Cayden Cailean

Xandarian Quartermain's page

651 posts. Alias of TheWaskally.


Full Name

Xandarian "Xan, Xan The Man" Quartermain

Race

Half-Celestial Aasimar (Azata-Blooded Taladan)|HP: 77/77|AC: 23 (12 Tch, 21 Fl)|CMB: +13, CMD: 25|F: +16, R: +10, W: +15|Init: +4

Classes/Levels

Paladin (Chosen One)/8th|Smite evil 4/4x/day|Channel Energy 4d6|Resist 10 (acid, cold, electricity)|DR 5/magic|SR 19

Gender

Male

Skills:
Percep +2|Diplo +21(+22)|Fly +6|Heal +16|Perf. (string) +25|SM +13

Size

Medium

Age

27

Special Abilities

See SQ Tab

Alignment

Chaotic Good

Deity

Cayden Cailean

Languages

Common (Taladane), Celestial, Abyssal, Elven, Dwarven, Orc

Occupation

Traveling Hero

Homepage URL

Portrait

Strength 20
Dexterity 14
Constitution 16
Intelligence 16
Wisdom 14
Charisma 27

About Xandarian Quartermain

Initiative: +5 Senses: Perception +2, Darkvision 60ft.
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AC 23 (12 Touch, 21 FF)(+2 Dex, +7 Armor, +2 Deflection, +2 Shield)
Hp 77/77 (1d8(max) + 3 Con at 1st level)
Fort +16, Ref +10, Will +15
Special Defenses
Immune to Disease, Resist 10 (acid, cold, electricity), DR 5/magic, SR 19, +4 racial bonus vs. poison
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Speed 30 ft (30 ft Base), Fly 60ft. (good maneuverability)
Melee Carouser's Retort +13/+8 (1d6 + 6, 18-20/x2)
Melee Special: Smite Evil (Su) 4/day (+6 att., +8 dmg. [+16 to outsider with the evil subtype, an evil-aligned dragon,
or an undead creature], +5 deflection bonus to AC
Special Attacks Channel energy 4d6 (uses two Lay of hands charges)
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Spells
1st-level cure light wounds, enhance water, restoration, lesser x2
2nd-level zone of truth, remove paralysis, righteous vigot x2

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BAB +8/+3, CMB +13, CMD 25
Feats Persuasive, Deft Maneuvers, Extra Lay On Hands, Skill Focus - Perform
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Skills 4/Level +2/Background

Craft (alchemy) +7 (1 Rank, 3 Class, 3 Int)
Diplomacy +23 (8 Rank, 3 Class, 8 Cha, 2 Skilled, 2 Persuasive)
Fly +6 (1 Rank, 3 Class, 2 Dex)
Handle Animal +12 (1 Rank, 3 Class, 8 Cha)
Heal +16 (8 Rank, 3 Class, 3 Wis, 2 Healer's Kit) (29/30 uses)
Knowledge (nobility) +7 (1 Rank, 3 Class, 3 Int)
Linguistics +5 (2 Rank, 3 Int)
Perform (string) +27 (8 Rank, 3 Class, 8 Cha, 2 Skilled, 1 Divine Artist, 3 Skill Focus, +2 MW instrument)
Profession (bartender) +14 (8 Rank, 3 Class, 3 Wis)
Ride +3 (1 Rank, 3 Class, 2 Dex, -3 Armor)
Sense Motive +13 (8 Rank, 3 Class, 2 Wis)
Spellcraft +7 (1 Rank, 3 Class, 3 Int)

Special Qualities/Class Features:
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).
Aura of Good (Ex)
The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
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.
Smite Evil (Su)
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her 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 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. 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. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
Bondless
A chosen one does not gain the divine bond class feature.
Divine Emissary (Ex)
At 1st level, a chosen one gains an emissary familiar, treating her paladin level as her wizard level for the purpose of this ability. Hare
Religious Mentor (Ex)
The familiar’s sworn duty is to help train the chosen one for her future glory. The familiar is treated as having a number of ranks in Knowledge (religion) equal to the chosen one’s paladin level. The chosen one doesn’t gain Knowledge (religion) as a class skill.
Delayed Grace (Su)
A chosen one begins her adventuring career without fully understanding her true potential. The chosen one uses the barbarian, rogue, sorcerer column to calculate her typical starting age. She receives the smite evil ability at 2nd level and the divine grace ability at 4th level. This does not affect the rate at which she gains additional uses per day of smite evil, so she still gains her second use at 4th level, her third at 7th level, and so on.

This ability alters divine grace and smite evil.
Divine Grace (Su)
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Lay On Hands (Su) 10/10/day
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.
Lay on Paws (Su)
At 2nd level, a chosen one’s familiar is able to borrow some of her divine energy to heal itself and others. The familiar can use the chosen one’s lay on hands ability, including all of her mercies, but each such use consumes two uses of the paladin’s lay on hands ability. Starting at 4th level, the familiar can also channel positive energy, but each such use consumes four uses of the paladin’s lay on hands ability.

This ability alters lay on hands and channel positive energy.
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.
Divine Health (Ex)
At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
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.
Sickened: The target is no longer sickened.
Diseased: The paladin’s lay on hands ability also acts as remove disease, using the paladin’s level as the caster level.
Channel Positive Energy (Su)
When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.
True Form (Ex) Ataxian
At 7th level, a chosen one’s familiar reveals its true form, transforming into an outsider improved familiar that matches the chosen one’s patron’s alignment (typically an arbiter, a cassisian, a harbinger, or a silvanshee, but potentially any lawful neutral, lawful good, or neutral good outsider familiar depending on the patron). The familiar gains the change shape universal monster ability if it doesn’t already have it, which it can use at will to transform into its original form or back to its true form.
Aura of Resolve (Su)
At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects.

This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Half-Clestial Azata-Blooded (Musetouched) Aasimar:
Ability Score Modifiers: Azata-Blooded are lithe, confident, and personable. They gain +2 Dexterity and +2 Charisma.
Type: Azata-Blooded are outsiders with the native subtype.
Size: Azata-Blooded are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Azata-Blooded have a base speed of 30 feet, and a fly speed of 60 feet (good maneuver).
Languages: Azata-Blooded begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.
Celestial Resistance:[ Azata-Blooded have acid resistance 10, cold resistance 10, and electricity resistance 10, DR/5 (magic), SR 11 + CR, Immunity to Disease, and +4 racial bonus on poison.
Skilled: Azata-Blooded have a +2 racial bonus on Diplomacy and Perform checks.
Spell-Like Ability (Sp): Azata-Blooded can use glitterdust once per day as a spell-like ability (caster level equal to the aasimar’s class level).
Darkvision: Azata-Blooded have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Traits (Campaign) Tough-minded, (Religion) Divine Artist, (Social) Charming
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Items Alchemist's Kit, holy placard, a healer's kit (10/10 uses), Tankard of the Drunken Hero, a light combat-trained horse named Tammi, bit and bridle, military saddle, MW mandolin, a cracked clear spindle ioun stone, a ring of protection +2, and a ring of evasion made of green wood carved to depicting a snake and a lizard locked in a tangle..
Combat Gear Carouser's Retort, Lucky Drunk's Mail, Mithral Heavy Shield
L-Shaped Table:

Wealth (1093 gp)golden yellow topaz worth 500 gp, a deep blue spinel worth 400 gp, an amethyst worth 300 gp, a chrysoberyl worth 100 gp, five freshwater pearls worth 100 gp each, and eight moonstones worth 50 gp each.

Carrying Capacity
Light (77 lbs or less); Medium (78-153 lbs.); Heavy (154-230 lbs.)
Current Load: 94
Height 6'8", Weight 205 lbs, Eyes Teal, Hair Cerulean
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Appearance:
Xandarian, or 'Xan', stands 6'2" with a muscular build. He has short cerulean hair with slightly stubble and teal eyes which betrays his azata-blooded lineage. He wears intricate chainmail and a exquisite rapier on his hip, along with a battered copper tankard. His back often has his backpack with a healer's kit strapped to it, a mithril heavy shield, and a masterwork mandolin.
Xandarian is often followed by a dirty looking hare with intelligent eyes, and a foul mouth named Boffy.
Background:
Xandarian Quartermain was born in the bustling city of Oppara, the capital of Taldor, on the continent of Avistan, to Bethany Quartermain, a successful bard in the city. Rumors abound that the father was a Opparan noble. Bethany was delighted at Xandarian's shock of blue hair and deep teal eyes. This confirmed many family rumors that The Quartermains had celestial blood within their family tree. Bethany raised Xandarian alone. With her success, the bard was able to provide a decent standard of living for the young aasimar.

Growing up in Oppara, Xandarian was surrounded by stories of Cayden Cailean, the Drunken Hero, and his tales of revelry, freedom, and the pursuit of one's desires. These stories resonated deeply with Xandarian, inspiring him to follow in Cayden's footsteps. But tragedy soon struck The Quartermain household. Bethany was struck down by a wasting curse. Young Xandarian used the considerable family fortune for healers and wizards to save his mother, but it was too late. Bethany died a few days after turning ill. What little he knew, one of his mother's rivals set the curse upon Bethany, but without enough funds, the rumors were not confirmed. The remaining money the family had was used to give his mother a great funeral. Xandarian soon became a homeless drunk, making a few coppers a day, playing his mandolin on the streets.

On one fateful day, while wandering drunk through Oppara's desolate back alleys, Xandarian came across a peculiar sight. A small, dirty brown hare hopped over the Xandarian, and began a conversation. At first, Xandarian was sure the hare was a drunk delusion. But after several slaps to the face by the hare, Xandarian was forced to concede the hare was real. It introduced himself as Boffy.

Intrigued by the hare's eloquence and aura of wisdom, Xandarian struck up a conversation with Boffy. The hare said that Xandarian was chosen by Cayden Cailean to be his first paladin on Golarion. But not a true paladin, that was lawful and rigid in their thinking, but following the easy tenets of caydenism. Boffy was to be Xandarian's mentor and companion. Over time, Xandarian and Boffy formed a strong bond, with the hare imparting valuable lessons of courage, fighting, spontaneity, and unwavering devotion to freedom.

During their travels together, Xandarian and Boffy stumbled upon a series of ancient Caydenite artifacts, each infused with a fragment of the god's boundless spirit. These artifacts radiated an otherworldly energy, and Xandarian felt a deep connection to them. With Boffy's guidance, Xandarian learned to harness the power within these artifacts, using them to channel divine energy and perform feats of extraordinary heroism.

Xandarian and Boffy traveled together for many years, eventually circling the lands of Lake Encarthan clockwise. Both Xandarian and Boffy foiled many evil acts by bandits, spellcasters, and gods. Evewntually the duo found themselves drawn to the Stolen Lands, a wild and untamed region known for its lawlessness and danger. Here, Xandarian encountered many notices asking for adventurers to bolster a new kingdom. With no other distractions, Xandarian and Boffy rode their steed Tammi deep into The Stolen Lands.