Aldern Foxglove

Auron Luckstride's page

312 posts. Alias of Lemmy.


Full Name

Auron Luckstride

Race

Garuda-blooded Aasimar

Classes/Levels

Cleric 13 - HP 93/120; AC 26(tch 17, ff 19); CMD 29; Blur (20% Miss Chance); Fort +16, Ref +12, Will +18; Darkvision, Blindsense (30ft), Perception +22, Sense Motive +24; Initiative +6

Gender

Male

Size

6' 4"

Age

74

Special Abilities

A whole bunch of them... Check his build! ¬¬'

Alignment

TN

Deity

Oghma - God of Knowledge

Location

Faerun

Languages

Abyssal, Aklo, Aquan, Auran, Celestial, Common, Daemonic, Draconic, Drow Sign Language, Dwarven, Elven, Giant, Ignan, Infernal, Protean, Sylvan, Terran, Undercommon

Strength 10
Dexterity 18
Constitution 18
Intelligence 14
Wisdom 23
Charisma 8

About Auron Luckstride

Auron Luckstride:
Auron Luckstride
Male Garuda-Blooded Aasimar (Plumekith) Cleric of Oghma 13
N Medium outsider (native)
Init +10; Senses darkvision 60 ft., blind sense 30ft.; Perception +22
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Defense
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AC 26, touch 17, flat-footed 19 (+9 armor, +4 Dex, +3 dodge)
hp 114 (13d8+52)
Fort +16, Ref +12, Will +18
Immune disease; possession and mind control by evil creatures Resist acid 5, cold 5, electricity 5
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Offense
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Speed 40 ft.
Melee +1 guided silversheen cestus +16/+11 (1d4+7/19-20)
Ranged +1 adaptive composite longbow +15/+10 (1d8+1/19-20/×3) and
. . +3 adaptive guided paueliel composite longbow +19/+14 (1d8+9/19-20/×3)
Special Attacks channel positive energy 2/day (DC 15, 7d6)
Spell-Like Abilities (CL 13th; concentration +14)
. . 1/day—see invisibility
Domain Spell-Like Abilities (CL 13th; concentration +21)
. . 26 5-ft inc/day—dimensional hop
. . 9/day—bit of luck
Cleric Spells Prepared (CL 13th; concentration +21):
. . 7th—greater teleport[D], wind walk
. . 6th—heal (x3), mislead[D]
. . 5th—breath of life, communal air walk, plane shift, teleport[D], wall of stone.
. . 4th—blessing of fervor (x2), communal protection from energy, dimension door[D], freedom of movement, (1 Open Slot)
. . 3rd—dispel magic (x2), fly[D], invisibility purge, stone shape, (1 Open Slot)
. . 2nd— grace (x3), locate object, remove paralysis, silence (x2), (1 Open Slot)
. . 1st—divine favor (2), liberating command[UC] (3), longstrider[D], (1 Open Slot)
. . 0 (at will)—create water, detect magic, detect poison, stabilize
. . D Domain spell; Domains Luck, Travel
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Statistics
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Str 10, Dex 18, Con 18, Int 14, Wis 23, Cha 8
Base Atk +9; CMB +9; CMD 29
Feats Clustered Shots, Defensive Combat Training, Manyshot, Point-Blank Shot, Precise Shot, Quicken Spell, Rapid Shot
Traits focused mind, reactionary
Skills Diplomacy +10, Knowledge (arcana) +20, Knowledge (planes) +20, Knowledge (religion) +20, Linguistics +16, Perception +22, Sense Motive +24, Spellcraft +21, Survival +6 (+8 to avoid becoming lost)
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, Daemonic, Draconic, Drow Sign Language, Dwarven, Elven, Giant, Ignan, Infernal, Protean, Sylvan, Terran, Undercommon
SQ agile feet (9/day), aura, good fortune (2/day), truespeaker
Combat Gear pearl of power (1st level), wand of cure light wounds, wand of lesser restoration (50 charges); Other Gear +3 mithral breastplate, +1 adaptive composite longbow, +1 guided silversheen cestus, +3 adaptive guided paueliel composite longbow, blunt arrows (100), smoke arrows (10), whistling arrow (100), boots of speed, bracers of falcon's aim, circlet of mindsight, cloak of displacement, minor, efficient quiver, gloves of elvenkind, handy haversack, headband of fortune's favor, heavyload belt, clear spindle ioun stone, periapt of health, ring of sustenance, traveler's any-tool, wayfinder, masterwork tool, masterwork tool, masterwork tool, 1,725 gp
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Special Abilities
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Agile Feet (9/day) (Su) For 1 rd, you ignore difficult terrain.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bit of Luck (9/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Boots of speed (10 rounds/day) Affected by haste
Circlet of mindsight Gain blindsight 30 ft vs intelligent foes susceptible to mind-affecting effects.
Cleric Channel Positive Energy 7d6 (2/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dimensional Hop (26 5-ft inc/day) (Sp) As a move action, teleport with no AoO to seen destination. Spend an equal distance to carry others.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Focused Mind +2 to Concentration checks
Gloves of elvenkind +5 to concentration checks when casting defensively.
Good Fortune (2/day) (Ex) As an immediate action, reroll a die before result is known. Must take 2nd roll.
Headband of fortune's favor Effects granting luck or giving luck bonus gain +1 rd to duration.
Heavyload belt This wide leather is held together with two strands of oxen skin threaded through holes on each end. The belt’s wearer is affected as though subject to a permanent ant haul spell
Immunity to Disease You are immune to diseases.
Ioun stone (clear spindle) Sustains bearer without food or water.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Traveler's any-tool Acts as masterwork tools for most Craft or Profession skills.
Truespeaker Learn two languages for each rank you put in Linguistics.
Wand of lesser restoration (50 charges) Add this item to create a wand of a chosen spell.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone.

Born and raised in Baldur's Gate, Auron Luckstride always valued knowledge and learning, and he always demonstrated particular curiosity about what is not so easily seen, that which lies beyond the limits of the physical plane.

His thirst for knowledge eventually led him to the church of Oghma, God of Knowledge. For the first time in his life, Auron found a deity worth following.

Auron worships Oghma not as a leader or father figure, but as a professor, a master who is worthy learning from, a scholar whose desire for knowledge has no equal.

It didn't take long for the priests of the Temple of Oghma to notice Auron's celestial ancestry and extraordinary curiosity. Although not as bright as a fully devoted scholar, Auron often displayed greater insight and perspicacity than many respected sages.

The boy was invited to join the church of Oghma, and so he did, more than happy to join an organization of people who shared his passion for learning. Years later, now a fully formed young adult, Auron completed his training, and decided to travel as far as he could, so he could learn more about the beyond.

In these travels, Auron eventually met and joined an unlikely group of individuals who shared his willingness to adventure and ability to overcome all sorts of challenges. For years, they traveled together, performing great deeds, witnessing historical events and uncovering all sorts of secrets.

Then, it was over.

Eventually, the group split up. Each one left for his own reasons, but all of them followed their own paths. Auron decided to go back to Candlekeep to record his findings, and then go back to his hometown to pass his knowledge to a new generation of scholars. He's been doing that for the last few years, despite his relatively young age, and would be happy to do it for as long as he could, but when Auron learns that one of his former colleagues has recently died in unclear circumstances, he decides there is one more mystery he must solve.

Auron now travels to his old friend's home, where he expects to find an answer, or, at the very least, his first clue...