Paladin 5 / Oracle 3 | HP 86/86 | AC 24; Tch 12; FF 23 | F +12; R +7; W +10 | CMB+11; CMD 22 | Speed 20 ft | Init +2 | +1 Greatsword (adamantine): +12 (2d6+7/19-20) | Perc +12
Age
49
Occupation
Caravan
Strength
18
Dexterity
12
Constitution
16
Intelligence
8
Wisdom
8
Charisma
19
About Ethendril h'Caramore
Ethendril h'Caramore
Male Human Paladin (Hospitaler) 5 / Oracle 3
LG Medium Humanoid (Human)
Init +2; Senses Perception +12
Languages Common
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DEFENSE
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AC 24, touch 12, flat-footed 23
(+11 armor, +1 Dex, +1 deflection, +1 natural)
hp 86 (5d10, 3d8, +24 Con, +8 toughness, +5 favored)
Fort +12, Ref +7, Will +10 (+12 vs. death effects)
Defensive Abilities Aura of Courage Immune Fear, Disease
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OFFENSE
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Speed 20 ft. (4 squares)
Melee'Sword of my Father' +1 Greatsword (adamantine) +12 (2d6+7/19-20)
Melee MW Lucern Hammer (silver) +12 (1d12+6)
Ranged MW composite longbow (+4) +9 (1d8+4/x3)
Base Atk +7/+2; CMB +11; CMD 22
Special Attacks Smite Evil (1/day)(+4 atk and AC/+5 dmg)
Deity Iomedae
Class Spell-like Abilitiesdetect evil (at will)
Paladin Spells Prepared (CL 2, Concentration +6)
1st — hero's defiance, hero's defiance
Spells per Day: (2/0/0/0/0/0/ DC:14+spell level)
Mystery Life Curse Legalistic
Known Oracle Spells (CL 5, Concentration +9):
1st (6/day) - cure light wounds, detect undead, divine favor, protection from evil
0th (at will) - create water, detect magic, enhanced diplomacy, guidance, light
Scrolls: none
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STATISTICS
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Abilities STR 18, DEX 12, CON 16, INT 8, WIS 8, CHA 19
Feats Fey Foundling, Power Attack, Toughness, Greater Mercy, Quick Channel
Traits Eyes and Ears of the City, Magical Knack
Skills Acrobatics -3, Appraise +2, Bluff +4, Climb -1, Diplomacy +15, Disguise +4, Escape Artist -4, Fly -4, Heal +3, Intimidate +4, Knowledge (Nature) +2, Knowledge (Religion) +7, Perception +12, Ride +0, Sense Motive +3, Stealth -4, Survival -1, Swim -1 Armor Check Penalty -5
SQ Divine Grace, Divine Health, Mercy (Sickened), Lay on Hands (2d6, 6/day), Channel Positive Energy (2d6, DC 15, 4/day)(1d6, DC 16, 7/day), Revelation (Life Link, Channel), Divine Bond (+1 enhancement bonus)
Combat Gear wand of cure light wounds [46/50], potion of gaseous form, potion of cure light wounds, oil of magic weapon, acid flask (x3) Other Gear'Sword of my Father' +1 greatsword (adamantine), +2 full plate, +2 belt of mighty constitution, +2 headband of alluring charisma, +1 ring of protection, +1 amulet of natural armor, meditation crystal, ioun stone (dusty rose prism, cracked), wayfinder, MW greatsword (cold iron), MW composite longbow (+4), MW lucern hammer (silver), greatclub, gauntlet (spiked/cold iron), dagger (cold iron), javelin (x3), sling, bullets (10), outfit (cold-weather), backpack, bandolier, bedroll, holy symbol (wooden), rations (trail/per day) (x3), rope (silk/50 ft.), torch (x2), waterskin, bell, candle, chalk, charcoal, fishhook, string, flint and steel, parchment, sewing needle, signal whistle, oil (flask)(x3), smokestick, tindertwig (x2), sunrod, MW perception tool, MW diplomacy tool, spring-loaded wrist sheath (loaded with wand of cure light wounds), caravan (diplomacy for day job), 15,218 gp
SPECIAL ABILITIES:
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.
Aura of Good (Ex): You project a faint good aura.
Channel Positive Energy (Su): When a hospitaler reaches 4th level, she gains the ability to channel positive energy as a cleric equal to her paladin level –3. She can use this ability a number of times per day equal to 3 + her Charisma modifier. Using this ability does not expend uses of lay on hands, as it does with other paladins.
This ability replaces the standard paladin’s channel positive energy ability.
Detect Evil (Sp): At will, you can use Detect Evil, as the Spell. You can, as a move action, concentrate on a single individual or item 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, you do not detect evil in any other object or individual within.
Divine Bond (Sp): Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.
The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to his 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 (his own or those of others) by touch. Each day he can use this ability a number of times equal to 1/2 his paladin level plus his Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels he possesses. Using this ability is a standard action, unless the paladin targets himself, 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.
Life Link: Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).
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. Has selected Sickened condition.
Mystery: Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.
Oracle's Curse (Ex): Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose one of the following curses.
Orisons: Oracles learn a number of orisons, or 0-level spells, as noted on Table: Oracle Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Revelation: At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery (see FAQ at right). If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action. Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle’s level + the oracle’s Charisma modifier.
Smite Evil (Su): You can call out to the powers of good to aid you in your struggle against evil 1 times per day. As a swift action, you choose one target within sight to smite. If this target is evil, you add +3 (Cha) to your attack rolls and +4 (paladin level) to all damage rolls made against the target of your smite. If the target of Smite Evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to +2. Regardless of the target, Smite Evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, you gain a +2 deflection bonus to your AC against attacks made by the target of the smite. If you target 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 you rest and regain your uses of this ability.
Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
BACKGROUND:
an aging outlaw and killer who takes on one more job, years after he had turned to farming
In Hodgeman County, Kansas, a boastful young man calling himself the "Schofield Kid" visits Will Munny's hog farm, seeking to recruit him to help claim the reward. Formerly a notorious outlaw and murderer, Will is now a repentant widower raising two children. After initially refusing to help, Will realizes that his farm is failing and jeopardizing his children's future. Will recruits friend Ned Logan, another retired outlaw, and they catch up with the Kid.
Ethendril is the younger brother of Cassandra h'Caramore, a divination tutor at the Great Arcanamirium. He is the assistant fencing master of the school, training students of a martial bent. Now in his late forties, Ethendril is tall, blonde, and handsome, and despite being past his prime, Ethendril looks like he ought to be out saving princesses and slaying dragons, not teachings staff fighting to a bunch of apprentice wizards.
Found in the wilds as a child by Priam and Hecuba h'Caramore, royalty of Absalom, tall, broad-shouldered Ethendril h'Caramore is a warrior's warrior. His pale blonde hair is bound into three long braids to remind him of a vow taken as a youth. His armor and weapons are mismatched, the pieces coming from a dozen different lands and cultures; yet worn by Ethendril, they seem natural. He is a hearty companion with a positive word for everyone. Ethendril carries a golden sculpture of a sailing ship that can become a full-sized small sailing ship upon command (though he is not presently aware of this capability). He bears an enchanted greatsword crafted by Lachesis Smith.
Ethendril left Taldor many years ago to become an adventurer. He is a founding member of the Sentinels of the North, an adventuring party active in Varisia. He has now retired from adventuring to join the Pathfinders.
PFS:
Boons and Vanities: Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).
Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name-such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item-would help realize the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action's impact on the PC's fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
Pharasma's Blessing: Pharasma blesses you for your service to the Godsmouth Cathedral. You may reroll any single attack roll targeting an undead creature or any single saving throw against an undead creature's ability or effect, always taking the result of the second roll. You must make this reroll before the results of the first roll are known. Once this ability has been used, cross it off the Chronicle.
Gripplis' Favor: You have earned the recognition of the Krihirik tribe in the Kaava Lands, granting you a +2 bonus on Charisma-based checks made to influence gripplis. In addition, this boon may be used in conjunction with other boons to grant one or more of your characters access to grippli-related options.
Sky Key Component (Sargava): You have recovered one of the five lost components of the strange relic known as the Sky Key. This piece once belonged to Sigrin, who founded the now abandoned settlement of Ashkurhall in the Bandu Hills.
Stinkeye's Friend: Playing with a domesticated basilisk has taught you to be careful around creatures with gaze attacks. When you are subjected to a gaze attack, you can cross this boon off your Chronicle sheet to gain a +4 insight bonus on a saving throw to avoid the gaze's effects.
Vanei's Friend: YOu have befriended Vanei Thaskin, who now works as an informant for the Pathfinder Society. Once per scenario, you can recall information Vanei provided in order to reroll a failed Bluff, Diplomacy, or Knowledge check pertaining to the Aspis Consortium. If the second check fails, cross this boon off your Chronicle sheet; your reckless use of Vanei's infomration has compromised her cover and led to her capture.
Scalefriend: You were fortunate to encounter and aid the kobold Nighttail, who helped you to neutralize the Blood Vow tribe. She still owes you a good turn or two, and you may call in a favor when performing one of the skills below to use Nighttail’s skill modifier instead of your own as she assists you. Alternatively, Nighttail can cast a spell as though she shared your space, though any attacks of opportunity she provokes for spellcasting damage you (they still force her to make a concentration check). Using any of the skill-based or spellcasting favors requires your spending the time or actions to perform the task yourself. You may use the favors listed below in any combination, checking off one or more boxes each time you ask for help. When you check the last box, Nighttail’s debt has been repaid; cross this boon off your Chronicle sheet.
Day at the Auction: During the auction at the Hunclay estate, you bid on and won an exceptionally rare item. When you purchase (not upgrade) one magic item, you may treat your Fame score as though it were 3 higher to determine your maximum item cost. When you use this boon, cross it off your Chronicle sheet.
Dragon Slayer: With the help of your allies and bearing enchanted dragon slaying tools, you slayed the dragon Aeteperax and saved the town of Belhaim, and this has granted you the confidence to combat other scaled terrors. The next time you encounter a true dragon, you gain a permanent +2 bonus on Reflex saves against the breath weapon of dragons of that type (blue, red, silver, etc.) as well as a +1 bonus on attack rolls and a +1 dodge bonus to AC against that type of dragon. When you determine this type of dragon write its type on the line below. If you wear dragonhide armor of the associated dragon type, these bonuses against that type of dragon increase by 1. Dragon Type: Green
Friend of the Green: Although he was initially skeptical that you could slay Aeteperax, the druid Azmur Kell has professed his gratitude to you for saving him and his family. He owes you several favors, and you may call in a favor when performing one of the skills below to use Azmur’s skill modifier instead of your own as he assists you.Alternatively, Azmur can cast a spell as though he shared your space, though any attacksof opportunity he provokes for spellcasting damage you (they still force him to make a concentration check). Using any of the skill-based or spellcasting favors requires your spending the time or actions to perform the task yourself. You may use the favors listed below in any combination, checking off one box each time you ask for help. When you check the last box, Azmur’s debt has been repaid; cross this boon off your Chronicle sheet.
*Cast barkskin
*Cast cure serious wounds
*Cast remove disease
*Knowledge (Nature) +13
Ally of Belhaim: The residents of Belhaim all have different ideas of what is best for their town, and by befriending (made helpful) at least three members of one of these factions, you have earned steadfast allies. If you befriended three or more members of two or more factions, you gain the boon for the faction with which you have the most friends. Cross the other two factions off your Chronicle sheet.
*Abadar: You become specialized in Appraise.
*Green Faith: You become specialized in Knowledge (nature).
*Shelyn: You become specialized in one Perform skill of your choice. Debt of Shadow: You freed the shae Maffei from her prison, and she accompanies you always just out of sight so long as she is indebted to you. She has promised to repay your service in kind, and you may call in a favor when performing one of the skills below to use Maffei’s skill modifier instead of your own as she assists you. Using any of the skill-based favors requires your spending the time or actions to perform the task yourself. You may use the favors listed below in any combination, checking off one box each time you ask for help. When you check the last box, Maffei’s debt has been repaid; cross this boon off your Chronicle sheet.
*Disable Device +6
*Knowledge (Arcana or Planes) +13
*Sleight of Hand +16
*You gain a +3 bonus on Stealth for 5 minutes.
Hoofbrother: Word of your exploits in assisting the Cangarit tribe spread among the centaur peoples of the Inner Sea. You gain a +2 bonus on all Diplomacy checks made against centaurs.
Spearmind: In thanks for your efforts to ensure her tribe's safety, and to increase your chances of being victorious in the Ruby Phoenix Tournament, Nashota imparts to you knowledge of traditional centaur defenses against spear attacks. You gain a +1 dodge bonus to AC against all attacks with weapons in the spears weapon group.
Air Affinity: This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures, especially those set on the Elemental Planes.
Ranginori's Debt: You can activate this boon as a standard action by checking one of the boxes that precedes it, gaining one of the benefits based on your level when you activate the boon.
*Any level: You can recall a spell slot or prepared spell you already cast that day.
*Levels 1-4: You cast cat's grace, cure moderate wounds, lesser restoration, or shocking grasp as a spell-like ability.
*Levels 5-8: Add cure serious wounds, fly, and lightning bolt to the list of spell-like abilities.
*Level 9-11: Add call lightning storm and cure critical wounds to the list of spell-like abilities.
*Level 12+: Add heal and whirlwind to the list of spell-like abilities, though both of these spell-like abilities requires you to check both boxes.
PFS# 132076-11
XP 22
Prestige/Fame 26/33
Faction Silver Crusade
-Faction Card [1 goal (accept the surrender of an enemy combatant, complete primary and secondary conditions for 3 scenarios)]
EXPLORER (2+ goals): Once per adventure before attempting an Acrobatics, Climb, Survival, or Swim check, you gain a
circumstance bonus equal to 1 plus half of the number of goals you have completed (rounded down) when attempting the
check. You also halve your armor check penalty for the purpose of this skill check. Scenarios Completed
*The Confirmation [1 XP, 2 PP, 430 gp]
-Bought MW greatsword (cold iron) [-400 gp], wand of cure light wounds [-2 PP]
*The Godsmouth Heresy [3 XP, 4 PP, 1398 gp]
-Bought MW perception tool [-50 gp], acid flask (x3) [-30 gp]
*Scions of the Sky Key, Part I: On Sharrowsmith's Trail [1 XP, 2 PP, 515 gp]
-Bought caravan [-5 PP], MW full plate armor [-1650 gp], sold scale armor [+25 gp]
*Scions of the Sky Key, Part 2: Kaava Quarry [1 XP, 2 PP, 508 gp, 50 day job]
-Bought oil of magic weapon [-50 gp]
*Scions of the Sky Key, Part 3: The Golden Guardian [1 XP, 2 PP, 1,209 gp, 20 day job]
-Bought potion of gaseous form [-2 PP], adamantine greatsword [-3050 gp], MW composite longbow [-800 gp], upgrade greatsword to +1 [-2000 gp], upgrade armor to +1 [-1000 gp], meditation crystal [-100 gp], wayfinder [-1 PP], MW lucern hammer (silver) [-495 gp], ioun stone (dusty rose prism, cracked) [-500 gp], +1 ring of protection [-2000 gp], +2 headband of alluring charisma [-4000 gp]
*The Dragon's Demand, Part 1 [3 XP, 4 PP, 1536 gp, 20 day job]
*The Dragon's Demand, Part 2 [3 XP, 4 PP, 4800 gp, 20 day job]
*The Dragon's Demand, Part 3 [3 XP, 4 PP, 8712 gp, 50 day job]
*The Dragon's Demand, Bonus Chronicle [3 XP, 4 PP, 6500, 50 day job]
-Bought +2 belt of mighty constitution [-4000 gp], upgrade to +2 full plate [-3000 gp], +1 amulet of natural armor [-2000 gp]
*The Kortos Envoy [1 XP, 2 PP, 6050 gp, 20 day job]
*Through Maelstrom Rift [1 XP, 2 PP, 2910 gp]
*The Cosmic Captive [1 XP, 1 PP, 5534 GP, 20 day job]
Level Progression:
Level 1: Class Taken: Paladin
Class Feature Gained: aura of good, detect evil, smite evil
Hit points Gained: 1d10 + 3 Con, + 1 favored, +3 toughness
Skill Points (1+1): diplomacy (1), perception (1)
Feats: fey foundling, power attack
Level 2: Class Taken: Paladin
Class Feature Gained: divine grace, lay on hands
Hit points Gained: 1d10, +3 Con, +1 favored
Skill Points (1+1): knowledge (religion) (1), perception (1)
Level 3: Class Taken: Paladin
Class Feature Gained: Hit points Gained: 1d10, +3 Con, +1 favored
Skill Points (1+1): perception (1), sense motive (1)
Feats: Toughness
Level 4: Class Taken: Paladin
Class Feature Gained: Hit points Gained: 1d10, +3 Con, +1 favored, +1 toughness
Skill Points (1+1): diplomacy (1), perception (1)
Ability Score Increase: Cha