Hirion Halithiel's page

2 posts. Alias of Adrian Granberg.


Full Name

Hirion Halithiel

Race

Elf

Classes/Levels

Lore Oracle 15

Gender

Male

Size

Medium

Age

312

Alignment

True Good

Location

Valandaer

Languages

Common, Elven

Strength 22
Dexterity 9
Constitution 20
Intelligence 12
Wisdom 7
Charisma 30

About Hirion Halithiel

Hirion Halithiel

Elf

Lore Oracle 15
True Good

Stats:
Str: 22 = 16(base) + 6(enhance)
Dex: 9 = 7(base) + 2(race)
Con: 20 = 16(base) - 2(race) + 6(enhance)
Int: 12 = 10(base) + 2(race)
Wis: 7 = 7(base)
Cha: 30 = 17(base) + 3(level) + 4(inherent) + 6(enhance)

Appearance
Plain looking but tall, there is little that betrays his divine power except his silver eyes. He shaves his head regularly crowning it with a simple iron band.
He is mostly in his combat gear, unless the situation demands otherwise. Over his armor he wears a deep red tabard with a silver sword in front of a closed book.

Personality:

Background:
Born to a wealth trader in south-east Valandaer, Hirion never had to face the tough realities of the common folk. He was pampered and spoiled, lacking any real education nor skills.

This changed abruptly when he awoke in the middle of the night screaming in a language he had never learned. He stumbled to his desk, ripped out a drawer and started writing before losing consciousness. When he later awoke and saw what he had written, a prophesy that Amrothe' would fall to a demonic attack he knew he had to warn someone.

His father did not believe that what Hirion said was true, nor did any of his friends. Doing something nobody that knew him, not even himself, would believe he took what he could carry from his father and traveled west warning every one he meet.

Most thought him a mad man but a few believed him, and of those most fled further east. But a few of them joined in the journey to Amrothe'. They never made it in time.

After the fall of Amrothe' Hirion took it upon himself to see that it never happened again. He gave in to his abilities, going from battlefield to battlefield in an attempt to slow the demon advance, together with an every increasing group of followers and fellow fighters. As he did people started to notice that he always seemed to be in the right spot when needed, always fighting in the battles that mattered.

It was in one of these battles he Prince Elros. As the battle raged Hirion knew they would stand little chance. The elven command had already fled the field and the elven fighters wear turning to run. He could barely hold his own men in formation. It was then Hirion saw how a brave knight rallied the soldiers on the opposite flank and lead them in a charge that shattered enemy center and won the battle that had seamed so lost.

This was not the same type of noble he usually saw, this man fought for the common man. They later meet at other battlefields, Hirion's tactical mind and divinations together with the courage and respect Prince Elros inspires in the soilders have won many battles.

The Prince is considered a friend and a valuable ally, and one Hirion trusts very much.

Halithiel's Harriers:
Halithiel's Harriers is a self chosen name adopted by the group of people following Hirion Halithiel. While many of the members are not formal soldiers the years of fighting and training under the Oracle have hardened them considerably. With most of the training spent on irregular warfare the Harriers seldom actually follow Hirion into the larger battles rather then lay traps, prepare the battlefield and ambush enemies. Hirion usually supplies them with some simple magic items to further strengthen them.

Saves:
Fort: +15 = 5(base) + 5(con) + 5(enhance)
Ref: +18 = 5(base) + 8(cha) + 5(enchance)
Will: +12 = 5(base) -2(wis) + 5(enhance)

Skills:
Class skills
Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

SKILLS: 75 Ranks

TRAINED Class
4 APPRAISE (1 Ranks + 3 Trained Class)
25 DIPLOMACY (12 Ranks + 10 Cha + 3 Trained Class)
18 KNOWLEDGE (Arcana) (5 Ranks + 10 Cha + 3 Trained Class)
15 KNOWLEDGE (Engineering) (2 Ranks + 10 Cha +3 Trained Class)
20 KNOWLEDGE (Geography) (7 Ranks + 10 Cha + 3 Trained Class)
25 KNOWLEDGE (History) (12 Ranks + 10 Cha + 3 Trained Class)
20 KNOWLEDGE (Local) (7 Ranks + 10 Cha + 3 Trained Class)
15 KNOWLEDGE (Nature) (2 Ranks + 10 Cha + 3 Trained Class)
15 KNOWLEDGE (Nobility) (2 Ranks + 10 Cha + 3 Trained Class)
15 KNOWLEDGE (Planes) (2 Ranks + 10 Cha + 3 Trained Class)
15 KNOWLEDGE (Religion) (2 Ranks + 10 Cha + 3 Trained Class)
2 SENSE MOTIVE (1 Ranks -2 Wis +3 Trained Class)
19 SPELLCRAFT (15 Ranks + 1 Int + 3 Trained Class)

TRAINED Non-Class

15 PERFORM (Oratory) (5 Ranks + 10 Cha)

Untrained CLASS
1 CRAFT (0 Ranks +1 Int)
-2 HEAL (0 ranks - 2 Wis)
-2 PROFESSION (0 Ranks - 2 Wis)

Untrained Non-class
-1 ACROBATICS (0 Ranks - 1 Dex)
6 CLIMB (0 Ranks +6 Str)
10 DISGUISE (0 Ranks + 10 Cha)
-1 ESCAPE ARTIST (0 Ranks -1 Dex)
-1 FLY (0 Ranks - 1 Dex)
10 INTIMIDATE (0 Ranks + 10 Cha)
0 PERCEPTION (0 Ranks - 0 Wis +2 Elf)
10 PERFORM (0 Ranks + 10 Cha)
-1 RIDE (0 Ranks - 1 Dex)
-1 STEALTH (0 Ranks -1 Dex)
-2 SURVIVAL (0 Ranks - 2 Wis)
6 SWIM (0 Ranks +6 Str)

LANGUAGES
Elven, Common, Sylvan, Celestial, Auran. Can speak and understand any language.

Combat:
AC: 37 Touch: 23 Flat-footed: 29
Armor +9, Cha +8, Nat +5, Deflection +5

Initiative: 0(0 Dex)

BAB: +11/+6/+1
CMB: +17
CMD: 27 (Or 38 if Sidestep secret adds to CMB)

Attack
+5 Holy Adamantine Scimitar +22/+17/+12

Abilities and Feats:
Feats:
1 HD - Toughness
3 HD - Craft Wondrous Items
5 HD - Craft Magic Arms and Armor
7 HD - Improved Initiative
9 HD - Craft Staff
11 HD - Quickdraw
13 HD - Craft Rods
15 HD - Improved Critical: Scimitar

Class Features

Oracle’s Curse (Ex)
Whenever you are in combat, you can only speak and understand celestial and Auran. This does not interfere with spellcasting, but it does apply to spells that are language dependent. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat.

Revelations
Automatic Writing (Su) - Once per day, you can spend a full hour in uninterrupted meditation. During this period, your hands produce mysterious writing that pertains to the future. At 1st level, the prophetic writing manifests as an augury spell with 90% effectiveness. At 5th level, the writing takes the form of a divination with 90% effectiveness. At 8th level, the writing manifests as a casting of commune with no material component required.
Focused Trance (Ex) - This trance lasts 1d6 rounds, during which time you can only take move actions. During this period, you gain a bonus equal to your level on all saves against sonic effects and gaze attacks. When you come out of your trance, you may make a single Intelligence-based skill check with a +20 circumstance bonus. You may enter your focused trance a number of times per day equal to your Charisma modifier.
Lore Keeper (Ex) - You may use your Charisma modifier instead of your Intelligence modifier on all Knowledge checks.
Sidestep Secret (Su) - Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity.
Spontaneous Symbology (Sp) - You can cast any “symbol” spell using a spell slot of the appropriate level, even if the spell is not on your list of spell’s known. A symbol spell is any spell with the word “symbol” in its name. You must be at least 11th level to select this revelation.

Spells:
Spells Known (CL 15)
7th (5/day) - Control Weather, Mass Cure Serious Wounds, Resurrection, Symbol of Stunning, Symbol of Weakness
6th (8/day) - Banishment, Mass Cure Moderate Wounds, Greater Dispel Magic, Symbol of Fear, Symbol of Persuasion
5th (8/day) - Breath of Life, Mass Cure Light Wounds, Righteous Might, Symbol of Pain, Symbol of Sleep, True Seeing, Wall of Stone
4th (8/day) - Blessing of Fervor, Cure Critical Wounds, Divine Power, Restoration, Sending
3rd (8/day) - Cure Serious Wounds, Deeper Darkness, Locate Object, Prayer, Stone Shape
2nd (9/day) - Augury, Cure Moderate Wounds, Make Whole, Share Language, Silence, Status
1st (9/day) - Ant Haul, Bless, Cure Light Wounds, Divine Favor, Obscuring Mist, Protection from Evil
0 - Create Water, Detect Magic, Guidance, Light, Mending, Purify Food and Drink, Read Magic, Spark, Virtue

Equipment:
Combat Gear
+5 Holy Adamantine Scimitar – 52,315 (Crafted)
Celestial Armor – 11,350 (Crafted)

Stat Enhancing Gear
Tome of Leadership and Influence +4 – 105,000 (Crafted)
Belt of Physical Might(Str&Con) +6 – 45,000 (Crafted)
Headband of Alluring Charisma +6 – 18,000 (Crafted)

Misc. Gear
Boots of Speed – 6,000 (Crafted)
Amulet of Natural Armor +5 – 25,000 (Crafted)
Cloak of Resistance +5 – 12,500 (Crafted)
Portable Hole – 10,000 (Crafted)
Gloves of Storing – 5,000(Crafted)

Ring of Protection +5 – 50,000

Rod of Metamagic Extend, Lesser *2 – 3,000
Rod of Metamagic Quicken *2 – 75,500

Staff of Heal – 26,400

Explorers Outfit – 10
Spell Component Pouch with 25,000 gold worth of components - 25,005

9,920 GP Left

Free Item: Rings of Friend Shield(2) with the added effect of status and sacred bond. One to be given to Prince Elros. :)