Merisiel

Asliath Argentleaf's page

19 posts. Alias of Bodhizen.


Full Name

Asliath Argentleaf

Race

Half-Elf

Classes/Levels

Cleric [Currently none; likely Mishakal in the future] 3

Gender

Female

Size

[Medium] 5'11", 145 lbs.

Age

32

Alignment

Neutral Good

Deity

Mishakal

Languages

Common, Dwarven, Elven, Goblin

Strength 13
Dexterity 13
Constitution 13
Intelligence 15
Wisdom 17
Charisma 12

About Asliath Argentleaf

Character Details:

Init +3; Senses Low-Light Vision; Perception +6
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DEFENSE
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AC 15, touch 11, flat-footed 14. . (+4 armor, +1 Dex)
hp 25 (3d8+3)
Fort +6, Ref +3, Will +7
Immune sleep; Resist Elven Immunities, Resistant Touch (6/day)
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OFFENSE
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Spd 35 ft.
Melee Paueliel Quarterstaff +4 (1d6+1/20/x2) and
. . Unarmed Strike +3 (1d3+1/20/x2)
Spell-Like Abilities Rebuke Death (6/day), Resistant Touch (6/day)
Cleric Spells Known (CL 3, 3 melee touch, 3 ranged touch):
2 (2/day) Summon Monster II, Bull's Strength (DC 15), Cure Moderate Wounds (DC 15)
1 (3/day) Summon Monster I, Protection from Evil (DC 14), Hide from Undead (DC 14), Sanctuary (DC 14)
0 (at will) Create Water, Mending, Light, Detect Magic
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STATISTICS
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Str 13, Dex 13, Con 13, Int 15, Wis 17, Cha 12
Base Atk +2; CMB +3; CMD 14
Feats Fleet, Self-sufficient, Skill Focus: Heal (Adaptability)
Traits Elven Reflexes, Forlorn
Skills Acrobatics -1, Climb +0, Diplomacy +5, Escape Artist -1, Fly -1, Heal +14, Knowledge (History) +6, Knowledge (Religion) +6, Perception +6, Ride +0, Sense Motive +7, Spellcraft +8, Stealth -1, Survival +6, Swim +0
Languages Common, Dwarven, Elven, Goblin
SQ Aura (Ex), Channel Positive Energy 2d6 (4/day) (DC 12) (Su), Cleric Domain: Healing, Cleric Domain: Protection, Compass, Elf Blood, Spontaneous Casting
Combat Gear Chain Shirt, Paueliel Quarterstaff; Other Gear Backpack, Masterwork (14 @ 10.74 lbs), Candle (5), Cleric's vestments, Compass, Fishhook, Flint and steel, Holy symbol, silver: Mishakal, Lamp, common waterproof, Mug/Tankard, clay, Soap, Bar (50 uses) (2), Waterskin, Whistle, Signal
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SPECIAL ABILITIES
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Positive Energy 2d6 (4/day) (DC 12) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Healing Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Domain: Protection Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Rebuke Death (6/day) (Sp) Heal 1d4+1 damage to creatures at negative HP
Resistant Touch (6/day) (Sp) You gain +1 to all saving throws, and may donate this by touch for 1 minute.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.

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HASANA (LIGHT HORSE)
Female Horse
NN Large Animal
Init +2; Senses Low-Light Vision, Scent; Perception +6
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DEFENSE
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AC 11, touch 11, flat-footed 9. . (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
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OFFENSE
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Spd 50 ft.
Melee Hooves x2 (Horse) -2 x2 (1d4+1/20/x2) and
. . Unarmed Strike +3 (1d4+3/20/x2)
Space 10 ft.; Reach 5 ft.
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STATISTICS
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Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. Trip)
Feats Endurance, Run
Tricks Come [Trick], Heel [Trick], Riding [Trick], Stay [Trick]
Skills Fly +0, Perception +6, Stealth -2
Languages
SQ Riding [Trick]
Other Gear Bedroll, Blanket, Cooking kit, Crowbar, Feed (per day) (10), Rations, trail (per day) (10), Rope, hempen (50 ft.) (2), Saddle (Riding), Saddlebags (27 @ 151 lbs), Spade or shovel, Tent, Small
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SPECIAL ABILITIES
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Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run You run faster than normal.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Background:

Asliath is a child of two worlds and not particularly welcome in her mother's world. Her father was an adventurer that her mother tells her that loved her very much, but he didn't live to see his daughter born. Although Asliath's mother has always been a devoted parent, growing up with the Qualinesti has never been easy for Asliath; the other elves treating her as if she was handicapped, a thing to be pitied. Asliath has always resented being treated as if she was something less-than and has always striven to be better than her peers at everything she does, a quality that has served her well.

Asliath believes that there are gods out there and that the world needs them and she is bound and determined to find out if the things her mind knows to be true actually are. She doesn't speak of the gods to anyone but her closest friends; companions she found after leaving her homeland to seek her place in the world, and she fears that her friends believe her to be mad. Still, she has her faith, and that seems to be enough for now...