ARPERION |
![]() |
A Paladin of Arperion pauses for prayer while on a pilgrimage |
Trinith Main Page Deities of Trinith Next Listing- Arratum Templeton's Haven Main |
![]() |
The Judge, The Adjudicator, He Who Decides, The Scaleskeeper Greater Deity Symbol: A set of scales, one tray gold, the other silver Home Plane: Celestia Alignment: Lawful Good Portfolio: Justice, Law, Paladins, Purity, Triumph, Truth, Vengeance Worshippers: Barristers, Judges, Magistrates, Paladins, Priests, anyone seeking justice, fairness or honor in battle Cleric Alignment: LG, LN Domains: Good, Healing^, Inquisition^**, Law, Protection^, Strength^, War *- Domain found in Deities and Demigods **- Domain found in Defenders of the Faith ^- Extra Domain acquired through Salient Divine Ability GENERAL INFORMATION Arperion [Ar-PEE-ree-ahn] was the first of the gods created by Mok many millenia ago. He was, some scholars say, the pinnacle of Mok's achievements, and Arperion has striven to maintain that reputation of purity and completeness ever since. Arperion is considered the leader of the good and lawful deities, and most sages will agree that he is by far the most powerful deity in the pantheon of Trinith. He represents all that is good and pure of mankind, and is often invoked at the beginning of trials presided over by lawful-good-aligned judges and magistrates to give those involved guidance and to have mercy upon those found guilty. DOGMA Arperion is like most known gods of lawful good alignment. He is forthright, fair and honest in his dealings and expects nothing less from his worshippers. Followers of Arperion, most notably paladins, are the most sought-after judges and magistrates in the good kingdoms of Trinith. Nonetheless, he and the members of his order, while law-abiding and fair, tend to be completely rigid and unforgiving when dealing with members of diametrically opposed faiths, such as Arratum, Malaton, Ventar and Weyette. It is often said that when members of Arperion's church meet in battle with forces of the aforementioned four deities, Arperion himself weeps at the thought of what his followers will do to them in combat. Never in recorded history has an army led by a paladin or warpriest of Arperion lost a battle against a force led by a follower of either of Arratum, Malaton, Ventar or Weyette, regardless of the size of that evil force. Recorded instances of Arperian armies being outnumbered by as much as 35-to-1 and eliminating an enemy host almost to a man exist in some of the older archives and libraries of Trinith. When depicted in a portrait, he is shown as either a tall muscular man in a judge's robes, or a set of royal blue full plate armor. In either form, he wields a sword in his right hand and a set of scales in the left, one tray gold and the other silver. The type of sword he wields varies from longsword to falchion, but is always a one-handed weapon. However, no member of his clergy, orders of paladins or even laity is ever permitted to wield (or even handle, depending upon the zeal of a particular sect) a short sword, as this weapon was pronounced by Supreme Adjudicator (and later Olmarese King) Anton Thespos in 893 as a weapon used by thieves, spies and others of low reputation. Other weapons, such as a sap, whip, or any knife with a blade of less than five inches are also eschewed by Arperians. CLERGY AND TEMPLES Arperion's church is probably the most politically active of all faiths on Trinith- reflecting the attitude of the deity himself. While they do not actively strive for political power, they represent powerful lobbying forces in kingdoms such as Olmaron (whose king is a paladin of Arperion), Mastagir, the Coastal Confederacy and Aquinus (whose archclerical hierarchy is 40% Arperian in devotional affiliation). Their public activites range from blessing newborn babies to presiding over wedding and funereal ceremonies, as well as several homes for troubled youths in Aquinus and Olmaron. The monsateries of Arperion are numerous in Olmaron and Mastagir, but are sparse in other kingdoms. The Jurist's Arms, the largest hospital on Trinith, is run abd funded by the congregations of Arperion's church in Estar City, while over 30 homes for the infirm, leper colonies and the like can be found across the face of Trinith. In direct contrast to his powerful presence when in avatar form, he also manifests himself as an extremely handsome young man in white raiment, who either frowns or smiles at the person or persons he visits. He appears in the form of a set of scales, one silver and one gold, tilted toward gold (in the case of favor) or silver (in the case of disfavor) from time to time at larger meetings of his clergy, if a major policy decision is being made and his judgement is requested. This is the only time he is actually expected to appear. He invariably does, as well as in the case of trials of the members of the priesthood or order of paladins- but in the latter case, he appears in the human form and neither frowns or smiles at any who witness him. ARPERION Cleric 20/ Fighter 20/ Paladin 20/ Wizard 20 Medium-Size Outsider (Good) Divine Rank: 20 Hit Dice: 20d8+240 (Cleric), plus 20d10+240 (Fighter) plus 20d10+240 (Paladin), plus 20d4+240 (Wizard) (1,600 hp) Initiative: +17 (+4 Improved Initiative, +13 Dex) Speed: 60 ft., fly 180 ft. (good) AC: 99 (+13 armor [+5 full plate armor], +13 Dex, +33 natural, +10 deflection, +20 divine) Attacks: +10 holy avenger longsword +143/+118/+93/+73 or spell +93 touch melee or +87 ranged melee Damage: +10 holy avenger longsword 1d8+54/17-20/x2; or by spell Face/ Reach: 5ft. by 5ft./ 10ft. Special Attacks: Turn undead 13/ day (effective cleric level 43rd), divine powers, salient divine abilities, spell-like abilities, smite evil (+10 to hit, +80 damage) Special Qualities: Divine immunities, DR 55/+4, spontaneous casting of divine and arcane spells, understand, speak and read all languages and speak directly to all beings within 20 miles, remote communication, godly realm, teleport without error at will, plane shift at will, aura of courage, celestial heavy warhorse mount, detect evil, divine grace, divine health, empathic link with mount, lay on hands, remove disease 6/ week, share spells with mount, SR 53, divine aura (20 miles, DC40). Saves: Fort +104, Ref +87, Will +96 Abilities: S55, D36, C35, I30, W30, Ch30 Skills: Alchemy +70, Appraise +45, Climb +67, Concentration +82, Diplomacy +70, Handle Animal +60, Heal +90, Intimidate +70, Jump +72, Knowledge (arcana) +50, Knowledge (architecture and engineering) +40, Knowledge (atrsology)+50, Knowledge (geography) +70, Knowledge (history) +80, Knowledge (local) +50, Knowledge (nature) +45, Knowledge (nobility and royalty) +80, Knowledge (planes) +75, Knowledge (Religion) +80, Knowledge (war) +80, Ride +52, Scry +80, Search +40, Sense Motive +70, Spellcraft +80, Spot +45, Swim +52, Use Magic Device +50, Use Psionic Device +50. Arperion always receives a 20 on checks. Feats: Blind-fight, Brew Potion, Cleave, Combat Casting, Combat Reflexes, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Divine Might, Dodge, Eschew Materials, Expertise, Extra Turning, Eyes In The Back Of Your Head, Forge Ring, Great Cleave, Improved Bull Rush, Improved Critical (Longsword), Improved Disarm, Improved Initiative, Improved Sunder, Improved Trip, Knock Down, Leadership, Mobility, Mounted Combat, Power Attack, Scribe Scroll, Silent Spell, Spell Mastery, Spirited Charge, Spring Attack, Still Spell, Sunder, Superior Expertise, Weapon Finesse, Weapon Focus (Longsword), Weapon Specialiation (Longsword), Whirlwind Attack. Divine Immunities: Ability damage, ability drain, acid, banishment, cold, death effects, disease, disintegration, electricity, energy drain, imprisonment, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation Salient Divine Abilities: Annihilating Strike, Avatar, Battlesense, Clearsight, Create Object, Create Greater Object, Divine Battle Mastery,Divine Blessing, Divine Fast Healing, Divine Inspiration, Divine Paladin, Divine Spellcasting, Divine Weapon Focus (Longsword), Divine Weapon Specialization (Longsword), Extra Domain (Healing), Extra Domain (Inquisition), Extra Domain (Protection), Extra Domain (Strength), Gift of Life, Indomitable Strength, Irresistible Blows, Life and Death, Power of Truth, Spontaneous Wizard Spells Domain Powers: Cast Good spells at +1 caster level, cast law spells at +1 caster level. Spell-like Abilities: Arperion casts spells as a 30th- level caster, except for Law and Good spells which he casts at 31st level. The save DCs are 40+ the spell level. Cleric Spells Per Day: 6/9/9/8/8/8/7/6/6/6; Save DC is 20+ the spell level. Paladin Spells Per Day: 6/6/5/5; Save DC is 20+ the spell level. Wizard Spells Per Day: 7/7/6/6/6/6/5/5/5; Save DC is 20+ the spell level. Special Mount: Veritas, Arperion's bonded celestial heavy warhorse mount, carries Arperion into battle. His statistics are: Large magical beast; HD 12d8+48, hp 97; Init +1; Spd. 50 ft; AC 24 (Touch 10, flat-footed 23); Atk +14/+14 melee (1d6+6; hooves), +9 melee (1d4+3; bite); SA Smite evil (1/ day;, +12 damage); SQ Scent, improved evasion, command equines 10/ day;, SR 25; AL LG; SV Fort +11, Ref +9, Will +7; Str 22, Dex 13, Con 18, Int 10, Wis 16, Cha 10. Skills and Feats: Listen +9, Spot +9. Possessions: Arperion always carries The Balancer, a +10 holy avenger longsword. Caster Level: 20th; Weight 10 lb. Other Divine Powers As a greater deity, Arperion automatically receives a die result of 20 on any check. He treats a 1 on a saving throw or attack roll normally and not as an automatic failure. He is immortal. He will mop the floor with your party if you get on his bad side. |
NOTE: Arperion's description does not include updates and extra levels from the Epic Level Handbook, and this stat block is not up to snuff with version 3.5, but it should get you there, if you're a munchkin and you want to fight a god. |