Ulfen Raider

Amnur Roanock's page

853 posts. Organized Play character for Mug.


Full Name

Amnur Roanock

Race

Paladin (Stonelord) / 4

Classes/Levels

Stats:
HP 48/48 AC 23 Touch 12 Flat 22 CMD 22 DR 2/Adamntne | Flail+7 (1d10+3/19-20/x2), Waraxe+8 (1d10+4/20/x3) Sling+5 (1d4+3/20/x2) F+6 R+2 W+3 INIT+1 Perc+1 CMB +7

Strength 16
Dexterity 13
Constitution 16
Intelligence 10
Wisdom 10
Charisma 8

About Amnur Roanock

Basic Stats:

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Basic Information

Character Name : Amnur Roanock
Player Name : Jordan
Character Race : Dwarf
Alignment : Lawful Good
Deity : Torag
Total Level : 4
Height : 4',8"
Weight : 253 lbs
Eyes : Brown
Hair : Bald
Beard : Brown
Age : 64
Size : Medium
Speed : 20'
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Character Class Information

Class and Level : Paladin (Stonelord) 4
Class and Level :

Favored Class(es) : Paladin
Favored Class Bonus : +1 hit point or +1 skill point
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Ability Scores 5 7 14 16 19

Strength : 16 (+3)
Dexterity : 13 (+1) +1 4th level
Constitution : 16 (+3)
Intelligence : 10 (+0)
Wisdom : 10 (+0)
Charisma : 08 (-1)

Maximum Load : 112/230 lbs.
Lift Overhead : 230 lbs. (equal to Maximum Load)
Lift : 460 lbs. (equal to Maximum Load x2)
Drag or Push : 1150 lbs. (equal to Maximum Load x5)
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Combat Statistics

Hit Points : (48) 10 + 3 Con + 1 fc + 3 Toughness / 6/level + 3 Con + 1 fc (<-repeated for 3rd level) = 10hp / (repeat for 4th level) + 1 Toughness = 11hp
Base Attack (BAB) : (+4)
Initiative : (+1) 1 Dex

Base Melee : (+7) 4 BAB + 3 Str + 0 size + 0 misc. >> Waraxe Damage 1d10+3
Base Ranged : (+5) 4 BAB + 1 Dex + 0 misc. >> Sling Damage 1d4+3

Combat Maneuver : (+7) 4 BAB + 3 Str + 0 misc + 0 size <- CMB
Maneuver Defense : (+22) 10 + 4 BAB + 3 Str + 1 Dex + 4 misc (vs trip/bullrush) + 0 size <- CMD

Armor Class : (23) 10 base + 9 armor + 2 shield + 1 Dex + 1 n armor + 0 size + 4 racial vs Giants
Touch AC : (12) 10 base + 1 Dex + 0 misc + 1 n armor + 4 racial vs Giants
Flat-Footed AC : (22) 10 base + 9 armor + 2 shield + 0 misc + 1 n armor + 4 racial vs Giants

Damage Reduction : (+2) DR/adamantine equal to 1/2 her paladin level
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Saving Throws

Fortitude : (+7) 4 base + 3 Con + 0 misc
Reflex : (+2) 1 base + 1 Dex + 0 misc
Will : (+4) 4 base + 0 Wis + 0 misc

Conditional Bonuses and Penalties :
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Racial Abilities and Features
Dwarf Racial Traits

+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.

Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet.

Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

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Class Abilities:

Class Abilities and 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.

Stonestrike (Su): Once per day per paladin level, a stonelord can draw upon the power of the living rock. As a swift action, she treats her melee attacks until the beginning of her next turn (whether armed or unarmed) as magical and adamantine, including ignoring hardness up to twice her paladin level, with a +1 bonus on attack and damage rolls, as well as on combat maneuver checks. This bonus also applies to her CMD if she or her target is touching the ground or a stone structure. This bonus increases by +1 at 5th level and every 5 levels thereafter. This ability replaces smite evil.

Heartstone (Ex): At 2nd level, a stonelord’s flesh becomes progressively rockier. She gains a +1 natural armor bonus to AC and DR/adamantine equal to 1/2 her paladin level. The natural armor bonus increases by +1 at 6th level, and every four levels thereafter, to a maximum of +5 at 18th level. These benefits are halved when not touching the ground or a stone structure. This ability replaces divine grace.

Lay On Hands (Su): 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.

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.

Stoneblood (Ex): At 3rd level, a stonelord’s vitals begin to calcify and her blood transforms into liquid stone. She adds her paladin level on checks to stabilize at negative hit points and gains a 25% chance to ignore a critical hit or precision damage. This does not stack with fortification armor or similar effects. At 9th level, this chance increases to 50% and she becomes immune to petrification. At 15th level, this chance increases to 75% and she becomes immune to bleed and blood drain effects. This ability replaces divine health and her mercies gained at 3rd, 9th, and 15th level.

Earth Channel (Su): At 4th level, a stonelord gains Elemental Channel (earth) as a bonus feat, which she may activate by spending two uses of her lay on hands ability, using her paladin level as her effective cleric level. This ability replaces channel positive energy.

Defensive Stance (Ex): At 4th level, a stonelord gains the defensive stance ability, as a stalwart defender (Advanced Player’s Guide 277), and may select one defensive power at 8th level and every four levels thereafter. Levels of stalwart defender stack with her paladin levels when determining the total number of rounds that she can maintain her defensive stance per day. A stonelord does not gain any spells or spellcasting abilities, does not have a caster level, and cannot use spell trigger or spell completion magic items.

Defensive Stance Ability(Ex) wrote:

A stalwart defender can enter a defensive stance, a position of readiness and trancelike determination. One can maintain this stance for a number of rounds per day equal to 4 + his Constitution modifier (7/day). At each level after 4th, he can maintain the stance for 2 additional rounds per day. Temporary increases to Constitution, such as those gained from the defensive stance and spells like bear's endurance, do not increase the total number of rounds that the Stonelord can maintain a defensive stance per day. The Stonelord can enter a defensive stance as a free action. The total number of rounds of defensive stance per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in a defensive stance, the stalwart defender gains a +2 dodge bonus to AC, a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. The increase to Constitution grants the stalwart defender 2 hit points per Hit Die, but these hit points disappear when the defensive stance ends and are not lost first like temporary hit points. While in a defensive stance, a stalwart defender cannot willingly move from his current position through any means (including normal movement, riding a mount, teleportation, or willingly allowing allies to carry him). If he enters a defensive stance while on a moving vehicle he does not control (such as a wagon or ship), he can maintain the stance even if the vehicle moves. If the stalwart defender moves under his own power as a result of an enemy's successful use of the Bluff skill or an enchantment spell, his stance ends.

The stalwart defender can end his defensive stance as a free action; after ending the stance, he is fatigued for a number of rounds equal to 2 times the number of rounds spent in the stance. A stalwart defender cannot enter a new defensive stance while fatigued or exhausted but can otherwise enter a stance multiple times during a single encounter or combat. If a stalwart defender falls unconscious, his defensive stance immediately ends, placing him in peril of death.

A defensive stance requires a level of emotional calm, and it may not be maintained by a character in a rage (such as from the rage class feature or the rage spell).

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.

The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid's animal companion, using the paladin's level as her effective druid level. Bonded mounts have an Intelligence of at least 6.

Once per day, as a full-round action, a paladin may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the paladin's level. The mount immediately appears adjacent to the paladin. A paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.

At 11th level, the mount gains the celestial template and becomes a magical beast for the purposes of determining which spells affect it. At 15th level, a paladin's mount gains spell resistance equal to the paladin's level + 11.

Should the paladin's mount die, the paladin may not summon another mount for 30 days or until she gains a paladin level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

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.

Aura of Justice (Su): At 11th level, a paladin can expend two uses of her smite evil ability to grant the ability to smite evil to all allies within 10 feet, using her bonuses. Allies must use this smite evil ability by the start of the paladin's next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability.

Aura of Faith (Su): At 14th level, a paladin's weapons are treated as good-aligned for the purposes of overcoming damage reduction. Any attack made against an enemy within 10 feet of her is treated as good-aligned for the purposes of overcoming damage reduction.

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

Aura of Righteousness (Su): At 17th level, a paladin gains DR 5/evil and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects.

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

Holy Champion (Su): At 20th level, a paladin becomes a conduit for the power of her god. Her DR increases to 10/evil. Whenever she uses smite evil and successfully strikes an evil outsider, the outsider is also subject to a banishment, using her paladin level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever she channels positive energy or uses lay on hands to heal a creature, she heals the maximum possible amount.

Code of Conduct: A paladin must be of lawful good alignment and loses all class features except proficiencies if she ever willingly commits an evil act.

Additionally, a paladin's code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.

Associates: While she may adventure with good or neutral allies, a paladin avoids working with evil characters or with anyone who consistently offends her moral code. Under exceptional circumstances, a paladin can ally with evil associates, but only to defeat what she believes to be a greater evil. A paladin should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should she feel it is doing more harm than good. A paladin may accept only henchmen, followers, or cohorts who are lawful good.

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Skills & Feats:

Skills and Languages

Your maximum ranks in a skill are equal to your total level.
Class skills with at least 1 skill rank in them gain a +3 "class" bonus.
* denotes a class skill
^ denotes a skill that cannot be used untrained. 2/2

^Climb (Str) - 1r+3a-4acp = (0)
*Craft (Int) - 0r+0a = (2)
*Diplomacy (Cha) - 1r-01a+3c = (3)
*Handle Animal (Cha) - 0r+1a+0c = (1)
*Heal (Wis) - 1r+0a+3c = (4)
*Kn(Nobility) (Int) - 0r+0a+0c = (0)
*Kn(Religion) (Int) - 2r+0a+3c = (5)
^Perception (Wis) - 1r+0a = (1)
*Profession (Wis) - 0r+0a+0c = (0)
*Ride (Dex) - 2r+1a+3c-4acp = (2)
*Sense Motive (Wis) - 0r+0a+3c = (0)
*Spellcraft (Int) - 0r+0a+3c = (0)
^Swim (Str) - 1r+3a+0c-4acp = (0)

Languages: Common, Dwarven
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Traits and Feats

1) Armor Expert: You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. Your childhood armor wasn't the real thing as far as protection, but it did encumber you as much as real armor would have, and you've grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
2) Canter: You grew up among thieves and scoundrels, and their unusual speech patterns and turns of phrase don't faze you in the slightest today as a result. Anyone who attempts to use Bluff to deliver a secret message to you gains a +5 bonus on his Bluff check. When you attempt to intercept a secret message using Sense Motive, you gain a +5 trait bonus on the attempt.

Feat Level 1: Toughness - You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Feat Level 3: Step Up - You can close the distance when a foe tries to move away.
Benefit: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.

[i]Feat Level 4 (class bonus): Earth Channel - You can channel your divine energy to harm or heal outsiders that possess your chosen elemental subtype.
Benefit: Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of your chosen elemental subtype. You must make this choice each time you channel energy. If you choose to heal or harm creatures of your elemental subtype, your channel energy has no affect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged. (1d6)
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Equipment:

Money and Equipment

Armor : Mwk Platemail (+9 AC, +1 Max Dex, -5 ACP (-4 w/trait), 35% Spell Failure, 20' Speed (N/A), 50 lbs)
Belt :
Body :
Chest :
Eyes :
Feet :
Hands : Locked Gauntlet (+10 vs Disarm, Full Round Action to attach/remove weapon, 5 lbp)
Head :
Headband :
Neck :
Ring #1 :
Ring #2 :
Shield : Mwk Heavy Steel (+2 AC, - Max Dex, -0 ACP, 15% Spell Failure, 15 lbs)
Shoulders :
Wrists :

Weapon 1 : Waraxe, dwarven (1d10 / x2, Slash, 8 lbs)
Weapon 2 : Flail, heavy (1d10 / 19-20x2, B, 10 lbs)
Weapon : Sling (1d4 / x2, 50ft, B) *30 stones*

Other Equipment :
Backpack 2 lbs
Belt Pouch x2 1 lbs
Rations x4 4 lbs
Travelers Outfit 1 lbs
Rope (silk) 5 lbs
Grappling Hook 4 lbs
Alchemists Fire x4 4 lbs
Antitoxin x2
Everburning Torch 1 lbs
Holy Water x3 3 lbs
Tanglefoot Bag 4 lbs
Caltrop x3

Equipment Weight : 139 lbs

Money :
4420GP
0 SP
0 CP

Dice & Stats:

[dice=+1 Waraxe Attack & Damage]1d20+8;1d10+4[/dice]
[dice=Flail Attack & Damage]1d20+7;1d10+4[/dice]
[dice=Sling Attack & Damage]1d20+5;1d4+3[/dice]

HP 48/48, AC23 T12 FF22, DR 2/Adamantine.

Stalwart Defender Stats
[dice=(SD)+1 Waraxe Attack & Damage]1d20+10;1d10+6[/dice]
[dice=(SD)Flail Attack & Damage]1d20+9;1d10+7[/dice]
[dice=(SD)Sling Attack & Damage]1d20+5;1d4+5[/dice]

HP 56/56, AC25 T14 FF24, DR 2/Adamantine. Will +6

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*Temporary Bonuses and Conditions*