Worshipper of Torag

Goron Boulderstep's page

167 posts. Alias of nightdeath.


Full Name

Goron Boulderstep

Race

Dwarf Paladin (Stonelord) 1| HP: 12/21| AC: 17/10/17| Fort: +5| Ref: +0| Will: +5| Init: +0 Perc: +3| CMB: +5| CMD: 15| Mwk Warhammer: +6; 1d8+3| Javelin: +1;1d6+3| Long Hammer: +5; 2d6+4|

Classes/Levels

Skills:
Acrobatics-3| Appraise +0| Climb -1| Diplomacy+3| Heal +2| Intimidate -1|K.Nobility +0| K.Religion +4| Sense Motive +2| Survival +2|

Gender

Male

Size

Medium

Age

101

Special Abilities

Stonestrike

Alignment

Lawful Good

Deity

Torag

Location

Kenabres

Languages

Common, Dwarven,Terran

Strength 17
Dexterity 15
Constitution 18
Intelligence 7
Wisdom 8
Charisma 7

About Goron Boulderstep

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Not in a Game ATM
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Gorum Boulderstep

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Character Crunch:

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Male Dwarf Paladin (Stonelord) 2
Lawful Good Medium Humanoid
Init +0; Senses Dark Vision 60ft Perception +3

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Defense
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AC 17, touch 10, flat-footed 17 (+4 armor, +2 Shield, +0 Dex, +1 natural)
hp 21 (2d10+4) (+1 Favored Class)
Fort +5, Ref +0, Will +5
Resist DR/adamantine 1

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Offense
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Speed 20 ft.
Ranged Javelin +2 (1d6+3 20/x2) (5 Remaining)
Melee Mwk Warhammer +6 (1d8+3 20/x3)
Melee Dwarven Long Hammer +5 (2d6+4 20/x3) (reach)
Special Attacks Stonestrike +1 bonus on attack and damage rolls, as well as on combat maneuver checks
Spell-Like Abilities Detect Evil

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Statistics
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Str 16, Dex 10, Con 14, Int 10, Wis 15, Cha 8
Base Atk +2; CMB +5; CMD 15 (+4 vs bull rush or trip attempt while standing on the ground.)
Languages Common, Dwarven, Terran,
SQ None (dc XX)

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Feats
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Toughness (1)
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).

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Traits
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Defensive Strategist (Religion)
Your knowledge of dwarven history and religion gives you an excellent mind for defensive strategy and tactics. You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don’t get to act in, and before you get to act at the start of a battle.

Child of the Crusades (WotR) (Campaign)
Your parents were members of the crusade, as were their parents before them. (If you are an elf, gnome, or other long-lived race, these could be brothers or cousins instead, since it’s possible that the Worldwound simply didn’t exist at a time before you were born.) The righteousness of the crusades sometimes feels as if it runs in your very blood, and it bolsters you against demonic inf luence. Your parents may be alive still, or they may have perished on a mission—that choice is up to you. You grew up knowing them, though, and their zeal and devotion to the crusade is the primary reason you feel the same way. They’ve told you of other family members who have also been involved in the crusade, and it’s not uncommon for you to meet a distant cousin or long-lost aunt, uncle, or other family member while traveling among the border towns of Mendev. This strong family tie bolsters your mind and sense of belonging to the crusade. Once per day when you fail a saving throw against an effect created by a demon that would possess or incapacitate you mentally, you may immediately reroll that saving throw as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Marshal. Multiple Characters: If other characters take this trait, you should all be related—you can be siblings, cousins, or even more distant relations, but you should all be aware of this shared lineage.

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Class Features
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Aura of Good (Ex)
he 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.

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Skills
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Acrobatics -3 (+1 Rank, +0 trained, +0 Ability, -4 Armor)
Appraise +0 (+0 Rank, +0 trained, +0 Ability)
Bluff -1 (+0 Rank, +0 trained, -1 Ability)
Climb -1 (+1 Rank, +0 trained, +3 Ability, -4 Armor)
Craft +0 (+0 Rank, +0 trained, +0 Ability)
Diplomacy +3 (+1 Rank, +3 trained, -1 Ability)
Disable Device -4 (+1 Rank, +0 trained, +0 Ability, -4 Armor)
Disguise -1 (+0 Rank, +0 trained, -1 Ability)
Escape Artist -4 (+1 Rank, +0 trained, +0 Ability, -4 Armor)
Fly -4 (+1 Rank, +0 trained, +0 Ability, -4 Armor)
Handle Animal -1 (+0 Rank, +0 trained, -1 Ability)
Heal +2 (+0 Rank, +0 trained, +2 Ability)
Intimidate -1 (+0 Rank, +0 trained, -1 Ability)
Knowledge (Religion) +4 (+1 Rank, +3 trained, +0 Ability)
Knowledge (Geography) +4 (+1 Rank, +3 trained, +0 Ability)
Linguistics +0 (+0 Rank, +0 trained, +0 Ability)
Perception +3 (+1 Rank, +0 trained, +2 Ability)
Ride -4 (+0 Rank, +0 trained, +0 Ability, -4 Armor)
Sense Motive +2 (+0 Rank, +0 trained, +2 Ability)
Spellcraft +0 (+0 Rank, +0 trained, +0 Ability)
Stealth -4 (+1 Rank, +0 trained, +0 Ability, -4 Armor)
Survival +2 (+0 Rank, +0 trained, +2 Ability)
Swim -1 (+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: Paladin 1
Spells (0) Level 0 DC 0

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Special Abilities
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Stonestrike 1/day

DR/adamantine 1

Lay on Hands 0/day

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Equipment
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Equipment list
Melee Weapons Mwk Warhammer, Warhammer, Dwarven Long hammer
Ranged Weapons Javelin (5)
Armor Armored Cloak, Heavy Wooden Shield
Other Gear 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
Magic Item
Wealth 20gp


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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.
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. 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.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
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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Goron Boulderstep:

Goron is a new crusader in the Iron Hammers, a small dwarvish force dedicated to Torag. Holding the current position as assistant quartermaster. With his trusty hammer, He envisions himself smiting evil demons and finding himself one day being blessed with an Holy Earth Companion sent from Torag himself. He prides himself in being tough and not giving way so easily and if given the chance would like to learn to take up the reins of leadership. He may not be a good speaker but sometimes, you know you just have to hammer the point home.