Born in Molthune 4694 AR, Esmereza grew up with conflict as a cornerstone of her life. Her homeland regularly skirmished with the Chernasardo Rangers of Nirmathas, and when she came of age she enlisted in the military. She did not do so out of any desire to see battle; service to her country is one of the only ways to rise out of poverty.
The army trained her in anatomy, and she was stationed near the the border to tend to wounded soldiers. The guerrilla warfare between to the countries until 4717 AR when the Ironfang Invasion occurred. Having completed the required five years of service, she left Molthune and crossed the border to help the people of Nirmathas, picked up a sword more and more as the disciplined hobgoblin army laid waste to Nirmathas.
Surprised at how fulfilled she was in helping the 'enemy' of her homeland, she continued to tend to the wounded in Nirmathas until the heroes of Phaendar negociated peace with the Ironfang Legion. After that, Esmereza left Nirmathas and headed to Lastwall to find another cause. And it was in that country that she would find a connection with The Light of the Sword, the Lady of Valor, the Inheritor: The goddess Iomedae.
Her time in Lastwall changed her into the holy warrior that she is today. She found kinship with the crusaders, and was instructed in both the teachings of Iomedae and of the sword. Esmereza became a member of the clergy and, later, a paladin of the order. This was true up till the day the Whispering Tyrant brought destruction to her new home and slew a great many of her friends.
Esmereza Rano
Female human cleric 12 (Advanced Player's Guide, Lost Omens Character Guide)
LG, Medium, Human, Humanoid Heritage versatile heritage
Background field medic
Perception +21
Languages Common, Varisian
Skills Acrobatics +15, Athletics +18 (+20 for High Jump and Long Jump actions.), Diplomacy +20, Intimidation +18, Medicine +25, Occultism +14, Religion +25, Society +14, Stealth +13 (+14 when match current environment), Survival +19, Warfare Lore +14
Str 18 (+4), Dex 12 (+1), Con 14 (+2), Int 10 (+0), Wis 20 (+5), Cha 18 (+4)
Items +1 resilient half plate, +2 ghost touch striking flaming longsword, backpack, bedroll, belt pouch, belt pouch, boots of bounding, caltropss (2), chalks (10), cloak of elvenkind, fine clothing, flint and steel, greater healer’s gloves, healer's tools, lesser healing potions (2), lesser rope of climbing[APG], moderate healing potion, moderate thurible of revelation, phylactery of faithfulness, potion of swimming, rations (1 week)s (2), rope (foot)s (50), scroll of air walk, silver religious symbol, soap, torchs (5), waterskin, wooden religious symbol, writing set, purse (100 pp, 249 gp, 5 sp)
--------------------
AC 31; Fort +19; Ref +18; Will +24 (Successes are crit successes instead.)
HP 140
--------------------
Speed 30 feet
Melee [1][i]+2 ghost touch striking flaming longsword[/i] +22 (versatile P, magical), Damage 2d8+5 S +1d6 F
Divine Cleric Spells DC 31, attack +21; 6th blade barrier, field of life, heal (5), true seeing 5th breath of life, flame strike, summon celestial 4th air walk, divine wrath, vital beacon 3rd crisis of faith, heroism, searing light 2nd create food, see invisibility, spiritual weapon 1st air bubble, true strike (2) Cantrips (6th) chill touch, disrupt undead, guidance, light, shield
Divine Divine Font DC 31, attack +21;
Focus Spells 3 Focus Points, DC 31; 6thAthletic Rush, Enduring Might, Sun Blade, Weapon Surge Rituals DC 14; atone, call spirit, commune, consecrate, rest eternal, resurrect
Resolve You’ve steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.
Ancestry Feats Clever Improviser, Natural Ambition, Natural Skill
Class Feats Advanced Domain, Cremate Undead, Domain Initiate, Emblazon Armament, Holy Castigation, Martyr[APG], Reach Spell, Shining Oath, Smite Evil, Sun Blade[LOCG]
General Feats Fleet, Toughness, Untrained Improvisation
Skill Feats Advanced First Aid[APG], Battle Medicine, Consult The Spirits (religion)[APG], Continual Recovery, Forensic Acumen[APG], Quick Jump, Robust Recovery, Student Of The Canon, Ward Medic
Other Abilities anathema, blade ally, champions's code, cloistered cleric, deity, deity and cause, divine ally, divine font, divine spellcasting, doctrine, first doctrine, fourth doctrine, might, paladin, retributive strike, second doctrine, third doctrine, zeal