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4 posts. Alias of Mr Clint.


Full Name

Bromdel Slatebrim

Race

Dwarf

Classes/Levels

Warpriest

Gender

Male

Size

Medium

Alignment

LG

Deity

Trudd

Languages

Common, Dwarven

Strength 15
Dexterity 10
Constitution 23
Intelligence 17
Wisdom 18
Charisma 15

About Bromdel Slatebrim

Dwarven Warpriset of Trudd “The Mighty”

BAB +1
Fort: +2
Ref: +0
Will: +2
D10 HD
Gold 5d6x10 (average 175gp)

Class Skills:

2 + Int
Diplomacy (Cha):
Handle Animal (Cha):
Heal (Wis):
K-Nobility (Int):
K-Religion (Int):
Ride (Dex):
Sense Motive (Wis):
Spellcraft (Wis):

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 Charisma 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.

Trudd “The Mighty” Paladin Code:

Favored Weapon: Warhammer
Symbol: Rune-Carved Stone Throne
Sacred Animal: Bear
Sacred Colors: Brown, gray

The paladins of Trudd are stalwart protectors of the dwarven people and their greatest treasures. The tenets of Trudd’s paladins include the following affirmations.

- My strength I my sacred offering. I will maintain my body as I would a sacred relic and use it only for admirable pursuits.
- To ensure the safety of those I protect, I will be among the first to charge and the last to retreat, save when such tactics would place those I protect at undue risk.
- I will hold any defensive line if it will save innocents or the homes of my people.
- Even the young can accomplish great things. I wil never dismiss someone on account of youth.

For Followers of Trudd
Monsters: Chelonidal
Spells: Mighty Strength
Traits: Guardian Smite, Mighty Protector, Steady Strength

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 their AC against monsters of the giant subtype.
Greed: Dwarves receive a +2 racial bonus on Appraise 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 because of their 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 any such features that they pass within 10 feet of, whether or not they are actively looking.
Weapon Familiarity: Dwarves are prof icient 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 languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.