Seelah

Faerin Boulderstep's page

366 posts. Organized Play character for nightdeath.


Full Name

Faerin Boulderstep

Race

PFS #76925-22 Dwarf Paladin (Stonelord) 6/ Evanglist 2| HP: 88/88 | AC: 26/14/23 | Fort: +11 | Ref: +7 | Will: +10 | Init: +2 | Perc: +8 | CMB: +10| CMD: 22| CI Warhammer +1: +12; 1d8+4| Slitherbane: +12;1d10+5| Longbow +10;1d8|

Classes/Levels

Skills:
Acro:+4| Diplo: +3| Heal:+7| Sense Motive: +8 | K.Noble: +5| K.Religion +9 |Lingus:+1| SM:+8| Survival:+8|

Gender

Female

Size

Medium

Age

93

Special Abilities

Stone Strike, Detect Evil, Heartstone , Lay On Hands, Aura of Courage, Stoneblood, Defensive Stance

Alignment

Lawful Good

Deity

Torag

Languages

Common, Dwarven, Terran

Strength 16
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 14
Charisma 8

About Faerin Boulderstep

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[Url [/url]
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PFS# 76925-22 Faerin Boulderstep

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Character Crunch:

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Female Dwarf Paladin (Stonelord) 6 / Evangelist 2
Lawful Good Medium Humanoid
Init +2; Senses DarkVision 60ft Perception +8

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Defense
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AC 26, touch 14, flat-footed 23 (+10 armor, +0 Shield, +2 Dex, +2 natural, +1 Deflection, +0 Trait, +1 Dodge)
hp 88 (6d10+18+2d8+6) (+6 Favored) (+8 Toughness)
Fort +11, Ref +7, Will +10
Resist DR 3/adamantine

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Offense
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Speed 20 fts.
Ranged Longbow +9 (1d8 20/x3)
Melee Cold Iron Warhammer +1 +12 (1d8+4 20/x3)
Melee Slitherbane +12 (1d10+5 19-20/x2)
Special Attacks Stonestrike (Su) +2 to hit +2 Damage 7/day, Defensive Stance 19 rds/day
Spell-Like Abilities Detect Evil

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Statistics
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Str 16, Dex 14, Con 16, Int 10, Wis 14, Cha 8
Base Atk +7; CMB +10; CMD 22
Languages Common, Dwarven, Terran

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Feats
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Weapon Focus (Heavy Flail) (1)
You gain a +1 bonus on all attack rolls you make using the selected weapon.

Weapon Versatility (3)
When wielding a weapon with which you have Weapon Focus, you can shift your grip as a swift action so that your weapon deals bludgeoning, piercing, or slashing damage instead of the damage type normally dealt by that weapon. You may switch back to the weapon’s normal damage type or another damage type as a swift action. If your base attack bonus is +5 or higher, using this feat is a free action instead.

Deific Obedience (5)
Each deity requires a different daily obedience, but all obediences take no more than 1 hour per day to perform. Once you’ve performed the obedience, you gain the benefit of a special ability or resistance as indicated in the “Obedience” entry for the god to whom you performed the obedience.

If you have at least 12 Hit Dice, you also gain the first boon granted by your deity upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the deity’s second boon. If you have 20 Hit Dice or more, you also gain the deity’s third boon. Unless a specific duration or number of uses per day is listed, a boon’s effects are constant.

Certain prestige classes (see page 198) gain access to these boons at lower levels as a benefit of their prestige class. If you have no levels in one of these prestige classes, you gain the boons marked as exalted boons. If you later take levels in sentinel or evangelist, you lose access to the exalted boons and gain access to the new boons appropriate to your class.

If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience.

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Traits
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Called (Faith)
Your deity or a powerful spirit spoke to you when you were young, dropping cryptic hints about the important destiny that lay before you and how you must win your fights if you are to achieve your predetermined greatness. Once per day upon rolling a natural 1 on an attack roll, you may reroll the die and take the second result instead.

Perseverance (Region)
Your time in the Five Kings Mountains has taught you that any obstacle can be endured and overcome. When you have more than one Will saving throw to overcome an effect (such as from greater command or hold person, or by using the good fortune ability of the Luck domain), you receive a +3 trait bonus on the extra Will saves against that effect.

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Class Features
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Aura (Ex): (Good)
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):
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.

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.

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.

These abilities are cumulative. For example, a 12th-level paladin's lay on hands ability heals 6d6 points of damage and might also cure fatigued and exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed.

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.

(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). )

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.

Stone Servant (Su):
At 5th level, a stonelord may call a Small earth elemental to her side, as a paladin calls her mount. This earth elemental is Lawful Good in alignment and possesses the celestial template, and it increases in size as the stonelord gains levels, becoming Medium at 8th level, Large at 11th level, Huge at 14th level, Greater at 17th level, and Elder at 20th level. This ability replaces divine bond.

Weapon and Armor Proficiency:
An evangelist is proficient with all simple weapons and light armor. An evangelist also gains weapon proficiency with her chosen deity’s favored weapon.

Obedience (Ex):
In order to maintain the abilities granted by this prestige class, including all abilities gained from aligned class (see below), an evangelist must perform a daily obedience to her chosen deity (see page 10).

Skilled: (Acrobatics & Survival)
Evangelists possess a range of skills across multiple disciplines. At 1st level, an evangelist selects two skills to add to her class skill list. Once selected, these class skills can’t be changed.

Aligned Class (Ex):
Evangelists come from many different backgrounds, and they show an unusual range of diversity. At 2nd level, the evangelist must choose a class she belonged to before adding the prestige class to be her aligned class. She gains all the class features for this class, essentially adding every evangelist level beyond 1st to her aligned class to determine what class features she gains. She still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of her aligned class as well as those of the evangelist prestige class.

Protective Grace (Su):
The evangelist’s chosen deity rewards her with heightened awareness and reaction skills, making her more difficult to strike in combat. At 2nd level, the evangelist gains a +1 dodge bonus to AC. This bonus increases to +2 at 7th level. The evangelist loses this bonus when she is denied her Dexterity bonus to AC.

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Skills
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Acrobatics +4 (+3 Rank, +3 trained, +2 Ability, -4 Armor)
Appraise +0 (+0 Rank, +0 trained, +0 Ability)
Bluff -1 (+0 Rank, +0 trained, -1 Ability)
Climb -1 (+0 Rank, +0 trained, +3 Ability, -4 Armor)
Craft +0 (+0 Rank, +0 trained, +0 Ability)
Diplomacy +3 (+1 Rank, +3 trained, -1 Ability)
Disguise -1 (+0 Rank, +0 trained, -1 Ability)
Escape Artist -2 (+0 Rank, +0 trained, +2 Ability, -4 Armor)
Fly -2 (+0 Rank, +0 trained, +2 Ability, -4 Armor)
Handle Animal -1 (+0 Rank, +0 trained, -1 Ability)
Heal +7 (+2 Rank, +3 trained, +2 Ability)
Intimidate -1 (+0 Rank, +0 trained, -1 Ability)
Knowledge (Religion) +9 (+5 Rank, +3 trained, +0 Ability)
Knowledge (Nobility) +5 (+1 Rank, +3 trained, +0 Ability)
Linguistics +1 (+1 Rank, +0 trained, +0 Ability)
Perception +8 (+3 Rank, +3 trained, +2 Ability)
Perform -1 (+0 Rank, +0 trained, -1 Ability)
Ride -2 (+0 Rank, +0 trained, +2 Ability, -4 Armor)
Sense Motive +8 (+3 Rank, +3 trained, +2 Ability)
Spellcraft +0 (+0 Rank, +0 trained, +0 Ability)
Stealth -2 (+0 Rank, +0 trained, +2 Ability, -4 Armor)
Survival +8 (+3 Rank, +3 trained, +2 Ability)
Swim -2 (+0 Rank, +0 trained, +3 Ability, -4 Armor)
Use Magic Device -1 (+0 Rank, +0 trained, -1 Ability)

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Magic
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Bonus Spells (1st: 1, 2nd: 1, 3rd:)
Caster Level:
Spells (4) Level 0 DC 11

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Special Abilities
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Stonestrike (Su): 2/day

Detect Evil (Sp):

DR/adamantine equal to 1/2 her paladin level.

Mercy (6th level)
Diseased:
The paladin's lay on hands ability also acts as remove disease, using the paladin's level as the caster level.

Obedience
After reciting a traditional prayer to Torag, either work at a forge or strike a small replica of an anvil or a sizable flat stone with a hammer for at least 10 minutes. If the sound of your hammer draws a creature near, encourage it to join in your worship of the Father of Creation. If hostilities become inevitable, leap into the fray with a battle shout in praise of Torag. Perform some small act toward maintaining your weapon, such as sharpening or polishing it, as you conclude your obedience with another prayer to Torag’s might and wisdom. Alternatively, if you have created something through this effort, grant it to the next person you meet who strikes you as fair and honorable. Gain a +1 sacred bonus on all attack rolls made with warhammers.

Slitherbane
+1 Heavy Flail
You can expend 1,150 gp and 2 Prestige Points to awaken Slitherbane’s sentience; increase the flail’s Charisma and
Intelligence scores to 12, increase its Wisdom score to 14, and it can now understand Ancient Azlanti as a language.
? You can expend 625 gp and 1 Prestige Point to give Slitherbane telepathy. Even with telepathy, Slitherbane communicates
infrequently, primarily in archaic aphorisms.
? You can expend 625 gp and 1 Prestige Point to increase Slitherbane’s senses to 60 feet and give Slitherbane darkvision.
? If your Fame score is at least 22 and you have already purchased the telepathy upgrade, you can expend 1,500 gp and 2
Prestige Points to give Slitherbane the ability to cast liberating commandUC on its wielder once per day.
? If your Fame score is at least 27, you can expend 4,500 gp and 4 Prestige Points to give Slitherbane the bane (monstrous
humanoids) weapon enhancement.

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Equipment
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Equipment list
Melee Weapons Cold Iron Warhammer +1, Slitherbane
Ranged Weapons Longbow, 20 arrows
Armor Stone Plate +1 (Comfort), Bulette Bulwark
Other Gear Paladin's kit: This kit includes a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
Explorer's Outfit,
Smelling Salts
Magic Item
Swarmbane Clasp
Wand of Cure Light Wounds (33/50)
Cloak of Resistance +2
Ring of Protection +1
Bulette Bulwark
Fashioned from a bulette’s neck armor, this +3 heavy shield is as hard as steel (hardness 10, 20 hp). Because it is not made of metal, druids can use it without penalty.

Wealth 100gp


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Racial Traits
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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 receive 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 gain a +4 dodge bonus to AC against monsters of the giant subtype.
Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.
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.
Stubborn: Dwarves are renowned for their stubbornness. Dwarves with this racial trait receive a +2 racial bonus on Will saves to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) schools. In addition, if they fail such a save, they receive another save 1 round later to prematurely end the effect (assuming it has a duration greater than 1 round). This second save is made at the same DC as the first. If the dwarf has a similar ability from another source (such as a rogue’s slippery mind), he can only use one of these abilities per round, but he can try the other on the second round if the first reroll ability fails. This racial trait replaces hardy.
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.
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.
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.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

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Background Story
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Faerin Boulderstep:

This female dwarf is as stubborn as dwarves go, maybe more.
Staunch woshipper of Torag, she battles evil with hammer and shield calling upon her god to protect her in the heat of battle.
Possessing a one track mind, she'll continue on against the odds. Being a Paladin with special closeness to her god as a Stonelord, she waits for the day that her patron sends her his blessing in the form of an earth companion.