Radosek Pavril

Daelric Morieth's page

605 posts. Alias of Faelar Braegen.


Full Name

Daelric Morieth

Race

Dwarf Paladin (Stone-Lord) 4

Classes/Levels

HP 48/48 | AC 19 T 11 FF 18 (DR 2 / Adamantine, Light Fortification)| Fort+8 Ref +2 Will+7 | Initiative +1 | Perception +11 | Stone-Strike 4/4, Lay on Hands 3/3, Defensive Stance 8/8

Gender

Male

Size

Medium (4' 2", 185 lb)

Age

65

Special Abilities

Detect Evil, Aura of Good, Stone-Strike, Heart-Stone, Lay on Hands, Aura of Courage, Stone-Blood, Defensive Stance, Earth Channel

Alignment

Lawful Good

Deity

Kols

Languages

Common, Dwarven, Goblin, Orc

Occupation

Miner

Strength 15
Dexterity 13
Constitution 18
Intelligence 14
Wisdom 16
Charisma 12

About Daelric Morieth

Initiative : +1
Base Speed : 20 ft
Perception : 11
Dark-vision : 60 ft

Defence:

Hit Points : 48 (56)
Armour Class : 19 (21) (23 (25) vs Giants)
Flat Footed : 18
Touch : 11 (13) (15 (17) vs Giants)
Fortitude : 8 (10) (10 (12) vs Disease, 12 (14) vs Poison, Spells and Spell-Like Abilities)
Reflex : 2 (6 vs Spells and Spell-Like Abilities)
Will : 7 (9) (11 (13) vs Spells and Spell-Like Abilities)
Lay on Hands : [ ] [ ] [ ] (2D6)

Offence:

Base Attack Bonus : 4
CMB : 6 (8)
CMD : 18 (22) (22 (26) vs Bull Rush and Trip)
Dwarven War-Axe Attack : 6 (8) (7 (9) vs Goblins and Orcs)
Dwarven War-Axe Damage : 1D10+2 (+4) (1d10+3 (+5) vs Giants, Goblins and Orcs)
Heavy Pick Attack : 6 (8) (7 (9) vs Goblins and Orcs)
Heavy Pick Damage : 1D6+2 (+4) (1d6+3 (+5) vs Giants, Goblins and Orcs)
Stone-Strike : [ ][ ][ ][ ] (+1 Attack and Damage)

Skills:

Skill : Total (Ability Modifier, Ranks, Class Skill, Traits)
Heal : 10 (3, 4, 3)
Knowledge (Nobility) : 9 (2, 4, 3) Background Skill
Knowledge (Religion) : 9 (2, 4, 3)
Perception : 11 (3, 4, 3, 1)
Profession (Miner) : 12 (3, 4, 3, 2) Background Skill
Sense Motive : 10 (3, 4, 3)

Feats:

Toxic Recovery : Whenever you succeed at a Saving throw against Poison, you heal 1 point of ability damage of the type dealt by the Poison. Whenever you heal ability damage naturally or magically, you heal 1 additional point of ability damage. This feat has no effect on penalties to ability scores or ability drain.
Steel Soul : You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf ’s hardy racial trait.
Earth Channel : 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 effect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged.

Traits:

(Social) Seeker : You are always on the lookout for reward and danger. You gain a +1 Trait bonus on Perception checks, and Perception is always a class skill for you.
(Campaign) Hagfish Hopeful : Ever since passing through Sandpoint when you were a child and hearing about the contest at the popular tavern known as the Hagfish, you wanted to take that coin purse as your own and carve your name on the ceiling beam above the bar. Training yourself to choke down indigestible food and drink water a pig would refuse, you've built up quite a strong resistance to all things putrid and gross. You gain a +2 Trait bonus on Fortitude saves against Disease and Poison.
(Regional) Blooded : Desperate battles have honed your fighting skills against the ancient enemies of the Dwarves. You receive a +1 Trait bonus on Weapon damage rolls against Giants, Goblins and Orcs.
(Drawback) Pride : You can't abide challenges to your dignity, authority, or honour. When someone threatens, accuses, or challenges you, you take a -2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologises to you.

Equipment Carried:

PP : 0 , GP : 5633 , SP : 8 , CP : 0

Explorers Outfit : 0 lb
Dwarven War-Axe : 8 lb
Heavy Pick : 6 lb
Scale Mail : 30 lb
Heavy Wooden Shield : 10 lb
Iron Holy Symbol (Kols) : 1 lb
Backpack : 2 lb
Dwarven Trail Rations x 4 : 6 lb
Dwarven Stout (1 Gallon) : 4 lb

Potions :
Cure Light Wounds [ ] [ ]

Total Weight Carried : 65 lb
Light Load : 66, Medium Load : 133, Heavy Load : 200

Magic Equipment:

Weapon :
Armour :

Head :
Face :
Throat :
Shoulders :
Body :
Torso :
Arms :
Hands :
Ring 1 :
Ring 2 :
Waist :
Feet :

Racial Abilities:

Craftsman : Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this Racial Trait receive a +2 Racial bonus on all Craft or Profession checks related to metal or stone. This Racial Trait replaces Greed.
Darkvision : Dwarves can see in the dark up to 60 feet.
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.
Hatred : Dwarves gain a +1 Racial bonus on Attack rolls against Humanoid creatures of the Orc and Goblin subtypes because of their special training against these hated foes.
Rock Stepper : Dwarves with this Racial Trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This Racial Trait replaces Stone-Cunning.
Slow and Steady : Dwarves have a base speed of 20 feet, but their speed in never modified by armour or encumbrance.
Stability : Dwarves gain a +4 Racial bonus to their Combat Maneuver Defence when resisting a Bull Rush or Trip attempt while standing on the ground.
Weapon Familiarity : Dwarves are proficient with Battle-Axes, Heavy Picks, and Warhammers, and treat any weapon with the word “Dwarven” in its name as a Martial weapon.

Stone-Lord Abilities:

Weapon and Armour Proficiency : Paladins are proficient with all simple and martial weapons, with all types of armour (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 of individual within range.
Stonestrike (Su) : Once per day per Paladin level, a Stone-Lord 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.
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.
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.

Stalwart Defender Abilities:

Defensive Stance (Ex): At 1st level, a stalwart defender can enter a defensive stance, a position of readiness and trancelike determination. A stalwart defender can maintain this stance for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, 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 stalwart defender can maintain a defensive stance per day. The stalwart defender 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).

Background:

Daelric was born into a mining family in Janderhoff and he knew that when he came of age he would become a miner too and uphold his families honour. As a child he had always dreamed of something greater, like fighting an entire army or Orcs and Goblins by himself and saving everyone. But as he grew up he started to abandon all of those dreams of fighting them by himself and started to make friends who also wanted to protect their home, but one thing he did continue to do was train. As a boy he would practice how to fight so that when the army came, he would be ready for them. Of course the army never came, but his reasons for training changed over the years. He now trained to improve himself and even had a few of his friends he had known from childhood train with him. There were always Goblin attacks they were easier to deal with, scare them off and they run, but the Orc attacks were deadly, they killed any in their path.

Even before he was old enough to work, Daelric had snuck to work with his father and older brother and helped out with the mining, back then he thought he had been so sneaky and no-one noticed, until they got home and his father told him off and told him not to come, he could lose his job over it. But that didn't stop Daelric and instead of making his father lose his job the foremen ignored him, there was nothing the boy could do to help, so just let him think he is helping. He went there for the entire day every day until he was old enough to officially work and by then he was one of the strongest and best miners there. He loved this life, he could do this forever.

He would hum to himself as he worked sometimes, it helped pass the quiet times, but most of the time he would love to work in silence just listening to the clinking of picks on the rough earthen walls. One day he listening when he heard a shriek ... GOBLINS! Without even thinking he grabbed his Pick and rush off to face them, his friends joined him. There were hundreds of them ... just like the army he had always dreamed of, but it wasn't just Goblins, there were Orcs mixed in the ranks too! Goblins and Orcs attacking together, that was something he had never seen before! His friends fought and his best friend; Nicos, was wounded, unable to rise from the ground. Daelric stepped in the way and protected his friend and the other workers until the guard came and drove them off. His friend did not survive his wounds though, he had finally had his childhood dream, but this was not the way he wanted it, it felt so ... so ... lonely.

Little did he know that day of the invasion a priest of Kols had come to see the foreman and had watched the whole event. He had come to speak to the foreman because he had broken an oath and this caused some fellow to die. The families of those that had died had started to suffer, not just because they had lost a loved one, but also because they were not earning enough to put food on the table. This was something that could have been avoided, by one man keeping his word. A couple of days later at home there was a knock on the door, Daelric's father opened the door and immediately stepped back and lowered his head. The priest walked in as he was invited and spoke quietly to the father. 10 minutes later and Daelrics bag was packed and he was off to the church, he did not know why only that his father looked happy, as happy as the day Daelric had fought the Goblins.

The priest finally told Daelric what was happening, he had been accepted to train as a protector of the people for his bravery in the battle of the Goblin run. He was also told about the foreman and was told he had been executed for his severe crimes and making innocent people suffer. Daelric said good-bye to his family and left Janderhoff, where the priest took him all the way to Highelm, he trained there for many years, but always found time to go and mine when he wasn't studying or in practice. This earned him the respect of the other miners and people started to look up to him. He would always write home and always recieved replies ... that was until about 3 years ago. The replies stopped coming, at first he thought they had decided to cut him from the family for not being there, but that didn't make sense, his father had been so proud, so why?! That is when he was told, Janderhoff had grown silent, there was no news about what was happening there. Everyone feared the worst, men were sent to find out why but never returned. Daelric wanted to rush off to find and protect his family, but he had made an Oath to the temple, he would train to protect the weak and do as the temple bid. That was the hardest Oath for him to keep at the hardest time, surely it had been a test from Kols.

He was then given a brief ray of light, a Dwarf matching his fathers appearance had been sighted in the small town of Sandpoint. He was given permission to go there and find him, but to also lend aid whenever he could, Goblins have been sighted frequently there. Hopefully he would find father and shed some light to what has happened at Janderhoff.

Appearance:

Daelric isn't a tall or short Dwarf, his hair is fiery red and well kept. His beard platted with golden and iron rings holding them together at the ends. His hair is shoulder length, that he wears tied back platted with more golden and iron rings placed to hold it in the right place. He has a few scares on his arms and a couple on his face from where little knives (or swords) had cut many years ago. He is stocky, but it is easy to tell that most of it is all muscles. His armour is plain steel, polished silver with a golden symbol of Kols engraved and painted on the chest. His shield is polished wood, and has had a great deal of care seen on it, but it is scratched and with chips missing from it. On his back there is a have pick that is worn, yet functional and on his hip a well polished and sharpened war-axe. He stores his shield on his back, over his pick, protecting his back from any rear attacks.

Personality:

Daelric is a kind person who always wants to help others and will protect those that cannot protect themselves or need assistance. He never turns down help when it is offered. He knows some people respect him but doesn't let that go to his head, he still remains the man he always was, hard working, honest and eager to help even the poorest person. He wears both gold and iron rings in his hair and beard, showing that he doesn't care what ranks you are in society, he will help you if he can.

Daelric NEVER breaks his word.