Dinvaya

Arileth PFS's page

53 posts. Organized Play character for Ansha.


Full Name

Arileth

Race

Elf

Classes/Levels

Cleric (divine paragon) 1 Portrait

Gender

Female

Size

M (6'1")

Age

120

Special Abilities

Low-light vision, keen senses, elven magic, elven immunities, elven weapon familiarity, aura, orisons, spells, domain powers, channel energy 1d6, spontaneous casting (cure spells), Domains (Captivation, Innuendo)

Alignment

Chaotic Neutral

Deity

Calistria

Languages

Common, Elven, Orcish

Occupation

Cleric, Courtesan

Strength 12
Dexterity 12
Constitution 12
Intelligence 12
Wisdom 16
Charisma 14

About Arileth PFS

Arileth

Current XP 2
Current Fame 4
Current Prestige 2

Chaotic Neutral
Elf female
Cleric (divine paragon) 1 of Calistria

Favored class: Cleric

Favored class bonus:
1st-- +1 skill point

Size: Medium
Age: 120 (birthday: Calistril 13)

Height: 6 feet 1 inches
Weight: 117 lbs.
Eyes: ice-blue
Hair: blond

Description: A slim elf who oozes sensuality, Arileth stands at just over 6 feet 1 inches tall, with eyes the color of ice, and blunt bangs and wheat-blond hair down to the middle of her back. She most often dresses in a leather catsuit with cutouts that show off her midriff: it is dyed in shades of yellow and black, emulating her deity's favored colors. Mercurial, Arileth is a tease with a quick smile and a quicker temper.

Background:
Arileth is a Kyonin-born elf whose parents were merchants who were often away on trading expeditions to kingdoms around Lake Encarthan. Although she was never a shy or antisocial child, Arileth's world began to change when she started having visions. Each vision centered around a beautiful elf woman arrayed in flowing yellow silks. After every vision, she always found that others seemed to find her that much more interesting. Finally, word reached her that her parents had gone missing in Lastwall, and the young elf chased after them. After she arrived in Lastwall, she quickly lost her way and found herself living on the streets.

It was then that she was afforded one last vision: in it, she saw her parents being consumed by darkness, and the silk-clad elf appeared to her in the company of giant wasps, which stung Arileth (though the stings did not hurt)--and then she was before a great temple. The gates slowly opened, and she felt compelled to enter. Another scantily-clad elf greeted her at the door, ushering her in as the great temple doors closed behind her.

Shortly thereafter, she made the mistake of attempting to pickpocket a woman at a tavern; she was caught, but the woman turned out to be identical to the second woman in her visions--and what was more, the other elf herself had had that same vision, and recognized Arileth. A cleric of Calistria named Ysalara, she chose to take Arileth in as a novice cleric rather than punish her for her foiled sleight-of-hand.

Languages: Common (Taldane), Elven, Orcish

HP 9
AC 12 Touch 11 Flat-footed 12
BAB +0 CMB +1 CMD 12
Initiative +3 Concentration +4

Fortitude 2 + 1 = 3 Reflex 0 + 1 = 1 Will 2 + 3 = 5

Abilities: Low-light vision, keen senses, elven magic, elven immunities, elven weapon familiarity, orisons, spells, domain powers, channel energy 1d6, spontaneous casting (cure spells), devoted domain (captivation domain), divine brand

Divine Brand: Arileth was born with a strange birthmark beneath her navel that looks very similar to the holy symbol of Calistria, a disc from which protrude three daggers, points outward. Her uncovered divine brand functions as a holy (or unholy) symbol and as a divine focus for spellcasting. Arileth’s aura is even more powerful than a typical cleric’s as a result of her devotion, and her cleric level is treated as 1 higher for the purpose of determining the strength of her aura when it is viewed by spells like detect good.

Domains: Captivation, Innuendo
Domain powers:
Dazing Touch (Sp): Arileth can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than her cleric level are unaffected. She can use this ability a number of times per day equal to 3 + her Wisdom modifier.

Fool’s Privilege (Su): You can use this power as a swift action when you fail a Bluff, Diplomacy, or Intimidate check outside of combat. You suffer no negative effects due to the failed check, and the next round you can attempt the check again without the usual penalty for a failed attempt. You can use this ability once per day, and one additional time per day for every 4 levels beyond 1st.

(Captivation Domain spells: 1st--hypnotism)
(Innuendo Domain Spells: 1st--sow thought)

Traits:
Warrior of old: Like all elves, Arileth spent time in her youth learning to fight with traditional elven weaponry. She remembers this training well, and receives a +2 trait bonus to Initiative rolls.

Acolyte of Apocrypha: Arileth's religious studies hinged on teachings rarely recognized by her faith. She has access to the Captivation subdomain as a result.

Feats: Selective Channeling, Deific Obedience (bonus)

Deific Obedience: Whenever Arileth engages in acts of devotion to Calistria, the Unquenchable Fire rewards Arileth for the act of deific obedience. This act of devotion is to engage in sexual activity with another individual in exchange for money, information, or another valuable resource--which must be a willing act on both Arileth's and her partner's parts, and Arileth must pray aloud to Calistria both before and after the act, and encourage her partner to do the same. If no suitable partner is available, Arileth may instead wrap herself in yellow silk and trace her fingers over the divine brand located beneath her navel while meditating on the teachings of Calistria and fantasizing about taking vengeance against one who wronged her. She then gains a +4 sacred bonus on Charisma checks and Charisma-based skill checks when interacting with an intelligent creature who could be sexually attracted to her.

Skills:
Bluff +2 (1 rank, +1 CHA)
Knowledge (religion) +5 (1 rank, +3 class, +1 INT)
Perception +6 (1 rank, +3 WIS, +2 racial)
Profession (courtesan) +7 (1 rank, +3 class, +3 WIS)
Sense Motive +3 (0 ranks, +3 WIS)
Spellcraft +1 (0 ranks, +1 INT)

Spells Prepared:
0--3; 1--1+1
Bonus spells (-, 1, 1, 1)

0--stabilize, detect magic, light
1--bless, shield of faith
Domain: sow thought

Equipment: explorer's outfit, courtesan's outfit, masterwork backpack, cleric's kit (bedroll, belt pouch, copy of the Book of Joy, flint and steel, iron pot, mess kit, 50' hemp rope, soap, spell component pouch, trail rations [5 days], waterskin), courtesan's kit, longsword, whip, leather armor, dagger, greenwood composite longbow (+1 STR), quiver, 20 arrows, alchemist's fire (2), 10 sunrods, wand of cure light wounds (50 charges), 439gp

Attacks:
Longsword: +1 to hit, 1d8+1 damage, 19-20/x2 crit.
Dagger: +1 to hit, 1d4+1 damage, 19-20/x2 crit., 10' range increment
Whip: +1 to hit, 1d3+1 damage, x2 crit.; disarm, nonlethal, reach, trip
Greenwood composite longbow (+1 STR): +2 to hit, 1d8+1 damage, 20/x3 crit., 110' range increment; masterwork

PFS:
Boons and Vanities:
The Favor of Cartahegn: While in a settlement of 5,000 people or more anywhere on the continent of Garund, you may purchase mundane equipment (but not weapons or armor) through your favorable connections with House Cartahegn at a 10% discount.
Ekujae's Blessing: You rescued Ekujae from the forbidden caves of Deku Inu, and the Ekujae elders granted you a ceremonial blessing. You gain the permanent benefits of endure elements, but only in the heay and only to temperatures of 110 F and below; you gain no bonuses in extreme cold. This is a supernatural ability.
Kaghaze Redeemed: By destroying the altar of Camazotz, you broke the dark god's sway over Kaghaze. The Ekujae consider you to be a stalwart ally, and they make a point of thanking you whenever you adventure in the region. Whenever you adventure in the Mwangi Expanse, Sargava, the Shackles, or the Sodden Lands, you receive a collection of gifts that includes a vial of antiplague, a piece of +1 animal bane ammunition for your preferred weapon, and a healing potion. This potion is a potion of cure light wounds if you are level 4 or below, cure moderate wounds if your level is between 5 and 8, or cure serious wounds if your level is 9 or above. If you do not use this equipment, the Ekujae ask for it back at the end of the adventure, with the promise to return it the next time you travel in the region.

Before the Dawn, Pt 1: Bloodcove Disguise (1 XP, 2 fame, 2 PP, 506gp [50gp dayjob])
-Bought
wand of cure light wounds (2PP)
Dead Man's Debt (1xp, 2 fame, 2 PP, 506gp [10gp Day Job])
-Bought
Greenwood composite longbow (+1 STR) (650gp)
20 arrows w/ quiver (1gp)