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Creel's page

593 posts. Alias of PoorWanderingOne.

Full Name

Creel Candleman. Last name is the name of the street he was found on. He doesn't use it.


Human. Mixed heritage. Mutt from a port city.


Warrior of the Holy Light 3AD


Hp 36/36 AC&ffac 15, +2 shield +2 cbt ex. Tou ac 10+2 cbt ex. 17cmd F+7 R+4 W+6


Medium 6 foot even




Lawful Good. Tends to stress the good over the lawful at times. This may be a problem as time goes on.


Waiting calmly in the rain.


Common, Orc, Ustalavian


Wanderer, Hero, Tool.

Strength 16
Dexterity 10
Constitution 12
Intelligence 13
Wisdom 10
Charisma 16

About Creel

Background, Appearance and personality:

Creel has black hair, dark-blue eyes, and good teeth. He smiles frequently. He wears bits and pieces of several town militia uniforms but somehow it all comes together. For example his scale armor is from
the harbor guard in Claiphas while his Halberd has a red stained shaft used by militias on the Belkzen border.

Naive. Friendly. Helpful. Trusting. However beneath that exterior there is a solid almost unconscious will to do the right thing. Creel assumes everyone is as honest and good as he is. More than that he acts as though they are. This makes some people disdain him as a fool, and they may well be right. But occasionally his trust is rewarded. Sometimes people who don't know why they are doing it allow their better selves to come through.

Found in a dockside alley in Claiphas Creel had the good fortune to end up in an orphanage run by a group of Iomedae worshiping monks. Creel's physical and mental strength was noted early on and he may well have been groomed for the clergy if it were not for his total lack of mystic ability.
The more martial arm of the Church could make good use of him however and he was groomed to be a Paladin.
Strangely enough it was his intellectual strengths that brought Creel to the Professors attention. Creel's work on the theological implications of the Shining Crusade was a third rate work at best but something in it caught the professors eye. The good doctor traveled to the chapter house near Ardis (DM or where ever) and worked with Creel for several months researching, improving, and expanding the work into a respectable, if specialized book. It was not until long after the Professor left that Creel realized that there may have been more to the Doctors research in the chapter-house archives than the desire to help a student.
In the years since Creel has graduated to full paladin-hood and has been moving from village to village in Ustalav helping to train militias. His last contract has just ended when word of the professor's death reached him.

Combat stats:

Perception +1
Saves, Fortitude (3+1con+3grace) +7, Reflex (1 +3grace) +4, Will (3+3grace) +6
Immune to Fear effects. Grant allies w/i 10' +4 to saves vs. fear.

AC/Flatfoot AC 15, 17w/shield +1AC if using Cbt. Ex.
Touch AC 10 +1w/Combat Ex.
CMB +7
CMD 17

Hit Points : 35/36
Smite 2/day
Lay on hands 6/day

BAB +4
Initiative +0

Speed 30/20

Class and special abilities

~Aura of Good (Ex):
The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

~Aura of Courage (Su):
At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

~Detect Evil (Sp):
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

~Divine Grace (Su):
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

~Divine Health (Ex):
At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

~Lay On Hands (Su):
Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
6 uses per day heal/harm 2d6.

~Mercy (Su):
At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. 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.

~Smite Evil:
Swift action. If this target is evil, add charisma bonus (+3) to attacks and add paladin level (+4)to all damage against the target. If the target an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus on the first successful attack increases to 2 points of damage per level (+8). Smite evil attacks automatically bypass any DR. Add charisma bonus (+3)to AC/CMD vs attacks made by target. Smite remains in effect until target death of Paladin rests.

In If the paladin targets a creature that 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 her uses of this ability.

+3 to hit and +4 damage. Attacks bypass all DR. Extra +4 damage on first hit if undead ect. +3 AC/CMD for attacks from target. 2/day

~Power of Faith (Su)::

She can spend a use of her lay on hands ability to call upon the power of her faith as a standard action. This causes a nimbus of light to emanate from the warrior of the holy light in a 30-foot radius. All allies in this area (including the warrior of the holy light) receive a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear as long as they remain in the area of light. This power lasts for 1 minute.

Traits and Feats:

Militia Training +2 ride
Teachers Pet +2 knowledge religion

Human, Toughness +3 Hp +1/lvl past 3rd
1st level: Combat expertise -2 to hit for +2AC
3rd level: Fast Learner +1hp & skill point per level


*class skill. -armor check (-4armor -2shield)
-Acrobatics, 0
Appraise, +1
Bluff , +3
-Climb, +3
*Craft Weapons, +1
*Diplomacy(2), +8
-Disable device -
Disguise, +3
-Escape Artist, 0
-Fly, 0
*Handle Animal(1), +7
*Heal(3), +6
Intimidate, +3
Knowledge Arcane, +1
Knowledge Dungeon, +1
Knowledge Engineering, +1
Knowledge Geography, +1
knowledge History, +1
Knowledge Local, +1
*Knowledge Nobles(2), +7
Knowledge Planes, +1
*Knowledge Religion(2), +8
Linguistics -
Perception(1), +1
-Perform Dance, +3
*Profession, Soldier (1), +4
*Ride (1), +6
*Sense Motive, 0
-Slight of hand -
*Spellcraft -
-Stealth, 0
Survival, +0
-Swim, +3

Hand to hand Weapons:

Halberd, carried, +7 hit, d10+4 20x3 Brace Trip P/S

Club, belt right side, +7, d6+3(4 2h) 20x2 Ranged +3 d6+3 10' B

Dagger, Right boot, +7 d4+3 19x2 Ranged +3 d4+3 10' P/S

Longsword, belt left side, +7 d8+3(4) 19x2 S

Heavy wooden shield, back, +7 d4+3(4) 20x2 B

Unarmed/Gauntlet +7 d3+3 20x2 B Non/lethal

Combat ex -2hit +2AC
Whetstone +1damage w/ Dagger/Sword/Halberd 1st hit only.


Javelin, back quiver, +3 d6+3 20x2 Ranged +4 d6+3 30' P

Armor and Shield:

Scale Mail +5AC max dex +3 armor check -4
Heavy wooden shield +2AC armor check -2

Expendable magic and Alchemical items:

Sun rod x3
Holy water .

Magic gear:

None yet, drat!

Mundane gear:

Backpack, back, 30.5#
-Winter blanket
-Flint & Steel
-Trail rations 6 person/days
-50' Hemp rope with Grapple
-Sack, empty two
-Soap 1# wrapped in oil cloth
-Torch, wrapped in oil cloth, 3
-Traveling spell book,Blank. Used as journal
-Artisans outfit
-Whetstone (+1 damage w/non magical blades. First hit only.
-Sewing needle and strong canvas thread
-4 parchment sheets suitable for letters or maps.
-Ink, 1oz. inkwell.
-Ink-pen and nibs.
-Iron spikes three cloth wrapped

-Cash 20gold

Belt-pouch, left side
-Chalk 2 pieces
-CLW potion
-Lesser restoration potion

Belt-pouch, right
-Three sunrods
-Holy Water Vial
-Smelling salts
-String 50'
-Small steel mirror
-cash 2g 5sp 7cp

Signal whistle, round neck
-Water-skin, worn.

Explorers outfit, worn. This is a mix of three different Militia uniforms.

Creel - (3) Sunrods, CLW potion, Lesser Restoration Potion,
Holy Water Vial, (2) Bottles of Oil, Tindertwig, (6) Torches,


24g 5sp

Unassigned party loot
Nothing yet.

Places to go, people to see.:

Kendra Lorrimer
Councilman Gharen Muricar

Outward Inn; Vai. owner
Athelliana. Serveng person.
Old man Granger. Musician, lost son Martie on day of wolf attack.

The will
“I, Petros Lorrimor, being of sound mind, do hereby commit to this parchment my last will and testament. Let it be known that, with the exception of the specific details below, I leave my home and personal belongings entire to my daughter Kendra. Use them or sell them as you see fit, my child.Yet beyond the bequeathing of my personal effects, this document must serve other needs. I have arranged for the reading of this document to be delayed until all principals can be in attendance, for I have more than mere inheritance to apportion. I have two final favors to ask. To my old friends, I hate to impose upon you all, but there are few others who are capable of appreciating the true significance of what it is I have to ask. As some of you know, I have devoted many of my studies to all manner of evil, that I might know the enemy and inform those better positioned to stand against it. For knowledge of one’s enemy is the surest path to victory over its plans. And so, over the course of my lifetime, I have seen fit to acquire a significant collection of valuable but dangerous tomes, any one of which in the wrong circumstances could have led to an awkward legal situation. While the majority of these tomes remain safe under lock and key at the Lepidstadt University, I fear that a few I have borrowed remain in a trunk in my Ravengro home. While invaluable for my work in life, in death, I would prefer not to burden my daughter with the darker side of my profession, or worse still, the danger of possessing these tomes herself. As such, I am entrusting my chest of tomes to you, posthumously. I ask that you please deliver the collection to my colleagues at the University of Lepidstadt, who will put them to good use for the betterment of the cause. “Yet before you leave for Lepidstadt, there is the matter of another favor—please delay your journey one month and spend that period of time here in Ravengro to ensure that my daughter is safe and sound. She has no one to count on now that I am gone, and if you would aid her in setting things in order for whatever she desires over the course of this month, you would have my eternal gratitude. From my savings, I have also willed to each of you a sum of one hundred platinum coins. For safekeeping, I have left these funds with Embreth Daramid, one of my most trusted friends in Lepidstadt—she has been instructed to issue this payment upon the safe delivery of the borrowed tomes no sooner than one month after the date of the reading of this will. I, Petros Lorrimor, hereby sign this will in Ravengro on this first day of Calistril, in the year 1411.”

Strange figure at the wolf attack
As Creel and Torthen round the front of the house, shouting orders to whatever person stands there to stop, they see a startling sight. The figure, all-too dark for early morning, turns to them, opens its arms to the sky, and then fades completely from view. Unsure of what they have seen - and with each passing moment of further searching - the two discover absolutely no one present, nor any hint of a figure in or around the doorway. In fact, even after a quick search of the area, only the dead bodies of the wolves (and the large pit in Kendra's front yard) alert anyone to a disturbance at the home.

Thorthen's assessment of the wolves
They were not scared into attacking, and from what you can tell, not undead or any other variety of abomination. No, they are very natural creatures... and from what you can tell, possibly under the influence of another creature... although magic and the supernatural are definitely not your areas of expertise.

the chest
within are several old tomes and one relatively new one. The newest tome sits on the top and bears the phrase “Read me now!” scratched into the leather cover.

The other books inside are:

Manual of the Order of the Palatine Eye: The rich purple cover contains a brass scarab set with a single eye in its center. It is locked.

On Verified Madness: This jet-black book twinkles as if stars were etched into its cover.

Serving Your Hunger: This dark brown book bears the unholy symbol of the goddess Urgathoa on it cover.

The Umbral Leaves: This lexicon is dark brown and bears the unholy symbol of Zon-Kuthon

The journal
Ten Years Ago:
"The Whispering Way is more than just a cabal of necromancers. I see that now. Undeath is their
fountain of youth. Uncovering their motivation does not place me at ease as I thought it might.
Their desire to be eternal simply makes them more dangerous."

Two Months Ago:
"It is as I had feared. The Way is interested in something here in Ravengro. But what could it be?"

One Month Ago:
"Whatever the Way seeks, I am now convinced their goal is connected to Harrowstone. In retrospect. I suppose it all makes sense—the stories they tell about the ruins in town are certainly chilling enough. It may be time to investigate the ruins, but with everyone in town already being so worked up about them, I’d rather not let the others know about my curiosity—there’s plenty of folks hereabouts who already think I’m a demonologist or a witch or something. Ignorant fools."

Twenty Days Ago:
"It is confirmed. The Way seems quite interested in something—no, strike that—someone who was held in Harrowstone. But who, specifically, is the Way after? I need a list of everyone who died the night of the fire. Everyone. The Temple of Pharasma must have such a list."

Eighteen Days Ago:
"I see now just how ill prepared I was when I last set out for the Harrowstone. I am lucky
to have returned at all. The ghosts, if indeed they were ghosts (for I did not find it prudent to
investigate further) prevented me from transcribing the strange symbols I found etched along the foundation—hopefully on my next visit I will be more prepared. Thankfully, the necessary tools to defend against spirits are already here in Ravengro. I know that the church of Pharasma used to store them in a false crypt in the Restlands at the intersection between Eversleep and the Black Path. I am not certain if the current clergy even know of what their predecessors have hidden down below. If my luck holds, I should be able to slip in and out with a few borrowed items."

Seventeen Days Ago:
"Tomorrow evening I return to the prison. It is imperative the Way does not finish. My caution
has already cost me too much time. I am not sure what will happen if I am too late, but if my
theory is right, the entire town could be at risk. I don’t have time to update my will, so I’ll
leave this in the chest where it’ll be sure to be found, should the worst come to pass."

Interview with the counciler and view of town.
Your trip into town takes you south from Kendra's Estate, across an older, ornate bridge that spans the river bisecting the town, and north again into the town formal. As you walk, you can't help but notice the plume of smoke rising lazily into the air toward the center of town. As you look around, you start to notice additional signs of the recent wolf attack. Here and there, farmers look up from shovels, bodies of wolves decorating the freshly dug holes.

It takes you 20 minutes or so to reach the center of town. When you do, you see a large, rotund man standing among a small circle of famers, answering questions. You quickly learn he is Councilman Gharen Muricar, one of four councilors responsible for governing Ravengro. He seems a little shaken, but is answering questions nonetheless. Two armed women stand beside him, their blades still stained with blood. You notice the smoke trailing from a house just north of the town circle. Whatever fire threatened the town seems to be smoldering now.

Your walk through town gives you the impression that it isn't as new as some of the places you've been, but certainly isn't showing signs of decline, either. You note a few places where the spring flowers are starting to bloom, but several other places where the signs hanging from above doors could use a fresh coat of paint.

The town 'square' as it were is more akin to a circle on the eastern side of the river. As you wait for the councilman, you glance around, taking note of the following locations; The Ravengro General Store, The Ravengro Forge, The Ravengro Town Hall, Jominda's Apothecary, The Silk Purse, and The Outward Inn. Each surround the center of town, with a path leaving the circle from the north, south (from which you entered), and the northwest.

After waiting a few minutes, one of the female guards glances over at you, nods, and pokes the councilman. He nods at her, giving you a quick glance, and finishes up with the people before him. When he's done, he waddles over and offers you a meaty but clean hand.

"Well, we've had better mornings. I'm Gharen Muricar and I suspect you're one of the late professor's allies." He smiles and awaits your response.

"Well met, Creel Caldleman. I'm Councilman Gharen Muricar." The big, jovial looking man shakes your hand and then pulls away, spreading his arms as if presenting the devastation as part of a speech.

Then he continues, "Yes, this is quite odd. People are whispering that it is the forest's vengeance for old man Lorrimor's burial in the Restlands, but I don't think so. I do, however, find it timed badly and suspicious myself. Nonetheless, I know we live in a small town people will talk."

"I don't know that there is much you can do now. The fire is out, people have brought their wounded or dead to the appropriate locations, and we're cleaning up now. If you'd like, you can check in with Sheriff Benjan Caeller over at the jail to see if he needs more men-at-arms."

With that, he points northwest to a large building and then turns away from you.

As you begin to leave, he stops and says, "Oh, and thank you for your help. Send my best to Lady Kendra. I, for one, will miss the ol' professor."

Councilman Gharen Muricar listens to your words, cocking his ear toward you to give you his full attention. He seems to look away as he listens, as if he is scanning the crowd, but says nothing until you're finished speaking. He nods then, shaking his head a little to the left and right, with a disapproving frown that carries the weight of his displeasure. He says, "It appears, then, we have a bigger problem. I'll speak with the council right away. Would your group being willing to share Professor Lorrimor's research? Or moreover, any proof of this cult? It would help immensely in rousing the rest of the council to action."

Gharen stops, thinking for a moment, then continues. "You could speak with Father Grimburrow about the Temple records, but I doubt he'll open them up to you. He's not known to share such with outsiders. You may have more luck with Alendru Ghoroven, over at the Scroll, who is a bit of a student of history."
The Councilman stands before you, patting his hands down gently on his jacket, as if smoothing out the fabric. He doesn't this, absent-mindedly, as he listens to you talk. You notice him glance around on occasion, as well, but he appears, in the end, to hear all that you've said. As you finish, he nods.

"Well, sir, I couldn't agree more. I'll bring it to the council anyway, but in confidence, of course. We don't want to alert the townsfolk if we have little to show them. Otherwise, we'll only see fear and panic. We have enough of that already. In the meantime, you and your friends should seek out more evidence and when you do, bring it to me right away. I'll make sure the council hears about it!" With that, Gharen offers you a large smile and pauses, offering you his hand. Then, he continues, saying, "Of course, if there is anything you need that is within reason, please don't hesitate to ask. In the meantime, if you're looking to improve your status, I'd suggest being visible around town. Perhaps dinner in the tavern a few nights, alongside a few rounds of drinks, would be wise. If anything, it'll reminds the good people of my town that you're not the aloof, strange 'city folk' holed up at the edge of town many of them believe you to be."

Before you leave, Gharen stops and leans in forward. "Oh, and one more thing. Many pope will tell you Harrowstone is haunted. But those are just stories. It's dangerous, but
what folks think are ghosts are only the nasty vermin that live there."

With that, the councilman looks up, winces, and pulls up his collar. You immediately notice, as well. The cold, loud snap of a rain drop on his jacket is immediately followed by one on your cheek, and when you look up, you can see storm clouds gathering. It begins to rain, albeit only lightly now.

The councilman, headed out of the rain, waves a hand in your direction and says, "You heard my suggestion. I'll speak with the council and, if they elect to open our records, then we'll talk." He continues to walk away, ducking into a building and out of the rain.

note found in second run through of the chest.
"Note to self: Write letters to Montagnie Crowl at Lepidstadt University and Embreth Daramid about the books."

Level by level:

9hp/level. (6pfs +1con +1toughness +1fast learner)
4 skill/level (2paladin +1int +1fast learner)

Level one, Paladin.
~HP (10+1con+3toughness+1level) 15
~Skills (2+1int+1human+1level) 5
~~Perception, Diplomacy, Handle animal, Heal, Kn Religion.
Feats Toughness (human), Cbt expertise.

Level two, Paladin
~HP (6+1con+1level) 8. Total 23
~Skills (2+1int+1human+1level) 5
~~Perception, Kn Religion, Kn Nobles, Ride, Prof soldier

Level three, Paladin
~HP (5+1con+1level) 7. Total 30
~Skills (2+1int+1human+1level) 5
~~Diplomacy, Sense Motive (2 skill pts), Heal, Kn Religion.
Feat Fast Learner

Level four Paladin

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