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About Fergus IronbeardFergus Ironbeard
Prepared Spells
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Cure Light Wounds:
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage. Hero's Defiance:
The instant before you are reduced to 0 or fewer hit points, you can expend a use of your lay on hands ability to heal yourself as if you had used lay on hands, plus an additional 1d6 hit points.
If this healing brings your hit point total above 0 hit points, you do not fall, and may continue to act. If you have no more uses of lay on hands this spell has no effect. Weapon Of Awe:
You transform a single weapon into an awe-inspiring instrument. The weapon gains a +2 sacred bonus on damage rolls, and if the weapon scores a critical hit, the target of that critical hit becomes shaken for 1 round with no Saving Throw.
This is a mind-affecting fear effect. A ranged weapon affected by this spell applies these effects to its ammunition. You can’t cast this spell on a natural weapon, but you can cast it on an unarmed strike. --------------------------------------------------
Aura of Courage 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. Aura of Good (Ex) You project a faint good aura. Aura of Justice (Su) You can expend two uses of your smite ability to grant the ability to smite evil to all allies within 10 feet, using your bonuses. Allies must use this Smile Evil ability by the start of your next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability. Aura of Resolve (Su) You are immune to charm spells and spell-like abilities. Each ally within 10 feet of you gains a +4 morale bonus on saving throws against charm effects. This ability functions only while you are conscious, not if you are unconscious or dead. Background Skill (Knowledge (Geography), Knowledge (Geography), Knowledge (Geography), Knowledge (Geography), Knowledge (Geography), Knowledge (Geography), Knowledge (Geography), Knowledge (Geography), Knowledge (Geography), Knowledge (Geography), Knowledge (Geography), Knowledge (Geography), Knowledge (Geography), Knowledge (History), Knowledge (History), Knowledge (History), Knowledge (History), Knowledge (History), Knowledge (History), Knowledge (History), Knowledge (History), Knowledge (History), Knowledge (History), Knowledge (History), Knowledge (History), Knowledge (History)) Celestial Spirit (Sp) Your divine bond allows you to enhance your weapon as a standard action by calling upon the aid of a celestial spirit for 12 minutes. When called, the spirit causes the weapon to shed light as a torch. This spirit grants the weapon a +3 enhancement bonus. This bonus can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or it can be used to add any of the following weapon properties: defending, flaming, keen, merciful (+1), axiomatic, disruption, flaming burst, holy (+2), speed (+3), and brilliant energy (+4). Adding these properties consumes an amount of bonus equal to the property's cost. 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 you but resumes giving bonuses if returned to you. These bonuses apply to only one end of a double weapon. You can use this ability 2 times per day. If a weapon bonded with a celestial spirit is destroyed, you lose the use of this ability for 30 days, or until you gain a level, whichever comes first. During this 30-day period, you take a -1 penalty on attack and weapon damage rolls. Channel Positive Energy (Su) You can unleash a wave of positive energy dealing 6d6 (DC 19 for half) /day. You can unleash a wave of positive energy. You must choose to deal 6d6 points of positive energy damage to undead creatures or to heal living creatures of 6d6 points of damage. Creatures that take damage from channeled energy receive a DC 19 Will save to halve the damage. Using this ability consumes two uses of her lay on hands ability. Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype. Detect Evil (Sp) At will, you can use Detect Evil, as the Spell. You can, as a move action, concentrate on a single individual or item 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, you do not detect evil in any other object or individual within range. Divine Grace At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws. Divine Health At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot. Extra ChannelIf a paladin with the ability to channel positive energy takes this feat, she can use lay on hands four additional times a day, but only to channel positive energy. Extra Lay On Hands You can use your lay on hands ability two additional times per day. You can gain Extra Lay On Hands multiple times. Its effects stack. Greed (Ex) Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones. Guardian of the Forge (Torag) (Knowledge (History)) Torag's sacred duties are to protect the faithful, take lessons from the great craftsmen and strategists of the past, and prepare against dark times. You receive a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks. One of these skills (your choice) is a class skill for you. Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Hatred (Ex) 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. Language Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. Lay on Hands (Su) You can heal wounds (your own or those of others) by touch. Each day you can use this ability 13 times per day. With one use of this ability, you can heal 5d6 hit points of damage. Using this ability is a standard action, unless you target yourself, in which case it is a swift action. Despite the name of this ability, you only need one free hand to use this ability. Alternatively, you can use this healing power to deal damage to undead creatures, dealing 4d6 points of damage. Using Lay on Hands in this way requires a melee touch attack and doesn't provide an attack of opportunity. Undead do not receive a saving throw against this damage. Mercy 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. 3rd-Shaken: Whenever you use Lay on Hands to heal damage to one target, the target is no longer shaken.
Mercy (Diseased) (Su) Whenever you use Lay on Hands to heal damage to one target, the ability also acts as Remove Disease with a caster level of 8. Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Scion of Legend Choose two skills for which your associated hero has skill ranks. You gain a +1 trait bonus on checks with both of those skills, and those two skills are class skills for you. (Knowledge (Geography,History) Once per adventure as a free action, you can call upon a previously forgotten bit of advice or lore imparted to you by the hero to gain an insight bonus equal to your class level (minimum +10) to a skill check. You may choose to apply this bonus after you roll the skill check, but must do so before the result of the roll is known. Selective Channeling You can choose whom to affect when you channel energy. When you channel energy, you can choose 1 targets in the area. These targets are not affected by your channeled energy. Smite Evil (Su) You can call out to the powers of good to aid you in your struggle against evil 4 times per day. As a swift action, you choose one target within sight to smite. If this target is evil, you add +3 to your attack rolls and +12 to all damage rolls made against the target of your 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 +24. Regardless of the target, Smite Evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, you gain a +3 deflection bonus to your AC against attacks made by the target of the smite. If you target 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 you rest and regain your uses of this ability. Sorshen's Boon +2 to Int. Additional per adventure as a free action, you can call upon a previously forgotten bit of advice or lore imparted to you by the hero to gain an insight bonus equal to your class level (minimum +10) to a skill check. You may choose to apply this bonus after you roll the skill check, but must do so before the result of the roll is known. Stability (Ex) Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance. Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill 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, regardless of whether or not they are actively looking. Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon. Weapon Focus (Greataxe) You gain a +1 bonus on all attack rolls you make using the selected weapon. PbP stats:
Race Line in Profile: LG Male Dwarf paladin 1 Class Line in Profile: (HP 31 AC:14 T:10 F:10 Saves F:+7 R:+1 W:+6 CMB:+4 CMD:14 Init:+0 Perc: +4 Created using PCGen 6.05.00 on Oct 12, 2018 Description:
Fergus Ironbeard is taller and broader than most dwarfs. His long, blond hair is braided and his long beard is tied at the end with a ribbon. He wears a holy symbol of Angradd around his neck. He carries a greataxe with the dwarven runes for Angradd etched along the blade. He has a serious look about him and he often looks deep in thought. Personality:
Fergus feels a strong sense of duty. Duty to protect the clan. Duty to protect the innocent. Duty to protect the history and traditions of the clan. These duties weigh heavily on him as he is afraid of failure. He is not quick to action, but when he does commit, it is with the knowledge that what he is doing is the right course of action. Look Ahead:
Straight up Paladin History:
Aye! It was a grand day. All the dwarves had gathered for the unveiling. The draped statue stood at the end of a long line of fierce looking dwarves in magnificent engraved armor holding deadly items of destruction. The elders gathered to say a few words then one of the bards recounted the tales of Cordwin and that the surface dwellers called him the 'Hero of the Sihedron'-whatever that was! Finally the thick, heavy cloth was removed to reveal the statue of Cordwin, dressed not in armor but simple traveling clothes. Not holding a cruel weapon, but rather a book!
Fergus toasted his cousin many times that night! He had always looked out for the slight dwarf as he spent more time with his nose in a book then at weapon training. Fergus, of course, excelled at weapon, armor and tactics. But the closeness between him and his cousin left a strong impact on the dwarf. Cordwin would relate the many stories he had read of the great deeds of dwarven warriors. He spoke about the traditions of the clan and the various rulers and the laws they imparted. When young Fergus finally decided what road he would take, it was only natural that he became a paladin of Angradd. The martialness of a paladin that respected the law and tradition agreed with the young dwarf. The day that Cordwin left the clan on his 'quest for knowledge' was a sad day for Fergus as he was still in training and could not accompany and protect his cousin. It turns out that his cousin did not need his protecting and went on to do many great deeds and become a hero, not only to Clan Ironbeard, but to the surface dwellers as well. It is now time for Fergus to set out on his own and try to become a great hero like his famous cousin. Cordwin Ironbeard-17th level Sihedron Hero GMT: -5 |