Arrian

Arrian grew up from the age of 7 to 16 at the Monastery. He was a very angry young man and bullied several of the other children and took particular delight in tormenting Rowaine - the most outstanding "Goody Two Shoes" at hand. At 16 he ran away from the orphanage stealing the temple's holy symbol and graffitiing the temple walls with slurs against Moradin.

Arrian lived off the proceeds of his theft from Kharag for a few months but when the money ran out he was forced to live by his wits, stealing what he could to survive.

After about two years of a hand to mouth existence he was noticed by a priest of Corellon Larethian (whilst attempting to pick the gentleman's pocket) and, curious about this young Half Elf's heritage, the priest slowly tamed the wild youth. Arrian was impressed by this priest who constantly outwitted him and over a period of time became curious about the priest's faith. Amongst the followers of Corellon Larethian Arrian reclaimed links to his family and found acceptance of his unruly heart. Over time he found that acceptance and love could begin to heal the loathing he had for himself and he decided to dedicate his life to the god who accepted him with all his wild ways.
Arrian became a novitiate and upon becoming a full fledged priest became convinced that atonement for the wounds he had opened at Kharag would be necessary for healing for those he hurt and indeed his own angry soul.

He spent the next years tracking down the symbol he stole and by doing so acquiring some skill as an investigator and a servant of Corellon Larethian.

Upon acquiring the symbol he is ready to begin the next phase and perhaps the most personally challenging phase of his atonement. Can he, with good grace, eat the humble pie served to him by the very symbols of stolid repression that took away his heritage and stripped him of all links to his family and kin?

One thing is sure - he will succeed - or die trying!!!

Arrian likes to be thorough.

Things I need to remember when roleplaying Arrian:
1. When Arrian is flanking he can add 1d6 sneak attack damage.
2. Gets two attacks in Full Attack.
3. You might think this is obvious but I need to remember a caster level check is d20+caster level NOT Spell Level!!!

Race/Sex: Elven Male Alignment:CG Class: Rogue 1 Cleric 10 Level: 11
Size: Medium Height: 5'5" Weight: 125 lb Handedness: Left Age: 23
Hair: Light Brown Eyes: Green Skin: Tanned
HP Max: 94
Abilities: Score Modifier
Str
Dex
Con
Int
Wis
Cha
14
14
18
16
20
13
+2
+2
+4
+3
+5
+1
Speed: 20' Initiative Modifier: +2
Base Attack Bonus: 7/2 Grapple Modifier: +8
Longsword: +1 Weapon Focus +1 Luck from necklace Attack Bonus +2 Melee Damage Critical
Imithrium Longsword +1 Enhancement
Holy Protector +1 (+2d6 vs evil)
DPing
+12/7
+18/13
1d8+2(3)
1d8+5(6)
19-20/x2

Saving Throws: TOTAL Base Ability Magic Misc
Fortitude
Reflex
Will
+12
+8
+13
+7
+5
+7
+4
+2
+5
+1
+1
+1
+0
+0
+0
Armour Class: Base Armour Shield Dex Size Luck Deflection
22 10 +10 +1 +0 +0 +1 +0
Touch AC: 12 Flat-Footed AC: 22

Half Elf

Immune to magical sleep
+2 saving vs Enchantment spells or effects.
+2 racial bonus to diplomacy and Gather info
Low-light vision
+1 racial bonus on listen, search, and spot checks

Cleric

Alignment Aura
Spontaneous Casting (heal)
Turn Undead (4x/day)
High wisdom gains bonus spells daily
Domain choices give:
War: Weapon Focus: Longsword. (+1 to hit)
Good: Cast good spells at +1 Caster level.

Rogue

Sneak Attack +1d6
Trapfinding

Feats:

Blind-fight
Crafty Eyes - allows Spot and search as thief
Alertness +2 listen and spot
Diehard

Skills (+1 to all from Necklace)
Appraise Int 3 = +3
Balance Dex* 3 = +3
Bluff Cha 1 = +1
Climb Str* 5 = +2 +1 +2 Climber's Kit
Concentration Con 16 = +4 +12
Diplomacy Cha 5 = +1 +2 +2 H/Elf
Disable Device Int 4 = +3 + 1
Disguise Cha 1 = +1
Escape Artist Dex* 2 = +2
Forgery Int 2 = +2
Gather Information Cha 4 = + 2 +2 H/Elf
Heal Wis 7 = +5 + 2
Hide Dex* 2 = +2
Intimidate Cha 1 = +1
Jump Str* -4 = +2-6 [speed 20]
Knowledge (arcana) Int 8 = +3 + 5
Knowledge (geography) Int 4 = +3 + 1
Knowledge (history) Int 7 = +3 + 5
Knowledge (local) Int 8 = +3 +5
Knowledge (religion) Int 15 = +3 + 12
Listen Wis 12 = +5 + 3+ 1 [H/elf] +2 Alertness
Move Silently Dex* 3 = +2 + 1
Open Lock Dex 3 = +2 + 1
Ride Dex 2 = +2
Search Int 17 = +3 + 13 + 1 [H/elf]
Sense Motive Wis 14 = +5 +9
Spot Wis 22 = +5 + 14 + 1 [H/elf] +2 Alertness
Survival Wis 5 = +5
Swim Str * 3 = +2 + 1
Use Rope Dex 3 = +3

Languages

Common, Elven, Gnome, Dwarven

Spells

Zero-level Cleric spells: 6 per day

Create Water: 2 gallons/L

Detect Magic: 60ft (Concentration up to 1min/L)

Detect Magic: 60ft (Concentration up to 1min/L)

Detect Poison: 1 creature or object

Light: touch cast bright light for 20ft and dim for another 20ft (10min/L)

Read Magic (10min/L)

First-level Cleric spells: 7 (6 + 1) per day + 1 from a domain. Heal 1d8 +1/L (5)

Comprehend Languages: Understand all spoken and written languages. (10min/L)

Hide from Undead. Touch. 1 creature/L. 10min/L Intelligent undead gets will save to negate. SR.

Magic Weapon: +1 bonus to one weapon.

Sanctuary 1rd/L Will negates nSR

Obscuring Mist 1min/L 20ft spread 3d. No Saving throw or SR. Obscures all sight over 5ft away. 5 ft away has concealment 20% miss chance)

Summon Monster I: 1rd/L Celestial Dog

Summon Monster I: 1rd/L

Endure Elements 24hrs

Second-level Cleric spells: 6 (4 + 1) per day + 1 from a domain. Heal 2d8 +1/L (10)

Aid: +1 attack rolls and saves vs fear (morale) and add 1d8+L temp HPs (1min/L) Good so at L10

Owl's Wisdom: +4 Wis 1 min/L

Hold Person 1rd/L Will save each round. R: 100ft +10/L SR

Spiritual Weapon: (1rd/L) 100ft+10/L 1d8+1/3L “Sahandrian” SR

Spiritual Weapon: (1rd/L) 100ft+10/L 1d8+1/3L “Sahandrian” SR

Spiritual Weapon: (1rd/L) 100ft+10/L 1d8+1/3L “Sahandrian” SR

Third-level Cleric spells: 4 (4 + 1) per day + 1 from a domain. Heal 3d8 +1 (15)

Magic Circle against Evil (10min/L) 10ft radius +2 deflect. +2 all resist. (resist) Blocks possession but does not remove. And compulsion spells. Summoned creatures cannot touch. Good so at L10 Spell resistance only for attempts by summoned evil creatures to touch warded creature

Dispel Magic R: 100ft+10/L

Magic Vestment - 1hr/L - +1/4L = 8hrs and +2

Searing Light: 1d8/2L R: 100ft+10/L (undead take 1d6/L or light vulnerable 1/d8/L) Ranged Touch SRy

Searing Light: 1d8/2L R: 100ft+10/L (undead take 1d6/L or light vulnerable 1/d8/L)

Fourth-level Cleric spells: 5 (4 + 1) per day + 1 from a domain. Heal 4d8 +1/L (20)

Divine Power - Personal - 1rd/L (8) +6 Str, Base attack goes to Character level (9/4) + Caster L HPs (8)

Holy Smite 100ft+10/L 20ft radius, 1d8/2L vs evil creatures half damage against neither good/evil creatures. 1d6/L and 1 rd blindness against evil outsiders. Will save halves damage Currently 4d8/8d6 as Good domain spells cast at +1 cast level. SR

Holy Smite 100ft+10/L 20ft radius, 1d8/2L vs evil creatures half damage against neither good/evil creatures. 1d6/L and 1 rd blindness against evil outsiders. Will save halves damage Currently 4d8/8d6 as Good domain spells cast at +1 cast level. SR

Recitation - as Prayer but 60ft radius and +2/-2 SR

Recitation - as Prayer but 60ft radius and +2/-2 SR

Fifth-level Cleric spells: 4 3 per day + 1 from a domain. Heal CLW Mass: Range 25ft +5ft/2L. 1d8 +1/L no 2 more than 30ft apart

Flame Strike. 100ft+10ft/L (190 ft) 10ft radius 40ft high. 1d6/L damage Half fire damage half divine damage. Reflex half. SR.

True Seeing 1min/L (10) 120ft range. Can see through normal and magical darkness, can see invisible, through illusion, blue and displacement. Can see magically hidden doors etc. No help with mundane stuff. No SR accept for target of spell.

Summon Celestial Griffon 1rd/L Range: 25ft + 5ft/2L
59HP
Initiative: +2
Speed: 30 ft. (6 squares), fly 80 ft. (average)
Armor Class: 17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Attack: Bite +11 melee (2d6+4)
Full Attack: Bite +11 melee (2d6+4) and 2 claws +8 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, rake 1d6+2
Pounce (Ex): If a griffon dives upon or charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +8 melee, damage 1d6+2
Special Qualities: Darkvision 60 ft., low-light vision, scent, Resistance to acid, cold, and electricity 5, Spell Resistance 12, Damage Reduction 5/magic
Saves: Fort +8, Ref +7, Will +5
Abilities: Str 18, Dex 15, Con 16, Int 5, Wis 13, Cha 8
Skills: Jump +8, Listen +6, Spot +10
Feats: Iron Will, Multiattack, Weapon Focus (bite)

Inventory

Necklace of CL +1 Luck Bonus
Headband of Inspired Wisodm (+2 wis)
Ring of Energy Resistance (Minor, Acid) 10pts damage reduction vs acid
Half plate +3
Protector Holy +1 Longsword (does extra 2d6 damage vs evil creatures)
Imithrium Long Sword
Imithrium Shield
Backpack
Climber's Kit

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