Archibald Everson

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Archibald Everson is the charismatic leader of the Church of Pelor, honored by aristocrats and respected by peasants for bringing the comforting light of his patron to Obsidian Bay.


Archibald Everson (Hum Clr 15) is the charismatic leader of the Church of Pelor, honored by aristocrats and respected by peasants for bringing the comforting light of his patron to Obsidian Bay. He is a peaceful man, unwarlike in the extreme, who nonetheless participated in several youthful expeditions to the Drachensgrab to fight the humanoid death cult known as the Axes of Oblivion. His single greatest battle was in an ancient orcish burial mound, against the undead shaman G'gak Oduath who had established the cult.

The battle left him with a cursed and horribly weakened right arm that none of the church’s clerics could heal. He retired from adventuring to take an administrative role within the church. In the years that followed he steadily rose through the church’s hierarchy, eventually becoming its ‘Herald of the Sun Father' in CY 571, a position he has held ever since.

He has worked hard to maintain support among the aristocrats for the Church's work among the poor. He has watched the militarization of the church with some regret, but acknowledges that it is the will of Pelor.


  • Church of Pelor: The light of Pelor has long fallen on the uplifted faces of Obsidian Bay’s teeming masses, providing solace for the down-trodden masses, consul for the rich and powerful, and support for the adventurous and militant.


Archibald Everson (Hum Clr 15) Medium Humanoid; CR 15; HD 15d8+15; hp 93; Init +0; Spd 20 ft/x4; AC 21 (+8 armor, +3 shield), touch 10, flat-footed 21; Base Atk/Grapple +11/+12; Full Atk +14/+9/+4 Ghost Touch (1d6+3;20/x2, +2 Light Mace), +12/+7/+2 One-handed (1d6+1;20/x2, Club); AL NG; SV Fort +10, Ref +5, Will +13; Str 13(+1), Dex 10(+0), Con 12(+1), Int 13(+1), Wis 19(+4), Cha 14(+2); Skills: Concentration +12, Diplomacy +19, Heal +12, Intimidate +5, Knowledge (arcana) +7, Knowledge (history) +7, Knowledge (religion) +10, Knowledge (the planes) +5, Sense Motive +11, Spellcraft +9. Feats: Extra Turning, Negotiator, Persuasive, Skill Focus(Diplomacy), Brew Potion, Craft Magic Arms and Armor, Scribe Scroll. Language: Common, Dwarven

Class Abilities: Proficient in all armor, and all shields(except tower shields); Proficient with all simple weapons; Aura(Ex): You have a strong aura of Good.; Spontaneous Casting: Can spontaneously cast cure spells, by sacrificing a pre-prepared spell of equal or higher level; Restricted Spells: cannot cast Chaotic or Evil spells.; Turn Undead(Su): Can turn undead 9 times per day. A turning check is made on 1d20+4; turning damage is equal to 2d6+17 on a successful check.

Equipment: Spectrebane, (Light mace +2, ghost touch); Chainmail +3; Lt. Steel Shield +2, blinding; Ring of the Ram (23 charges)

Domains: Good You cast good spells at +1 caster level. Healing: You cast healing spells at +1 caster level.

Cleric Spells: Cleric Spells: 0th (6): Detect Magic, Detect Poison, Guidance, Purify Food and Drink, Light, Virtue; 1st (6+1 / DC 13): Bless Water, Command, Comprehend Languages, Detect Evil, Detect Undead, Remove Fear, Cure Light Wounds*; 2nd (6+1 / DC 14): Augury, Calm Emotions, Delay Poison, Gentle Repose, Hold Person, Restoration (Lesser), Cure Moderate Wounds*; 3rd (6+1 / DC 14): Daylight, Dispel Magic, Glyph of Warding, Location Object, Protection from Energy, Speak with Dead, Magic Circle against Evil*; 4th (4+1 / DC 14): Discern Lies, Neutralize Poison, Planar Ally (Lesser), Restoration, Holy Smite*; 5th (4+1 / DC 14): Atonement, Break Enchantment, Commune, Scrying, Cure Light Wounds (Mass)*; 6th (3+1 / DC 14): Bear’s Endurance (Mass), Dispel Magic (Greater), Forbiddance, Heal*; 7th (2+1 / DC 14): Regeneration, Resurrection, Holy Word*; 8th (1+1 / DC 14): Planar Ally (Greater), Cure Critical Wounds (Mass)*

Domain Spell: *