Dwarf

Genevar Tregg's page

12 posts. Alias of Belladonna Blue (RPG Superstar 2014).


Full Name

Genevar Tregg

Race

Dwarf

Classes/Levels

Paladin (Sacred Shield) 7/Stalwart Defender 2

Gender

Female

Size

M (4'2", 135lbs.)

Age

50

Alignment

Lawful Good

Deity

Abadar

Location

Dustpawn

Languages

Dwarven, Common

Occupation

Immovable Object

Strength 12
Dexterity 13
Constitution 19
Intelligence 8
Wisdom 14
Charisma 16

About Genevar Tregg

Favored Class: Paladin

[dice=Perception]1d20+7[/dice] (+2 for unusual stonework)

[ spoiler=Quick stats]
AC , touch , flat-footed
Fort +, Ref +, Will +
CMD
HP

Effects:
[/spoiler]

Hit Points: 104 (+18 while in Defensive Stance)
[dice=Initiative]1d20+1[/dice] (+1 DEX)
Speed: 20 feet
XP:

Attack:

BAB: +9/+4
Melee: +10/+5 (+1 vs. orc and goblin subtypes)
Ranged: +10/+5
CMB: +10

The Line, +1 Dwarven Waraxe of Defending
[dice=The Line, Waraxe 1st Strike]1d20+11[/dice][dice=The Line, Waraxe 2nd Strike]1d20+6[/dice]
[dice=Damage]1d10+2[/dice]
Critical x3; Slashing

Heavy Crossbow
[dice=Heavy Crossbow]1d20+11[/dice]
[dice=Damage]1d10[/dice]
Critical 19-20/x2; Range 120 feet; Piercing; Ammo 10 bolts

Defensive Stance:
[dice=Waraxe, 1st Strike]1d20+13[/dice][dice=Waraxe, 2nd Strike]1d20+8[/dice]
[dice=Damage]1d10+4[/dice]

Defenses:

AC: 30 (10 +11 Armor, +1 DEX, +2 Dodge, +6 Shield [Shield Focus])
Touch: 13
Flat-footed: 27
CMD: 21 (+4 racial bonus vs. bull rush or trip)
Armor:
+2 full plate of fortification (light)
+3 heavy steel shield
Special:
25% chance to negate critical hits (from armor fortification ability)
With Bastion of Good active: +4 deflection bonus to AC
With Divine Bond active: +1 enhancement bonus to shield, may use bonus instead to add: arrow deflection, bashing, blinding, fortification (any), reflecting, or spell resistance (any)
With Defensive Stance active: +2 dodge bonus to AC
+4 dodge bonus to AC vs giant subtype
Immunities: fear and disease (paladin auras)
Party Bonuses:
w/Bastion of Good: Choose a target. Attacks target makes vs. allies within 10 feet deal half damage.
Aura of Courage: Allies within 10 feet gain +4 morale bonus vs. fear and fear effects.
w/Holy Shield: Adjacent allies gain a +6 shield bonus to AC, +7 if Divine Bond is also active.
Intercept: Once per round immediate action when an adjacent ally is successfully hit: she takes the damage and effects of the hit instead.

Fortitude Save: 14 (+6 base +4 CON +3 Divine Grace/CHA +1 cloak of resistance) Defensive Stance: 16 (from +4 CON)
[dice=Fortitude Save]1d20+14[/dice][dice=Stance Fortitude Save]1d20+16[/dice][dice=Fortitude Save vs. poison, spell or spell-like ability]1d20+18[/dice]
Reflex Save: 8 (+3 base +1 DEX +3 Divine Grace/CHA +1 cloak of resistance)
[dice=Reflex Save]1d20+8[/dice][dice=Reflex Save vs. poison, spell or spell-like ability]1d20+10[/dice]
Will Save: 12 (+6 base +2 WIS +3 Divine Grace/CHA +1 cloak of resistance Defensive Stance: 14 (from +2 morale bonus)
[dice=Will Save]1d20+12[/dice][dice=Stance Will Save]1d20+14[/dice][dice=Will Save vs. poison, spell or spell-like ability]1d20+14[/dice]

+2 to any save vs. poisons, spells or spell-like abilities

Feats and Traits:

Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

You may sleep in light or medium armor without becoming fatigued.
Shield Focus:Increase the AC bonus granted by any shield you are using by 1

Child of the Temple: You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and one of these skills (your choice) is always a class skill for you.
Friend in Every Town:You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you.

Skills:

2 - 1 Skill ranks/level = 9 + 7 (favored class bonus)

+ 17 Diplomacy 7 ranks + 3 trained + 1 trait + 3 CHA + 3 competence
[dice=Diplomacy]1d20+17[/dice]
+ 6 Knowledge (local) 3 ranks + 3 trained + 1 trait - 1 INT
[dice=Knowledge (local)]1d20+6[/dice]
+ 7 Knowledge (religion) 4 ranks + 3 trained + 1 trait - 1 INT
[dice=Knowledge (religion)]1d20+7[/dice]
+ 7 Perception 2 ranks + 3 trained + 2 WIS
[dice=Perception]1d20+7[/dice]

Class Abilities:

Aura of Good (Ex): Radiates strong good.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell, on one individual or object.
Bastion of Good (Su): Twice per day, choose an evil target; any attacks the target makes against allies within 10 feet of the paladin deal half damage. Paladin takes full damage from attacks, but gains a +3 deflection bonus to her AC.
Divine Grace (Su): +3 to saving throws from CHA bonus.
Lay On Hands (Su): 6 times per day: Use a standard action to heal others, swift action to heal self for 3d6 damage and remove fatigued and diseased condition effects per mercy. May make a melee touch attack to deal 3d6 damage to undead instead.
Mercy (Su):
Mercies: Fatigued and Diseased
Remove the effects of listed conditions with Lay on Hands.
• Fatigued: The target is no longer fatigued.
• Diseased: The paladin's lay on hands ability also acts as remove disease, using the paladin's level as the caster level.
Aura of Courage (Su): Immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.
Divine Health (Ex): Immune to all diseases, including supernatural and magical diseases.
Holy Shield (Su): A sacred shield can channel her faith into her shield, protecting any nearby allies. All allies adjacent to the paladin gain a +6 shield bonus. The paladin herself radiates light as a light spell while the shielding is active. Using this ability consumes two uses of the sacred shield's lay on hands ability, and the effects last for 6 rounds.
Divine Bond (Su): Instead of forming a divine bond with her weapon or a mount, a sacred shield forms a bond with her shield. Standard action: + 1 enhancement bonus to shield and shield sheds light like a torch for 7 minutes. Enhancement bonus stacks with existing bonuses up to +5 and may also be used to add an ability: arrow deflection, bashing, blinding, fortification (any), reflecting, and spell resistance (any). Usable once per day.
AC Bonus (Ex): A stalwart defender receives a dodge bonus to AC that starts at +1 and improves as the defender gains levels, until it reaches +4 at 10th level.
Defensive Stance (Ex) Usable 10 rounds per day. Enter stance as a free action. Stance bonuses: +2 dodge to AC, +4 morale STR and CON, +2 morale Will saves. Can't willingly move. Stance ends if enchanted/Bluffed into moving. Ends as free action; fatigued for number of rounds equal to 2 x rounds spent in stance. Hit point bonus from CON increase are not lost first.
Intercept (Ex): Once a round as an immediate action, when a melee or ranged weapon would successfully strike an adjacent ally, the stalwart defender can choose to have the weapon strike him instead of the intended target. The attack automatically hits the stalwart defender, regardless his AC or any miss chance in effect, and he suffers the normal consequences of the attack.

Spells:

DC 13 + spell level
Caster Level: 3

Prepared Spells
1st (2): cure light wounds, protection from chaos
2nd (1): bull's strength

Gear:

Arms and Armor
heavy steel shield +3, 9020gp, 15 lbs.
full plate of fortification (light) + 2, 10500gp, 40 lbs.
dwarven waraxe of defending +1, 8000gp, 8 lbs.
Heavy Crossbow + 10 bolts, 51gp, 9 lbs.

Magical Equipment
belt of physical might, STR and CON +2, 10000gp, 1 lb.
circlet of persuasion, +3 to CHA-based checks, 4500gp
cloak of resistance +1, +1 to all saving throws, 1000gp, 1 lb.

Nonmagical Equipment
Backpack, 2gp, 2 lbs.
- candles x10, 1sp
- hammer, 5sp, 2 lbs.
- hooded lantern, 7gp, 2 lbs.
- 1-pint oil, 1sp, 1 lb.
- manacles, 15gp, 2 lbs.
- 50-ft. hemp rope, 1gp, 10 lbs.
- trail rations, 3 days, 1gp, 5sp, 3 lbs.
- soap, 5sp, 1 lb.
- courtier's outfit and jewelry, 80gp, 6 lbs.

belt pouch, 1gp, 1/2 lb.
- flint and steel, 1gp
- mirror, 10gp, 1/2 lb.
- ink, 8gp
- inkpen, 1sp
- whetstone, 2cp, 1 lb.
- parchment x2, 4sp
- holy water flasks x2, 50gp, 2 lbs.

waterskin, 1gp, 4 lbs.
silver holy symbol, 25gp, 1 lb.
explorer's outfit, 10gp, 8 lbs.
light horse + military saddle + bit/bridle, 132gp

Potions: cure serious wounds, 750gp, shield of faith, 50gp, see invisibility, 300gp, heroism, 750gp, cure moderate wounds x2, 600gp

GOLD: 92 GP

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.

Appearance:
Genevar is a young dwarf with dark hair and eyes and a gentle, pleasant face. She is short and thick, as most dwarves, though she is particularly dense with broad shoulders and hips.

When clad in her equipment, she is a dwarven shape encased in glimmering metal, but for a slim visor revealing her eyes. Her armor has stood up against hordes of foes, but thanks to its magical nature, the golden etchings and scrollwork filigree remain unblemished. Her shield, a large, round plate of steel, is rimmed in gold bands. The charge in its center is a golden griffon with wings spread. Her weapon of choice, a magical dwarven waraxe that aids her in her defensive duties, is an exemplary piece of dwarven handiwork; the blade gleams sharply, as do the topazes inset where it connects to the haft.

In peaceful settings, Genevar wears fine clothing and jewelry, especially favoring gold and topaz. Her hair is done in meticulous small braids and decorated with beads of gold and bronze. She seldom wears the whole ensemble unless dealing with particular persons of note, though she always maintains a fine appearance no matter what she wears. She's content in traveler's clothes, but the exquisite make and hints of jewelry herald to her Drumish heritage and her divine patron. She replaces her things as they need it, giving away her finer items to those in need, and never collects excessively; it's not vanity that calls her to adornment, but the expectations of the culture she knows.

Role-Playing Notes:
Genevar is ferociously defensive of anything she views as being under her protection, whether a person, place or thing. When not on guard, however, she is friendly enough -- especially for a dwarf -- and fond of listening to local stories and songs wherever she travels.

She's a reasonable and patient person, full of practicality and down-to-earth wisdom, but she lacks imagination. Those trying to explain complex concepts far out of her depth are often frustrated, and she cheerfully mixes metaphors in conversation -- a habit that sets certain types of folk on edge.

Background:
Only faint memories remain to Genevar of her parents. The Druman merchants left Peddlegate on a diplomatic trade mission to the elves, but met with mishap somewhere on the road and never returned home. Her parents were dutiful patrons of the Lord of the First Vault, so when Genevar and her younger siblings were left on their own, the clergy stepped in to raise them.

Genevar received an education that was somewhat in one ear and out the other, but the priests did try. Fiercely protective of her younger brothers and her new home within the temple, Genevar inadvertently caused trouble and offended patrons with her unmitigated honesty. Her manners softened with age, but she was still deemed too defensive, too narrow-minded and too indiscreet to serve well among the bankers. When she was called to serve Abadar in paladinhood, no one was as surprised as Genevar.

The same traits that made her an unwise choice for dealing in the affairs of Abadar's bankers made her an ideal temple guard and, eventually, a guardian of vaults. Loyal service provided her the opportunity to serve as right hand and body guard of Abadar's justicars, duties which did wonders for her etiquette and personality and took her far beyond Druma. She might have achieved that title herself, but Genevar long ago accepted that her role was not as a spearhead of order and organization. Rather, she acted as a shield to hold off chaos and savagery wherever she went; in her light, the gains of Abadar's vision of law and civilization would be held, and never lost.

Whenever she has a justicar ward going forth to spread Abadar's word and justice, Genevar follows. When she isn't guarding someone, she has sought out temples in need and cities in danger of careening into chaos and despair. When her precious free time allows it, she checks on her brothers in Peddlegate, still young wards of the temple. She's also money-motivated, but not for the reasons of some of her brethren -- while she keeps up appearances, her spare wealth is destined for either her brothers' support, tithed to her church, or dedicated to providing relief and order in areas hit by disease, war, or disaster.