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About CreelBackground, Appearance and personality:
Appearance. 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. Personality.
Background.
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.
Hit Points : 35/36
BAB +4
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): +3.
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): 6 uses per day heal/harm 2d6.
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. ~Mercy (Su): Sickness.
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: +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
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. ~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:
Traits:
Feats:
Skills:
*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
Ranged:
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#
-Cash 20gold Belt-pouch, left side
Belt-pouch, right
Signal whistle, round neck
Explorers outfit, worn. This is a mix of three different Militia uniforms. Creel - (3) Sunrods, CLW potion, Lesser Restoration Potion,
Cash:
24g 5sp Unassigned party loot
Places to go, people to see.:
Kendra Lorrimer Councilman Gharen Muricar Outward Inn; Vai. owner
The will
Strange figure at the wolf attack
Thorthen's assessment of the wolves
the chest
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
Two Months Ago:
One Month Ago:
Twenty Days Ago:
Eighteen Days Ago:
Seventeen Days Ago:
Interview with the counciler and view of town.
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."
"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
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.
Level by level:
9hp/level. (6pfs +1con +1toughness +1fast learner) 4 skill/level (2paladin +1int +1fast learner) Level one, Paladin.
Level two, Paladin
Level three, Paladin
Level four Paladin
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