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About Dinardin of LongshadowDinardin of Longshadow
PFS#: 2405-2006 COMMON DIE ROLLS [dice=Guisarme, 1st Strike]1d20+9;1d10+4[/dice] plus [dice]1d6[/dice] Vitality vs. Undead
[dice=Guisarm, With Weapon Surge]1d20+9+1;2d10+4[/dice] sanctified plus [dice]1d6[/dice] Vitality vs. Undead Statblock:
Dinardin of Longshadow
Human paladin 3 (Advanced Player's Guide) Medium, Human, Humanoid Heritage versatile human Background lost and alone Perception +5 Languages Common, Kelish, Varisian Skills Acrobatics +7, Athletics +11, Diplomacy +7, Intimidation +7, Pathfinder Society Lore +5, Religion +5, Warfare Lore +5 Str +4, Dex +2, Con +1, Int +0, Wis +0, Cha +2 Items full plate, dagger, disrupting guisarme, javelin (4), light hammer, backpack, bedroll, chalk (10), crowbar, flint and steel, grappling hook, rations (1 week) (2), rope (foot) (50), soap, torch (5), waterskin, purse (124 gp, 33 sp) -------------------- AC 21; Fort +8; Ref +7; Will +7 HP 44 -------------------- Speed 25 feet Melee [1] dagger +9 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+4 P Melee [1] [i]disrupting guisarme[/i] +9 (trip, magical, reach 10 feet), Damage 1d10+4 S +1d6 Vit vs. undead Melee [1] light hammer +9 (thrown 20 ft., agile), Damage 1d6+4 B Ranged [1] dagger +7 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+4 P Ranged [1] javelin +7 (thrown 30 ft.), Damage 1d6+4 P Ranged [1] light hammer +7 (thrown 20 ft., agile), Damage 1d6+4 B Focus Spells 3 Focus Points, DC 17; 2nd Lay on Hands, Lay on Hands, Weapon Surge Ancestry Feats Natural Ambition Class Feats Blessed One Dedication[APG], Deity's Domain, Desperate Prayer[APG] General Feats Fleet, Shield Block, Toughness Skill Feats Intimidating Glare, Titan Wrestler Other Abilities blade ally, deific weapon, devotion spells, paladin, shield block, swords, zeal FEATS AND ABILITIES Focus Pool: 1 Focus Spells: Lay on Hands, Weapon Surge Lay on Hands - Cast Single Action somatic
Your hands become infused with positive energy, healing a living creature or damaging an undead creature with a touch. If you use lay on hands on a willing living target, you restore 6 Hit Points; if the target is one of your allies, they also gain a +2 status bonus to AC for 1 round. Against an undead target, you deal 1d6 damage and it must attempt a basic Fortitude save; if it fails, it also takes a –2 status penalty to AC for 1 round. Heightened (+1) The amount of healing increases by 6, and the damage to an undead target increases by 1d6. Weapon Surge: Cast Single Action somatic - You hold your weapon aloft, you fill it with divine energy. On your next Strike with that weapon before the start of your next turn, you gain a +1 status bonus to the attack roll and the weapon deals an additional die of damage. If the weapon has a striking rune, this instead increases the number of dice from the striking rune by 1 (to a maximum of 3 extra weapon dice). If the target weapon leaves your possession, weapon surge immediately ends. Desperate Prayer: 1/day - Free action. You instantly recover 1 Focus Point. Retributive Strike: Reaction. Trigger An enemy damages your ally, and both are within 15 feet of you. You protect your ally and strike your foe. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. If the foe is within reach, make a melee Strike against it. Intimidating Glare: You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language. Background:
Born a son of a minor lord in Longshadow in the forest realm of Nirmathas, Dinardin left his homeland's long-standing war with Molthune to seek out what he saw as a more meaningful existence - the watch on Gallowspire. He joined the armed forces of Lastwall, never revealing his noble heritage. Accepted among the knights, he made a name for himself as a brave and trustworthy soldier with a level head. He saw Lastwall's well-known shield-fighting technique as incomplete, arguing that a second rank of polearm-wielders should be trained to fight behind the knights. To that end, he became an expert in the halberd, usually seen as a peasant's weapon.
Dinardin reveled in the professionalism and esprit-de-corps of the Knights, so different from the wild and undisciplined foresters of his youth. But when the Whispering Tyrant burst the bonds of his prison in Gallowspire and came forth to slaughter his enemies, those things mattered not at all. Dindarin's fellow knights were overwhelmed in the devastation that Tar-Baphon wrought on the city of Vigil. Dindardin still does not how or why he survived when all his friends did not. During long months wandering in what was now the Gravelands, he was beset by his former comrades, come to urge him to despair, to give up and join them in their new-found state of undeath. And he almost did give up, tired of the daily fight for survival. But in his dreams he heard the call of the Inheritor and found that he had gained the power to heal with only a touch of his hands. He came home to Longshadow, only to find it already overrun and his family manse a place of horror. He left it in flames and has never spoken to anyone about what he experienced there. At last he struggled into a band of Orpak hobgoblins who still fought a losing war against the Whispering Tyrant's occupation of their new-won lands. To his surprise, they took him in and fed him. When his strength returned, they helped him escape through the Bloodsworn Vale and so at last to Korvosa. Rootless and penniless, Dinardin considered becoming a mercenary, but a priest of Iomedae convinced him to join the Pathfinders instead, as a way to hone his skills, earn a living and understand more of the world. Personality:
Dinardin is haunted by his past. His friends and family were not only slain, but turned into hollow mockeries of the living. He has neither smiled nor laughed since the fall of Lastwall. He can function in society and talk perfectly well, so long as he does not have to talk about himself or his past. The only times he is truly animated are when he is fighting, or talking about fighting, especially the undead.
Some people become paladins because of their deep devotion to god or goddess, or to an ideal of righteousness. Dinardin doesn't know why Iomedae chose him as her instrument, for he is truly a broken tool. He is devoted to law and goodness not out of love for them, but for the fear of their opposites. Every day of his life, Dinardin meditates on the nature of evil and power. Every day he is tempted to give in to hatred and revenge, to seek out the power to hurt those who hurt him, and every day, he manages to refuse that call... so far. Dinardin was once a naturally kind and generous person but now he feels guilt in each act of goodness because he is aware that every time he helps someone, it isn't selfless. Each self-sacrificing act is also about staving off the darkness one more day. And each day, he is certain that Iomedae will realize her dreadful mistake in trusting him with her holy power. On that day, he is certain, she will strike him down or leave him powerless before his enemies to face the fate he should have suffered when the walls of Vigil fell. Planned Build:
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