A Carrion Crown Adventure Path Character

EMILIAN SANDULESCU LEVEL 11

XP Earned 200,330 of 220,000

Male human (Taldan) paladin 6/ranger 5

LG Medium humanoid (human)

Init +5+1 Dex plus +4 Improved Initiative; Senses Perception +7

Aura courage (10 ft.)

DEFENSE

AC 22, touch 12, flat-footed 21 (+7 armor, +1 deflection, +1 Dex, +1 natural, +2 shield)

hp 93 (11d10+286d10 paladin, 5d10 ranger, +22 Con, +6 Favored Class, +0 Toughness feat)

Fort +16+9 base, +2 Con, +4 Cha from Divine Favor, +1 cloak of resistance, Ref +12+6 base, +1 Dex, +4 Cha from Divine Favor, +1 cloak of resistance, Will +13+6 base, +2 Wis, +4 Cha from Divine Favor, +1 cloak of resistance

Immune disease, fear

Sanity 1311 levels plus +2 Wis

OFFENSE

Speed 30 ft.30 ft. base, -0 ft. armor

Melee +1 bastard sword +17/+12/+7BAB plus +4 Str plus +1 enhancement plus +1 Weapon Focus (1d10+5+4 Str plus +1 enhancement/19-20) or warhammer +15/+10/+5BAB plus +4 Str (1d8+4+4 Str/x3) or +1 alchemical silver dagger +16/+11/+6BAB plus +4 Str plus +1 enhancement (1d4+4+4 Str plus -1 alchemical silver +1 enhancement/19-20)

Ranged mwk composite longbow +13/+8/+3BAB plus +1 Dex plus +1 enhancement (1d8+3+3 Str/x3)

Special Attacks channel positive energy (DC 1810 + 1/2 paladin level + Charisma modifier + 1 Sacred Conduit trait, 2d6), favored enemy (humanoid [shapechangers] +4, undead +2), smite evil 2/day (+4Charisma modifier attack and AC, +6paladin level damage)

Paladin Spell-Like Abilities (CL 6th; concentration +10)

At Will—detect evil

Paladin Spells Prepared (CL 3rd; concentration +7)

1st—bless, sun metal

Ranger Spells Prepared (CL 2nd; concentration +4)

1st—compel hostility (DC 13), resist energy

STATISTICS

Str 1815 base, +0 race, +1 level, +2 enhancement, Dex 1313 base, +0 race, +0 level, Con 1414 base, +0 race, +0 level, Int 1010 base, +0 race, +0 level, Wis 1414 base, +0 race, +0 level, Cha 1815 base, +2 race, +1 level

Base Atk +11/+6/+1; CMB +15+11 BAB, +0 size, +4 Str; CMD 2710 +11 BAB, +0 size, +4 Str, +1 Dex, +1 deflection, +0 dodge

Traits Sacred Conduit, World Traveler

Feats Armor Proficiency (all), Endurance, Exotic Weapon Proficiency (bastard sword), Extra Lay on Hands, Greater Mercy, Improved Initiative, Martial Weapon Proficiency (all), Point-Blank Shot, Power Attack, Precise Shot, Simple Weapon Proficiency (all), Weapon Focus (bastard sword)

Skills Acrobatics +00 ranks, +1 Dex, -1 armor, Appraise +00 ranks, +0 Int, Bluff +40 ranks, +4 Cha, Climb +82 ranks, +4 Str, +3 class skill, -1 armor, Craft (traps) +61 ranks, +0 Int, +3 class skill, +2 mwk tools, Diplomacy +114 ranks, +4 Cha, +3 class skill, Disguise +40 ranks, +4 Cha, Escape Artist +00 ranks, +1 Dex, -1 armor, Fly +00 ranks, +1 Dex, -1 armor, Handle Animal +92 ranks, +4 Cha, +3 class skill, Heal +61 ranks, +2 Wis, +3 class skill, Intimidate +103 ranks, +4 Cha, +3 class skill, Knowledge (dungeoneering) +52 ranks, +0 Int, +3 class skill, Knowledge (geography) +52 ranks, +0 Int, +3 class skill, Knowledge (local) +51 ranks, +0 Int, +3 class skill, +1 World Traveler trait, Knowledge (nature) +52 ranks, +0 Int, +3 class skill, Knowledge (religion) +63 ranks, +0 Int, +3 class skill, Perception +72 ranks, +2 Wis, +3 class skill, Ride +74 ranks, +1 Dex, +3 class skill, -1 armor, Sense Motive +83 ranks, +2 Wis, +3 class skill, Spellcraft +63 ranks, +0 Int, +3 class skill, Stealth +139 ranks, +1 Dex, +3 class skill, -1 armor, Survival +138 ranks, +2 Wis, +3 class skill, Swim +71 ranks, +4 Str, +3 class skill, -1 armor

Languages Common

SQ aura, code of conduct, divine bond (weapon +1+1 plus 1 every 3 levels beyond 5th to max. +6 at 20th level, 11/day plus one additional time per day for every 4 levels beyond 5th, to a max. for 4/day at 17th level/day), favored terrain (urban +2), hunter's bond (companions), lay on hands (2d6 plus mercy, 93 plus Charisma modifier plus 2 Extra Lay on Hands/day), mercy (fatigued, staggered), track +21/2 ranger level, wild empathy +9ranger level plus Cha modifier

Combat Gear feather token (tree), potion of cure moderate wounds (8), potion of water breathing, alchemical silver arrows (23), cold iron arrows (10), holy water (3)

Other Gear +1 mithral breastplate, +1 buckler, +1 alchemical silver dagger, +1 bastard sword, masterwork composite longbow (+3 Str) with 20 arrows, warhammer, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +1, pearl of power (1st level), ring of protection +1, backpack, bedroll, belt pouch, candles (5), chalk (white), flask, flint and steel, grappling hook, hammer, hemp rope (50 ft.), iron pot, masterwork artisan's tools (traps), mess kit, pitons (10), silver holy symbol of Erastil, soap (50 uses), string (50 ft.), torches (5), trail rations (5), waterskin, wooden stakes (10), 9 pp, 6 gp, 4 cp

SPECIAL ABILITIES

Aura of Courage (Su) Paladin is immune to fear (magical or otherwise) and each ally within 10 ft. gains +4 morale bonus on saving throws against fear effects as long as paladin is conscious.

Channel Positive Energy (Su) Standard action, not provoking attack of opportunity, 30-ft. burst centered on paladin affecting either all living or all undead (choose one) in radius curing or causing damage. Using this ability consumes two uses of lay on hands ability.

Divine Bond (Sp) As a standard action, call upon the aid of a celestial spirit for 1 minute per paladin level causing weapon to shed light as a torch. Grants enhancement bonus, stacking with existing weapon bonuses to a maximum of +5, or add any of the following: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, or speed. Adding these properties consumes an amount of bonus equal to a property's magic item cost. These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon.

Favored Enemy (Ex) Gain bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against favored enemy. Gain bonus on weapon attack and damage rolls against them. May make Knowledge skill checks untrained when attempting to identify favored enemy.

Favored Terrain (Ex) Gain bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks when in this terrain. When in a favored terrain, leave no trail and cannot be tracked (although you may leave a trail if you choose).

Greater Mercy (Ex) When you use your lay on hands ability and the target of that ability does not have any conditions your mercies can remove, it instead heals an additional +1d6 points of damage.

Hunter's Bond (Ex) This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.

Lay on Hands (Su) As standard action (swift action if used on self), touch and heal wounds. Requires one free hand to use. Alternately, use power to deal damage to undead requiring a melee touch attack that does not provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Mercy (Su) Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

Point-Blank Shot (Ex) You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Power Attack (Ex) Take -3When your BAB reaches +4, and every 4 points thereafter, the penalty increases by -1 and the bonus to damage increases by +2. penalty on all melee attack rolls and combat maneuver checks to gain +6When your BAB reaches +4, and every 4 points thereafter, the penalty increases by -1 and the bonus to damage increases by +2. bonus on all melee damage rolls. Bonus increased by half (+50%) if attacking with a two-handed weapon or a one handed weapon using two hands. Bonus halved (-50%) if attacking with an off-hand weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. Bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Smite Evil (Su) As swift action, choose one target to smite. If target is evil, add Charisma bonus to attack rolls and paladin level to damage rolls against target. If target is an outsider with an evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points per paladin level. Regardless of target, smite evil attacks automatically bypass any DR the creature might possess. While smite is in effect, gain deflection bonus to AC equal to Charisma bonus against target of smite. If target of smite is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains use of this ability.

Wild Empathy (Ex) Improve the initial attitude of an animal. This functions like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds ranger level and Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. The ranger and animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but takes a -4 penalty.

CHARACTER DEMOGRAPHICS

Height 5'10", Weight 191 lbs., Hair Brown, Eyes Green, Skin Caucasian

Age 23, Deity Erastil, Homeland Ustalav, Favored Class paladin


Defeated Enemies Auren Vrood (Necromancer/Agent of the Grave), Cultist of the Indomitable Sea (2), Dire Ghoul Wolf (2), Dread Wight Monk, Enslaved Spawn, Ghoul Cutthroat, Human Skeleton (5), Scion of the Sea, Skeletal Champion Archer (8), Skum, Whispering Way Curate, Wight

Catch Phrase "By blade and bow, the righteous shall prevail!"

History Emilian was born to a very poor family in the village of Anactoria and grew up cutting peat and hunting with his father and older brother. Although destitute, they were happy, and Emilian aspired to be a trapper like his father. His parents taught him the faith of Erastil, and they relied heavily upon their prayers to the deity. All came crashing down when a pair of travelers arrived in the settlement. They had been injured on the road and sought healing from the local priest. The pair paid to stay the evening in the Sandulescu barn loft and were there as the sun set. Unbeknownst to anyone, the two had encountered a wererat on the road and contracted lycanthropy! As the full moon rose, the pair transformed and rampaged through the village starting, of course, with Emilian's family. He hid in a cupboard as his entire family died. The town drove the wererats into the bog, and word was sent to Caliphas. In a few days, a group of paladins arrived to cleanse the village of any remaining taint. One of the paladins took pity on the orphan, Emilian, and took him back to Caliphas to be trained in their order.
 
Emilian excelled at his studies but would not accept the faith of Iomedae, instead clinging to the faith of Erastil. Emilian discovered other creatures lurked in the world and vowed to fight against them; however, he proved unconventional in methods which often put him at odds with his fellows. He spent hours each night in the Caliphas sewers hunting wererats and other vermin or went into the countryside hunting other shapeshifters. His superiors wanted him to focus on enemies of the order and sent him to Vigil in Lastwall where he fought some of the remnants of Tar-Baphon's undead legacy. In his free time, he went south to the Northern Fangwood to hunt lycanthropes. He was then sent on a mission to escort an important official across Lake Encarthan, south into Druma, over the mountains into Andoran, and across the Inner Sea to Absalom. He proved his skills repeatedly and earned a level of autonomy within the order. He chose to return to his homeland of Ustalav, which believes cursed with ancient evils. He now travels Ustalav hunting evil in all its forms, but particularly shapeshifters.
 
The young paladin is an accomplished swordsman as well as marksman. His woodsmanship is superior to most paladins, and although strict to his code, he particularly sympathizes with the common man and the poor. He often donates coins he collects to the needy. He eschews alcohol and looks down upon those who sully their senses with liquor. Emilian believes you should always be vigilant and ready to fight the forces of darkness. He remains haunted to this day about hiding as his family died. He knows deep down that he would have died as well, but since that moment he has stood brave and courageous in the face of danger. He will withdraw to regain a strategic advantage, but he will never again run in fear.

Pathfinder® Roleplaying Game | Not Endorsed by Paizo Publishing | Phoenix Gaming Club — 2013-2014 | DM — Charles W. Plemons III
27 Games Played | Last Played 09/16/2014 | Created 10/04/2013 | Mercenary