Aramis

Cleric of the Raven Queen

Description:

Aramis
Level 7 Cleric (Leader)
Medium natural humanoid

Initiative +3; Passive Senses Perception 17, Insight 22
HP 54 (current 51); Bloodied 27
Healing Surge 13; Surges Per Day 8 (current 5)
AC 20; Fortitude 18, Reflex 16, Will 22
Speed 5; Action Points 0; Benefit Points 3

Alignment Good; Languages Common, Dwarven
Skills Arcana +8, Endurance +5, Diplomacy +10, Heal +12, Insight +12, Religion +10
Feats Disciple of Divine Wrath (PH2), Distant Advantage (PH2), Novice Power, Power of Winter (DP), Raven Queen’s Blessing, Ritual Caster
Str 14 (+2/+5) Dex 11 (+0/+3) Wis 19 (+4/+7)
Con 12 (+1/+4) Int 10 (+0/+3) Cha 14 (+2/+5)
Possessions +1 exalted chainmail, +2 holy healer's quarterstaff, +1 holy symbol of resilience, luckbender gloves, +2 healer's brooch (bonus to all defenses and healing powers), adventurer's kit (2 sunrods), 4 potions of healing, holy water (L6), ritual books, sanctified incense (100 gp), alchemical reagents (90 gp), residuum (50 gp), journal, silver ring (worth 25 gp), jade dragon statuette (worth 25 gp), Sir Braford's ring (10 gp), ritual book containing create holy water, disenchant magic item, make whole, transfer enchantment, undead ward, and water walk, 264 gp. Total encumbrance 81 lbs.

Racial Traits bonus feat, bonus skill, heroic effort, human defense bonuses
Class Features channel divinity, healer’s lore, healing word, ritual casting
Background Bereaved. Associated Skills: Insight, Religion. Dragon #380, page 7.

Basic Attacks

+2 holy healer's quarterstaff (standard; at-will) ✦ Weapon +9 vs. AC; 1d8+4 damage (+2d6 to critical hits)

Power Descriptions

At-Will Prayers

Lance of Faith Cleric Attack 1
At-WillDivine, Implement, Cold
Standard Action Ranged 5
Target: One creature
Attack: +8 vs. Reflex
Hit: 1d8 + 7 cold damage, and one ally you can see gains a + 2 power bonus to his or her next attack against the target.
Note: This power has been modified by the Power of Winter feat.

Sacred Flame Cleric Attack 1
At-WillDivine, Implement, Radiant
Standard Action Ranged 5
Target: One creature
Attack: +8 vs. Reflex
Hit: 1d6 + 5 radiant damage, and one ally you can see chooses either to gain 5 temporary hit points or to make a saving throw.

Encounter Prayers

Channel Divinity: Divine Fortune Cleric Feature
EncounterDivine
Free Action Personal
Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.

Channel Divinity: Raven Queen’s Blessing Feat Power
EncounterDivine, Healing
Free Action Ranged 10
Trigger: Your attack drops an enemy within range to 0 hit points or lower.
Effect: You or an ally within 5 squares of the enemy can spend a healing surge and regains an additional 6 hit points.

Channel Divinity: Turn Undead Cleric Feature
EncounterDivine, Implement, Radiant
Standard Action Close burst 2
Target: Each undead creature in burst
Attack: + 8 vs. Will
Hit: 2d10 + 5 radiant damage, and you push the target 5 squares. The target is immobilized until the end of your next turn.
Miss: Half damage, and the target is not pushed or immobilized.

Daunting Light Cleric Attack 3
EncounterDivine, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: +8 vs. Reflex
Hit: 2d10 + 5 radiant damage.
Effect: One ally you can see gains combat advantage against the target until the end of your next turn.

Healing Word Cleric Feature
Encounter (Special)Divine, Healing
Special: You can use this power twice per encounter, but only once per round.
Minor Action Close burst 5
Target: You or one ally
Effect: The target can spend a healing surge and regain an additional 2d6+8 hit points.

Heroic Effort Human Racial Utility
Encounter
No Action Personal
Trigger: You miss with an attack or fail a saving throw.
Effect: You gain a +4 racial bonus to the attack roll or the saving throw.

Oath of Enmity Feat Power
EncounterDivine
Minor Action Close burst 10
Target: 1 enemy you can see in burst
Effect: When you make a melee attack against the target and the target is the only enemy adjacent to you, you make two attack rolls and use either result. This effect lasts until the end of your next turn or until the target drops to 0 hit points.
If another effect lets you roll twice and use the higher result when making an attack roll, this power has no effect on that attack. If an effect forces you to roll twice an use the lower result when making an attack roll, this power has no effect on that attack either.
If an effect lets you reroll an attack roll and you rolled twice because of this power, you reroll both dice.
Source: Player’s Handbook 2

Pass at Arms Avenger Attack 1
EncounterDivine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: +11 vs. AC
Hit: 2d8 + 6 damage. You or an ally adjacent to the target can then shift 1 square as a free action.
Source: Divine Power

Zealous Sanction Cleric Attack 7
EncounterDivine, Healing, Implement, Radiant
Standard Action Ranged 10
Target: One creature
Attack: +8 vs. Will
Hit: 2d8 + 5 radiant damage. The first time any ally hits the target before the end of your next turn, that ally can spend a healing surge (+6).
Source: Divine Power

Daily Prayers

Beacon of Hope Cleric Attack 1
DailyDivine, Healing, Implement
Standard Action Close burst 3
Target: Each enemy in burst
Attack: +8 vs. Will
Hit: The target is weakened until the end of its next turn.
Effect: You and all your allies in the burst regain 9 hit points, and your healing powers restore +11 hit points (instead of +6) until the end of the encounter.

Cure Serious Wounds Cleric Utility 6
DailyDivine, Healing
Standard Action Melee touch
Targets: You or one creature
Effect: The target regains hit points as if it had spent two healing surges +6.

Shield of Faith Cleric Utility 2
DailyDivine
Standard Action Close burst 5
Targets: You and each ally in burst
Effect: The targets gain a +2 power bonus to AC until the end of the encounter.

Spiritual Weapon Cleric Attack 5
DailyConjuration, Divine, Implement
Standard Action Ranged 10
Target: One creature
Attack: + 8 vs. AC
Hit: 1d10 + 5 damage.
Effect: You conjure a weapon that appears in the target’s square and attacks. Your allies gain combat advantage against the target. You can move the weapon up to 10 squares to another enemy’s square, within range, as a move action. The weapon lasts until the end of your next turn.
Sustain Minor: When you sustain the power, repeat the attack. Your allies continue to gain combat advantage against the weapon’s target.

Magic Items

+1 Exalted Chain
Armor: Chain
Enhancement: AC
Power (Daily ✦ Healing): Minor Action. Until the end of your next turn, each character healed by one of your encounter powers or daily powers regains additional hit points equal to 1d10 + 2.

+2 Holy Healer’s Quarterstaff
Weapon: Mace, Staff
Enhancement: Attack rolls and damage rolls.
Critical: + 2d6 damage.
Property: Add + 2 to the amount healed by your healing word.
Power (Daily ✦ Healing): Minor Action. An ally within 5 squares of you can spend a healing surge to regain 20 hit points.
Source: Adventurer’s Vault

+1 Holy Symbol of Resilience
Implement: Holy Symbol
Enhancement: Attack rolls and damage rolls.
Critical: + 1d6 damage.
Power (Daily ✦ Healing):Free Action. Use this power when you hit with an attack delivered by this symbol. You or an ally within 10 squares of you can roll a saving throw against one effect that a save can end; add the symbol’s enhancement bonus as a power bonus to that saving throw.
Source: Adventurer’s Vault

Luckbender Gloves
Item Slot: Hands
Power (Daily): Free Action. Use this power after you make a damage roll for a melee weapon attack. Reroll one damage die, using the second result even if it’s lower.
Source: Adventurer’s Vault

RITUALS Brew Potion, Comprehend Language, Enchant Magic Item, Gentle Repose, Last Sight Vision (Open Grave, page 50), Silence

Current XP: 10,071 (Through Session 27)
Next Level: 13,000

Armor Proficiencies: Cloth, leather, hide, chainmail.
Weapon Proficiencies: Simple melee, simple ranged.
Implement: Holy Symbol

Retrained Toughness feat for Disciple of Divine Wrath at 3rd level.
Retrained Improved Initiative for Distant Advantage at 4th level.

Undistributed Loot 2 diamonds (500), 2 sky sapphires (100), gold dragon ring (110), platinum necklace with pearls (250), gold necklace with ruby stones (100), 1,180 gp

Daily Powers Used beacon of hope, shield of faith, spiritual weapon; +1 holy symbol of resilience, luckbender gloves
Daily Powers Unused cure serious wounds, zealous sanction; + 1 exalted chain, + 2 holy healer’s staff

Bio:
Height: 5’11" Weight: 200 lbs. Age: 20
Eyes: Dark Blue Hair: Blond Skin: Freckles

DESCRIPTION
Aramis (AIR-uh-miss) Shepherd is a human male who doesn’t quite look his twenty years, even with his speck of beard. He’s fit, but not strong or large, with blond hair that never seems to be under control. His freckled skin suggests that he was once more tanned than he is now.

He wears a woolen tunic and breeches in muted colors, topped with a gray mantle bearing the sign of the Raven Queen, and crude leather shoes. He wears a silver ring on his left hand, and a holy symbol around his neck. His finely carved quarterstaff is never far from his hands. When adventuring, he wears rune-struck chain mail and fine leather gloves with golden shamrocks stitched on the backs.

His voice usually sounds weary. He prefers simple, direct language; though respectful of other people’s feelings, he’s not afraid to tell them important things that they may not want to hear. He pays close attention in conversation – closer than most people are used to – but he does so because he doesn’t want to miss anything, not to discomfort others.

Anyone who tries to touch Aramis must get his attention first, or he instinctively shrinks away.

BACKGROUND
Aramis was born to shepherds living just outside of Oakhurst, the last of three children. He helped his father and brother to manage the flocks; his mother and sister spun the fleece into thread, which Madame Hucrele’s merchant house bought and transported to places where it could be dyed and worked up as cloth.

When he was fourteen, Aramis delivered a load of wool and caught a glimpse of Celeine, Madame Hucrele’s lovely handmaiden. From then on, Aramis always volunteered to deliver the wool, and devoted himself to courting her.

Sister Corkie married the couple. Hucrele hated to lose her trusted servant, but they remained close friends after Celeine resettled with her husband.

The couple’s happiness was cut short when Celeine fell into a nest of dire rats and contracted a terrible plague. Having heard of the golden apples offered by the rift goblins, Aramis and Hucrele attempted to secure one. But a stranger named Gerabaldi outbid them, and was unmoved by their tale. Celeine died on the last day of spring, two years ago.

Devastated, and not comforted by Corkie’s words, Aramis left the ranch and Oakhurst behind, traveling to Brindinford. He became good friends with Madame Hucrele’s son, Talgen, and also befriended the tiefling Azal. An offhand quip of Talgen’s sent Aramis to the hall of the Raven Queen, where Father Sloane finally alleviated Aramis’s grief.

Aramis joined the Raven Queen’s faith and became her cleric. For nearly two years, he lived in Brindinford, offering counsel and support to those whose lives have been touched by death, until Madame Hucrele sent word to Brother Aramis, asking for his help with finding her children.

Despite his misgivings, Aramis returned to Oakhurst with Azal. Owen Highhill accompanied them at first; after Owen returned to Ossington, Bhavik joined the group. In the depths of the Sunless Citadel, they rescued the Hucreles from the Gulthias Tree (though it had turned Talgen into something more plant than human) and brought them back to Oakhurst.

Aramis now seeks a cure for Talgen, and has begun a tentative relationship with Talgen’s sister, Sharwyn Hucrele.

PERSONALITY
Aramis’s overriding motivation is to help others. Growing up on the ranch, it was expected of him; in Brindinford, his work kept his mind off of his own misery. He tells the bereaved that death, the natural end of all life, should not be feared, and that the dying must not be pitied. Knowing the distaste that most people have for the Raven Queen’s faithful, Aramis hopes that his more compassionate approach will win them over. He doesn’t always succeed.

His devotion to the Raven Queen as the spinner of fate offers him some control of his guilt over Celeine’s death, but he is still plagued with self-doubt, and is not ready to quit mourning. Indeed, Aramis seems preoccupied with fate, dismissing every event and decision as the result of cosmic will.

He rarely talks about Celeine any more, and is quick to play it down or to change the subject when it arises. Father Sloane encouraged Aramis to start a journal, which only seems to document how poorly he’s been sleeping. He’s been drinking an herbal tea to help with this, but he’s developing a resistance to it.

Aramis has few friends, but is dedicated to those he has. He is reluctant to make new friends – or to bring those he has any closer – for fear that the Raven Queen will take them away to remind him of his fate, deepening his misery even more. He is more dispassionate than in years past; some fear that his new faith has brainwashed him. He comes closest to happiness when remembering Celeine in life, but he always ends up missing her more than before.

He has learned all of his faith’s requiems, and frequently chants them, especially when he’s waiting for something.

Aramis is not looking forward to his return to Oakhurst, and the village’s many reminders of the life he left behind there. But his duty to the Hucreles is far more important than his own sorrow.

COMMON EXPRESSIONS
“Fate wills what it will.”
“All things serve the Queen.”
“All that lives must die, passing through Nature to Eternity.”

THEME SONG
“When I think of Heaven, deliver me in a black-winged bird…

Don’t try to bleed me
‘Cause I’ve been here before
And I deserve a little more

And I belong in the service of the queen
And I belong anywhere but in between
She’s been dying and I’ve been drinking
And I am the rain king"
-Counting Crows
The Rain King
from August and Everything After

KNOWN FAMILY MEMBERS
Rene (father)
Amerie (mother)
Orson (older brother, married to Iva Charlot)
Henri (nephew, Orson’s infant son)
Maurelle (older sister, married to Vardan Redwing)
Celeine (wife, deceased)

JOURNAL ENTRIES
DRAMATIS PERSONAE

INTERLUDES
Avenger
Confession
Sharwyn
Farewell

Aramis

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