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Age of Worms - Character Spot
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<blockquote data-quote="Axel" data-source="post: 5614715" data-attributes="member: 93196"><p>[sblock=Arveduin ]</p><p>[sblock=Game Info]</p><p>Race: Human</p><p>Class: Cleric <span style="color: white">(favored)</span></p><p>Level: 2</p><p>Hero Points: 1</p><p>Alignment: Neutral Good</p><p>Languages: Common, Celestial</p><p>Deity: Pelor[/sblock]</p><p>[sblock=Abilities]</p><p>STR: 12 (+1)</p><p>DEX: 8(-1) </p><p>CON: 14 (+2)</p><p>INT: 12 (+1)</p><p>WIS: 16 (+3)</p><p>CHA: 17 (+3)</p><p>[/sblock]</p><p>[sblock=Combat]</p><p>HP: 13 = [2d8=9] + 4 (CON) + 0 (favored class bonus)</p><p>AC: 17 = 10 + 6 (armor) + 2 (shield) - 1 (DEX), </p><p>AC Touch: 9 = 10 - 1 (DEX)</p><p>AC Flatfooted: 17 = 10 + 6 (armor) + 2 (shield) - 1 (DEX)</p><p>INIT: -1 = -1 (DEX)</p><p>BAB: +1 = +1 (Cleric 2)</p><p>CMB: +2 = +1 (STR) + 1 (BAB)</p><p>CMD: 11 = 10 + 1 (STR) - 1 (DEX) + 1 (BAB)</p><p>Fort: +5 = +3 (base) + 2 (CON)</p><p>Reflex: -1 = +0 (base) - 1 (DEX)</p><p>Will: +6 = +3 (base) + 3 (WIS)</p><p>Speed: 20' (medium armour) </p><p>Damage Reduction: none</p><p>Spell Resistance: none[/sblock]</p><p>[sblock=Weapon Stats]</p><p><strong>Melee:</strong></p><p>Morningstar: +2 = +1 (BAB) + 1 (STR) / DMG = 1d8+1(S), CRIT x2</p><p>Dagger: +2 = +1 (BAB) + 1 (STR) / DMG = 1d4+1(S), CRIT 19-20x2</p><p><strong>Ranged:</strong></p><p>Dagger: 0 = +1 (BAB) - 1 (DEX) / DMG = 1d4+1(S), CRIT 19-20x2, range 10'[/sblock]</p><p>[sblock=Racial Traits]</p><p>+2 to 1 ability score (Wis) - included above</p><p>Medium creature</p><p>30' movement</p><p>1 bonus feat</p><p>1 additional skill point per level</p><p>Common language[/sblock]</p><p>[sblock=Class Features]</p><p>Aura: Moderate Good</p><p>Channel Positive Energy 1d6 + 3 (CHA) + 1 (Cleric 2) [6 times/day] Orisons</p><p>Divine Spellcasting</p><p><span style="color: white">Spontaneous Casting: Cure Spells</span></p><p><span style="color: white">Alignment Spells: may not cast "evil" spells</span></p><p><span style="color: white">Domains:</span></p><p><span style="color: white">Repose, Sun</span> </p><p>Spell Save DC = 10 + 3 (WIS) + spell level</p><p>Spells per day (incl. bonus spells):</p><p>Level 0: 4</p><p>Level 1: 3+1[/sblock]</p><p>[sblock=Feats & Traits]</p><p><strong>Feats:</strong></p><p>Racial - Selective Channeling</p><p>Choose up to Charisma modifier (3) targets. These are not affected by the </p><p>energy channel.</p><p>1st lvl - Turn Undead</p><p>Use a channel to cause all undead within 30' to flee as if panicked. Will </p><p>save negates [DC = 14 + 1 (Cleric 2) + 3 (Cha)]. Undead that fail flee </p><p>for 1 minute. Intelligent undead receive new save each round.</p><p> </p><p><strong>Traits:</strong></p><p>a) Ear for Music</p><p>+1 bonus to Perform (sing). +2 Knowledge (local) where art or music scene is involved</p><p>b) Child of the temple</p><p>+1 Knowledge (nobility). +1 Knowledge (religion). Knowledge (religion) is </p><p>always a class skill[/sblock]</p><p>[sblock=Skills]</p><p>Skill Points: 10 = [2 (class)/lvl = 4] + 2 (INT) + 2 (human) + 2 (favoured class bonus) </p><p>Max Ranks: 2</p><p>ACP: -5: -3 (MW breastplate) - 2 (heavy shield) </p><p>[code]</p><p>Skill List:</p><p>Acrobatics -6 = +0 [ranks] +0 [class skill] -1 [DEX] +0 [misc] -5 [ACP]</p><p>Appraise +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]</p><p>Bluff +3 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc]</p><p>Climb -4 = +0 [ranks] +0 [class skill] +1 [STR] +0 [misc] -5 [ACP]</p><p>Craft +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]</p><p>Diplomacy +3 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc]</p><p>Disable Device -6 = +0 [ranks] +0 [class skill] -1 [DEX] +0 [misc] -5 [ACP]</p><p>Disguise +3 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc]</p><p>Escape Artist -6 = +0 [ranks] +0 [class skill] -1 [DEX] +0 [misc] -5 [ACP]</p><p>Fly -6 = +0 [ranks] +0 [class skill] -1 [DEX] +0 [misc] -5 [ACP]</p><p>Handle Animal +3 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc]</p><p>Heal +8 = +2 [ranks] +3 [class skill] +3 [WIS] +0 [misc]</p><p>Intimidate -2 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc] -5 [ACP]</p><p>Know(Arcana) +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]</p><p>Know(Dngnrng) +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]</p><p>Know(Engnrng) +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]</p><p>Know(Geography) +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]</p><p>Know(History) +5 = +1 [ranks] +3 [class skill] +1 [INT] +0 [misc]</p><p>Know(Local) +1 = +0 [ranks] +0 [class skill] +1 [INT] +2* [misc]</p><p>Know(Nature) +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]</p><p>Know(Nobility) +6 = +1 [ranks] +3 [class skill] +1 [INT] +1 [misc]</p><p>Know(Planes) +5 = +1 [ranks] +3 [class skill] +1 [INT] +0 [misc]</p><p>Know(Religion) +7 = +2 [ranks] +3 [class skill] +1 [INT] +1 [misc]</p><p>Linguistics +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]</p><p>Perception +3 = +0 [ranks] +0 [class skill] +3 [WIS] +0 [misc]</p><p>Perform (sing) +1 = +1 [ranks] +0 [class skill] +3 [CHA] +1 [misc]</p><p>Profession +3 = +0 [ranks] +0 [class skill] +3 [WIS] +0 [misc]</p><p>Ride -6 = +0 [ranks] +0 [class skill] -1 [DEX] +0 [misc] -5 [ACP]</p><p>Sense Motive +8 = +2 [ranks] +3 [class skill] +3 [WIS] +0 [misc]</p><p>Sleight of Hand -6 = +0 [ranks] +0 [class skill] -1 [DEX] +0 [misc] -5 [ACP]</p><p>Spellcraft +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc]</p><p>Stealth -6 = +0 [ranks] +0 [class skill] -1 [DEX] +0 [misc] -5 [ACP]</p><p>Survival +3 = +0 [ranks] +0 [class skill] +3 [WIS] +0 [misc]</p><p>Swim -4 = +0 [ranks] +0 [class skill] +1 [STR] +0 [misc] -5 [ACP]</p><p>Use Magic Device +3 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc][/code] [/sblock]</p><p>[sblock=Equipment]</p><p>[code]</p><p>Equipment Cost Weight</p><p>Masterwork Breastplate 400gp 30lbs</p><p>Heavy wood shield 20gp 10lbs</p><p>Morningstar 8gp 6lbs</p><p>Dagger 2gp 1lb</p><p>Backpack 2gp 2lbs</p><p>Bedroll 1sp 5lbs</p><p>Candle x5 5cp --</p><p>[COLOR=white]Case, scroll 1gp 0.5lbs[/COLOR]</p><p>[COLOR=white]- scrolls(2):CLW(1d8+1) 50gp --[/COLOR]</p><p>Flint & Steel 1gp --</p><p>Belt Pouch 1gp 0.5lbs</p><p>Trail Rations x3 15sp 3lbs</p><p>Waterskin 1gp 4lbs</p><p>Holy Water x3 75gp 3lbs</p><p>Holy Symbol (wooden) 1gp --</p><p>Healer's Kit (10 uses) 50gp 1lb</p><p>Cleric's vestments 5gp 6lbs</p><p>Explorer's outfit (worn) free -- [/code]</p><p>Treasure: <strong><span style="color: white">23gp, 3sp, 5cp</span></strong> Gems:</p><p>Total weight carried:<span style="color: white">72 lbs</span> (medium)</p><p>Maximum weight possible: 160 lbs[/sblock]</p><p>[sblock=Details]</p><p>Size: Medium</p><p>Gender: Male</p><p>Age: 32</p><p>Height: 5'11"</p><p>Weight: 150 lbs</p><p>Hair Color: Black</p><p>Eye Color: Grey</p><p>Skin Color: Pale white</p><p> </p><p> </p><p><strong>Appearance:</strong> Arveduin has shoulder length, straight black hair that frames his gaunt, square jawed face. His grey eyes are piercing, and often unnerve </p><p>those with something to hide. His height and lack of great physical stature </p><p>is compensated for by wearing church panoplia wherever and whenever he can. </p><p> </p><p>In-town or in an unthreatening environment, he dresses in golden yellow robes with a black barbican insignia on the right breast. On the occassions he is required to don arms and armour, his breastplate (a legacy from his father, and the only item of his parents that he possesses) is polished to a shine. </p><p> </p><p> </p><p><strong>Deamenaor:</strong> Arveduin smiles seldomly and is described in polite circles as </p><p>humourless. He is frank, to the point and honest to a fault in a conversation where he is asked an opinion or has any competence. If not </p><p>questioned directly, or the subject at hand is outside his experiences and </p><p>skills he will remain silent and listen. Arveduin's passion for his god and </p><p>it's sacred rites is second to nothing. He will defend his beliefs to his </p><p>last breath.</p><p> </p><p>Arveduin's voice is a deep bass, which he uses to good effect in creating a commanding presence. He is also a competent singer, preferring to sing his praises to his god in the hour before dawn, rather than silent contemplation as some of his colleagues prefer.[/sblock] </p><p>[sblock=Background]</p><p>Arveduin knew his parents for just a few years...both were Paladins in the </p><p>service of Pelor. As he has come to understand with age and experience, </p><p>there are no old Paladins, and he was lucky to have the time he did.</p><p> </p><p>Owing to his parent's death in service to the church, Arveduin was raised in Pelor's monastary a day's ride from the Free City. He learned to place his faith in Pelor absolutely and developed a great respect for all living things under the sun. </p><p> </p><p>Arveduin's mentor in the monastery was an older priest, who taught patience in all things. He also inducted Arveduin into the sect that calls itself the Guardians of the Gate. The Guardians hold that the great Gate between the realm of the living and the real of the dead should remain closed at all times. The death of a living creature is sometimes unfortunate, sometimes just and always deserved. Conversely, undeath is an abomination to the Guardians. Once dead, a creature must stay dead.</p><p> </p><p>Arveduin has received several postings and assignments in his life, all </p><p>associated with the goals of the Guardians of the Gate, or driving off the </p><p>undead, or investigating unnatural activities. His faith in the strength of </p><p>the sun and the light has been undimmed throughout the hard times and the good times.[/sblock] [/sblock]</p></blockquote><p></p>
[QUOTE="Axel, post: 5614715, member: 93196"] [sblock=Arveduin ] [sblock=Game Info] Race: Human Class: Cleric [COLOR=white](favored)[/COLOR] Level: 2 Hero Points: 1 Alignment: Neutral Good Languages: Common, Celestial Deity: Pelor[/sblock] [sblock=Abilities] STR: 12 (+1) DEX: 8(-1) CON: 14 (+2) INT: 12 (+1) WIS: 16 (+3) CHA: 17 (+3) [/sblock] [sblock=Combat] HP: 13 = [2d8=9] + 4 (CON) + 0 (favored class bonus) AC: 17 = 10 + 6 (armor) + 2 (shield) - 1 (DEX), AC Touch: 9 = 10 - 1 (DEX) AC Flatfooted: 17 = 10 + 6 (armor) + 2 (shield) - 1 (DEX) INIT: -1 = -1 (DEX) BAB: +1 = +1 (Cleric 2) CMB: +2 = +1 (STR) + 1 (BAB) CMD: 11 = 10 + 1 (STR) - 1 (DEX) + 1 (BAB) Fort: +5 = +3 (base) + 2 (CON) Reflex: -1 = +0 (base) - 1 (DEX) Will: +6 = +3 (base) + 3 (WIS) Speed: 20' (medium armour) Damage Reduction: none Spell Resistance: none[/sblock] [sblock=Weapon Stats] [B]Melee:[/B] Morningstar: +2 = +1 (BAB) + 1 (STR) / DMG = 1d8+1(S), CRIT x2 Dagger: +2 = +1 (BAB) + 1 (STR) / DMG = 1d4+1(S), CRIT 19-20x2 [B]Ranged:[/B] Dagger: 0 = +1 (BAB) - 1 (DEX) / DMG = 1d4+1(S), CRIT 19-20x2, range 10'[/sblock] [sblock=Racial Traits] +2 to 1 ability score (Wis) - included above Medium creature 30' movement 1 bonus feat 1 additional skill point per level Common language[/sblock] [sblock=Class Features] Aura: Moderate Good Channel Positive Energy 1d6 + 3 (CHA) + 1 (Cleric 2) [6 times/day] Orisons Divine Spellcasting [COLOR=white]Spontaneous Casting: Cure Spells[/COLOR] [COLOR=white]Alignment Spells: may not cast "evil" spells[/COLOR] [COLOR=white]Domains:[/COLOR] [COLOR=white]Repose, Sun[/COLOR] Spell Save DC = 10 + 3 (WIS) + spell level Spells per day (incl. bonus spells): Level 0: 4 Level 1: 3+1[/sblock] [sblock=Feats & Traits] [B]Feats:[/B] Racial - Selective Channeling Choose up to Charisma modifier (3) targets. These are not affected by the energy channel. 1st lvl - Turn Undead Use a channel to cause all undead within 30' to flee as if panicked. Will save negates [DC = 14 + 1 (Cleric 2) + 3 (Cha)]. Undead that fail flee for 1 minute. Intelligent undead receive new save each round. [B]Traits:[/B] a) Ear for Music +1 bonus to Perform (sing). +2 Knowledge (local) where art or music scene is involved b) Child of the temple +1 Knowledge (nobility). +1 Knowledge (religion). Knowledge (religion) is always a class skill[/sblock] [sblock=Skills] Skill Points: 10 = [2 (class)/lvl = 4] + 2 (INT) + 2 (human) + 2 (favoured class bonus) Max Ranks: 2 ACP: -5: -3 (MW breastplate) - 2 (heavy shield) [code] Skill List: Acrobatics -6 = +0 [ranks] +0 [class skill] -1 [DEX] +0 [misc] -5 [ACP] Appraise +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc] Bluff +3 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc] Climb -4 = +0 [ranks] +0 [class skill] +1 [STR] +0 [misc] -5 [ACP] Craft +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc] Diplomacy +3 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc] Disable Device -6 = +0 [ranks] +0 [class skill] -1 [DEX] +0 [misc] -5 [ACP] Disguise +3 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc] Escape Artist -6 = +0 [ranks] +0 [class skill] -1 [DEX] +0 [misc] -5 [ACP] Fly -6 = +0 [ranks] +0 [class skill] -1 [DEX] +0 [misc] -5 [ACP] Handle Animal +3 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc] Heal +8 = +2 [ranks] +3 [class skill] +3 [WIS] +0 [misc] Intimidate -2 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc] -5 [ACP] Know(Arcana) +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc] Know(Dngnrng) +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc] Know(Engnrng) +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc] Know(Geography) +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc] Know(History) +5 = +1 [ranks] +3 [class skill] +1 [INT] +0 [misc] Know(Local) +1 = +0 [ranks] +0 [class skill] +1 [INT] +2* [misc] Know(Nature) +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc] Know(Nobility) +6 = +1 [ranks] +3 [class skill] +1 [INT] +1 [misc] Know(Planes) +5 = +1 [ranks] +3 [class skill] +1 [INT] +0 [misc] Know(Religion) +7 = +2 [ranks] +3 [class skill] +1 [INT] +1 [misc] Linguistics +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc] Perception +3 = +0 [ranks] +0 [class skill] +3 [WIS] +0 [misc] Perform (sing) +1 = +1 [ranks] +0 [class skill] +3 [CHA] +1 [misc] Profession +3 = +0 [ranks] +0 [class skill] +3 [WIS] +0 [misc] Ride -6 = +0 [ranks] +0 [class skill] -1 [DEX] +0 [misc] -5 [ACP] Sense Motive +8 = +2 [ranks] +3 [class skill] +3 [WIS] +0 [misc] Sleight of Hand -6 = +0 [ranks] +0 [class skill] -1 [DEX] +0 [misc] -5 [ACP] Spellcraft +1 = +0 [ranks] +0 [class skill] +1 [INT] +0 [misc] Stealth -6 = +0 [ranks] +0 [class skill] -1 [DEX] +0 [misc] -5 [ACP] Survival +3 = +0 [ranks] +0 [class skill] +3 [WIS] +0 [misc] Swim -4 = +0 [ranks] +0 [class skill] +1 [STR] +0 [misc] -5 [ACP] Use Magic Device +3 = +0 [ranks] +0 [class skill] +3 [CHA] +0 [misc][/code] [/sblock] [sblock=Equipment] [code] Equipment Cost Weight Masterwork Breastplate 400gp 30lbs Heavy wood shield 20gp 10lbs Morningstar 8gp 6lbs Dagger 2gp 1lb Backpack 2gp 2lbs Bedroll 1sp 5lbs Candle x5 5cp -- [COLOR=white]Case, scroll 1gp 0.5lbs[/COLOR] [COLOR=white]- scrolls(2):CLW(1d8+1) 50gp --[/COLOR] Flint & Steel 1gp -- Belt Pouch 1gp 0.5lbs Trail Rations x3 15sp 3lbs Waterskin 1gp 4lbs Holy Water x3 75gp 3lbs Holy Symbol (wooden) 1gp -- Healer's Kit (10 uses) 50gp 1lb Cleric's vestments 5gp 6lbs Explorer's outfit (worn) free -- [/code] Treasure: [B][COLOR=white]23gp, 3sp, 5cp[/COLOR][/B] Gems: Total weight carried:[COLOR=white]72 lbs[/COLOR] (medium) Maximum weight possible: 160 lbs[/sblock] [sblock=Details] Size: Medium Gender: Male Age: 32 Height: 5'11" Weight: 150 lbs Hair Color: Black Eye Color: Grey Skin Color: Pale white [B]Appearance:[/B] Arveduin has shoulder length, straight black hair that frames his gaunt, square jawed face. His grey eyes are piercing, and often unnerve those with something to hide. His height and lack of great physical stature is compensated for by wearing church panoplia wherever and whenever he can. In-town or in an unthreatening environment, he dresses in golden yellow robes with a black barbican insignia on the right breast. On the occassions he is required to don arms and armour, his breastplate (a legacy from his father, and the only item of his parents that he possesses) is polished to a shine. [B]Deamenaor:[/B] Arveduin smiles seldomly and is described in polite circles as humourless. He is frank, to the point and honest to a fault in a conversation where he is asked an opinion or has any competence. If not questioned directly, or the subject at hand is outside his experiences and skills he will remain silent and listen. Arveduin's passion for his god and it's sacred rites is second to nothing. He will defend his beliefs to his last breath. Arveduin's voice is a deep bass, which he uses to good effect in creating a commanding presence. He is also a competent singer, preferring to sing his praises to his god in the hour before dawn, rather than silent contemplation as some of his colleagues prefer.[/sblock] [sblock=Background] Arveduin knew his parents for just a few years...both were Paladins in the service of Pelor. As he has come to understand with age and experience, there are no old Paladins, and he was lucky to have the time he did. Owing to his parent's death in service to the church, Arveduin was raised in Pelor's monastary a day's ride from the Free City. He learned to place his faith in Pelor absolutely and developed a great respect for all living things under the sun. Arveduin's mentor in the monastery was an older priest, who taught patience in all things. He also inducted Arveduin into the sect that calls itself the Guardians of the Gate. The Guardians hold that the great Gate between the realm of the living and the real of the dead should remain closed at all times. The death of a living creature is sometimes unfortunate, sometimes just and always deserved. Conversely, undeath is an abomination to the Guardians. Once dead, a creature must stay dead. Arveduin has received several postings and assignments in his life, all associated with the goals of the Guardians of the Gate, or driving off the undead, or investigating unnatural activities. His faith in the strength of the sun and the light has been undimmed throughout the hard times and the good times.[/sblock] [/sblock] [/QUOTE]
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