Elf

Llennear Tir'Vesson's page

4 posts. Alias of Bathmat Djinn.


Full Name

Father Llennear Tir'Vesson

Race

Elf

Classes/Levels

Cleric 1

Gender

Male

Size

Medium

Age

124

Alignment

Lawful Good

Deity

Erastil

Location

Sandpoint

Languages

Common, Elven

Occupation

Priest of Erastil

Strength 14
Dexterity 16
Constitution 10
Intelligence 10
Wisdom 16
Charisma 10

About Llennear Tir'Vesson

Stat Block:
Father Llennear Tir'vesson
Male Elf Cleric 1
LG Medium humanoid (elf)
Hero Points 1
Init +3; Senses low-light vision; Perception +7
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 9 (1d8+1)
Fort +2, Ref +3, Will +5; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
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Offense
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Speed 20 ft.
Melee rapier +2 (1d6+2/18-20/×2)
Ranged composite longbow +3 (1d8/×3)
Special Attacks Channel Energy 1d6
Spell-Like Abilities
. . 6/day—touch of good
Cleric Spells Prepared (CL 1st; concentration +4):
1st (2/day)—protection from evil, bless, forbid action (DC 14)
0 (at will)—detect magic, create water, read magic
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Statistics
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Str 14, Dex 16, Con 10, Int 10, Wis 16, Cha 10
Base Atk +0; CMB +2; CMD 15
Feats Big Game Hunter, Point-Blank Shot
Traits child of the temple, monster hunter
Skills Heal +7, Perception +7; Racial Modifiers +3 Perception
Languages Common, Elven
SQ aura, domains (feather, good), elven magic, eyes of the hawk, hero points, spontaneous casting
Other Gear Hide armor, Longbow, Comp. (Str +0), Rapier, Backpack (29 @ 34.5 lbs), Bedroll, Belt pouch (3 @ 0.1 lbs), Candle (10), Flint and steel, Holy symbol, wooden (Stag's Head), Rope, Soap, Spell component pouch, Torch (10), Trail rations (5), Waterskin, 5 GP
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Special Abilities
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Big Game Hunter +1 to hit, +2 to damage Large or larger creatures.
Cleric Channel Positive Energy 1d6 (3/day) (DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Feather) Associated Domain: Animal

Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Cleric Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Eyes of the Hawk (+1 Perception / +2 Init.) (Su) +1 Perception, +2 Initiative during a surprise round.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Monster Hunter +1 attack & damage against aberrations & magical beasts.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Touch of Good (6/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1r.

A physical description:

Llennear has severe features, even for an elf. His dark black hair falls to his jaw line, and his angular face is broken by a long scar down the bridge of his nose. He wears hide armor crafted from a stag he himself hunted and sewn by the local leather worker of Sandpoint. The only non-necessary adornment on his figure is the fig leaf broach pinned to his pauldron; the last artifact of his time among his own race and his parents.

Describe your personality:

Llennear, or "Llenn" among the acolytes of Erastil, has adopted some of the traits of humanity having grown up among the clerics of Erastil as a child. As he grows older, though, watching his friends and adopted family members die of old age has worn away the enthusiasm the young elf once had for his new surroundings.

Being forced to accept great loss at such a young age has hardened Llenn, but also given him an empathy that otherwise isn't found in elves his age. As he has grown older, Llenn has taken it upon himself to act as a surrogate father figure for the younger human clerics in the order and, as an extension, feels protective of local Sandpoint as well.

Describe your background:

Llennear wasn't born in human lands. His people, the Mierani elves, live among the Mierani forest and its ancient redwoods. It was in one of these scattered towns that he was born to parents he barely remembers.

Even the few memories he still has are tainted by the night of their deaths. The elves joined a caravan heading to a nearby Varisian town to sell his mother's recent batch of trinkets and baubles. He lay asleep in a wagon, too tired to keep his eyes open for the entire ride.

Llenn awoke to screams, fire, and chaos. Frightened of what could cause the devastation, the young elf ran into the nearby woods and hid. When the chaos calmed down, he went back, only to find his parents' bodies along with dozens of others elves and humans alike.

Paralyzed by grief, the young elf clutched at one of his mother's trinkets, a fig leaf shaped broach, and sat in the wagon for what seemed like hours.

A cleric of Erastil came upon the scene and saw the young elf quivering in the dark. The man, Father Gherholdt Vestari, brought him back to Sandpoint and the small lodge built by the clerics of Erastil outside the city.

Here, he was raised in the way of the faith, and, eventually, became the head cleric of the local order having outlived all of his teachers and peers.

Llenn has come to think of Sandpoint as his home, and he gladly visits the local farmers and hunters of the area. Still, something calls to him. The wilds must be kept in check, and the mystery of his parents' deaths might just have something to do with his divine mission.

The elf has enjoyed the company of his fellow clerics, but the day where he leaves his acolytes is coming soon.

What motivates you?:

Llenn is motivated by the protection of his adopted city and people from the danger that surrounds it. He also has lingering doubts about his parents' deaths and wishes to find closure in that regard.

What is your greatest fear?:

That Sandpoint will fall by the unchecked wilds around it and it will be his fault because he abandoned his post.

What is your greatest wish?:

Llenn's greatest wish would be to discover the cause of the death of his parents, deal with it, and be able to devote himself 100% to the defense and nurturing of Sandpoint.

What is the moral line you would never cross?:

Killing intelligent life in cold blood.