About Wayilant ArdenHero Points: 3
Cleric Spells Prepared (CL 4th)
Background Skills 2/Level
SQ:
Weapon and Armor Proficiency
Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities. Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details). Channel Energy (Su) Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting). Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. Domains A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies. Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously. In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action. Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Dazing Touch (Sp) You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Spontaneous Casting A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name). An evil cleric (or a neutral cleric of an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name). A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy). Racial Traits +2 Wis, +2 Cha; Native Outsider, Medium, Normal Speed, Darkvision, Skilled, Spell-like Ability, Celestial Resistances, Languages. ------- Traits Charming (Social) and Fencer (Combat). ------- Items A cleric's kit (includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol), an additional belt pouch (with a letter describing The Flagon Slayers), a holy text (Placard of Wisdom), 2x ink pens, 2x ink vials, a grappling hook, a gallon of applejack, a copper tankard, a canteen, a groomer's kit (includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder), an elixir of fire breath, a healer's kit (9/10 uses), a pewter flask, and a “Azan-gund” runed whistle. Combat Gear A rapier, a buckler, a light crossbow, with 10 crosbow bolts, and a set of chainmail armor. Julie's Items 'Princess' doll, 14 small jacks, small bag of spherical stones, a locket with a pony on the front of it, a jump rope, 10 hair ribbons, a small toy fencing sword with a scabbard, an extra LARGE chocolate bar. Wealth (1516 gp, 16cp) Carrying Capacity Light (50 lbs or less); Medium (51-100 lbs.); Heavy (150-200 lbs.) Current Load: 76 Height 6'2", Weight 180 lbs., Eyes Midnight Blue, Hair Brown ============================================== Background:
Wayilant Arden was born in 4684 AR, in the northern country of Lastfall. The aasimar is the only child of Knight-General Barbara Arden, a high-ranking paladin within the Iomedaen faith. Barbara never talked about Wayilant's father, other than he was a bastard and seducer (Nightfiend, feel free to invent Wayilant's father anyway you wish.) The only joy Barbara took from the unplanned birth of her son is that he was an aasimar, a human with a reemergence of celestial blood from a distant blood relative. According to Arden family lore, this being was called a movanic deva named Arden.
Barbara Arden raised her aasimar son in the iomedaen church, following their values and many, many rules. Many of Wayilant's teachers and instructors have labeled the aasimar 'spiritually lazy' when compared to the litany of iomedaen edicts and commandments. Despite his many protests and some outright arguments with his mother, Wayilant grew up as an acolyte in the church of Iomedae. One day, while re-organizing a library of religious text, Wayilant found a strange wooden sign among the tomes and books. When asking about the wooden sign, a disinterested iomedaen cleric explained it was a 'Placard of Wisdom' from the faith of Cayden Cailean, Drunk God of Luck and Adventurers, and was ordered to put it with that night's firewood. Drawn to the extremely simple suggestions, not really rules, of the placard; Wayilant hid the placard away, eventually hiding it in his room. The aasimar was transfixed by the utter simplicity of The Placard of Wisdom. There were no rules of marriage, prisoner care, or proper sock length. It just simply outlined a easy path to Elysium, a higher realm similar to Heaven, but much less focused on Law. From that moment on, Wayilant became even more of a rule-bender. The young aasimar acolyte did the bare minimum to his elder's chagrin. The only tasks he truly kept up on was his swordsman lessons. Barbara noticed more backtalk and attempts to seduce female acolytes from her son, which brought thought's of Wayilant's long distant father to mind. As soon as he was of age, Wayilant did not enroll to become a paladin or even a cleric, but left Lastwall with what meager money he had and headed south. The final night in his mother's presence was tense and full of heated words. Over the next several years, Wayilant traveled south of Lastwall. He often worked at several alehouses, drinking halls, and taverns. All the while learning what was needed to keep a successful tavern running, how to make regional alcoholic drinks, all the while learning about the author of The Placard of Wisdom, Cayden Cailean. About strong connection to his faithful and The Material Plane despite his ascension. Eventually, cleric Wayliant Arden entered The Rusty Flagon a full caydenite, who could bar-tend and clean a tavern with the best of them, and became richer from the experience. Personality:
Wayliant is always ready with an encouraging word or funny (to him) joke during times of stress and hardship. The cleric takes joy in his work, seeing a face light up serving a drink to a worker how just came off shift. Wayliant sees working as a bartender a breeze compared to his life of rules and regulations growing up. Even tending to injuries of a barfight aftermath are virtues the cleric wishes to impart and practice, for good-natured barfights are the closest the caydenite faith has to sacraments. Despite his rocky relationship, Wayliant still loves his mother and writes to her when he knows of a wagon driving up to Lastwall. The aasimar enjoys the benefits his celestially-fueled good looks give him. Wayliant has no problem serving iomdeans, understanding where they are coming from. he just makes sure not to mention his 'famous' last name. Jobs in Ustalav:
“Lost Minimum Wage Guy:” On the seventh page, second entry: The curator of the Quarterfaux Archive’s Museum, which is a subdivision of the archive, is requesting help locating a missing assistant. The contract offers round trip accommodations aboard a merchant vessel to Caliphas and four paid nights at a location of the group’s choice. The contract offers 1,000 gp on completion, with another 1,000 gp if the assistant is returned. The contract is sponsored by the Quarterfaux Archive. The listed contact is the museum’s curator Cynthia Nail.
“No More Squatters:” On the sixth page, first entry: A request to investigate and eliminate suspected cult activity north of Caliphas, in Ustalav, stands out as one of the higher paying contracts. The contract provides comfortable round-trip travel and accommodations at the Vodavani Lodge for the group’s entire stay. The contract offers 2,000 gp upon conformation of the cult and another 6,000 gp if they are eliminated. The sponsor for the contract is the Royal House of Ordranti. The listed contact is Lord Leopold the III. |