Axe Lord

Arlo Brighthammer's page

579 posts. Alias of TheWaskally.

Full Name

Arlo Brighthammer

Diplo +9, Intim +24, Kn. pl +14, Kn. rel +14, Percept +20, SM +18, Surv +11


Dwarf|HP: 123/123|DR 3/-|AC: 25 (12 Tch, 24 Fl)||CMB: +15, CMD: 27|F: +14, R: +10, W: +12|Init: +2|Smite evil +4, +14 to damage, +4 deflection bonus to AC, 4x/day|Retribution (Su) 7x/day


Paladin (Tortured Crusader)/10th/Godling (mighty)/3rd|Speed 20ft (20ft)|Lay on Hands 8/8x/day, 5d6







Special Abilities

See SQ Tab


Lawful Good (this side of)






Common, Dwarven, Draconic, Terran, Gnome, Celestial

Homepage URL


Strength 18
Dexterity 14
Constitution 16
Intelligence 14
Wisdom 19
Charisma 13

About Arlo Brighthammer

Initiative: +2
Senses: Perception +19, Darkvision 60ft.
AC 25 (12 Touch, 24 FF)(+1 Dex, +9 armor, +5 Shield)(+2 Dex without armor)
Hp 114 (1d10 (max) + 3 Con at 1st level, then 5 + 3 Con + 1 Toughness at additional levels)[paladin], (6 + 3 Con + 1 Toughness)[godling]
Fort +14, Ref +10, Will +12
Speed 20 ft (20 ft Base)
Melee +1 Dwarven Waraxe +19/+14/+9 (1d10 + 5, x3), The Arlosword +18/+13/+8 (1d8 + 4 + 4d6, 17-20/x2)
Ranged Heavy crossbow +15 (1d10), 20 crossbow bolts
Special Attacks Smite evil +4, +14 to damage, +4 deflection bonus to AC (+28 to damage if Arlo uses his Most Holy longsword.)


1st-level Spells cure light wounds, protection from evil
2nd-level Spells bull's strength, resist energy.
3rd-level Spells cure moderate wounds
BAB +13/+8/+3, CMB +15, CMD 27
Feats Additional Traits, Weapon Focus (dwarven waraxe), Intimidating Prowess, Toughness, Weapon Focus (longsword), Extra Talent Force of Brawn (Su), Improved Critical (longsword).
Skills 4 + 1 Int + 2 Background, then 4 + 2 Int + 2 Background after 4th level
Acrobatics +8 (1 Rank, 3 Class, 4 Str)
Climb +4 (0 Rank, 0 Class, 4 Str)
Diplomacy +9 (2 Rank, 3 Class, 4 Str)
Craft (weapons) +16 (11 Rank, 3 Class, 2 Int)
Handle Animal +7 (3 Rank, 3 Class, 1 Cha)
Heal +8 (1 Rank, 3 Class, 4 Wis)
Intimidate +24 (13 Rank, 3 Class, 4 Str, +1 Trait, +3 Intimidating Prowess)
Knowledge (arcana) +6 (1 Rank, 3 Class, 2 Int)
Knowledge (dungeoneering) +8 (3 Rank, 3 Class, 2 Int)
Knowledge (local) +6 (1 Rank, 3 Class, 2 Int)
Knowledge (nobility) +13 (8 Rank, 3 Class, 2 Int)
Knowledge (planes) +14 (9 Rank, 3 Class, 2 Int)
Knowledge (religion) +14 (9 Rank, 3 Class, 2 Int)
Linguistics +4 (2 Rank, 2 Int)
Perception +20 (13 Rank, 3 Class, 4 Wis)
Profession +4 (4 Wis)
Ride +8 (1 Rank 3 Class, 2 Dex, 2 Trait)
Sense Motive +18 (11 Rank, 3 Class, 4 Wis)
Spellcraft +6 (1 Rank, 3 Class, 2 Int)
Stealth +9 (4 Rank, 3 Class, 2 Dex)
Survival +11 (4 Rank, 3 Class, 4 Wis)
Use Magic Device +1 (1 Cha)
A tortured crusader’s great suffering in the face of inevitable horror strengthens her faith and resolve, even as it makes her introverted and far less personable than most paladins. A tortured crusader uses Wisdom instead of Charisma as her key spellcasting ability score (to determine her spell DCs, bonus spells per day, bonus on concentration checks, and so on), and to determine the effects of lay on hands.

This ability alters the paladin’s spellcasting, smite evil, and lay on hands.
Aura of Good (Ex)
The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
A tortured crusader adds Knowledge (arcana), Knowledge (dungeoneering), Knowledge (planes), Perception, Stealth, Survival, and Use Magic Device to her list of class skills, instead of Diplomacy and Handle Animal. She gains a number of skill ranks equal to 4 + her Intelligence modifier at each level, instead of gaining a number of skill ranks equal to 2 + her Intelligence modifier.

This ability alters the paladin’s class skills and skill ranks per level.
All Is Darkness
Everything around a tortured crusader is so bleak that detecting evil only reminds her that the odds are always against her. A tortured crusader doesn’t gain the detect evil or divine grace class features. At 1st level, a tortured crusader gains the smite evil ability, but she doesn’t add her Charisma bonus to attack rolls or a deflection bonus equal to her Charisma bonus to her AC against the target of her smite. At 2nd level, she adds a +4 bonus to attack rolls and a +4 deflection bonus to AC against the target of her smite.

This ability replaces detect evil and divine grace and alters smite evil.
Alone in the Dark
Faced with endless foes, a tortured crusader can’t ask others to confront the same horrors she does. She can’t use her lay on hands ability to heal others or to channel energy, though starting at 4th level, she can convert two uses of lay on hands into an additional use of smite evil. Her aura of courage, aura of resolve, aura of faith, and aura of righteousness affect only her, not her allies. When she selects a divine bond, it must be with a weapon, not a mount.

This ability alters lay on hands, channel energy, divine bond, aura of courage, aura of resolve, aura of faith, and aura of righteousness.
Second Chance (Su)
At 2nd level, once per day, a tortured crusader can spend two uses of lay on hands and choose an unambiguous trigger such as “when I am paralyzed” or “when I am about to fall unconscious from hit point damage,” as well as a mercy she knows starting at 3rd level.
When the named trigger occurs, the tortured crusader gains the benefits of a lay on hands with the chosen mercy without spending an action. This healing can prevent her from falling unconscious or dying. If the effect doesn’t trigger, it expires the next time the tortured crusader recovers uses of lay on hands.

This ability alters lay on hands and mercy.
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).
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.
Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.
Poisoned: The paladin’s lay on hands ability also acts as neutralize poison, using the paladin’s level as the caster level.
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.
Aura of Resolve (Su)
At 8th level, a paladin is immune to charm spells and spell-like abilities.
Lineage Domain Nobility
As a result of their divine bloodline, mighty godlings gain access to the powers (though not spells) of a cleric domain. The mighty godling selects his first lineage domain at 1st level, and gains additional lineage domains at 8th and 16th level. Once these domains are selected they cannot be changed. (While the player selects these domains, the mighty godling character gains these as inherent powers with no choice or effort required). Lineage domains need not be the ones the godling’s divine parent grants to clerics—not all godlings have powers related to their parent’s realm of authority. The godling uses his class level for his effective cleric level. A mighty godling uses his Wisdom modifier to determine save DCs and uses/day of all his lineage domain powers.

A multiclass cleric/godling who has the same domain from both classes adds the two classes together when determining what granted powers the character has and their effectiveness, but uses only the character’s cleric level to determine what domain spells are gained.
Inspiring Word (Sp):
As a standard action, you can speak an inspiring word to a creature within 30 feet. That creature receives a +2 morale bonus on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this power a number of times per day equal to 3 + your Wisdom modifier.
Divine Traits
Divine traits are special powers a mighty godling gains through his divine heritage. Players may select any divine traits for his character, regardless of the godling’s divine parentage. A godling gains the benefit of all the degrees of a trait he possesses (though in some cases higher degrees make lower degrees superfluous).
A godling gains divine trait ranks at 2nd, 6th, 10th, 14th, and 18th levels. The number of ranks gained increases each time, 1 rank at 2nd level, 2 ranks at 6th, and so on. Each time a godling gains divine trait ranks, he may spend them on one or more traits. Raising a trait up one degree costs a number of ranks equal to its new degree, but the godling must buy each degree separately. Thus taking a new trait at degree I costs 1 divine trait rank, while taking a trait a godling already has at degree I to degree III costs 5 ranks (2 ranks to bring it from degree I to degree II, and 3 more ranks to bring it from degree II to degree III).
A godling may save unspent ranks if he wishes, but can only spend them when he gains a new level. Once ranks are spent, the trait chosen is permanent and the ranks cannot be regained.
Paramortal I:
The godling does not need to eat or drink. While the godling may partake if she desires, she suffers no penalties for lack of food or water, and does not suffer starvation or thirst. The godling ages only 1 year for every 2 years that pass.
Scion Talents
As a mighty godling gains experience, he learns a number of talents that aid him and confound his foes. At 3rd, 5th, 7th, and 9th levels, a mighty godling gains one scion talent. A mighty godling cannot select an individual talent more than once unless the talent states otherwise.
Force of Brawn (Su):
Your deific heritage manifests in the form of amazing physical might, which allows you to accomplish things through sheer power of sinew rather than mental acuity or natural talent. This brawn also powers a barrier of divine defense which helps protect you from harm. You may add your Str mod, rather than any other ability scores, to your saving throws. (Replace your Con mod with your Str mod for Fort saves, your Dex mod with your Str mod for Ref saves, and your Wis mod with your Str mod for Will saves).
You may also use your Strength modifier rather than the normal ability modifier for three Dex– or Cha-based skills of your choice. Once these skills have been selected, the choice cannot be changed. Diplomacy, Intimidate, and Acrobatics
Retribution (Su):
When foes dare to strike your person, which is a vessel for the divine energies that make you a godling, you can call upon those divine energies to strike down the heathens who dare defile your physical perfection. When you are hit by a melee attack, you may make a melee attack at your full attack bonus against the attacker. Alternatively, you may cast a touch or ranged touch spell with a casting time of 1 standard action or less at the attacker.
Using this ability counts against your attacks of opportunity for the round, and you cannot use it if some condition or circumstance prevents you from making attacks of opportunity. You may use this ability a number of times per day equal to 3 + your highest ability modifier.

Traits (Campaign) Looking For Work (Intimidate), (Social) Bruising Intellect, (Faith) Prophesied, and (Dwarf) Glory of Old. Also (Campaign) Rider - Ride becomes as a class skill and + 2 in it.
Racial Traits +2 Con, +2 Wis, -2 Cha; Medium, Dwarf, Slow and Steady, Defensive Training, Hardy, Stability, Greed, Stonecunning, Darkvision 60 ft., Hatred, Weapon Familairity, Languages.
Items Bag of Holding, type II, ring of feather falling, 3 potions of cure moderate wounds, an iron holy symbol of Moradin, an explorer's outfit, a bandolier, 2 empty sacks, an ioun torch, a hammock, a compass, a small metal mirror, 50ft. of silk rope, a whetstone, a cold weather outfit, a canteen, 2 pairs of MW manacles, a set of MW artisian tools, a belt of giant's strength +2, a ring of foe focus, a pair of boots of speed, bracers of the avenging knight, 50 dwarven trail rations, and 50 scrolls of create water.
Combat Gear +1 Dwarven Waraxe, a heavy crossbow with 2-10 bolt packs [8/10], dwarven plate armor, a MW mithral heavy shield, a headhand of charisma & wisdom +3 and The Arlosword.

Wealth 62gp, 1 sp, 8 cp.
Carrying Capacity
Light (76 lbs or less); Medium (77-153 lbs.); Heavy (154-230 lbs.)
Current Load: 87
Age 46, Height 4'0", Weight 161 lbs, Hair Dirty Blonde, Eyes Sapphire

Arlo Brighthammer almost never smiles, unless he's elbow deep in evil gore. Nothing brings him joy. Depending on the day, the dwarf paladin is either trying to feel something (like sex or experimental drugs) or nothing (blackout drunk or numbing poison). He's rude to his comrades and vile to his enemies. Mercy is rarely metted out. Yet despite all this, when innocents, especially children, are in mortal danger, Arlo rushes in to save them.

A young dwarf warrior, prophesied to stand among the great dwarven heroes of legend, was tasked to destroy The Great Evil that threatened his Material Plane world. But like most prophecies, the timing was off by several decades. The dwarven hero was not ready to defeat The Great Evil and was quickly pushed aside, helpless to watch his beloved Material Plane world be destroyed, his destiny unfulfilled.
As the last mountain was to crush the young dwarven hero, he was transported away by mysterious cabal of transdimensional operators, who asked if the lone survivor of his Material Plane world wanted a job.
Years since taking the job as glorified interdimensional fix-it man, the young dwarven hero, now mostly jaded and sullen, runs around the universe with his cell, fighting against the machinations of the Dark Traders.