Verus

Ariston's page

225 posts. Alias of stormraven.


Race

Aasimar Cleric 17 | HP 105/105 | Init +4; Perc +21 (Darkvision) | TEMP AC 35 (T19 FF30) | CMD 27/23 CMB +13 | Fort +15 Ref +16 Will +23 (+2 vs charm/compulsion) | Resist: Acid/Cold/Electricity 5

Classes/Levels

Buffs: Ring of Force Shield, Life Bubble, Shield of Faith, True Seeing

About Ariston

Ariston

Male aasimar cleric of Varan 17
CG Medium outsider (native) <Scion of Humanity>
Init +4; Senses darkvision 60 ft.; Perception +21

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Defense
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AC 28, Touch 14, Flat-Footed 24 (+9 armor, +4 Dex, +5 natural)
AC 30, T 14, FF 26 <-- Ring of Force Shield
AC 34, T 18, FF 30 <-- Ring of Force Shield + Shield of Faith
AC 35, T 19, FF 30 <-- Ring of Force Shield + Shield of Faith + Hasted

HP 105 (17d8+17)

Fort +15, Ref +15, Will +23; +2 trait bonus vs. charm and compulsion

Resist acid 5, cold 5, electricity 5

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Offense
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Speed 40 ft.

Melee
+2 grayflame, holy reliquary, ironwood bo staff of spell storing +15/+10/+5 | DAM: 1d6+3 (B)
+ Inflict Serious Wounds 3d8+17 (Will Save DC:21 for ½ DAM)

Special Attacks channel positive energy 11/day (DC 24, 9d6)

Spell-Like Abilities (CL 17th; concentration +23)
> 3/day — quickened bit of luck
> 1/day — daylight

Domain Spell-Like Abilities (CL 17th; concentration +25)
> At will — dimensional hop (170 feet/day)
> 8/day — bit of luck
> 2/day — good fortune

Cleric Spells Prepared (CL 17th; concentration +25)

9th — implosion (DC 27), miracle D

8th — antimagic field, fire storm (DC 26), moment of prescience D, stormbolts (DC 26)

7th — destruction (DC 25), holy word (DC 25), resurrection, spell turning D, <Brilliant Open Slot>

6th — find the path D, heal (x2), mass planar adaptation (DC 24) (x3)

5th — breath of life (DC 23), commune with plane, life bubble (DC 23), spell resistance, teleport D, true seeing

4th — freedom of movement D, holy smite (DC 22), communal protection from energy (x3), restoration, <Open Slot>

3rd — aura sight, dispel magic (x2), fly D, invisibility purge, prayer, <Open Slot>

2nd — aid D, blinding ray (DC 20), communal endure elements, grace, ghostbane dirge (DC 20), spear of purity (DC 20), spiritual weapon

1st — bless, murderous command (DC 19), remove fear, shield of faith (x3), true strike D

0 (at will) — detect magic, detect poison, mending, stabilize

D Domain spell; Domains Luck, Travel

Domain Deets:
Luck
Bit of Luck (Sp): STAND action to touch willing creature and giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result.

Good Fortune (Ex): At 6th level, as IMMED action, you can reroll any one d20 roll you have just made. You must take the result of the reroll, even if it’s worse than the original roll.

Domain Spells: 1st — true strike, 2nd — aid, 3rd — protection from energy, 4th — freedom of movement, 5th — break enchantment, 6th — mislead, 7th — spell turning, 8th — moment of prescience, 9th — miracle.

Travel

Agile Feet (Su): As FREE action, for the next round, ignore all difficult terrain and do not take any penalties for moving through it.

Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a MOVE action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Domain Spells: 1st — longstrider, 2nd — locate object, 3rd — fly, 4th — dimension door, 5th — teleport, 6th — find the path, 7th — teleport (greater), 8th — phase door, 9th — astral projection.

Spontaneous Spells:

1st — Cure Light Wounds (1d8+7)
2nd — Cure Moderate Wounds (2d8+12)
3rd — Cure Serious Wounds (3d8+17)
4th — Cure Critical Wounds (4d8+17)
5th — Cure Light Wounds, Mass (1d8+17)
6th — Cure Moderate Wounds, Mass (2d8+17)
7th — Cure Serious Wounds, Mass (3d8+17)
8th — Cure Critical Wounds, Mass (4d8+17)
9th — none

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Statistics
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Str 12, Dex 18, Con 10, Int 14, Wis 26, Cha 22

BAB +12; CMB +13; CMD 27

Feats Brilliant Spell Preparation (7th), Combat Casting, Elemental Channel, Extra Channel, Fast Learner, Quick Channel, Quicken Spell-Like Ability (bit of luck), Reactive Healing, Selective Channeling, Healer's Hands

Traits birthmark, deft dodger

Skills
Acrobatics +4 (+8 to jump)
Appraise +6 (rnk 1)
Bluff +6
Climb +1
Diplomacy +20 (rnk 9)
Escape Artist +4
Fly +4
Heal +16 (rnk 5)
Intimidate +6
Knowledge (arcana) +16 (rnk 11)
Knowledge (planes) +16 (rnk 11)
Knowledge (religion) +16 (rnk 11)
Linguistics +8 (rnk 3)
Perception +21 (rnk 11)
Profession (cook) +12 (rnk 1)
Profession (Itinerant Priest) +12 (rnk 1)
Ride +4
Sense Motive +22 (rnk 11)
Spellcraft +15 (rnk 10)
Stealth +4
Survival +8 (+2 w/ Compass)
Swim +1

Racial Modifiers +2 Diplomacy, +2 Perception

Languages Androsic, Celestial, Common, Firaslander, Isenorian, Sylvan

SQ agile feet (11/day), good fortune (2/day), scion of humanity

Gear
Staff of Journeys
headband of mental prowess +6 (Wis, Cha)
+5 mithral chain shirt
cloak of resistance +5
amulet of natural armor +5
silver holy symbol of Varan
ring of curing
ring of force shield
belt of incredible dexterity +6
pearl of power (4th)
Hip Flask w/ Oldlaw Whiskey
boots of speed

+2 grayflame holy reliquary spell storing ironwood bo staff

spell component pouch
> diamond (for resurrection) (worth 10k gp per) (2)
> powdered diamonds (for miracle) (worth 25k gp per) (1)
> eye ointment (for true seeing) (worth 250 gp per) (3)
> small silver mirror (for spell turning) (worth 100 gp per) (3)
> holy symbol (for destruction) (worth 500 gp per) (4)
BANKED: 5550 GP (for additional materials)

wrist sheath
> wand of cure light wounds (CL 1st, 50 charges)

handy haversack (Main)
> bedroll
> Bottle of Oldlaw Whiskey
> Cooking Kit: knife, cutting (0.5 lb), ladle (0.5 lb), pot, seasonings, local (0.5 lb), skewer (1 lb), skillet, tinder packet (0.5 lb), tripod, iron (3 lb)
> Mess Kit
> Spider-silk Rope (50')
> trail rations (7)
> waterskin

haversack (Sides)
> flint and steel
> holy text (Varan)
> compass
> 4 gp, 6 sp

Encumbrance: 32 lbs (LIGHT)

Special Abilities:

Agile Feet (11/day) (Su) For 1 rd, you ignore difficult terrain.
Bit of Luck (8/day) (Sp) Target takes the higher of 2d20 for any d20 rolls in a rnd.
Brilliant Spell Preparation (Slot Reserved, Cleric, 6th Level) Prepare spells faster in a reserved slot
Cleric Channel Positive Energy 9d6 (11/day, DC 24) (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.
Darkvision (60 feet) You can see in the dark (black and white only).
Dimensional Hop (34 5-ft inc/day) (Sp) As a move action, teleport with no AoO to seen destination. Spend an equal distance to carry others.
Elemental Channel (Aether) Channel Energy can affect a chosen elemental subtype of outsiders.
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.
Good Fortune (2/day) (Ex) As an immediate action, reroll a die before result is known. Must take 2nd roll.
Quick Channel Channel energy faster by expending more uses
Quicken Spell-Like Ability (Bit of Luck [8/day] [Sp]) Spell-like ability is cast as a swift action up to 3/day.
Reactive Healing When dmg would reduce you to 0 or fewer hit points, expend channel or lay on hands as immediate act to heal yourself.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Selective Channeling Exclude targets from the area of your Channel Energy.

Background:
Even as a child, Ariston was always in motion, always running around or sneaking out, and ever curious about what might be around the next bend in the road. His parents called him a restless soul. None of it was surprising for one marked at birth by Varan himself. (Trait: Birthmark)

In his 50-ish years (most spent directly in service to Varan’s church), Ariston has visited most of Mevvergard and many islands beyond. When he was a green cleric, he traveled the caravan routes tending to the needs of caravans and travelers. As he grew experienced, he ventured further from the safe routes, heading into the trackless wilds where he tended to drovers, nomads, or anyone who had a need for his skills. As his powers continued to grow, any word of an epidemic, disaster, or war drew his attention and response.

Eventually, his skills approached their zenith and Ariston had expanded his roaming to other planes of existence where he explored and rendered aid as needed. Then came the offer… The Firas Empire was forming a trade commission. They wanted Ariston on it, allegedly to represent Varan’s interests. Ariston saw it more as a way for Firas to protect their trade routes by having a skilled cleric permanently assigned to those routes. While he felt that Varan should be represented on the commission… it was a role that any senior member of the church could fulfill. When he rejected the offer, he assumed Firas would choose another clergyman. In a fit of pique, or maybe a display of power, they didn’t. The commission was assembled without any of Varan’s clergy. His superiors within the church were bitter at the lost opportunity. Ariston was censured and officially demoted… neither of which mattered to him as his job was largely unchanged.

From his perspective, Ariston’s life is close to ideal. Ostensibly, he reports to a parish priest whose skills and age are a fraction of his. But since his ‘superior’ is smart enough not to question his methods or his choices, Ariston is happy with the arrangement. He sets his own course and roves the world(s) as an itinerant priest with no pomp.

Hooks:
Despite his power level, Ariston sees himself as a servant of the people. He is also something of a busybody… so if he hears about strange goings-on, odd events, obvious threats, or some sort of catastrophe, he is quite likely to head in that direction to satisfy his curiosity and to offer aid.

He is very amicable and happy to work with anyone who has a reason to assist in solving a problem.

Expectations Agreement:
I endorse all of the principles you outlined. In terms of posting rate – assuming I’m not in a nasty work crunch – I tend to post one or more times per day.