Human (Taldan) holy vindicator 4/paladin 2/warpriest of Vildeis 4 (Pathfinder RPG Advanced Class Guide 60, Pathfinder RPG Advanced Player's Guide 263)
LG Medium humanoid (human)
Init +1; Senses Perception +12
AC 25, touch 11, flat-footed 25 (+10 armor, +1 deflection, +1 natural, +3 shield)
hp 103 (10 HD; 4d8+6d10+44)
Fort +14, Ref +6, Will +12
Defensive Abilities vindicator's shield
Speed 30 ft. (20 ft. in armor)
Melee +1 vicious longsword +15/+10 (1d8+5/19-20 plus 2d6)
Special Attacks blessings 5/day (Destruction: destructive attacks, Good: holy strike), channel positive energy 5/day (DC 14, 3d6), fervor 6/day (3d6), sacred weapon (1d6, +1, 4 rounds/day), smite evil 1/day (+1 attack and AC, +2 damage)
Paladin Spell-Like Abilities (CL 2nd; concentration +3)
. . At will—detect evil
Warpriest Spells Prepared (CL 7th; concentration +9)
. . 3rd—cure serious wounds
. . 2nd—cure moderate wounds, inflict moderate wounds (DC 14), ironskin, spiritual weapon
. . 1st—cure light wounds, divine favor (3), shield of faith
. . 0 (at will)—bleed (DC 12), detect fiendish presence, detect magic, guidance, stabilize
Str 18, Dex 12, Con 18, Int 11, Wis 14, Cha 12
Base Atk +9; CMB +13; CMD 25
Feats Alignment Channel, Blind-fight, Extra Channel, Improved Blind-fight[APG], Lightning Reflexes, Lunge, Power Attack, Weapon Focus (longsword)
Traits fate's favored, resilient martyr
Skills Acrobatics -5 (-9 to jump), Climb +4, Diplomacy +6, Intimidate +6, Knowledge (religion) +8, Perception +12, Sense Motive +9, Survival +6, Swim +4
SQ divine wrath, faith healing, lay on hands 2/day (1d6), stigmata: ac, stigmata: attack rolls, stigmata: caster level checks, stigmata: saving throws, stigmata: weapon damage
Other Gear +2 half-plate, +2 light steel shield, +1 vicious longsword, amulet of natural armor +1, belt of giant strength +2, ring of protection +1, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), iron holy symbol of Vildeis[UE], mess kit[UE], pot, soap, spell component pouch, trail rations (5), waterskin, 36,756 gp, 1 sp
Alignment Channel (Good) Channel Energy heals or harms outsiders of the chosen alignment.
Blessings (5/day) (Su) Pool of power used to activate Blessing abilities.
Blind-Fight Re-roll misses because of concealment, other benefits.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Wrath (Sp) When you confirm a critical hit or an enemy critical hits you, you may sacrifice a 1st-level spell to inflict doom on them.
Faith Healing (empower) (Su) Cure wounds spells you cast on yourself are Empowered.
Fervor (3d6, 6/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Improved Blind-Fight Melee attacks ignore the miss chance for less than total concealment. Invisible attackers within 30' you have pinpointed gain no advantages to hit you with ranged attacks.
Lay on Hands (1d6 hit points, 2/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Sacred Weapon +1 (4 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Smite Evil (1/day) (Su) +1 to hit, +2 to damage, +1 deflection bonus to AC when used.
Stigmata: AC +2 (Standard) (Su) Inflict 2 HP of bleed damage on yourself to gain a +2 bonus to AC.
Stigmata: Attack Rolls +2 (Standard) (Su) Inflict 2 HP of bleed damage on yourself to gain a +2 bonus to attack.
Stigmata: Caster Level Checks +2 (Standard) (Su) Inflict 2 HP of bleed damage on yourself to gain a +2 bonus to CL checks.
Stigmata: Saving Throws +2 (Standard) (Su) Inflict 2 HP of bleed damage on yourself to gain a +2 bonus to saves.
Stigmata: Weapon Damage +2 (Standard) (Su) Inflict 2 HP of bleed damage on yourself to gain a +2 bonus to weapon damage.
Vindicator's Sacred Shield +3 (- Custom / magic armor -) (Su) Channel energy into shield for sacred/profane AC bonus for 24 hr or until hit.
Warpriest Channel Positive Energy 3d6 (5/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Background, Personality, and Appearance:
Akarus was born to a noble family in Oppara, where he had all the indulgences he could ever want, living in excess without a care in the world. His greatest worries in life were which soirees he would be invited to, and if the chef was making his favorite meal. He cared for himself, and nobody else. However, his life changed drastically one day. He witnessed a young girl being accosted by a group of thugs in an alleyway, and he heard a female voice in his head, Spare the world from the cruelty of those criminals. End their menace, and begin to unravel the corruption of the cosmos. And he intervened, fighting the thugs, but in the process being stabbed several times. But he found that the blood running out of him was not painful, or weakened him at all. It glowed with power of the divine, and it strengthened him, allowing him to fight off the thugs. Once the fight was done, he collapsed onto the hard cobbles of the alleyway, his vision growing dark. He saw a bright light above him, and followed it, arriving in a expansive white field, an unearthly woman towering above him. Her bone-white skin was covered in scars and a blindfold shrouded her eyes. Vast crimson wings rose from her shoulder blades, and she held a blood-red dagger in one hand. She nodded at him, and he heard the voice again stronger and more commanding, Your task is not yet done. Live as my champion of righteousness, and you will be rewarded. Rise Akarus, strike as my blade, and bleed as my blood, and your devotion will prevail. Akarus awoke, his bleeding stopped, and a rune inscribed on his chest, which he would later come to understand as Celestial for "champion." He devoted his life to Vildeis, becoming a holy warrior for the Cardinal Martyr. He met a group of adventurers, and after a series of adventures, they travel to Dragon Mountain.
Akarus is a devout worshipper of Vildeis, utterly commited to the eradication of evil in the world. He is incredibly compassionate, and kind to those in need. In battle he is utterly ferocious, bleeding holy power and bravely striking any foe within reach. He is generally unwilling to deal with evil creatures, preferring to try and redeem them if possible, or destroying them if that is not an option.
Akarus is a tall Taldan man, with long black hair framing a pair of deep grey eyes. He wears a set of half plate, specially crafted to allow his divine scars to be seen and bleed freely. A large rune sits in the middle of his chest, with twisting celestial script down his arms, referring to things like the righteousness of martyrdom, the power of holy blood, and the strength of one’s willpower. He wears an iron holy symbol of Vildeis on a chain around his neck, and he carries a longsword and shield.