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Darius Finch

Valen Stellori's page

731 posts. Alias of Alex Martin.


Full Name

Valen Stelori

Classes/Levels

Half-Elf Male Cleric (Pharasma) 5 - HP: 34/34; AC17, T10, FF17; F+5,R+1,W+8; Per +9; Init +4

Size

5' 11" - 150lbs

Age

25

Deity

Pharasma

Location

Ustalav

Occupation

Priest; Gravedigger

About Valen Stellori

Background:

Valen is the child born of a passing relationship between a Varisian dancer and an elven soldier fighting the orcs in northwestern Canterwall. His mother passed away of birth fever soon after he came into the world, and his father disappeared on a patrol along the Belkzen border in his first year. In the small village where he lived, the rural and suspicious Ustalavian residents would have probably have abandoned the child – fearful he was some kind of supernatural half-monster.

Only his father’s previous heroics and the local Pharasman priest checked their fearful superstitions, and allowed the child to live. It was hardly a real family life – raised by an old, eccentric clergyman and teased or viewed as an outcast by most those around him. Valen hardly knew better that he was anything but a freak of nature. When he was old enough, he worked in the only job nobody wanted in area – gravedigger/caretaker for the town’s cemetery.

Still, the old Pharasman proved to be a wonderful guardian. Despite his frailty, he proved a robust and positive influence. A learned seminary teacher from Lepidstadt, he instilled in the young half-elf the wonders of Pharasman religion and the strange, haunted tales of Ustalav’s history. The old man knew of Professor Lorrimor as well, and spoke of him in a respectful way. In all, despite the tragedies of his youth and his yearning for greater things as he grew up, he came to respect life and embrace the nature of the Spiral Way as the priest’s acolyte.

His rising faith has been severely tested in the last few months. A mysterious plague enveloped the town, killing many of the townsfolk - including the old priest. Despite the best efforts of his limited capabilities as a servant of the Lady of Graves, he could only watch as so many perished from the sickness. With each body he buried, he grew more and more despondent.

It was the timely arrival Hugo Van Der Maarl that turned things around. The young, scholarly priest’s efforts rallied the town and saved many people. His faith buoyed again by this sign of Pharasma’s support, Valen gave his own share of priestly work to support the man. In helping the town recover, the two became fast friends and determined allies against the forces of plague and undeath.

Valen often babbled about the town gossip and peppered him with questions about “other places in Ustalav”. The quiet Hugo decided to share his story of leaving Ravengro; Professor Lorrimor’s support in his efforts (and the need to thank him); and how he was returning to take over duties in his hometown. He had already received word that the man had passed away recently, and he seemed concerned as to the need to make things right with his family.

With the village's needs attended to, Hugo made plans to continue his journey home. Knowing this place needed a spiritual guide, and that his new friend had the Lady's devotion, he encouraged Valen to become the town's priest. But the optimism didn't last for the new acolyte.

After his departure to Ravengro, the remaining townsfolk – scared and upset by the events of the plague; and having watched one holy-man die and another other depart so quickly – fearfully and angrily demanded Valen leave. The wouldn't brook the "freak" as their holy caretaker - some even suspected him of being the cause of the disease. Spurned by his neighbors and no family left to speak of, he chose to follow his only friend to Ravengro.

While hoping that whatever fate the Mother of Souls has placed before him can be fulfilled, he feels unworthy and fearful of taking up the role. Fearful because he worries his heritage will be looked upon with the same disgust and anger he has known his whole life, wherever he goes in Ustalav. Unworthy because he follows his friend's path - like some stray dog - instead of making his own. He wishes to help others in Ravengro as he was unable to do in his own village; but is it inspiration or desperation that guides him to shadow Hugo?

As a result, while the other man makes his journey straight-forward to the town, Valen trails behind surreptitiously - delayed in attempting avoid being seen by anyone. And thus he arrives alone in Ravengro and having lost sight of the priest.

What results could come of his impulsive plans and the future…only the fate threads of Pharasma know.

Appearance: Valen has light brown-blond hair that frames emerald-grey eyes and an angular face with the olive skin of Varisians. Tall and wiry, he wears a worn, clean chain shirt over workman's vest and clothes.

Motivations:

Personal Motivations: I've been an outcast most my life, but willing to serve those around me. Now that I have no home left, I am trying to find a way to do that in way that helps and honors my patron. Pharasma's teachings makes me believe that there is a path before me. But I remain uncertain what that is - I assume that is what I must learn as her servant. I serve Death and have probably spent more time with the dead than the living. But I remain optimistic to live and be accepted in way that I haven't before.

Group Motivations: For Valen, the past few weeks of working with the group has started to form the closest thing he has to friendships. Raised only by a priest and working in a profession most people avoid has left him with little camaraderie in his experience. Having bled with them and healed them has made him start to be protective of them; to want to understand them and socialize with them. That being said, he doesn't completely understand some of their actions; possibly due to his social naivety.

Alexa - with her rustic background and her own strange mystical gifts - probably is the person he is most comfortable with.

Vaghn - given his scholarly background - is someone he looks up to as being somewhat like his old teacher; this also makes him little nervous as he doesn't want to contradict him or question him too much.

Madeline - with her half-elven background - is probably the most interesting to him. He's never known another of his "race", so he is curious as to what she is like. But her noble lineage makes him think she is "above" his station and so he doesn't know what to ask or talk to her about most things.

Campaign Motivations: Obviously, with an Adventure Path, there are certain guidelines. But for the character, the goal is ultimately to help the people of Ustalav in service to Pharasma. The Whispering Way seems to be an anathema to all she represents, so that is something that will ultimately need to be defeated. If the others have goals that he can help with, he will.

Instincts:

-In battle, attempts to heal or support others as possible.
-In battle with undead, attempts to channel or harm them to weaken or destroy them.
-In the evenings, will clean his armor and say his prayers to the Grey Lady.
-In social settings, will tend to be awkward or nervous. He can speak clearly, but may not always be a great speaker.
-In social or personal setting, may ask naïve or surprising questions of others.
-Has very little fear of the dead or undead; possibly to point of seeming morbid or creepy.
-Can be very curious - wants to test all the knowledge he has. May touch things to try and learn more.

VALEN STELORI
Half-Elf Male
Cleric (Pharasma) 5
NG Medium Humanoid (Half-Elf)
Init +4; Perception +9
15,601 XP

--------------------
DEFENSE
--------------------
AC 17; Touch 10; Flat-Footed 17 {MW Chainmail 6AC, Buckler 1AC}
HP 34 (5d8, +7)
Fort +5; Ref +1; Will +8

--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee - +1 Heavy Mace +4 (1d8+1/x2)
Melee – Morningstar +3 (1d8/x2)
Ranged - Light Crossbow +3 (1d8/19-20/x2)
{+1 vs. Undead}

Spells Prepared (0 lvl: 4/ 1st lvl:4, Domain: 1/ 2nd lvl: 3, Domain: 1/ 3rd lvl: 2, Domain:1)

3 (2/day): Cure Serious Wounds, Invisibility Purge

Domain (1/day): Speak with Dead

2 (3/day): Cure Moderate Wounds X2, Consecrate

Domain(1/day): Gentle Repose

1 (4/day): Bless, Prot. from Evil x2, Cure Light Wounds

Domain(1/day): Deathwatch

0 (at will): Light, Detect Magic, Resistance, Stabilize

SP (7/day): Channel Energy (3d6) {DC=14}

SP (7/day): Gentle Rest

----------------------------------------------------------------
Lore Keeper : You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier. (DC 24)

Gentle Rest: (Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of rounds equal to your Wisdom modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

--------------------
STATISTICS
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Str 10, Dex 10, Con 13, Int 14, Wis 18, Cha 14

Base Atk +3; CMB +3; CMD: 13

EXP: 9,000

Feats: Scribe Scroll; Skill Focus (Spellcraft); Extra Channel; Selective Channeling;

Traits: Corpse Hunter; Making Good on Promises

Skills: Acrobatics +0(0); Appraise +2(0); Bluff +2(0);
Climb +0(0); Diplomacy +6(1); Disguise +2(0); Escape Artist +0(0);
Fly +0(0); Heal +9(2); Intimidate +2(0); KN(arcana)+6(1);
KN(dungeoneering) +6(1); KN(engineering) +6(1); KN(geography) +6(1);
KN(history) +6(1); KN(local) +7(2); KN(nature) +6(1);
KN(nobility) +6(1); KN(planes) +6(1); KN(religion) +9(4);
Linguistics +0(0); Perception +9(3); Profession(Gravedigger) +8(1);
Ride +0(0); Sense Motive +8(1); Spellcraft +10(2); Stealth +0(0);
Survival +4(0); Swim +0(0)

Languages Common, Elven, Celestial, Infernal

SQ Aura of Good; Domains {Knowledge (all KN are class skills), Repose}; Corpse Hunter

Combat Gear Bolts (30); Crossbow; ; Masterwork Chainmail; Buckler; Holy Symbol of Pharasma; +1 Heavy Mace

Magical: Potion of 'Lesser Restoration'; Wand of 'Cure light wounds' (7 charges); Scroll of 'Lesser Restoration'; Wand of 'Lesser Restoration'(? charges);
(2) Potion of 'Cure Moderate Wounds'; (2) Potions of 'Remove Disease';

Other Gear Explorer's Outfit; Backpack, Wine/Wineskin, Rations; Robes of the Pharasman Clergy, Shovel; Copy of "The bones fall in a spiral”;(2) Sunrods; (2) Bottles of Oil; Tindertwig;(6) Torches;
(1) Healing Kit; Thin darkwood case an image of a scarab with a single eye glaring from its back (Not magical); Leather Satchel; Chain Shirt; Morningstar 1gp

--------------------
SPECIAL ABILITIES
--------------------

Half-Elf Traits:

+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-elves have a base speed of 30 feet.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.

Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. See Classes for more information about favored classes.

Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Clerical:

Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. A cleric must choose and prepare her spells in advance. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day.

Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures creatures.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier.

Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.

Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

Knowledge Domain
You treat all Knowledge skills as class skills.
Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.

Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Domain Spells: 1st—comprehend languages, 2nd—detect thoughts, 3rd—speak with dead, 4th—divination, 5th—true seeing, 6th—find the path, 7th—legend lore, 8th—discern location, 9th—foresight.

Repose Domain
You see death not as something to be feared, but as a final rest and reward for a life well spent. The taint of undeath is a mockery of what you hold dear.

Gentle Rest (Sp): Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of rounds equal to your Wisdom modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Ward Against Death (Su): At 8th level, you can emit a 30-foot aura that wards against death for a number of rounds per day equal to your cleric level. Living creatures in this area are immune to all death effects, energy drain, and effects that cause negative levels. This ward does not remove negative levels that a creature has already gained, but the negative levels have no effect while the creature is inside the warded area. These rounds do not need to be consecutive.

Domain Spells: 1st—deathwatch, 2nd—gentle repose, 3rd—speak with dead, 4th—death ward, 5th—slay living, 6th—undeath to death, 7th—destruction, 8th—waves of exhaustion, 9th—wail of the banshee.

Making Good on Promises: At some point in the past, Professor Lorrimor did you a favor under the condition that he would someday call on you to repay it. You never saw nor heard from him again, leaving you with a sense of unending anticipation that each day might be the day you were asked to return the favor. Yet that day never came, and your fears and anxiety about what the professor would call on you to do abated. When you received word of the professor’s death, your dread of what hecould possibly want from you has grown throughout your entire journey to Ravengro.

Years of living with the fear and uncertainty of the unclaimed debt to Professor Lorrimor have inured you to extreme anxiety. You gain a +2 trait bonus on saves against fear effects.

Corpse Hunter:
You have dedicated yourself to the destruction of undead. You receive a +1 trait bonus on all attacks made against undead.


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