[ooc-][bigger-]Encounter Name | Round X, Initiative X[/ooc][/bigger]
[b-]Percival Arizian | hp 53/53; AC 17/10T/16FF; +8F/+4R/+12W [/b]
[ooc-]Standard:
[ooc-]Move:
[ooc-]Swift:
[ooc-]Touch of Law/Protection (7/day), Channel Energy 5/day, 2+1 4th level, 3+1 3rd level, 3+1 2nd level, 6+1 1st level spells remaining
Count Percival "Perry" Arizian
Male Human (Karvosan) Cleric 7
LN Medium Humanoid (human)
Init +4; Perception +11
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Defense
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AC 17, touch 10, flat-footed 16 (10 + 6 chainmail, +1 light steel shield)
hp 54 (7 HD: 7d8+7+3)
Fort +8, Ref +4, Will +12
base + attribute + 2 (domain power: resistance)
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Offense
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Speed 20 ft.
Ranged +1 Frost Light Crossbow, 80 ft. +6 (1d8+1+1d6) 19-20/x2 (Reload: free action)
Melee +1 Heavy Mace, 5 ft. +8 vs. AC (1d8+3) x3, Mwk cold iron longspear, 10 ft. +8 vs. AC, 1d8+2 x3 (brace, reach)
Melee Touch: +7, Ranged Touch: +5
Proficiency:
Armor – Light and Medium Armor, and shields
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Statistics
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Str 14 (+2), Dex 10 (+0, +2 belt), Con 12 (+1), Int 14 (+2), Wis 20 (+5, +2 band), Cha 14 (+2)
Base Atk +5; CMB +7; CMD 17
Skills (ACP -4) Appraise (2) +7, Diplomacy (4) +9, Heal (5) +12, Knowledge (Nobility, 1) +7, Knowledge (Planes; 3) +8, Knowledge (Religion; 5) +10, Linguistics (2) +7, Perception (3) +11, Profession (Investor and Lawyer, 1) +8, Sense Motive (2) +9, and Spellcraft (2) +7.
Languages Common (Taldene), Infernal, Dwarven, Celestial, and Varisian
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Feats
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Combat Casting: +4 on concentration checks for defensive casting
Sacred Summons: Can summon monster as Standard action if type/subtype is lawful
Scribe Scroll: Can write scrolls
Rapid Reload: Can reload as free action (light or hand)
Quick Channel: Can use two channel energy attempts to channel as move action
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Traits
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Fate’s Favored: +1 to any luck bonuses
Eyes and Ears of the City: +1 to Perception, and it is always a class skill.
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Gear (39/58 lb.)
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Backpack (Cleric's Kit) [Bedroll, flint and steel, 15 feet of chain, ink, inkpen, scroll pouch, soap (28 uses), Magnifying Glass, golden lock, rope, trail rations (5), water pouch (full capacity), candles (10), rope (10 ft), flint and steel, spell component pouch, shaving razor], Belt Pouch [Platinum rings (3), stale cookies (3)], Holy symbol of Abadar (key for golden lock), Merchants’ Scale, Healer’s Kit (10), Book Pouch [Of Gods and States, Balanced Scale], travel clothes (Karvosan style), Money Pouch [1,768 gp], antitoxin (2), empty sugar packet
0 Stubborn Nails, dust of concealing (1 use), circlet or persuasion (+3 to Cha-based checks).
Wondrous Items: Hat of Disguise, Headband of Wisdom (+2), Belt of Dexterity (+2)
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Special Abilities
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Favored Class Bonus: Cleric: +4 Hit Points, +3 skill points,
Racial Bonus Feat: Humans gain an additional feat at 1st level.
Cleric:
• Aura: A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).
• Spells: The cleric must prepare their spells in advance, has orisons, and can spontaneously cure wounds.
• Channel Energy 5/day DC 15, 4d6: Channels 4d6 positive energy.
• Domains: The cleric can choose two domains of their god.
o Protection Domain: +2 resistance bonus to all saving throws.
Resistant Touch (7/day): Can touch creature and grant them +2 to saving throws for 1 minute.
Domain Spells: 1st—sanctuary, 2nd—shield other, 3rd—protection from energy, 4th-spell immunity
o Law Domain:
Touch of Law (7/day): You can touch a willing creature as a standard action. All dice rolls are 11.
Domain Spells: 1st—protection from chaos, 2nd—align weapon (law only), 3rd—magic circle against chaos, 4th—order’s wrath
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Utility Abilities - Spells
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Cleric Spells Prepared (CL 7th, Concentration +11, or +15 if casting defensively. Time of day: mid-morning, or 6 AM. Often keeps a spell slot empty for cure or preparation later):
DC 14 + Spell level
4 - (1+1+1) Air Walk, Communal Protect from Energy (or Air Walk/sending/divination/summon monster IV), Domain (Spell Immunity)
3 - (2+1+1) Stone Shape, Glyph of Warding, empty (or locate object/Summon Monster III/stone shape/dispel magic/wind wall/enter image/speak w/dead) Domain (Protection from Energy)
2 - (2+1+1) Calm Emotions, Protection from Chaos, Hold Person, Domain (Shield Other)
1 - (4+2+1) Divine Favor, Liberating Command (+12), Bless, Sanctuary, Shield of Faith, empty (or Hide from Undead), Domain (Sanctuary)
0 - Light, Detect Magic, Create Water, Detect Poison
Cohort: Enrico:
Enrico Farwyn, old male Humanoid (human)
lnit +1; Perception +3
DEFENSE
AC 15, touch 12, flat-footed 14 (+3 armor, +1 deflection, +1 Dex)
hp 30 (6d8)
Fort+ 1, Ref +6, Will +6; +4 vs. bardic performance, language-dependent, and sonic
OFFENSE
Speed 30 ft.
Melee mwk rapier +6 (1d6/18-20)
Ranged dagger +5 (1d4/19-20)
Special Attacks bardic performance 18 rounds/day (counter-song, distraction, fascinate, inspire competence +2, inspire courage +2, suggestion)
Bard Spells Known (CL 6th; concentration + 10)
2nd (4/day)- Alter self, detect thoughts (DC 16), minor image (DC 16), suggestion (DC 16)
1st (5/day)- Comprehend languages, disguise self, silent image (DC 16), ventriloquism (DC 16)
0 (at will)- Dancing lights, detect magic, ghost sound (DC 15), message
During Combat, Enrico uses his potion of invisibility to hide and minor image to make illusory combatants to distract or possibly disperse the enemy. If pressed, he uses suggestion to make his enemies leave the fight or otherwise scatter. Not having the advantage of his old healthy body, Enrico utilizes magic and called shots to greater effect.
STATISTICS
Str 10, Dex 13, Con 8, lnt 14, Wis 12, Cha 18
Base Atk +4; CMB +4; CMD 16
Feats Spell Focus (illusion), Weapon Finesse, Combat Expertise, Improved Called Shot (+8)
Skills Acrobatics +6, Craft (Cooking) +8, Escape Artist +10, Knowledge (arcana) +8, Knowledge (History) +10, Knowledge (local) +12, Knowledge (nobility) +12, Perception +3, Perform (act, oratory) +13, Perform (string) + 13, Sense Motive +10, Spellcraft +8, Stealth +10
Languages Common, Varisian, Elven
SQ bardic knowledge +3, lore master 1/day, versatile performance (act, oratory)
Combat Gear elixir of truth, potion of cure light wounds, potions of invisibility (2); Other Gear +11eather armor, masterwork rapier, dagger, ring of protection +1, harp, 13 gp
Born from the landed nobility of House Azirian, Perry’s bloodline is nothing but not impeccable and blue. With such an ancestry and upbringing, Perry served as the second and final son to Lord Aldeferi Azirian, and was groomed to inherit the lord’s booming fabrics and import business while his older son would serve as the lord of the landing estates granted to them through generations of living and ruling in Karvosa. Young Perry (along with his older brother Adrian) excelled in his respective role, and when he approached marriageable age, solidified his business with a marriage into the clergy of Abadar, adopting the faith formally.
An imposing and influential figure, Lord Perry is seldom seen without his tutor-turned-butler Enrico, or his charming wife Emma as he goes about his secular and religious duties. Taking an proactive role in administration, Perry always loves to see his work's results taking place on the world.
Backstory snippets:
1. When he was young, Perry's father often took him along when he had business in Cheliax (Westcrown, specifically). The air he tasted from the nobility stationed in the 'garbage bin of Cheliax' never gave him a good impression of Cheliax that persisted to adulthood. His older brother shared the same feeling, and the two were for the most part inseparable.
2. (7 Years old) Accompanying his mother in the opening of an orphanage they funded in the slums of Karvosa, he was kidnapped by slavers who had their base of operations in Kaer Maga. Selling him to an underground slave circle, Perry had no better idea than to leave a trail of his own torn clothes. Eventually the trail was found by his brother, who recruited a Knight-Errant, Sir Leoned, Paladin of Iomedae who was investigating the ring. Sir Leoned became (ever since) a close friend to House Arizian.
3. (15 Years old) As Perry grew into his teenage years, he was taught by a Chelaxian private tutor named Enrico, who spent his early years as a wandering minstrel and tale-spinner before settling in Karvosa. In his late teens, Perry's father suffered from a fever that ended his life. Forced into handling his inheritance in his seventeenth year, Perry had the invaluable aid of Enrico (whom he offered a position as his majordomo) to manage his father's empire of importing and refining textile and fabrics.
4. (15-19 Years old) Showing business acumen, Perry began funding adventurer expeditions into the ruins of Karvosa, and offered to cover their medical and supply insurances. Such a deal eventually gave way to him 'sponsoring' his own adventurer guild, which often resulted in conflict with the notorious Pathfinder Society due to his guild coming to acquire ancient relics that were almost invaluable. Selling few on public auctions, Perry managed to expand his business into archaeological pursuits, and then into weaponry and smithy-work.
5. (23-25 Years old) passed, and the empire of House Arizian expanded into alchemy by virtue of discovery of several pools of magical liquids in the ruins of Varisia, as well as absorbing smaller adventurer guilds. It was then did a terrible thing happen in a settlement at the easternmost outskirts of Varisia: a large orcish raid descended on a settlement and left no survivors. Investigating with Enrico and Sir Leonid, Perry learned of the capture of the civilian-folk by the orcs, and put out a bounty for the orcs of Deadeye Wall (a region in Belkzen close to the Varisian border), with five gold coins per orc right ear, and a substantive reward for the rescue of the village-folk. This proved to be an opportunity to absorb more scattered adventurers into his fold, and the operation was successful. Perry himself joined the fight, although his lack of training showed when an she-orc attacked him--Sir Leonid defended Perry, and in the effort lost his right eye against the she-orc. Apparently the wife of a warlord, Perry captured her and took whatever amount of orcs he managed to capture with him back to Karvosa for judgment.
Perry learned then that the court of Karvosa normally did not sentence orcs by law (although they did not regret passing execution), and the court-appointed defense explained to the young noble privately that Karvosa cannot pass judgement on those who do not follow her laws, are part of the city-state, or are outside her borders. By Karvosan (and therefore, Cheliaxian) law, they cannot be guilty. This did nothing to amend Perry's view of Cheliax.
After exploring and researching about Abadarian law, he learned that divine law is most unlike secular law: while secular law admits authority over regional or temporal areas, divine law transcends all such concerns: by Abadarian law, they were guilty. Adopting the faith on principle, he studied divine law under the church for four years.
6. (29-30 Years old) Perry's research blossomed into marriage with a clerk named Emma who served the church. It was a match made in Axis: both were passionate about their businesses, she was of minor nobility, and her house were most pleased to be tied in blood with the wealthy and influential Arizians. Perry worked as a lawyer under the church for ten years while balancing his personal business, and then he was approached by the church to rise in the ranks of the divine job grade (as it were). Serving as a church adviser (and dabbling in banking) for six years, he ascended in its ranks as a cleric. Taking care to give back to his city (and to others), Perry expanded his father's business with the aid of his brother (now abroad and doing well in Absalom) into a conglomerate covering textiles, smith-work, foodstuffs, shipping, and one with its own adventurer guild.
7. (32 Years old) Taking leave for the purposes of spreading the faith (and his business) in the settlements at the strange places in Varisia, he and Enrico came across areas infested by monsters and highway bandits--all creatures that see no benefit in law and good order (and worst of all, disrupt business). Commissioning a relief and support effort, he used his company's resources to rebuild the settlement and support it by a standing and organized milita, and pacified several bandit gangs that he deemed were the most malleable. Coming to appreciate the good handiwork of the Erastilian clerics that aided him, he came to love building houses and managing projects.
8. (34-36 Years old) The success story was not to last forever, though. His wealth attracted the eyes of his house's relatives in Westcrown, who moved to Karvosa. Attempting to use their bloodline as leverage, they took jobs in his company and started employing their relatives, even flooding the company with false names and undermining his relationship with his brother. Wishing to get rid of them but not to betray his kin, Perry sent them to the failing branch of his company in Riddleport, hoping that they would either improve the branch's work (therefore he and his brother would benefit), or that they would fail and surrender (ridding him of their works). They succeeded, however, and began to contest his authority once more. This eventually lead to him having to divide up the ownership of the company between he, his brother, and them at a rate that disfavored Perry over several long court battles. Now rid of them, he tried to salvage what assets remained to him and started trying to rebuild what he lost.
9. (42 Years old) Despite being in a more financially uncertain position, Perry's passion and tendency to take the initiative in business have not left him: hearing in the court of King Eodred II's effort to reestablish the Bloodsworn Vale trade route, he made his intentions as a noble (and an investor) known to the court. Some shook their heads in sympathy, and some laughed, whispering that "Lord Percival is desperate", "trying to get back his power by getting himself killed", "Why does he think the place was abandoned several times?", and "Sir Tolgrith himself is failing. The place needs a soldier, not a merchant."
But Perry was never one to doubt himself: informing the priesthood of his intentions, they wished him the best of luck, gave him their blessings, and promised support as soon as he was settled. Promising Emma that his work will not take too long, he set off to the Vale. Sir Leonid was nowhere to be heard of once he left on the road, calculating what the new settlements might need, accompanied by his trusted aide.
10. (43 Years old) Perry's task in restoring the Vale and annexing it under the Korvosan throne was a success with flying colors. With the aid of friends old and new, he managed to heal the Vale from its ills and establish rule of law in it as a governor. Now Count Arizian, Percival invited his wife Emma to join him as he established a new settlement at the western bank of the Coldrun river and rule over the land justly and fairly with his friends and allies, while pushing back the dark dreams he began to experience.