle Aravashnial, and has some other family, mostly in Kyonin. He hasn't seen any of them except Aravashnial since he was last there over a decade ago, training to fight demons. He is well-acquainted with all of the Riftwardens who operate out of Kenabres, but he would call only a few of them his friends.

8. What is your character’s marital status? Kids?
He is single, and so far as he knows has no children, though he has had the occasional dalliance, so you never know.

9. What is your character’s alignment?
Neutral

10. What is your character’s moral code?
He believes strongly in the dualistic nature of the world; in good and evil, creation and destruction, and the balance between the two. He himself is a guardian, a destroyer of threats (usually, but not exclusively evil ones), and as such stands upon the precipice; a dark servant of the light.

11. Does your character have goals?
Yes. He would like to do what he can to push back the demons of the Worldwound. While he doesn't dream of anything as grand as closing the rift, he would at least like to shrink their area of control on Golarion.

12. Is your character religious?
Yes. He worships Nethys, the god of Magic.

13. What are your character’s personal beliefs?
See #10.

14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
Anti-social is too strong a term, but he isn't always the most personable. He had a sheltered upbringing, and spent far more time with books than with other children. He is learned for his (Relatively) young age, and enjoys discussing magic and religion.

15. Why does your character adventure?
He hopes to one day learn more about what happened to his parents, and do what he can to diminish the influence of demons on Golarion.

16. How does your character view his/her role as an adventurer?
He sees himself as a protector; one who sacrificed the chance to wield the awesome power of high-level spells in order to guard weaker mages and cleric while they learned those vital arts. His task is to ensure that the full casters can perform theirs.

17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
He has a birthmark in the shape of the Sign of the Seeker’s Spiral rune.

18. How does your character get along with others?
He's fairly introverted, but as long as they're not evil or bullies and don't pester him, he's fine. Mostly he sits off to the side and reads a book until the discussion gets interesting, at which time he'll contribute.

19. Is there anything that your character hates?
Evil in general and Demons or Blackfire Adepts in particular. Anyone who seeks to constrain or limit the use of magic or research into the same will draw his suspicion and dislike, if not outright hostility.

20. Is there anything that your character fears?
The expansion of the Worldwound or Tanglebriar, mostly. Also disappearing and leaving an infant child behind as his parents did. That fear has kept him from committing to any long-term relationships.