Baron Hannis Drelev

Carrick Castermill's page

281 posts. Organized Play character for Chaosorbit.


Full Name

Carrick Castermill

Race

HP 46/46 | AC 23 (FF 20 Touch 14) CMD 22 | Init +5| Saves Fort +11 Reflex +10, Will +9 (+2 v enchantments)| Per +15, SenMot +8 Spd 30'

Classes/Levels

Effects Active: none | Lay on Hands 5/6 | Smite Evil 2/2 | Channel Pos 3/3 | Aura courage (10 ft.) | Immune sleep, disease, fear | Spells: Lvl 1 (Hero's Defiance); Detect Evil (at will) |

Gender

M Half-Elf Paladin (holy guide) of Iomedae 4/ Slayer (vanguard) 3

Size

Medium

Age

22

Alignment

LG

Deity

Iomedae

Strength 16
Dexterity 14
Constitution 10
Intelligence 10
Wisdom 10
Charisma 19

About Carrick Castermill

Carrick Castermill
Male half-elf paladin (holy guide) 4/slayer (vanguard) 3 (Pathfinder RPG Advanced Class Guide 53, 107, 121)
LG Medium humanoid (elf, human)
Init +5; Senses low-light vision; Perception +15
Aura courage (10 ft.)
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Defense
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AC 23, touch 14, flat-footed 20 (+7 armor, +1 deflection, +2 Dex, +1 dodge, +2 shield)
hp 46 (7d10)
Fort +11, Ref +10, Will +9; +2 vs. enchantments
Immune sleep, disease, fear
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Offense
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Speed 30 ft.
Melee +1 keen adamantine longsword +12/+7 (1d8+4/17-20) or
mwk longsword +12/+7 (1d8+3/19-20) or
silver dagger +10/+5 (1d4+2/19-20)
Special Attacks channel positive energy 3/day (DC 16, 2d6), smite evil 2/day (+4 attack and AC, +4 damage), sneak attack +1d6, studied target +1 (1st, move action)
Spell-Like Abilities (CL 7th; concentration +11)
1/day—light
Paladin Spell-Like Abilities (CL 4th; concentration +8)
At will—detect evil
Paladin (Holy Guide) Spells Prepared (CL 1st; concentration +5)
1st—hero's defiance[APG]
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Statistics
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Str 16, Dex 14, Con 10, Int 10, Wis 10, Cha 19
Base Atk +7; CMB +10; CMD 24

Feats
Blind-fight
Dodge
Outflank
Power Attack
Skill Focus (Perception)
Weapon Focus (longsword)

Traits
Chosen of Iomedae
Reactionary

Skills
Acrobatics +4
Bluff +4 (+6 to convince citizens you are a resident of the chosen city)
Climb +6
Diplomacy +14 (+16 when making requests of citizens of the chosen city)
Disguise +4 (+6 to convince citizens you are a resident of the chosen city)
Handle Animal +8
Heal +4
Knowledge (dungeoneering) +4
Knowledge (geography) +4
Knowledge (religion) +4
Perception +15
Sense Motive +8
Spellcraft +4
Survival +9
Racial Modifiers +2 Perception

Languages Common, Elven

SQ elf blood, favored terrain (urban +2), lay on hands 6/day (2d6), tactician

Combat Gear
Oil of bless weapon (2), oil of magic weapon (2), potion of air bubble, potion of air bubble, potion of burrow, potion of fly, potion of neutralize poison, potion of remove blindness/deafness, scroll of ghostbane dirge (x5), scroll of lesser (x4) restoration, wand of cure light wounds (47 charges), wayfinder, shining, air crystal, alchemist's fire (2), holy water (2); Other Gear +1 mithral agile breastplate[APG], +1 light steel quickdraw shield[APG], +1 keen adamantine longsword, mwk longsword, silver dagger, headband of alluring charisma +2, ring of protection +1, bedroll, belt pouch, fashionable accessories, flint and steel, holy text (Acts of Iomedae)[UE], jewelry[UE], masterwork backpack[APG], noble's outfit, silk rope (50 ft.), silver holy symbol of Iomedae, waterskin, 394 pp, 9 gp, 4 sp

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Special Abilities
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Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
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).
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Favored Terrain (Urban +2) (Ex) +2 to rolls when in urban terrain.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6 hit points, 6/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Paladin Channel Positive Energy 2d6 (3/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Smite Evil (2/day) (Su) +4 to hit, +4 to damage, +4 deflection bonus to AC when used.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Tactician (1/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.

Boons:
Worthy Foe (8-07): check box gain either 1) +2 atk/dmg and +2 dodge AC OR 2) +2 caster lvl check to overcome SR, increase save DC by 1, and +2 saves. Against dragons and humanoids w/ reptilian subtype. Lasts 1 turn.

Niche Specialist (Haunt): +2 to saves to resist haunt effects. +2 skill bonus to notice. +2 Initiative to act in surprise rnd. Cross off for reroll.

Light of Redemption (5-22): When receiving more than one Will save v. enhancement (compulsion), + 1 to Will save. Cross off discount on Atonement.

Inside Knowledge (7-10): +2 Know (local) about Aspis, may check untrained. Cross off - take 20 on single know local about Aspis.

Lord Avid's Recommendation (7-10): +2 charisma checks against nobility on Isle of Kortos. Cross off- +4 against anyone on Isle of Kortos.

Mendevian Commendation (5-22): +1 to influence crusaders of Mendev

Elixir of Treasure Seeking (6-Q): Cross off - +2 appraise & perception for 1 adventure. Makes up if less than maximum gold.

Righteous Redemption (8-07): Check box for goodies - Used for two scrolls of less restoration.

Explore, Report, Cooperate (6-10): Free or immediate name an action, GM will reveal if pos, neg, or negligible.

Prized Find (6-10): Cross off - Earn a prestige, if you would fail to earn one.

Pleasure Doing Business (6-Q): Discount on Silverhex.

PFS Info:
90071-4, 18 xp, fame 36, prestige 21

1st
#5-22: Scars of the Third Crusade (SvC)
#6-Q: The Silverhex Chronciles
#6-10: The Wounded Wisp

2nd
#0-06: Black Waters
#0-03: Murder on the Silken Caravan
#7-10: The Consortium Compact

3rd
#8-07: From the Tome of Righteous Repose
#6-06: Hall of the Flesh Eaters
#5-01: The Glass River Rescue

4th
#8-99: The Solstice Scar, ver A
#8-18: Champion's Chalice, Part 1
#8-21: Champion's Chalice, Part 2

5th
#5-13: Weapon in the Rift (SC)
#8-23: Graves of Crystalmaw Pass
#4-09: The Blakros Matrimony

6th
#8-99B: The Solstice Scar
#8-02: Ward Asunder
#8-99D: The Solstice Scar

7th

(bold=Played, Not bold=GM credits)

Background:

Carrick (b. 4 Erastus 4699) is a young, thin, yet fit looking half-elf enters. He has wile brown wavy hair that covers his pointed ears, and a close kept beard and mustache. He wears weather beaten and rough-spun clothes that cover light armor beneath it and carries a light shield emblazoned with a long sword; which stands out due to it's fine polish, compared to more natural look of the rest of his attire. He wears a long sword and dagger at his hip.

Raised in Absalom by two devout followers of Iomedae, his father a cleric. Carrick grew up in the Seventh Church, but always got into trouble and mischief, rather than studying the 11 acts. At age 12, he was accepted into the Tempering Hall with hopes he would develop some discipline. He showed promise, and at 15 was squired to another promising Paladin trained at the Tempering Hall, Boswick Bumbleberry. Boswick had begun to make a name for himself with the Pathfinder Society. He joined Boswick on many adventures all over Golarion, places like the Worldwound, Varisa, the Hao Jin Tapestry, back in time, even onto a comet racing through the sky. As Boswick slowed down his adventuring, Carrick began to sow his own path.

Far different from the polished proper knight that was Boswick; Carrick is more rough around the edges, preferring lighter armor, than the bulky Platemail. He has a knack for navigation, often keeping his knight on track.