Paladin

Io Ren's page

6 posts. Alias of Typhina Blightsworn.


Full Name

Io Ren

Race

Dwarf

Classes/Levels

Paladin 1 (Stonelord)

About Io Ren

Description
This brawny dwarf. Has and aged face, with brown eyes and hair.
Will stand by to those he calls his friends and comrades. Thou
a man with few words his actions always speak for themselves.

Character Concept
Io Ren Will be going full Paladin with the stone lord Archetype

Io Ren
Male Paladin 1 (Stone Lord)
LG Medium Dwarf / Humanoid (Dwarf)
Init +0; Senses Dark vision 60ft. Perception +1
Aura Good

==DEFENSE==
AC 16, touch 10, flat-footed 16 (+4 armor, +2 Shield)
HP 13 (1d0+3)
Fort +5 Ref +0 Will +3
Spell Resistance 6
Armor Chain shirt, Heavy Wooden Shield

==OFFENSE==
Spd 20ft; 4 Squares
Melee Warhammer + 4 (1d8+3) x3
Special Attacks
Power attack Warhammer +3 (1d8+5) x3
Stone strike - 1/Day +1 to Attack and Damage rolls, +1 to CMB and CMD,
Weapon counts as Magic & Adamantine for DR, Ignore 2 points of hardness
Spell-Like Abilities CL 1st
At-Will – Detect Evil

==STATISTICS==
Str 16, Dex 10, Con 16, Int 12, Wis 12, Cha 10
20-point buy
BAB +1, CMB +4, CMD 13 (+4 Vs. Trip and Bullrush)

Feats/Traits:

1st – Power attack (-1 to hit, +2 damage)

Traits
Nature’s Mimic
Your knowledge of nature informs your fighting style, and that style
gives you insight into related aspects of the natural world. You gain
a +1 trait bonus on all Knowledge (nature) checks, and Knowledge
(nature) is always a class skill for you. You can make Knowledge
(nature) checks pertaining to animals that correspond to your style
feats untrained.

Against the Technic League
Although the Black Sovereign rules Numeria in name, it’s the
spellcasters of the Technic League who hold the real power. While
their inf luence is certainly strongest in the capital of Starfall,
their touch can be felt even here in Torch—the League takes a
significant cut of the town’s income as tithes every month. For some
reason, you have a grudge against the Technic League. Perhaps your
parents lost their jobs as the result of an act they took that
displeased the League—you might even suspect the League was responsible
for their deaths. Alternatively, you could just rankle at the League’s
open acceptance of slavery, their reputation for sadism and cruelty,
or their penchant for hoarding and controlling technological wonders.
Talk to your GM to refine the reasons why you hate the Technic League,
but you’re convinced that they are somehow responsible for putting out
the town’s torch and that evidence of their tampering can be found in
the caverns below—if you can find evidence of the Technic League
working against Torch’s better interests, that could well be a step
toward the town’s independence from the League. Choose either weapons
or spells. If you choose weapons, you gain a +2 trait bonus on all
damage rolls made against targets you know are associated with the
Technic League
. If you choose spells, increase the save DC of your
spells by 1 when you target such a foe.

Skills:

Class 2+Int (1)=3 , +1 Favored Class Bonus*= 4
*Heal – +5
Knowledge (History) – +3
*Knowledge (Nature) – +6
* Sense Motive – +5
Survival – +1
Languages Common, Dwarven, Terran

Armor Check Penalty (-1 Armor, -1 Shield)

Class Abilities:

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.

Gear:

Warhammer
Chain Mail
Heavy Wooden Shield
Paladins Kit
backpack
bedroll
belt pouch
cheap holy text
flint and steel
iron pot
mess kit
rope
soap
torches (10)
trail rations (5 days)
waterskin
wooden holy symbol

Magic Items
None

Carry Weight
Strength Score (16)
Light load - lbs. or less,
Medium Load - lbs.,
Heavy Load - lbs.
Wealth 44 GP, 9 SP, 10 CP


Dwarf Racial traits:

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.

Lorekeeper Dwarves keep extensive records about their
history and the world around them. Dwarves with this racial trait
receive a +2 racial bonus on Knowledge (history) checks that
pertain to dwarves or their enemies. They can make such skill
checks untrained. This racial trait replaces greed.

Spell Smasher Dwarven families who are threatened by
hostile magic-users, especially those who face duergar foes,
train intently to thwart spellcasting. They gain a +1 racial bonus
on attack rolls against creatures in the process of casting spells
or spell-like abilities. This racial trait replaces defensive training
and hatred.

Magic Resistant: Some of the older dwarven clans are
particularly resistant to magic. Dwarves with this racial
trait gain spell resistance equal to 5 + their character level.
This resistance can be lowered for 1 round as a standard
action. Dwarves with this racial trait take a –2 penalty on
all concentration checks made in relation to arcane spells.
This racial trait replaces hardy.

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.

– Took a few racial substitutions

Backstory:
Io Ren has always felt a strong connection to
the earth. Every morning he prays to The Elemental Lords of the
Earth. During which he meditates listening to the beating of the
world’s heart. It was because of this connection that he felt
like he had to protect the world from those that would cause harm
to it. His faith seemed to have given him a gut instinct in a way
that he always seemed to be in the right place at the right time
to stop evil in its tracks. It was because of this gut instinct
and made him want to travel the world and see all the beauty that
this world offers.