Race |
HP: 6/13 AC: 18 (touch 11, FF 17) CMD: 15| F:+4 R:+1 W+3 | Int: +1 | Perception +6| Spd: 20ft |
About Arn Blacksnow
Arn Blacksnow
Dwarf Paladin (Stonelord) 1
LG Medium Humanoid (Dwarf)
Init +1; Senses- Darkvison, Perception +6
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Defense
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AC 18, touch 12, flat-footed 10, CMD 17
HP: 13 (1d10+3)
Fort +4, Ref +1, Will +3
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Offense
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Speed 20 ft (20 Base)
Melee Dwarven Waraxe +4 (1d10+3) x3
Melee Dagger +4 (1d4+3) 19-20/x2
Melee Boarding Axe +4 (1d6+3) x3
Ranged Crossbow, Heavy +2 (1d10) 19-20/x2 120 ft.
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Statistics
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STR: 16 DEX: 12 CON: 15 INT: 10 WIS: 12 CHA: 8
Base Attack +1, CMB +4, CMD 15
Feats: Power Attack
Traits: Seeker, Principled
Drawback: Zealous
Skills: 1 Diplomacy +3, 1 Perception +6, 1 Sense Motive +5
Languages: Common, Dwarven
Gear: 63 gp,
50 gp Scale Mail
20 gp Heavy Steel Shield
4 gp 2 daggers
6 gp Boarding Axe
50 gp Heavy Crossbow
1 gp 10 Bolts
30 gp Waraxe, Dwarven
Paladin’s kit.
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Racial Abilities
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Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to 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.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
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.
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Abilities
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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) 1/day
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.
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Description, Personality, and Background
Arn ins’t much to look at standing at one and third paces tall and weighing just over 13 stone. He keeps his light auburn hair pulled back and his beard in a single braid. His eyes are alert and expressive, and the are the color of dark shale.
While may Stonelords believe it is their place to remain as steadfast defenders of dwarven enclaves, Arn has taken to adventuring as he believes he has a duty to call goodly folk that tread upon the earth. Many times, Arn is left feeling like a fish out of water on the surface he tries his best to be friendly, but he doesn’t have a naturally way with words and customs of the big folk confound him sometimes.
The Blacksnow clan made their home in the alpine valley near a volcano that would frequently blow ash all over and cover the trees and ground like fresh fallen snow. Arn grew up in a military family, as soon as he could walk and carry a shield his father took him out on patrol with him in the valley.