Consortium Agent

Lord Aroden's page

67 posts. Alias of Dharman.


Full Name

Lord Aroden Neverion

Race

Gillman

Classes/Levels

Cleric 8

Gender

Male

Size

M

Age

Unknown (appears early twenties)

Special Abilities

See Gillman Section

Alignment

Lawful Good

Deity

Imoedae

Location

Taldor

Languages

Common, Ancient Azlanti

Occupation

Pegasus Knight of the 5th Circle of Imoeade

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

About Lord Aroden

ARODEN
Male human Cleric 8 of Iomedae
LG Medium humanoid Gillman (as Human +1 HP per level)
Init +0 ; Senses Perception +9

==DEFENSE==
AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield)
AC 22 w/Magic Vestment +2 to armor and shield. (16 hours/day)
hp 56 (8d8+8) (64 HP w/Divine Power)
Fort +6, Ref +2, Will +10

==OFFENSE==
Spd 20 ft./x4
Melee +1 Holy Longsword +10/+5 1d8+4 (+2d6 vs evil)
W/ Divine Power (BAB +6/+1 +1 Ench Weapon, +3 Str, +2 Luck)
= +13/+13/+7 to hit 1d8+6 dmg

==STATISTICS==
Str 16, Dex 10, Con 10, Int 10, Wis 18, Cha 14
Base Atk +6, Cmb +9 Cmd +19

Gillman special abilties:

• Amphibious (Ex): Gillmen can breathe both air and water.
• Sleek Swimmer (Ex): Gillmen gain a Swim speed of 30.
• Water Dependent (Ex): A gillman’s body requires constant submersion in fresh or salt water. Any gillman who spends more than a full day without fully submerging himself in water risks internal organ failure, painful cracking of the skin,and death within 4d6 hours.
• Skills: A gillman has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. He can always chose to take 10 on a Swim check, even if distracted or endangered. He can use the run action while swimming, provided he swims in a straight line.

Feats:

Feats
• Cleric: Armor Proficiency (Light) (PFCR 118)
• Cleric: Armor Proficiency (Medium) (PFCR 118)
• Cleric: Leadership (Domain Bonus) (PFCR 129-130)
• Cleric: Shield Proficiency (PFCR 133)
• L1 Human bonus: Gillman (FCCS p18)
• L1 Battle Priest (UndF 2)
• L3 Companion Figurine(Classic Treasures p25)
• L5 Selective Channeling (PFCR 132-133)
• L7 Extra Channel (PFCR 124-125)

Bouns Feats from Battle Priest:

Feats from Battle Preist (Lose domain spell 1-4 level)
• L1 Spellslot: Martial Weapon Proficiency (PFCR 130)
• L2 Spellslot: Mounted Combat (PFCR 131)
• L3 Spellslot: Ride By Attack (PFCR 132)
• L4 Spellslot: Power Attack (PFCR 131)
(Note War Domain allows the use of any Combat feat for 8 times per day)

Skills and Languages:

Skills:
Diplomacy 6 ranks, +2 Cha +3 Class skill = +12,
Knowledge: Nobility 2 ranks, +0 int, +3 Class = +5,
Knowledge: Azlanti 2 ranks, +0 int, +3 Class = +5,
Perception 5 ranks = +4 Wiz = +9,
Ride 7 ranks +0 Dex, = 7, (modified by armor)
Swim 3 ranks +3, Strenght +3, Gillman +8 = 14, (modified by armor)
Handle Animal 1 rank, +2 Cha, = 3

Languages: Common, High Azlanti


Class Abilities:
]
• AURA - A Cleric of radiates a powerful aura of Lawful Good. (PFCR 39).
• CHANNEL ENERGY - You channel positive energy allowing you to either heal the living or harm the undead for 4d6. Affects 30 ft. radius from cleric. Will save DC 16 to halve damage. Standard action. 9 times per day. Does not provoke Attacks of Opportunity. (PFCR 40).
• CLERIC BONUS LANGUAGES - A cleric’s bonus language options include Celestial, Abyssal, and Infernal regardless of race. (PFCR 41).
• CLERIC ORISONS - Pick your 0-level spells. You can cast these at will. (PFCR 41).
• CLERIC SPELLS - The cleric casts divine spells drawn from the Cleric spell list, as listed in PFCR 226-229. The cleric must meditate and pray for an hour each day to regain spells. (PFCR 39-40).
• CLERIC SPONTANEOUS CASTING - A Good cleric can swap prepared spells for spells with "cure" in the name. An evil cleric can swap out prepared spells for "inflict" spells. A neutral cleric of a neutral god can choose one or the other upon taking the Cleric class. (PFCR 41).
• CLERIC WEAPONS AND ARMOR - All simple weapons, all types of armor, shields (except tower shields), and favored weapon of deity -- . (PFCR 39).

Domain powers:

• DOMAIN POWERS - Each of the cleric's chosen domains grants domain powers.
Nobility
- Inspiring Word (Sp) - +2 morale bonus to attack rolls, skill and ability checks and saving throws to one creature within 30 ft. for 4 rounds. Standard action. 7 times per day. [PFCR 46]
- Leadership (Ex) - Gain Leadership as a bonus feat. +2 on leadership score if you keep faith. [PFCR 46]
War
- Battle Rage (Sp) - Touch grants a creature melee damage bonus 4 for 1 round. Standard action. 7 times per day. [PFCR 48]
- Weapon Master (Su) - Gain the use of a combat feat for 8 rounds (need not be consecutive). Must meet pre-requisites.
(PFCR 40-41).

Traits:

Traits • Natural-Born Leader (Social) - Cohorts and followers get +1 morale bonus vs. mind-effecting. You get +1 leadership score. (PFCT 6)

Spells per Level w 18 Wiz: [L0: 4],[L1: 5],[L2:4],[L3: 4],[L4: 3]

Commonly Memorized Spells:

L0 Osirons
Create Water
Stabalize
Mend
Read magic

L1 Spells
Divine Favor
Divine Favor
Detect Evil
Detect Evil
Comprehend Languaes

L2 Spells
Bulls Strength
Enthrall
Remove Paralasis
Zone of Truth

L3 Spells
Magic Vestement
Magic Vestement
Create food and Water

L4 Spells
Divine Power
Divine Power
Divine Power


Equipment:

Figurine of Wondrous Power: Pegasus 10,000gp
Backpack of Holding (Bag of Holding type I 250lbs) 2,500 gp
Rod of Extend Metamagic (lesser) 3,000 gp
Azlanti Holy Sword (+1 Holy Longsword) 18,333 gp
Chainmail: 150 gp
Shield, Heavy Steel: 9gp
Bedroll, 5sp (in bag)
Rope, Hemp 50' 5 sp (in bag)
Tent 10gp (in bag)
Spikes and Hammer 5 gp (in bag)
Light folding chair x2 5gp (in bag)
Small folding cot 3 gp (in bag)
Small folding table 3 gp (in bag)
Two bulleye lanters 24gp,Continual Light cast within (in bag)
Assorted Dishes and Silverware 5 gp (in bag)