A Carrion Crown Adventure Path Character

RADIMIR DRAGOMIROV LEVEL 13

XP Earned 442,792 of 445,000

Male human (Varisian) huecuva lord cleric 13

CE Medium undead

Init +6+2 Dex plus +4 Improved Initiative; Senses darkvision 60 ft.; Perception +6

Aura desecration (20 ft.), faithlessness (30 ft.)

DEFENSE

AC 34, touch 12, flat-footed 32 (+10 armor, +2 Dex, +8 natural, +4 shield)

hp 170 (13d8+9113d8 cleric, +65 Cha [undead], +13 Favored Class, +0 Toughness feat, +13 desecrate)

Fort +17+8 base, +5 Cha [undead], +1 profane, +3 cloak of resistance, Ref +10+4 base, +2 Dex, +1 profane, +3 cloak of resistance, Will +17+8 base, +5 Wis, +1 profane, +3 cloak of resistance

Defensive Abilities 25% chance to negate critical hits and sneak attacks, channel resistance +4; DR 10/magic or silver; Immune undead traits; Resist cold 20Water domain, increases to immunity at level 20, electricity 10

OFFENSE

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

Melee +1 trident +16/+11BAB plus +3 Str plus +1 Weapon Focus plus +1 enhancement plus +1 profane (1d8+5+3 Str plus +1 enhancement plus +1 profane) or claw +15BAB plus +3 Str plus +1 Weapon Focus plus +1 profane (1d4+4+3 Str plus +1 profane plus disease)

Ranged +1 light crossbow +13BAB plus +2 Dex plus +1 enchantment plus +1 profane (1d8+2+1 enchantment plus +1 profane/19-20)

Special Attacks +1 weapon damage against undead, channel negative energy 103 plus Cha modifier plus 2 Extra Channel feat/day (DC 2410 plus 1/2 cleric level plus Cha modifier plus +2 Improved Channel feat plus +1 Sacred Conduit trait, 9d67d6 cleric + 2d6 phylactery of negative channeling), command huecuva (DC 2110 + 1/2 Hit Dice + Charisma modifier), create spawn, scythe of evil (6half cleric level rounds, 2once at level 8 +1/day per 4 cleric levels/day)

Domain Spell-Like Abilities (CL 13th; concentration +18 [+22 casting defensively or grappled])

83 plus Wisdom modifier/day—icicle (1d6+6+1 per 2 cleric levels (not minimum 1) cold), touch of evil (6half cleric level rounds)

Spell-Like Abilities (CL 13th; concentration +18 [+22 casting defensively or grappled])

1/day—darkness, fear (DC 1910 plus spell level 4 plus Cha modifier), summon undead

Cleric Spells Prepared (CL 13th; concentration +18 [+22 casting defensively or grappled])

7th—blasphemyD (DC 22), destruction (DC 22)

6th—cone of coldD (DC 21), greater dispel magic, harm

5th—flame strike (2; DC 20), greater contagion (DC 20), ice stormD, righteous might

4th—air walk, aura of doom (DC 19), divination, fleshworm infestation (DC 19), greater magic weapon, unholy blightD (DC 19)

3rd—animate dead, meld into stone, prayer, searing light, water breathingD, water walk

2nd—align weapon, bull's strength, fog cloudD, lesser restoration, remove paralysis, undetectable alignment

1st—bless, comprehend languages, decompose corpse (DC 16), murderous command (DC 16), obscuring mistD, shield of faith, unliving rage

0 (at will)—create water, detect magic, guidance, light

D Domain spell; Domains Evil, Water

STATISTICS

Str 1713 base, +0 race, +0 level, +4 undead lord, Dex 1412 base, +0 race, +0 level, +2 undead lord, Con undead, no Con score, Int 1013 base, +0 race, +0 level, -3 huecuva, Wis 2116 base, +2 race, +1 level, +2 undead lord, Cha 2014 base, +0 race, +2 level, +4 undead lord

Base Atk +9/+4; CMB +12+9 BAB, +0 size, +3 Str; CMD 2410 +9 BAB, +0 size, +3 Str, +2 Dex, +0 deflection, +0 dodge

Traits Sacred Conduit, Undead Slayer

Feats Armor Proficiency (light, medium), Combat Casting, Extra Channel, Improved Channel, Improved Initiative, Quick Channel, Selective Channeling, Shield Proficiency (all except tower shields), Simple Weapon Proficiency, Skill Focus (Swim), Weapon Focus (claw)B, Weapon Focus (trident)

Skills Acrobatics +10 ranks, +2 Dex, -1 armor, Appraise +00 ranks, +0 Int, Bluff +50 ranks, +5 Cha, Climb +31 ranks, +3 Str, -1 armor, Diplomacy +91 ranks, +5 Cha, +3 class skill, Disguise +50 ranks, +5 Cha, Escape Artist +10 ranks, +2 Dex, -1 armor, Fly +10 ranks, +2 Dex, -1 armor, Heal +91 ranks, +5 Wis, +3 class skill, Intimidate +50 ranks, +5 Cha, Knowledge (arcana) +41 ranks, +0 Int, +3 class skill, Knowledge (religion) +129 ranks, +0 Int, +3 class skill, Knowledge (dungeoneering) +41 ranks, +0 Int, +3 class skill, Knowledge (engineering) +41 ranks, +0 Int, +3 class skill, Knowledge (geography) +41 ranks, +0 Int, +3 class skill, Knowledge (history) +52 ranks, +0 Int, +3 class skill, Knowledge (local) +63 ranks, +0 Int, +3 class skill, Knowledge (nature) +41 ranks, +0 Int, +3 class skill, Knowledge (nobility) +41 ranks, +0 Int, +3 class skill, Knowledge (planes) +52 ranks, +0 Int, +3 class skill, Linguistics +41 ranks, +0 Int, +3 class skill, Perception +61 ranks, +5 Wis, Profession (midwife) +91 ranks, +5 Wis, +3 class skill, Ride +10 ranks, +2 Dex, -1 armor, Sense Motive +91 ranks, +5 Wis, +3 class skill, Spellcraft +118 ranks, +0 Int, +3 class skill, Stealth +21 ranks, +2 Dex, -1 armor, Survival +50 ranks, +5 Wis, Swim +111 ranks, +3 Str, +3 Skill Focus, -1 armor, +5 ring of swimming

Languages Common, Draconic, Varisian; undead telepathy 100 ft.

SQ aura, false humanity

Combat Gear potion of barkskin +4, potion of bull's strength, potion of cat's grace, scroll of planar ally, wand of cure light wounds (13 charges), wand of halt undead (12 charges), wand of inflict serious wounds (38 charges)

Other Gear +1 light crossbow with 20 bolts, +1 trident, +4 mithral breastplate, +3 light fortification buckler, amulet of natural armor +1, cloak of resistance +3, minor ring of energy resistance (electricity), phylactery of negative channeling, ring of swimming, backpack, bedroll, belt pouch, candles (5), chalk (white), fishgold unholy symbol of Dagon, flask, flint and steel, grappling hook, hammer, hemp rope (5 ft.), iron pot, mess kit, pitons (10), soap (50 uses), string (50 ft.), torches (5), trail rations (5), waterskin, incense (worth 100 gp for divination), 742 pp, 13 gp, 13 sp, 4 cp

SPECIAL ABILITIES

Aura of Desecration (Su) As descrate spell (+3 DC to resist negative energy, +1 profane bonus attack rolls, damage, and saving throws for undead, +1 hp/HD to created or summoned undead, animate dead creates 4 HD/level). These affect you constantly and are already factored into statistics.

Aura of Faithlessness (Su) You and all undead within 30 ft. gain +2 profane bonus to Will saves to resist channeled energy and positive energy effects.

Channel Negative Energy (Su) As standard action, not provoking AoO, 30-ft. burst centered on cleric affecting either all living or all undead (choose one) in radius inflicting or curing damage.

Command Huecuva (Su) As standard action, expend one use of channel negative energy to enslave huecuva within 30 ft. (Will negates). Those who fail, obey your commands to best of ability as if under control undead. Receive new saving throw each day. Control up to your cleric level in HD at one time. If undead already controlled by another, must make opposed Cha check when orders differ. Channeling energy in this way has no other effect.

Create Spawn (Su) A humanoid creature with levels in a divine caster class or monk class slain by you rises in 1d4 minutes as a normal huecuva under your control.

Disease (Ex) Filth fever: Injury; save Fort DC 2110 + 1/2 Hit Dice + Charisma modifier; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Str damage; cure 2 consecutive saves. The save DC is Charisma-based.

False Humanity (Su) During day, cloaked in illusion making you look, sound, and feel like a living human similar to disguise self. A creature interacting directly may attempt a DC 2110 + 1/2 Hit Dice + Charisma modifier Will save to disbelieve. Scent of faint grave dust and decay never changes giving those with Scent ability +4 bonus on Will save to disbelieve. At night illusion fades and reveals decayed form. The save DC is Charisma-based.

Icicle (Sp) As standard action, fire icicle from finger at foe within 30 ft. as ranged touch attack.

Quick Channel (Ex) Channel energy as move action by spending 2 daily uses of that ability.

Scythe of Evil (Su) Give weapon touched unholy property.

Selective Channeling (Ex) When you channel energy, choose a number of targets in the area up to your Cha modifier. These targets are not affected by your channeled energy.

Spontaneous Casting "Lose" any prepared cleric spell that is not an orison or domain spell in order to cast any inflict spell of the same spell level or lower.

Summon Undead (Sp) Summon 619 [your HD x 1.5] / 3 HD huecuva = 6 normal huecuva. The undead disappear after 131 round per your HD rounds.

Touch of Evil (Sp) As standard action, sicken target with melee touch attack. Creatures so sickened count as good-aligned for purposes of spells with the evil descriptor.

Undead Telepathy (Su) Communicate telepathically with any other undead (even mindless) within 100 ft.

CHARACTER DEMOGRAPHICS

Height 5'11", Weight 167 lbs., Hair Brown, Eyes Brown, Skin Caucasian

Age 28, Deity Dagon, Homeland Ustalav, Favored Class Cleric


Defeated Enemies Advanced Unhallowed Totenmaske, Bone Devil, Huge Fire Elemental, Renchurch Novice, Shrine-Blessed Burning Skeleton, Shire-Blessed Juju Zombie, Unhallowed Banshee, Unhallowed Mummy, Vampire (2), Worm That Walks

Catch Phrase "I offer you to the crushing depths, and Dagon our master!"

History Radimir was raised in Caliphas, Ustalav as a member of the church of Pharasma. As a follower of the judge of the dead, he has learned the value of both life and death. He is a trained midwife, priest, and warrior. The young man has a burning hatred for the unliving, which he views as the ulimate affront to his god. He has spent much of his life and training learning ways to destroy the undead. The power of Pharasma flows through him readily, and he uses that positive energy as a weapon to destroy undead. He particularly dislikes undead that spread their taint and corruption to their victims. In a land such as Ustalav, having been dominated by an undead tyrant in the past, he views it as every citizen's duty to be vigilant for undead threats.
 
Radimir is both a scholar and man of action. He is well-versed in a number of studies, but religion and undeath are his specialties. He also has a good understanding of people and cultures as well as arcane theory. He favors magic of two varieties: information gathering and overwhelming might. Radimir uses magic to gather information from the divine, the bodies of slain foes, and from the books and illusions of his enemies. When the time comes for action, Radimir uses spells such as righteous might and prayer to enhance his own capabilities and unleashes destruction with flame strike and searing light.

Pathfinder® Roleplaying Game | Not Endorsed by Paizo Inc. | Phoenix Gaming Club — 2014-2015 | DM — Charles W. Plemons III
22 Games Played | Last Played 09/29/2015 | Created 07/23/2014 | Played by Andrew Renfrow