Gath Morian

Fearn Keniv's page

186 posts. Alias of therealthom.


Race

LG Male, Dwarf Paladin of Torag 5 (HP 53/53)

About Fearn Keniv

Fearn Keniv
LG Male, Dwarf Paladin of Torag 5

Fearn is tall for a dwarf and typically -- solid. He has dark brown hair and a carefully braided beard. He typically wears drab clothes, a thick leather belt, hobnailed boots topped with a dusky red cloak.

Ability Scores: S 14 D 15 Co 15 I 14 W 18 Ch 16

Stats Roll:
http://paizo.com/threads/rzs2pl19&page=2?Midnight-Mirror-PBP-Recruitmen t#52 ; http://paizo.com/campaigns/FratmancysMidnightMirror/discussion&page=8#3 62

HP- 53 Currently- (See Header)
Initiative +2, Speed 20'
Defense: AC 21, touch 11, flat-footed 20
Saves- Fort +9 (+4+2Con+3 class) Reflex +6(+1+2dex+3 class) Will +11(+4+4wis+3 class) (+2 v poison, spells and spell-like) (immune to fear)
Armor-Plate and Large Shield (+9+2 ac,maxdex+1, -6-2 acp)

Attacks: BAB +5 , CMB +7 CMD 19 (CMD +4 v bull rush or trip)
+1 Warhammer: +9, 1d8+3, x3, (bonded weapon, +1 more 5x per day)
Dagger : +7, 1d4+2, 19-20 x2, 10'

Light Crossbow: +7 1d8 19-20 x2, 80'

Smite: 3 of 3 remaining.

Spells:
Spells prepped today : 1 First level : Lesser Restoration, Bless

Lay on Hands 5 of 5 remaining. (2d6)
Channel Energy: 2d6 DC 16 Each channel counts as two Lay on Hands.

Skills (16):

Craft (Weapons) 6 = 1 +2 I +3 class
Diplomacy...... 10 = 5 +3 Ch +3 class (+2 v hostile or unfriendly, 1 retry)
Heal .......... 8 = 1 + 4 W +3 class
Know (religion) 9 = 4 +2 I +3 class
Know (nobility) 6 = 1 +2 I +3 class
Ride ......... -2 = 1 + 2 D + 3 class - 8 Armor
Sense Motive .. 11 = 4+ 4 W + 3 class
Spellcraft..... 7 = 2 +2 I +3 class
Swim .......... -2 = 1 + 2 S - 8 Armor

Acrobatics 0 +2 D - Armor
Appraise 0 +2 I ( +2 racial on nonmagical goods that contain precious metals or gemstones.)
Bluff 0 +3 ch
Climb 0 +2 S
Craft 0 +2 I
Diplomacy 0 +3 ch
Disguise 0 +3 ch
Escape Artist 0 +2 D - Armor
Forgery 0 +2 I
Heal 0 +4 w
Intimidate 0 +3 Ch
Perception 0 +4 w
Ride 0 +2 D
Sense Motive 0+4 w
Spellcraft 0 +2 I
Stealth 0 +2 D - 0 Armor
Survival 0 +4 W - 0 Armor
Swim 0 +2 S

Languages- Common, Dwarven, Giant, Goblin;

Feats:
1st Power Attack
3rd Weapon Focus (Warhammer)
5th Blindfight

Traits:

Sacred Conduit:
+1 to Channel DC

Patient Optimist:
(LG): You know that all things pass in time, and are used to having to repeat arguments multiple times to convince even the most stubborn believer. You gain a +2 trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and if you fail at such an attempt, you may retry it once.

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 AC against monsters of the giant subtype.

Greed: Dwarves receive a +2 racial bonus on Appraise skill 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 due to 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 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.

Class Features:

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): 2X 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.

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

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.

Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

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.

• Sickened: The target is no longer sickened.

Channel Positive Energy (Su): When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.

Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list presented in Spell Lists. A paladin must choose and prepare her spells in advance.

To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Charisma modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.

Divine Bond (Sp): Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

Equipment:

*** Mundane Weapons, 38
Dagger, 2
Crossbow, light , 35
quarrels, 10 , 1

*** Personal Gear 85
Traveler's outfit 1
Silver Holy Symbol, Torag 25
Pouch, belt 1
Flint and Steel 1
Tindertwig 5x 5
Whistle 0.8
Sewing Needles 2x 1
Antitoxin 50

Cash gp

*** Back Pack Gear 119.12
Back Pack 2
Blanket 0.5
Bedroll 0.1
Rations, trail x4, 2
Soap 0.5
Tent 10
Whetstone 0.02
Scholar's outfit 5
Holy Water x2, 50
Healer's Kit 50

*** Expensive stuff 4884
Plate Mail 1500
Large Shield 20
+1 Warhammer 2312
MW Dagger 302
Wand of CLW 750

*** Mount Total 141.15
Light combat horse 75 (Hayna, ("Celery") A shaggy tan pony with white stockings)
Military Saddle 60
Bit and Bridle, 2
Saddlebags , 4
3 days feed, 0.15

Total 38+85+119.12+4884+141.15 = 5277 .27
6175 starting gold

Current Load: {Light lbs. or less Medium lbs. Heavy lbs.}

Background:

After decades of marriage, Fearn's mother and father were still childless, an unusual and slightly shameful condition for a dwarven couple so long together. They prayed and sacrificed to Torag and promised that if he granted them a child, they would dedicate it to him on his twelfth birthday. Torag smiled on their prayer and sacrifice and sent them twins. ONe child to be his and one to remain their own. Dutifully at twelve years old Fearn was brought to the temple and dedicated to the god that would provide a focus and mission for his life.

Under the guidance of Torag's local cleric Brecht, Fearn embraced his new life. He learned the forms and rituals and studied Hammer and Tongs: The Forging of Metal and Other Good Works. He tried to master the forge and other crafts, but met with limited success. He found a true passion in theology, and a reluctant competence in battle.

Fearn's current posting is at the Forge of the Dawn, a temple workshop to Torag high in the mountains. It is based in the town of Tunbore in a low mountain pass. From the main temple complex in town a tunnel runs ever higher until it reaches the Forge itself just a few hundred feet short of the peak. The tunnel breaks out of the mountain's sheer granite face. The tunnel's mouth is broad and flat. The forge is on the north side and a chimney has been chiseled upward to draw the smoke. A narrow ledge runs south to a deep cleft where packed snow and ice can be dug out and hauled back to the tunnel to provide the water for quenching the steel. It is a place of power and inspiration. Only the greatest craftsmen are invited to work here for a season.

Fearn is Tunbore's beadle. His job is largely administrative and logistical in nature; he also assists the chief cleric at services. When circumstances demand he rides out in defense of the town, but his duties are generally light. He spends much of his time enjoyably in the Dawnforge cave with tomes of religious lore from the temple library.

This is one of the times his duties have interuptted his otherwise peaceful life. A few weeks ago the well at Tunbore was poisoned. A dark spellcaster who had arrived at dusk and disappeared before the discovery was made was the prime suspect. Fearn and two companions were sent in pursuit. Despite their best efforts and the great tracking skill of the party's ranger they could not catch their quarry and the trail ran down from the mountain ridges and faded away near the Nidalese border. After a full night of sleep and a morning of prayer, Fearn parted with his companions who returned to Tunbore. Fearn plans to check the nearby villages and find some sign of the dark stranger before returning to Tunbore via the lowland roads.

Other details:
Fearn is by nature quiet and studious, but that doesn't mean he's afraid of trouble. Faced with trouble he can't avoid, he will face it head on.

His reading and philosophy tell him to focus on building community, doing right, and hard work, whether it's writing a treatise on the religious symbolism of quenching iron, hauling 70 pounds of snow back to the forge along the ledge, or facing an orc raiding party.