Astrion

solkuros

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solkuros
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Pathfinder Player Characters

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The Keeper of Secrets

Conjuration Wizard | Lv. 3 | Seer Elf | Merchant | Unknown Alignment

An elf, whose intentions are hard to read, whose motivation seems to remain loyal only to power, or the gaining of power.
He tended to speak in half-truths, but never full lies. As the days go by, he seems to be leaning closer to telling the full truth...

His name is Astrion Paveres, a name he is glad to offer to anyone who crosses his path. Upon encountering Astrion, he can seem quite impartial to decisions at first, choosing to see all facets of a problem before charging headfirst into it. He's well-mannered and stoic to an extent, often downplaying his achievements to easier talk to people.
Though this seems to be the case most of the time, Astrion also manages to strike undue discomfort in the people around him. Unusual conditions and questions will raise a devious gaze into his cold eyes, and he can often end up saying dangerous or threatening things under the guise of suggestion. Afterwards, he'll laugh it off, and call his odd remarks off as jokes, but his venom remains potent even bottled up within his head.

But no matter what, do not make Astrion angry. He is a very vengeful person, and though he is untrustworthy as a friend, he is much more of a threat as an enemy.

Dangerous as Astrion seemed, half the time he did not seem to exist- in his place was someone named Kovnari. They inhabited the same body, in different forms, but both could not be awake at the same time, and they could not communicate to each other aside from notes and letters that would be found on their waking. But now... they are free, and Astrion wants nothing more than to rise up as his own person once again.

Ah, but all this is only true for the Astrion that once was. When he wrenched the power he deserved...

Strength

4

18

Dexterity

0

10

Constitution

2

15

Intelligence

0

10

Wisdom

2

13

Charisma

3

16

Inspiration?

Proficiency Bonus: 4

Saving Throws

  • Strength 7
  • Dexterity 3
  • Constitution 5
  • Intelligence 3
  • Wisdom 9
  • Charisma 10

Skills

  • Athletics 8
  • Acrobatics 0
  • Sleight of Hand 0
  • Stealth 0
  • Arcana 0
  • History 4
  • Investigation 0
  • Nature 0
  • Religion 4
  • Animal Handling 2
  • Insight 6
  • Medicine 2
  • Perception 2
  • Survival 6
  • Deception 3
  • Intimidation 7
  • Performance 3
  • Persuasion 3
Armor Class

18

Initiative

0

Speed

30

Maximum Hit Points:

80

Temp. Hit Points:

0

Hit Dice

10

Attacks and Spellcasting

  • Cure Wounds - 1d8+3 Healing
  • Hunter's Mark - 1d6
  • Longsword (1H) +8 1d8+4 Slashing
  • Longsword (2H) +8 1d10+4 Slashing
  • Quarterstaff (1H) +8 1d6+4 Bludge.
  • Quarterstaff (2H) +8 1d8+4 Bludge.
  • Net +4 0
  • Branding Smite - 2d6 Radiant

Global Damage Modifier

  • Divine Smite 2d8 Radiant
  • Fighting Style - Duelling 2

Personality Traits

As others commit atrocities for their own gain, so I commit righteousness for my own.

Though I'm a healer, my strength and focus is on fighting. Don't expect something greater than what I am offering.

Ideals

I will defeat all that corrupt the world... to save myself.

Bonds

My oath is for my own good, and mine alone.

Flaws

I only fight against the agents of darkness. I don't care for ending mortal squabbles.

I also don't trust people, except for a blind trust in my brother.

Lay on Hands:

50 / 50

Divine Sense:

3 / 4

Passive Perception

12

Proficiencies

  • Flute
  • Pan Flute
  • Lute
  • Common
  • Celestial
  • Elvish
  • Infernal
  • Light Armor
  • Medium Armor
  • Heavy Armor
  • Shields
  • Martial Weapons
  • Simple Weapons
  • Woodcarver's Tools

Equipment

Total Weight: 50

  • Backpack1
  • Amulet1
  • Ring Mail1
  • Longsword1
  • Quarterstaff1
  • Mess Kit1
  • Net2
  • Bedroll1
  • Rations6
  • Tinderbox1
  • Torch5
  • Shield1
  • Chain Mail1
  • Holy Water1
  • Hunk of Cheese2
  • CP5
  • SP2
  • EP0
  • GP7
  • PP8

Traits

Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestia⁠l, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampi⁠re Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Darkvision

Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Fey Ancestry

You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Boon: Virtue of Light

To stand against the encroaching darkness is to wield, moreso than a physical weapon, unyielding determination. For The Indomitable, this determination is hope, a light that allows him to fight in the most hopeless of scenarios.
For every source of disadvantage on a skill check, saving throw, or other action, The Indomitable gains +1 to their damage when making melee weapon attacks.

Bane: Sin of Blood

To hunt is to be stained by the blood of the slain. The Indomitable's hands are sullied by those he has killed, and they whisper temptations into his heart, trying to drive him to true madness or the darkness of the abyss.
For every enemy killed within line of sight of The Indomitable, he must roll 1d25. Depending on the value rolled, the associated skill check or saving throw is now rolled at disadvantage until the end of the next long rest.
During a short rest, The Indomitable may choose to reflect on the atrocities that have occured in their sight and roll their bane die up to 3 times.
The value associated with each roll works from top to bottom on the roll20 character sheet. For example, rolling a 1 would translate to disadvantage on a strength saving throw. A 16 would be disadvantage on medicine checks. A 25 exceeds the number of saving throws and skill checks, and instead applies disadvantage to attacks.
This bane only takes effect against enemies that can be considered a proper threat. No stomping on an ant hill to build up that attack bonus.

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Fighting Style: Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Divine Health

By 3rd level, the divine magic flowing through you makes you immune to disease.

Channel Divinity: Slayer’s Smite

Whenever you hit a creature with a melee attack and use your divine smite feature, you can use your channel divinity to increase the damage die of the smite to a d10 instead of a d8. If the target is an aberration, fiend, undead, or monstrosity, the die increases to a d12.

Channel Divinity: Merciless Crippling

As an action, you can use your channel divinity to hobble a creature with divine power. Choose a creature within 60ft of you. They must succeed on a wisdom saving throw or have their flying and burrow speeds reduced to 0, and their movement speed halved for one minute.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

Beacon of Defiance

Beginning at 7th level, your divine magics give you and your allies safety from the effects of the abhorrent and the evil. Whenever you or a creature you choose starts their turn within 10 feet of you, they can attempt to make a saving throw to end a spell or other effect on them if they are able to make one.
At 18th level, the range of this aura increases to 30ft.

Age: 31 | Size: Medium | Height: 6'0'' | Weight: 140 lbs
Eyes: Black | Skin: Pale | Hair: Bronze/White

Character Appearance

The Indomitable is a handsome half-elf with wavy white and bronze-colored hair. His hair was initially completely bronze, but harsh training and stress(?) has altered his hair, in the same way Saitama from One Punch Man lost all his hair because training.

Character Backstory

A half-elf man, whose true name is Follia. His title is that of "The Indomitable"--wielding a will so strong, none can bypass.
And yet, who is he?

Follia grew up in a lonely home. If you ask where, I don't know. Probably near some woods of Zweihen or something. His father eloped with another woman, his mother rarely returned if not to sleep. Something in him seemed to open his eyes, and he saw the corruption of men's' hearts. Sin and despair, hatred and spite... it was all revealed to him.

Follia vowed to himself never to be corrupted, though he did not know how.

By chance, one day a paladin travelling with his infant son stayed in the town Follia lived in. Follia was amazed; he had never seen a man so pure, so untouched by the world's corruption before. He ran away from home to be taught under that man. His title was The Distant Warrior. His name, Mazurka. His little kid, "The Lively"-- Passacaglia.

Under the Distant Warrior, Follia learned of the paladin's might, and trained himself to similarly fight against the darkness. He believed that physical creatures of evil were the cause for all corruption, and sought to remain pure.

The Warrior tried to persuade him otherwise, but the Warrior rolled a natural 1 on his persuade skill check, which did absolutely nothing to convince Follia.

At the age of 17, figuring The Distant Warrior had taught him enough, he departed from the two of them, training on his own and swearing his own paladin oath: "To remain pure eternally, all evil and darkness shall meet their end at my blade." Thus, the paladin was sworn into the Oath of the Grim Hunter.

Being a Grim Hunter was not so easy, however. Follia still had much to learn, especially about smiting his malign foes. Willfully, and after years of practice, Follia learned to fight better, more efficiently. His tenacity became widespread, and as he travelled rumors about "The Indomitable Paladin" would creep into towns and cities. The stories say that The Indomitable fought, days and nights, until he won a fight, but with how passive he presented himself in towns it was hard to believe. Nonetheless, whether in mocking or admiration, the Indomitable remained.

With his growing tenacity came growing apathy for the problems of other people. With every dark being he slew, it seemed as if he could no longer distinguish the 'corruption' within people. He (wrongfully) took this as a sign that no one was pure except for his teacher, Passacaglia, and himself, and pushed himself to fight more, if only in fear. After all, if everyone was corrupt, then darkness in the world was greater than he realized, and he had to work much harder to retain his purity. He steeled himself to his cause and his cause alone. No relationship stuck with him... until his brother returned to his life.

The Indomitable was only 25 when he was reunited with his 'brother', the son of his teacher, Passacaglia. Passacaglia was now titled "The Faithful" and spent his days healing wounded warriors and praying for their wellbeing. Beloved by all that graced his presence, through the abilities born from tragedy.

His father was killed by a fanatic of the darkness not long after Follia left them, and The Faithful ran away from the assailants with what was left of his father's body.

Though The Indomitable believed this, it was in truth nothing short of a lie. Passacaglia was the one that killed his own father, having become enamored with the Aphotic Witchwolf.

But The Indomitable wouldn't know this. He spent the rest of his days (prior to the campaign) in that town with The Faithful, hunting down dark creatures for the safety of his own soul.

Allies and Organizations

Dearest, most Faithful brother... allegedly.

Additional Features and Traits

just trivia. Follia's name primarily comes from the Kirby song "La Follia d'amore" or "The Madness of Love." Follia's so darn resilient, I can only call him mad for trying so hard.
A follia is also a kind of musical theme. This goes with my naming scheme for his backstory's characters, who are derived from musical lingo as well, Mazurka and Passacaglia.

One may ask why Follia's hair has a bit of red. That's definitely not some curse or anything. Definitely not, no way. If he becomes evil later it definitely won't take over the white or anything, not at all.

By the way, Follia doesn't actually think of himself as 'The Indomitable'. Simply because the name has spread doesn't mean he believes it's true. He's fallen many times but always forces himself to get back up.
He doesn't know what title he could truly call himself.

Treasure

His own sanctity.

ha
he
Spellcasting Ability: Charisma | Spell Save DC: 15 | Spell Attack Bonus: 7

Cantrips


Level 1

Cure Wounds
Detect Evil and Good
Divine Favor
Heroism
Command
Hunter's Mark
Bless

Level 2

Hold Person
Magic Weapon
Branding Smite

Level 3

Dispel Magic
Magic Circle

Level 4

Locate Creature
Elemental Bane

Level 5

Hold Monster
Immolation

Level 6


Level 7


Level 8


Level 9

  • Astrion's name comes from butterflies: specifically, the spring azure, Cel[astri]na lad[on], and the [Pa]los [Ver]d[es] blue.
  • Astrion's weasel is named Theseus because Astrion's name sounds close to Asterion, in some accounts the real name of the minotaur Theseus had to kill.
  • Astrion loves Theseus more than 99% of people.
  • Astrion has gone through 3 paradigm shifts.

PLAYLIST

Night of Winterlight - Twilight Force
Magic of the Wizard's Dream - Rhapsody
Darkness Arise - Myrath
Moonstruck Blossom (vocal cover) - Itoki Hana

Despite everything, Astrion exists.

Astrion was my player character for a solo game of Pathfinder 2e. Though this is the case, another player was also playing the same campaign, leading to a wild idea from the DM: Our characters, through a curse, inhabited the same body, up until our (mine, or Astrion's) 7th session.

It was very difficult, for me, knowing my reckless actions would definitely have consequences for the other player, whose morality I did not want to ruin by being a complete asshole. Like, at least when I was playing Follia everyone could chastize me right then and there, and stop me from causing even more destruction! Well, for some time Astrion was having fun, but around session 6 he had a massive paradigm shift, where he was questioning all his decisions and his reason for being. See, everything he did incidentally ended up being good for others and varying kinds of bad for him. Eventually it just ascended to a point where he could not feasibly claim the Aldorian throne for himself, and I retired that idea. Then he was empty due to a lack of any motivation (keeping in mind that usually when my characters lose their motivations they go mad, he did very well in this situation), then, making a deal with a vampire lord, he was free. Some things led to other things, and... check out the finale version of him if you want the conclusion to his character arc.

By the way, Astrion and myself, this time around, are completely separate entities. At least, as of the end of Session 7. Occasionally, he can hear us. Our voice is not our own. Instead, I like to imagine that what I tell him is spoken by the triumvirate that takes over my body and tells Astrion to do bad things: Renna, as the greed-empowered Witch of Space, wants to toy around with Astrion, to see how far he will go before he falls. Emil, as the incarnation of my soul, just wants to witness him. Hamlet, the Mad Prince, wants to see him go mad. These three generally categorize the things I make him do, and the things I tell him. To me, everything I say to him is filtered into one of those three.

But since we're on the topic of different selves, Astrion's got 3, himself. This one is his current self. One is his In-Universe self, who is watching his progress and laughing. One is the 'Astrion before he got amnesia', who is such a good boy we almost don't deserve him.

Completely different topic, but actually I had a hard time deciding Astrion's character. Initially, he was going to be someone who was trying to make everything better, but just in a chaotic way, but after the first session he became someone morally ambiguous who worked hard at his job. He was initially going to believe his actions did not have consequences, but I physically could not allow him to do what he wished (in place of other rational minds). In theory, at first he was based a little off Fox Mulder and the Cigarette Smoking Man, both from the X-Files: from Mulder he inherited... I don't know, eccentricity, maybe, while most of his personality was derived from the mysterious and manipulative CSM, albeit less crusty, in every way. Though, looking at him a bit more, doesn't his first appearance look a little like LiEat 1 Leo? Hmm...
Season 2 Astrion (that is, the tired-looking one, after Session 6,) is not based off anyone in particular. He's just very pensive. I found myself relating to this Astrion a lot. He was very negative, didn't know where to go in life, and didn't really want to exist. Me too, buddy.
Season Finale Astrion (AKA God-King Astrion from Session 10 and onwards) is an absolute madman, however. He's not based on anyone because I do not control him. Especially when he talks, he slips out of my control, though I try to corral him.

Of course, as the campaign went on, I had to add more aspects to his thoughts and personality, to make it more interesting for me, to give me more ideas to make him fall. I had three primary references: "In The House of Asterion" by Jorge Luis Borges, "The Snow Queen" (part 1 specifically) by Hans Christian Andersen, and the Ship of Theseus. It's why he finds everything and everyone hideous. It's why he's not the same person post-session 7, and not the same person as of session 10.

(In the voice of the Joker from The Dark Knight) Y'wanna know how he got his scar?
(in a normal voice) ...he slipped on some black ice the other day while going to file his taxes.

Uh... here's some stuff about his songs in the Miscallenous tab. Night of Winterlight is the closest to Astrion's 'theme': I made him exactly with this 'Wizard of Blizzard' in mind, and gave him as many ice/frost spells as he could get. Magic of the Wizard's Dream is a little self-explanatory. What is his dream, you ask? We'll find out in time... Darkness Arise is both what he's dealing with (there's a lot of stuff in the land of Aldoria he has to deal with) and also himself, at the same time, since he's the 'darkness' both of the two-in-one person he resided in and of my two Pathfinder characters. Moonstruck Blossom is here primarily because of the mirror imagery. We've split him into many versions of himself, so much so, we don't really know who he is anymore. It also checks out because Sectonia is a Queen that has lost herself in her desire to find beauty, and Astrion... well, check out the 'God-King' tab to learn more.

"Mirrors and mankind, both are abominable. To look into one, to know one, is to realize another within one's own self."