Paladin

Feejan Baulns's page

8 posts. Alias of Reksew_Trebla.


Full Name

Feejan Baulns

Race

Dwarf

Classes/Levels

Stonelord Paladin 2

Gender

Male

Size

Medium

Age

45

Alignment

Lawful Good

Deity

Moradin

Languages

Common, Dwarven, Goblin

Strength 16
Dexterity 11
Constitution 17
Intelligence 13
Wisdom 15
Charisma 12

About Feejan Baulns

Height 4 ft.

Weight 180 lbs.

Racial:

Slow and Steady Speed of 20 feet, but speed is never modified by armor or encumbrance.

Darkvision 60 ft.

Defensive Training +4 dodge bonus to AC against monsters of the giant subtype.

Hatred +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes.

Hardy +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability +4 racial bonus to Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. Receives a check to notice such features whenever he passes within 10 feet of them, whether or not he is actively looking.

Weapon Familiarity Proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Craftsman +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.

Class:

Weapon and Armor Proficiency 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 his aura of good (see the detect good spell) is equal to his paladin level.

Detect Evil (Sp) At will, a he can use detect evil, as the spell. He 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, he does not detect evil in any other object or individual within range.

Stonestrike (Su) Once per day per paladin level, he can draw upon the power of the living rock. As a swift action, he treats his melee attacks until the beginning of his next turn (whether armed or unarmed) as magical and adamantine, including ignoring hardness up to twice his paladin level, with a +1 bonus on attack and damage rolls, as well as on combat maneuver checks. This bonus also applies to his CMD if he or his 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, his flesh becomes progressively rockier. He gains a +1 natural armor bonus to AC and DR/adamantine equal to 1/2 his 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, he can heal wounds (his own or those of others) by touch. Each day he can use this ability a number of times equal to 1/2 his paladin level plus his Charisma modifier. With one use of this ability, he can heal 1d6 hit points of damage for every two paladin levels he possesses. Using this ability is a standard action, unless he targets himself, in which case it is a swift action. Despite the name of this ability, he only needs one free hand to use this ability.

Alternatively, he 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.

Traits:

Honor-Bound (Family) The family’s honor is tied to a shared goal binding you all together. With the aid of the GM, choose a task that your family is bound to accomplish. Once per day, when you are within 60 feet of another character with this trait, you can gain a +1 trait bonus on a single saving throw or skill check when progress toward the goal is directly at stake (at the GM’s discretion).

Eldritch Smith (Magic) You are learned in the secret lore of the forge, rituals handed down for generations that some say come from Torag himself. Whenever you use the Craft skill or a crafting feat to make a stone or metal item, you reduce the cost of making the item by 5%. This includes metal-headed weapons with nonmetal parts, such as axes and spears.

Artisan (Social) You spent time working under artisans, or your parents were artisans who were particularly skilled at their trade. You gain a +2 trait bonus on a single Craft skill (your choice) (Armor).

Drawback:

Overprotective In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done. If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

Feats:

Iron Will +2 bonus on all Will saving throws.

Familiar Bond You gain a familiar, as the wizard arcane bond class feature. You do not gain the special ability the familiar normally grants its master, and the familiar does not gain the deliver touch spells, scry on familiar, share spells, speak with animals of its kind, or spell resistance special abilities. Otherwise, your total Hit Dice are used as your wizard level for determining the familiar’s abilities.

Alertness +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Fire-Forged Steel:

Dwarves stumbled across the secret of crafting fire-forged steel in an effort to make forge-friendly tools. It didn’t take them long to adapt its unique properties to arms and armor. Fire-forged steel channels heat in one direction to protect its wearer or wielder. When it is crafted into armor, heat is channeled away from the wearer, offering some limited protection. Armor crafted from fire-forged steel grants the wearer fire resistance 2.

Weapons crafted from fire-forged steel similarly channel heat away from the wearer; this does not grant the wielder energy resistance. Instead, the blade absorbs and channels heat to the parts of the weapon that contact enemies. If the weapon is exposed to 10 points or more of fire damage (such as from an opponent’s fireball or by holding it in a campfire for 1 full round), the weapon adds +1d4 points of fire damage to its attacks for the next 2 rounds. If the wielder is wearing fire-forged armor and using a fire-forged weapon, this bonus damage increases to 1d6 points of fire damage and lasts for 4 rounds. This bonus damage does not stack with fire damage from weapon enhancements such as flaming.

Armor or weapons made from fire-forged steel are always considered masterwork, and the masterwork costs are included in the listed prices.

Fire-forged steel has the same hit points and hardness as steel.

Proper Character Sheet:

Feejan Baulns

Dwarf stonelord paladin 2

LG Medium humanoid (dwarf)

Init +1; Senses Perception +5 (+7 vs unusual stonework, +3 if not within arm’s reach of familiar, +5 if not within arm’s reach of familiar vs unusual stonework)

Aura good

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Defense

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AC 19 (23 vs giants), touch 10 (14 vs giants), flat-footed 19 (+8 armor, +0 Dex, +1 natural)

hp 23 (2d10+8)

Fort +6, Ref +0, Will +7; +2 vs. poison, spells, and spell-like abilities

Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants); DR 1/adamantium (0 when not touching the ground)

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Offense

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Speed 20 ft.

Melee masterwork fire-forged steel dwarven longhammer +6 (2d6+4 20/×3 reach)

masterwork fire-forged steel earth breaker +6 (2d6+4 20/x3)

Special Attacks +1 on attack rolls against goblinoid and orc humanoids

Spell-Like Abilities (CL 2nd; concentration +3)

At will—detect evil

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Statistics

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Str 16, Dex 11, Con 17, Int 13, Wis 15, Cha 12

Base Atk +2; CMB +5; CMD 15 (19 vs. bull rush or trip when standing on the ground)

Feats Alertness (only when Familiar is within arm’s reach), Iron Will, Familiar Bond

Skills Appraise +2, Craft (Armor) +9 (+11 metal and stone), Craft (Weapons) +7 (+9 metal and stone), Diplomacy +5, Heal +6, Knowledge (Religion) +5, Perception +5 (+7 vs unusual stonework, +3 if not within arm’s reach of familiar, +5 if not within arm’s reach of familiar vs unusual stonework), Sense Motive +8 (+6 if not within arm’s reach of familiar), Stealth -6 (+1 without armor), Swim -3 (+4 without armor)

Languages Common, Dwarven, Goblin

SQ aura, code of conduct, stonestrike (2/day), heartstone, lay on hands (1d6, 2/day),

Gear half-plate armor, masterwork fire-forged steel dwarven longhammer, masterwork fire-forged steel earth breaker, masterwork backpack, familiar satchel, rope (100 ft), 10 torches, flint and steel, whistle, waterskin (2), pouch (3), folding shovel, dwarven trail rations (10 days), masterwork artisan’s tools, carnivore feed (10 days), iron holy symbol, holy text (25 gp), lap dog (familiar), 561.4 gold pieces

Mauler Familiar:

Mauls Berry

(Lap Dog)

N Tiny magical beast

Init +2; Senses low-light vision, scent; Perception +8

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Defense

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AC 16, touch 15, flat-footed 13 (+2 Dex, +1 Natural Armor, +2 size, +1 Dodge)

hp 11 (1/2 master’s hp; 2 hd)

Fort +3, Ref +4, Will +1

Defensive Abilities improved evasion

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Offense

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Speed 40 ft.

Melee bite +3 (1d3–1)

Space 2-1/2 ft., Reach 0 ft.

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Statistics

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Str 9, Dex 15, Con 13, Int 6, Wis 12, Cha 6

Base Atk +2; CMB +2; CMD +11 (15 vs. trip)

Feats Dodge

Skills Appraise -1, Acrobatics +2 (+10 when jumping), Craft (Armor) -1, Craft (Weapons) -1, Diplomacy -1, Heal +2, Intimidate +2, Knowledge (Religion) -1, Perception +5, Sense Motive +2, Stealth +14, Survival +1 (+5 scent tracking), Swim +3; Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

SQ empathy

Background:

Feejan loves crafting weapons and armor, having grown up in a blacksmith. He also loved getting into fights. One day however, he discovered the dwarven church, where he formed a passion for their religion. But he discovered that he had no magical connection to the deity. It was more towards the dwarven nature of stones. He now uses this power to aid his clan in combat, allowing him to take more damage and deal more damage.

One day when adventuring, he came across a foul tribe of goblins, performing a ritual to sacrifice a lap dog. Not wanting to let the goblins have their foul way, he rushed in and freed the lap dog from the rope bindings she was in. The goblins surrounded Feejan, and it looked bleak, when the dog jumped forward to fight alongside him. Feejan knew the dog had a dwarf’s fighting spirit, despite being so small, so after the battle was won, he took her in. Some time later, what little magical ability Feejan had manifested itself by making the dog a familiar, though right now the magic is incomplete.

Eventually, Feejan heard there was a group being formed to retake their ancestors lost home, and not being one to pass up a fight, he signed up to join in the endeavor.