Alain

Arno Devarax's page

35 posts. Alias of Master Elodin.


Full Name

Arno Devarax

Race

Chelaxian

Classes/Levels

Cleric of Ragathiel 1 [HP 9] [AC 16; T 11; FF 15] [F+3; R+1; W+6] [Init +1] [Perception +9]

Alignment

LG

Location

Kintargo

Languages

Common, Chelaxian

Strength 10
Dexterity 12
Constitution 12
Intelligence 13
Wisdom 18
Charisma 12

About Arno Devarax

Arno is truly (as many of us are) the very best and worst of both of his parents. So to understand him best, I think you need to understand a little of his parents.
Lucan, Arno’s father, served as a disciplined member of the Order of the Scourge in Egorian. During an operation where Hellknights of the Scourge were uprooting an underground guild of thieves and money launderers, something went wrong. The guild was tipped off and several members of the Order of the Scourge were killed. Lucan was hurt badly, and lost the use of his leg. Someone had to be the fall guy for the operation, and it was hinted (incorrectly, I might add) that it may have been Arno’s father, Lucan, who was the leak. With a powerful political ally, and no legitimate proof (not that they need too much, usually), Lucan was able call in a favor and be discharged from the Order due to his disabled leg, and was able to avoid further scrutiny. He, his wife Giordana, and young Arno moved to Kintargo for a new start. Work has proved difficult for Lucan, but they’ve picked up whatever odd jobs they can to get by.
Giordana is altogether quite different from her husband. The largest points of contention between the two are religion (Lucan is a follower of Asmodeus, though mostly for political reasons; Giordana venerates the Empyreal Lord Ragathiel), and philosophy(Lucan is more concerned with the end result, where as Giordana cares quite a bit with what it took to get there). She has not taken the mistreatment of her husband well at all, and upon arriving in Kintargo, a new friend converted her to the General of Vengeance, Ragathiel, where she looks to see justice redacted, particularly for the citizens of Kintargo, since she won't see any for herself likely at this point.

Arno has long desired to be a great Hellknight like his father, but the Order of the Scourge is back in Egorian, and he feels too bound to the citizens of Kintargo. The Order of the Rack is close enough, but their practice is more than excessive and he finds the way they uphold the law to be wrong on a moral level. He can't wield a weapon anywhere near as well as his father either, so being a hellknight seems all but lost on many levels as this point. It seems as though that dream is dead...

Arno has taken up the faith of his mother, following Ragathiel as well, though his direction is more out of duty than vengeance (for now) and has recently begun shepherding a few at the local shrine.
After the institution of Martial Law and the recent burning of churches, Arno has given serious pause to think that things in Cheliax, particularly Kintargo, are not as they should be. A lot of his friends are talking about change, and taking some power into their own hands, but Arno is reluctant to anything rash. Certainly it would be out of place to even think of a revolution, right? But a friend, Johann, has recently convinced him that he should at least listen to what others have to say, and is attending the protest at Aria Park.

Arno Devarax
Human Cleric of Ragathiel 1
LG Medium humanoid (human)
Init 1; Senses Perception +9
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Defense
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AC 16 touch 11 ff 15
hp 9
Fort 3, Ref 1, Will 6
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Offense
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Speed 20 ft. (30ft w/o armor)
Melee bastard sword +0 (1d10/19-20x2)
Ranged
Special Abilities (CL 1st; concentration +5)
. . 7/day—Chastisement
. . 7/day—Touch of Good
. . 4/day—Channel Energy 1d6 (2/4)
Cleric Spells Known (CL 1st; concentration +5)
. . 1st (2+1)—Divine Favor(d), Compel Hostility, Shield of Faith
. . 0 (at will)— Detect Magic, Light, Read Magic
. . Domains Archon(Good), Judgement(Law)
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Statistics
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Str 10, Dex 12, Con 12, Int 13, Wis 18, Cha 12
Base Atk 0; CMB 0; CMD 10
Feats SF: Conjuration, Scribe Scroll
Traits Seeker, Fed-Up Citizen
Skills Kn: Planes +5, Kn: Religion +5, Perception +9, Sense Motive +8, Spellcraft +5 (ACP -4)
Languages Common, Chelaxian
Gear Bastard Sword, Scale Mail, Cleric's Kit(a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol), ink, inkpen, sheets of paper(10), scroll case, 184gp, 9sp

Special Abilities
Aura (Ex): Law, Good (-4 HD)
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. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).
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). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
Chastisement (Su): As a standard action, you can cast a strengthened spell against a creature that damaged you since your last turn. This spell must target the creature that damaged you, and is cast at +1 caster level. Area of effect spells cannot be used in conjunction with this ability, but other spells that target multiple creatures may be. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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