Chaleb Sazomal

Ares Valorn's page

258 posts. Alias of Roidrage.


Full Name

Ares Valorn

Race

Aasimar

Classes/Levels

Cleric-3 | HP: 27/27 | AC: 15(17 w/shield) T:12 FF:13(15) | Fort:+5 Ref:+3 Will:+6 | Cmb:+4 CMD: 15 | Perception:+4

Gender

Male

Size

6.2 ft 195 Lbs

Age

20

Alignment

LG

Deity

Muir

Languages

Common, Celestial

Occupation

Traveling Priest

Strength 16
Dexterity 13
Constitution 12
Intelligence 10
Wisdom 15
Charisma 14

About Ares Valorn

Ares Valorn
LG Outsider (Good)
Iniative:+1(+1Dex) Senses:Perception:+4

Defense
AC:15(17 W/Shield), Touch:12, Flat Footed:13
HP:27
Fort:+5 Ref:+3Will:+6
CMD:16

Offense
Speed:30ft
Base Attack:+2CMB:+5
Melee:+5
Range:+3

Aasimar Racial Traits:

+2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable.

Native Outsider: Aasimars are outsiders with the native subtype.

Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Aasimars have a base speed of 30 feet.

Darkvision: Aasimars can see in the dark up to 60 feet.

Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.

Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

Class Traits
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).
Channeled Energy: 5/day 2d6
Domains:Defense and Tatics

Domains
Defense Subdomain
Associated Domain: Protection.

Replacement Power: The following granted power replaces the resistant touch power of the Protection domain.

Deflection Aura (Su): Once each day, you can emit a 20-foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.

Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.

Replacement Domain Spells: 1st—shield, 2nd—barkskin, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—deflection, 8th—mind blank, 9th—prismatic sphere.

Tactics Subdomain
Associated Domain: War.

Replacement Power: The following granted power replaces the battle rage power of the War domain.

Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Weapon Master: At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.

Domain Spells: 1st—magic weapon, 2nd—aid, 3rd—magic vestment, 4th—divine power, 5th—Command(greater), 6th—blade barrier, 7th—power word blind, 8th—power word stun, 9th—power word kill.

Skillz
Diplomacy:+92R+3Class+2Cha+2Race)
Heal:+6(1R+3Class+2Wis)
Knowledge(Religion):+6(3R+3Class)
Sense Motive:+8(1R+3class+2Wis+2race)

Feats:
Dodge, Selective Channeling, Turn Undead.

Spells per Day:
O-level Spells(DC-13):Detect Poison, Create Water, guidince, Stabilize.
1st Level Spells(DC-14):Bless, Magic Weapon, Protection from evil, D-Sheild
2nd level Spells(DC-15):Shield Other, Holy Ice weapon, D-Barkskin

Gear:
Adventurers Outfit- 10 lbs
Studded Leather armor- 20lbs
Heavy Steel Shield- 15lbs
Bastard Sword- 6lbs
Cetus- 1lb
2 Short Spears- 6lbs
Dagger- 1lb
+Backpack- 2lbs
-Bedroll- 5lbs
-3 Chalk pieces
-Flint and steel
-Hemp Rope(50ft)-10lbs
-Holy Water Flask(4)-4lbs
-spade-4lbs
-Grappling hook-4lbs
-Cold Weather Enviroment-7lbs
Silver Holy Symbol-1lbs
Water Skin- 4lbs
Whetstone-1lb
7sp 8cp

Appearance:
Standing a little over 6 feet tall and a strong build. His skin posses a silver tinge to it and topaz eyes almost glow in the dark with compassion. His jet black hair sets a little above his shoulder and his beard is well worn kept up a little. His dirt covered cloak shows his traveling. The only ways to spot his piety were a Bastard sword of the order with a well worn handle and hilt, a dented steel shield with the uprising sword symbol of Muir, and finally a shining silver pendent of Muir.

Personality:
Intensely positive is shown by his constant smile and upbeat attitude. He protects the weak and sticks to his values and morals of Muir. His confidence keeps him going and helps his dedication to finishing his pilgrimage and become a Justicar.

Background:
Ares never knew his true parents but was raised by a villages local Priest of Muir, Marl Valorn a former hero of the order, who believed the followers of his religion needed a kind and positive soul like Ares. The townsfolk got along with Ares and his friendly demeanor. They were sad when Ares finished his training and Marl gave set him on the pilgrimage to visit the twin shrines. So he set off on his journey which was hard and left with low on supplies and money but he made it to the city Bard's Gate. Now to find out how to get to the twin shrines and find out why all those people looked confused when he asked about them.