Armistril

Arryn Wildblood's page

246 posts. Organized Play character for Helaman.


Full Name

Arryn Wildblood

Race

Male Aasimar (Angelblooded)

Classes/Levels

Paladin 3 (Favoured)/Oath of Vengence

Gender

HP:26/27, AC 20(22) Touch 11, FF 19, Init +1, Perc:-1, F+8, R+5, W+5, CMB +8, CMD 18 LoH 1/[4]

Size

Fame 10/Prestige 4

Age

20

Alignment

Lawful Good

Deity

Ragathiel

Languages

Celestial, Common

Homepage URL

http://sdrv.ms/1bMi1nI

Strength 18
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 8
Charisma 16

About Arryn Wildblood

PFS# 38110-14 Link to Chronicle http://sdrv.ms/1bMi1nI
Angel Born Aasimar Paladin (Oath of Vengeance) Level 3
S 18 D 12 C 14 I 10 W 8 Ch 16
HP 27 AC 20(22) Touch AC 11, Flatfoot AC 19, CMD 18
BAB +3 CMB +8 Fort +8, Reflex +5, Will +5

-Background-

Spoiler:

Discovered as a babe in the wild by a handful of traveling Pilgrims of Ragathiel, Arryn was considered something unusual right from the first - his appearance is definitely unusual, possibly Fey or Elvish - definitely he has the pupil-less eyes and pointed ears common to Elven-kind and he has always had a talent for learning things common to nature and the First World, as if remembering old memories rather than learning something new.

As a child of about 4 or 5 years he given into the care of the Clergy to raise - something unusual as this is not the normal practice of his followers, acknowledging that other faiths and organisations are better suited to childcare but Arryn was growing at an unusual rate and was especially strong and focused for his tender age.

After hitting puberty, he was taken on as a squire to another Paladin and through travel and service has ended up in Absolom. His Knight-Master, on the basis of a dream, has knighted the young man and recommended that he take up service with the Society, not knowing the reason but trusting that this was Ragathiel's will.

While Arryn looks Elvish in some respects, he is atypical in others - he stands nearly seven feet tall and is very well muscled. His size and his personality radiates a presence that can be intimating to some.

Traits

Spoiler:

- Devotee of the Green (+1 Know: Nature and Geography and Nature is a class skill)
- Adopted (Human) Bred for War (You gain a +1 trait bonus on Intimidate checks and a +1 trait bonus on your CMB because of your great size. You must be at least 6 feet tall).

Feats

Spoiler:

Fey Foundling
Benefit: Your strange connection to the First World and the fey infuses you with life, and whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).

Power Attack
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

Skills:
Level 1 = 2 + Favored Class Bonus Skill
Level 2 = 2 + Favoured Class Bonus Skill
Level 3 = 2 + Favoured Class Bonus Skill

Diplomacy 1 = 7
Knowledge Nature: 1 = 5
Knowledge: Religion 2 = 5
Heal 1 = 5 (Incl. racial + 2)
Intimidate 3 = 9 + 1 = 10
Sense Motive 1 = 3

Paladin: Aura of good, detect evil, smite evil 1/day, Divine Grace, Lay on Hands (4 times a day, 1d6 Healing), Aura of Courage (Immune to Fear, allies within 10' +4 to Fear Saves), Divine Health (Immune to all Diseases), Mercy (Can remove *Fatigue* with Lay on Hands)

Angel-Blooded
Alternate Skill Modifiers Heal, Knowledge (planes)
Alternate Spell-Like Ability: gain alter self as a spell-like ability.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet)

-Equipment-

Spoiler:

4 Mirror Armour 45gp (Sold) for MW Fullplate [below]
Heavy Wooden Shield 7gp
Cold Iron Long Sword 30gp
Lucerne Hammer 15gp
Club (free)
Sling (free)
10 Sling Stones 1sp
Explorers Outfit (Free)
Pathfinder Kit 12gp (dagger from kit on belt)
[This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, 2 fishhooks, flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week’s worth of trail rations, and a whetstone.]
Holy Symbol 1gp
Scroll Case 1gp
2 sheets Paper 4sp
1 Inkpen 1sp
50ft Rope 1gp
Grappling Hook 1gp
Weapon cord 1sp
Wax earplugs 3cp
Chalk 1cp
Soap 1cp
2 Alkali Vials 30gp
1 Dose Silver Weapon Blanch 5gp
149.95 spent
After Last Chronicles + 1398 gold + 537 + 442 = 2377
Wand of CLW (2pp) - 3 charges used

Update from Glass River Rescue
Arryn Purchases:
Potion of Invisibility 300gp (from chronicle of Many Fortunes of GM Torch)
MW Full Plate 1650gp
Oil of Bless Weapon 50gp
Selling 4 Mirror Armour +22.5gp
2pp on a Potion of Flying.
Remaining 377gp + 358.5 from Glass River Rescue = 735.5

*Played*
Thornkeep 1
Slavepits of Absolom
The Many Fortunes of Grandmaster Torch
The Glass River Rescue