Gias Marcallas

Elven Cleric, former gambler, selfish and indulgent. Has escaped his debtors with the help of his wealthy and influencial father, and has chosen a new name and life as a Cleric in the town of Thor's Point.

Male Elf Cleric
Level 1
Representing Lee Cherolis

<table width=”100%”><tr width=”100%”><td width=”50%”><table><tr> <td>Strength</td> <td>14</td><td>(+2)</td></tr>

<tr> <td>Constitution</td> <td>11</td><td>(+0)</td></tr> <tr> <td>Dexterity</td> <td>12</td><td>(+1)</td></tr> <tr> <td>Intelligence</td> <td>10</td><td>(+0)</td></tr>

<tr> <td>Wisdom</td> <td>18</td><td>(+4)</td></tr> <tr> <td>Charisma</td> <td>14</td><td>(+2)</td></tr> </table> </td><td width=”50%”><table><tr> <td>Height:</td> <td>5’ 11”</td></tr>

<tr> <td>Weight:</td> <td>165 lb</td></tr> <tr> <td>Skin:</td> <td>Tan</td></tr> <tr> <td>Eyes:</td> <td>Green</td></tr> <tr> <td>Hair:</td> <td>Black; Straight; Beardless</td></tr>

</td></tr> </table> </td></tr> </table>

Maximum Hit Points: 23

    Bloodied: 11
    Surge Value: 5
    Surges / Day: 7

Size: Medium
Speed: 6 squares [includes armor penalty]
Vision: Low-light

<table><tr><td>Initiative:</td><td>1d20 +1</td><td> = + 1 [dexterity]</td></tr> <tr><td>Base Strength Attack:</td><td>1d20 +2</td><td> = + 2 [strength]</td></tr> <tr><td>Base Dexterity Attack:</td><td>1d20 +1</td><td> = + 1 [dexterity]</td></tr> <tr><td>Base Constitution Attack:</td><td>1d20 +0</td><td> = + 0 [constitution]</td></tr>

<tr><td>Base Intelligence Attack:</td><td>1d20 +0</td><td> = + 0 [intelligence]</td></tr> <tr><td>Base Wisdom Attack:</td><td>1d20 +4</td><td> = + 4 [wisdom]</td></tr> <tr><td>Base Charisma Attack:</td><td>1d20 +2</td><td> = + 2 [charisma]</td></tr></table>

<table> <tr><td>Armor Class:</td><td>16</td><td>= 10 + 6 [chainmail] </td></tr>

<tr><td>Fortitude Defense:</td><td>12</td><td>= 10 + 2 [strength]</td></tr> <tr><td>Reflex Defense:</td><td>11</td><td>= 10 + 1 [dexterity]</td></tr> <tr><td>Will Defense:</td><td>16</td><td>= 10 + 2 [cleric] + 4 [wisdom]</td></tr> </table>

Armor: Chainmail (40 lb)

Shield: None


    Unarmed Melee: +2 [base strength attack] vs AC; damage 1[W]=1d4+2 [strength]
    Morningstar: +4 vs AC +2 strength; damage 1[W]=1d10+2 [strength] 8 lb (Mace)
    Turn Undead +4i [base wisdom attack] vs will
    Lance of Faith +4i [base wisdom attack] vs reflex
    Sacred Flame +4i [base wisdom attack] vs reflex

    Healing Strike +2w [base strength attack] vs AC
    Guardian of Faith +4i [base wisdom attack] vs fortitude
    w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.
    i Implement-usable power. Apply a bonus as appropriate.

Base Saving Throw: d20 vs 10

<table width=”100%”><tr width=”100%”><td width=”50%”>Encumberance 4e

<table><tr><td>Normal Load:
Heavy Load:
Maximum Drag Load
</td><td>140 lb.
280 lb.
700 lb.
</tr></table></td><td>Encumberance 3.5

<table><tr><td>Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
</td><td>58 lb. or less

59-116 lb.
117-175 lb.
175 lb.
350 lb.
875 lb.


<table><tr><td>Languages:</td><td>Common; Elven; </td></tr></table>

Rituals Known:

    Brew Potion [Level 1 per revision]
    Gentle Repose [Level 1]


    <table><tr><td>Acrobatics:</td><td>+0</td><td> = 1 [dexterity] -1 [armor]</td></tr> <tr><td>Arcana:</td><td>+0</td><td> = 0 [intelligence] </td></tr> <tr><td>Athletics:</td><td>+1</td><td> = 2 [strength] -1 [armor]</td></tr> <tr><td>Bluff:</td><td>+2</td><td> = 2 [charisma] </td></tr>

    <tr><td>Diplomacy:</td><td>+7</td><td> = 2 [charisma] + 5 [class training]</td></tr> <tr><td>Dungeoneering:</td><td>+4</td><td> = 4 [wisdom] </td></tr> <tr><td>Endurance:</td><td>-1</td><td> = 0 [constitution] -1 [armor]</td></tr> <tr><td>Heal:</td><td>+9</td><td> = 4 [wisdom] + 5 [class training]</td></tr>

    <tr><td>History:</td><td>+0</td><td> = 0 [intelligence] </td></tr> <tr><td>Insight:</td><td>+9</td><td> = 4 [wisdom] + 5 [class training]</td></tr> <tr><td>Intimidate:</td><td>+2</td><td> = 2 [charisma] </td></tr> <tr><td>Nature:</td><td>+6</td><td> = 4 [wisdom] + 2 [Elf] </td></tr>

    <tr><td>Perception:</td><td>+6</td><td> = 4 [wisdom] + 2 [Elf] </td></tr> <tr><td>Religion:</td><td>+5</td><td> = 0 [intelligence] + 5 [class training]</td></tr> <tr><td>Stealth:</td><td>+0</td><td> = 1 [dexterity] -1 [armor]</td></tr> <tr><td>Streetwise:</td><td>+2</td><td> = 2 [charisma] </td></tr>

    <tr><td>Thievery:</td><td>+0</td><td> = 1 [dexterity] -1 [armor]</td></tr> </table>


    <table><tr><td>Elven Precision</td><td></td></tr> </table>


    Basic Melee Attack: By weapon, damage 1[W]+2 [strength]
    Basic Ranged Attack: By weapon, damage 1[W]+1 [dexterity]
    Bull Rush: +2 [base strength attack] vs fortitude
    Grab: +2 [base strength attack] vs reflex
    Move grabbed target: +2 [base strength attack] vs fortitude
    Escape: +0 [acrobatics] vs reflex / +1 [athletics] vs fortitude
    Lance of Faith [Level 1]
    Sacred Flame [Level 1]

    <table><tr><td>Other Standard Actions:</td><td>Administer a potion; Aid another; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics - fast escape; Bluff, Heal - first aid, Intimidate, Perception—active, Thievery depending on circumstances)

    </td></tr> <tr><td>Other Move Actions:</td><td>Crawl; Run [speed 8]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics)

    </td></tr> <tr><td>Other Minor Actions:</td><td>Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Sustain minor action; Some skills during combat (i.e., Insight)


    <tr><td>Other Immediate Action:</td><td>Readied action

    </td></tr> <tr><td>Other Opportunity Action:</td><td>Opportunity attack

    </td></tr> <tr><td>Other Free Actions:</td><td>Drop held items; End a grab; Talk

    </td></tr> <tr><td>Other Non-Actions:</td><td>Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception—passive

    </td></tr> <tr><td>Short rest:</td><td>Healing surges as available

    </td></tr> <tr><td>Five minutes:</td><td>Normal escape from restraints (Acrobatics)


    <tr><td>One hour:</td><td>Forage; Streetwise check

    </td></tr> </table>

Encounter Powers:

      Second Wind
      Spend an Action Point [free action, not in surprise round]
      Elven Accuracy Elf
      Channel Divinity
                        Divine Fortune [free action]

                        Turn Undead
      Healing Word [minor action, 2x/encounter, maximum 1x/round]
      Healing Strike [Level 1]

Daily Powers:

      Guardian of Faith [Level 1]


  • +2 Dexterity, +2 Wisdom (already included)
  • +2 Nature, +2 Perception
  • Elven Weapon Proficiency (longbow, shortbow)
  • Fey Origin
  • Group Awareness (allies within 5 squares get +1 on perception)
  • Wild Step (ignore difficult terrain when shifting)
  • Elven Accuracy (once/encounter, may reroll attack roll)

  • Channel Divinity—Divine Fortune
  • Channel Divinity—Turn Undead
  • Healer’s Lore (add your wisdom bonus to healing granted by a power)
  • Healing Word
  • Ritual Casting [bonus feat, not listed above]

<table width=”100%”><tr width=”100%”><td></td><td></td></tr></table>

Gais Marcallas’s Equipment:

    <table><tr><td>48 lb

    2 lb
    5 lb

    1 lb
    10 lb
    10 lb
    2 lb
    4 lb

    3 lb

    85 lb</td><td>Weapons / Armor / Shield (from above)
    Flint and steel
    Pouch (belt) x1
    Rations (1 day) x10
    Rope (50’, hempen) x1

    Sunrods x2
    Waterskins x1
    Holy symbol (wooden)
    Ritual book x1
    Ritual components


Magic items:






Action Point Tally:

Daily Item Powers Per Day: Heroic Tier            

Milestones:    /    /    / 

Death Saving Throw Failures:     



To understand Gias you must first meet his father; [[Arandur of Arutheill | Arandur of Arutheill.]] [[Arandur of Arutheill | Arandur]], borne of no noble bloodline or house, was a very clever young Elf. Choosing to live in a metropolis of men, teeming with industry and trade, [[Arandur of Arutheill | Arandur]] was able to see all the angles and opportunities within any given situation. Using his talents for personal gain, he quickly built a thriving business before most his age had set aside the concerns of youth for the pursuits of maturity. A self-made business mogul, head of the [[Queensport]] Merchant’s Guild and Chairman of the [[West Zanthia | West Zanthian]] Board of Commerce and Tourism. So successful was his entrepreneurial drive that the wealth and power he amassed for his heir would be the envy of most.

Arandenn of Arutheill

That is, unless you happen to be Arandur’s heir. Arandenn possessed none of his father’s work ethic and ambition. Instead, Arandenn’s passions were far simpler. Wealth was only important for the experiences it granted the wielder. Power and social standing held no allure as attractive as games of luck and chance. Arandenn only used his father’s wealth to indulge himself and did nothing to invest in his future. Food, drink, fine song, finer women and the roll of the dice were the colors with which he painted the canvas of his life. Despite his great love of luck, he actually possessed relatively little of it, resulting in enormous and ever-growing debts to some very formidable citizens and gangsters in the city; chief among them the feared [[Kalare Fellmaro | Kalare “Cutthroat” Fellmaro.]] Arandenn’s father often claimed he had no son, and that the selfish, lazy, screw-up that bore his name was actually a distant relation whom he took pity on and sheltered only to some day cure him of his vices. Arandenn’s debts soon grew so large that not even his father could do much save him. In fact, it was only through many business contacts that Arandenn was able to be safely smuggled out of Queensport and out of the clutches of his various debtors.

In return for his son’s freedom, [[Arandur of Arutheill | Arandur]] only asked his son to leave, to vanish. Arandenn had to disappear to thuroughly that he could do no further damage to his father’s reputation and standing. That is how Arandur lost his heir, and it is how Arandenn came to choose a new name and a new life. Now, calling himself Gias Marcallas, Arandenn left his father’s world behind and followed the trade routes west across the realm. After nearly a year of crisscrossing the countryside, Gias came upon a small monastery in the outlaying town of [[Thors Point | Thor’s Point]] , who’s monks worshiped [[The Old Gods | Acna]]. Seeing this as his chance to start a new life, Gias joined the monastery and took up the mantel of a champion of [[The Old Gods | Acna]] and devoted his energy to protecting the Old God’s dominion.

Gias Marcallas

However well he took to the life of a divine devotee, Gias’s past as Arandenn still haunts his dreams and idle thoughts. He worries it won’t be long before his debts can catch up to him. For there are those back in the city of his youth, those like [[Kalare Fellmaro | Kalare “Cutthroat” Fellmaro]] that still search for Arandenn and have dispatched Cutters and Mercenaries charged with bringing him back to settle his obligations, dead or alive.


Gias is an Elf, and a Cleric of [[The Old Gods | Acna]]. He is 41 years of age but appears no older than a human of 20 with elven features. He now follows a noble path but was never able to truly leave his vices behind him. He no longer lives off [[Arandur of Arutheill | his father’s]] fortune, instead earning a living protecting some of the border towns near his monastery outside of [[Thors Point | Thor’s Point]] and adventuring into the mountains to sharpen and broaden his cleric powers. During his off-time, Gias still is never more at home than in the local tavern, throwing back a pint and matching luck against any who’ll join a game of cards. As Arandenn, he is currently wanted in Queensport for the delinquency of his 50,000 gp in debts.

Gias Marcallas

Trees of Prophecy Gias