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aaron_paurgiliath

Aaron Paurgiliath

Natural son of Thalion Paurgiliath Arch Duke of Eltán.

Member and head strategist of Gatekeepers of the Benevolent Grotto. He is a potent diviner as well as a tactician: as a Holy Strategist, he has access to a number of daily power divinations, including the 5th level spell Consequence, which even Chenirion Paurgiliath can't cast yet.

Resident of Waterdeep in Faerun, on Toril, third planet of Realmspace.

Specialist Priest Spells

  • Free Spell - At level 3, Holy Strategists are able to cast Clairaudience as the Wizard Spell or Clairvoyance as the Wizard
  • Spell once a day
  • Free Spell - At level 5, Holy Strategists are able to cast Divination once a day
  • Free Spell - At level 7, Holy Strategists are able to cast Consequence once a day

Holy Strategist(Tactitian) L7 CG Half Elf - Church of the Red Knight

Character Sheet for Aaron Paurgiliath

Character History

One of Thalion's children whose mother settled in Faerun.    She was a priestess of the Red Knight who had campaigned with Thalion.    He grew up in the temple, and was a natural Holy Strategist.

When the Embassy was burnt by Vampires, he was away to the South at the Headquarters of his Order.    Checking in on his siblings in Waterdeep, he found them deeply engaged in metadivination.    He was no mean diviner himself, and the cause was worthy.    He refined the approach and setup several times, but was content to let Chen take the lead.    He was unsurprised that his own church approved of him becoming part of the Gatekeepers of the Benevolent Grotto Society; it was a useful source of information.   

He continues to push long term as well as operational tactics, and is a large part of why they remain so anonymous and have had the sucesses they have.

Magic Items

Sword, Long +3, +5 vs Undead

This sword always provides a +3 bonus. The +5 bonus takes effect when the sword is employed against any undead creature.    Against any of the willing undead such as vampires or litches the sword causes double damage (i.e., 2d8+5).


Battle Axe of Dancing

On the first round of melee this weapon is +1, on the second +2, on the third +3, and on the fourth it is +4. On the fifth round, it drops back to +1 and the cycle begins again. In addition, after four rounds of melee its wielder can opt to allow it to “dance.”         Dancing consists of loosing the axe on any round (after the first) when its bonus is +1. The axe then fights on its own at the same level of experience as its wielder. After four rounds of dancing, the axe returns to its wielder, who must hold it (and use it) for four rounds before it can dance again. In other words, it is loosed to dance for four more rounds, going from +1 to +4, and must then be held by its wielder at a +1 state and physically used for four successive rounds of melee combat.

When dancing, the axe will leave its owner's hand and may go up to 30 feet distant. At the end of its fourth round of solo combat, it will move to its possessor's hand automatically. Note that when dancing the axe cannot be physically hit, although certain magical attacks such as a fireball, lightning bolt, or transmute metal to wood spell could affect it.

Finally, remember that the dancing axe fights alone exactly the same; if a 7th-level thief is the wielder, the sword will so fight when dancing. Relieved of his weapon for four melee rounds, the possessor may act in virtually any manner desired–resting, discharging missiles, drawing another weapon and engaging in hand-to-hand combat, etc.–as long as he remains within 30 feet of the axe. If he moves more than 30 feet from the weapon, it falls lifeless to the ground and is a +1 weapon when again grasped.


Scarab of Protection

This device appears to be any one of the various magical amulets, stones, etc. It gives off a faint magical aura, however, and if it is held for one round, an inscription will appear on its surface letting the holder know it is a protective device.         The possessor gains a +1 bonus to all saving throws vs. spell. If no save is normally possible, he gets a one in 20 chance of saving, adjusted by any other magical protections that normally give bonuses to saving throws. Thus, this device allows a saving throw vs. spell at base 20 against magic missile attacks, for example. If the target also has a +4 bonus for magical armor and a +1 bonus for a ring of protection, any roll of 15 or better would indicate that the missiles did no damage.

The scarab can also absorb up to 12 level-draining attacks (two level drains count as two absorbings), death touches, death rays, or fingers of death. However, upon absorbing 12 such attacks the scarab turns to powder—totally destroyed.         One in 20 of these scarabs will be a cursed item, giving the possessor a -2 penalty to his saving throws. However, one in five of these cursed items will become a +2 scarab if the curse is removed by a cleric of 16th-level or higher. In this case, the scarab will have absorption capability of 24 rather than 12.

Copyright 1999 TSR, Inc.


Armor, full, Banded Mail of Warmth

As written in Encyclopedia Magica vol. 1, p. 83 As taken from Dragon Magazine 181

    Armor of warmth may by worn without any discomfort due to cold, and enables the wearer to operate in the coldest of natural environments (20 to -40 degrees F) as well as in a temerate climate. Note that the temperatures must be due to weather and not to any attack by cold, magic, or monstrous abilities; the armor does not give frost resistance. At the DM's option, it can give protection against the natural environments of the Paraelemental Plane of Ice.

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