Ivar Stonewrought's page

326 posts. Alias of Ouachitonian.

Full Name

Ivar Stonewrought




Paladin(Stonelord) 8 hp 95/95, Init +2; darkvision 60 ft.; Per +11, AC 25, T12, FF21, F+10, R+4, W+6, DR/4 Adamantine, helm+12/+7(1d4+8)/dorn-dergar+12/+7(1d10+14)/crossbow+14(1d8+2)








Lawful Good






Common, Dwarven, Terran



Strength 17
Dexterity 15
Constitution 16
Intelligence 12
Wisdom 10
Charisma 8

About Ivar Stonewrought



At 4'5" and 199lbs, Ivar is tall for a dwarf. He has brown eyes, dark brown hair and a remarkably short (for a dwarf) beard, which he refers to as a sign from Trudd.



Ivar is a study in contrasts; he is intelligent but he is also gruff and brusque. He is a trained warrior, who has dedicated his life to violence in defense of his people, but he is also sophisticated and learned in many topics, especially Dwarven religion and history, as well as engineering. He seeks always to prove that he is a true dwarf, despite his un-Dwarven beard.



Ivar was born in Chesed, where dwarves of his family have lived for thousands of years, since the Quest for Sky, or so the stories go. Growing up, Ivar showed unusual intelligence, and his alchemist mother thought he might become an alchemist as well, or maybe even join the Technic League and unlock the Silver Mount's secrets. Ivar, though, only ever truly cared about faith. The older he grew, the more devoutly he worshipped the old gods of the dwarves.

As he approached manhood, his beard grew in, but was remarkably short, a most un-dwarven feature that make the young adult Ivar an object of ridicule among the dwarves of Chesed. His mother sought alchemical remedies, but Ivar refused them all, insisting that this was a sign from Trudd, that he was marked by the strongest of all dwarf gods. He then left Chesed for the first time, trekking to Highhelm to train as a paladin.

Years later, he returned a fully-trained paladin, only to learn that in his absence, his parents had been among several dwarves killed in a skirmish with the Technic League at a dig site. Since that day, Ivar has always been extremely suspicious of the League, and watched them carefully, looking for the right time to avenge his parents. He spent most of the years since in Chesed, occasionally venturing out with one or another dwarf group, ever the protector. It was in this way that he first learned to fight robots, the metal monstrosities that roam Numeria's wastes. Eventually, though, Ivar grew tired of the constant flow of ever-less-pious "crusaders" passing through Chesed en route to the Worldwound. He was just as tired of the dwarven merchants cheating them. He doubted that either Dranngvit or Kols would care for such impiety. Having heard of the miraculous purple flame of Torch and its effectiveness as a forge, he decided to seek it out, wondering if it might be some sign from the old gods. He has spent the last decade or so in Torch, finding the community to be refreshingly honest, compared to the big city of Chesed. He has spent long hours talking with Khonnir Baine about the nature of the Numerian skymetals and Robots, and has become ever more effective at fighting them. Now he worries for his missing friend, and has volunteered to join the latest party that is searching after him.



Male dwarf paladin (stonelord) 8 (Pathfinder RPG Advanced Race Guide 16)
LG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +11
Aura courage (10 ft.), resolve (10 ft.)
AC 25, touch 12, flat-footed 23 (+9 armor, +1 Dex, +1 dodge, +2 natural, +2 shield)
hp 93 (8d10+40)
Fort +10, Ref +4, Will +6; +2 morale bonus vs. charm and fear
Defensive Abilities defensive training, fortification 25%, stoneblood; DR 4/adamantine; Immune charm, fear
Speed 20 ft.
Melee +1 dwarven dorn-dergar +12/+7 (1d10+14) or
+1 spiked gauntlet +14/+9 (1d4+14) or
mwk armor spikes +14/+9 (1d6+13) or
mwk dwarven boulder helmet +12 (1d4+8)
Ranged mwk light crossbow +14 (1d8+2/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 dwarven dorn-dergar)
Special Attacks stonestrike
Paladin Spell-Like Abilities (CL 8th; concentration +7)
At will—detect evil
Str 17, Dex 15, Con 16, Int 12, Wis 10, Cha 8
Base Atk +8; CMB +15; CMD 26 (30 vs. bull rush, 30 vs. trip)
Feats Breadth Of Experience[APG], Dorn-dergar Master, Elemental Channel, Power Attack, Toughness, Two-weapon Fighting
Traits robot slayer, warsmith
Skills Acrobatics +1 (-3 to jump), Heal +4, Knowledge (arcana) +3, Knowledge (dungeoneering) +4, Knowledge (engineering) +11, Knowledge (geography) +6, Knowledge (history) +7, Knowledge (local) +3, Knowledge (nature) +3, Knowledge (nobility) +10, Knowledge (planes) +4, Knowledge (religion) +14, Perception +11, Ride -1, Sense Motive +4
Languages Common, Dwarven, Terran
SQ defensive power (bulwark[APG]), defensive stance, fey magic, lay on hands 3/day (4d6), mercy (fatigued), stone servant
Other Gear mwk armor spikes stoneplate[UE], heavy steel shield, +1 dwarven dorn-dergar, +1 spiked gauntlet, crossbow bolts (29), mwk dwarven boulder helmet[ARG], mwk light crossbow, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (Trudd)[UE], mess kit[UE], pot, soap, trail rations (5), waterskin, wooden holy symbol of Trudd, 136 gp, 1 sp
Special Abilities
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Bulwark +7 (Ex) In defensive stance, add ACP to DC of bluff/acrobatics to move past you without AoO.
Damage Reduction (4/adamantine) You have Damage Reduction against all except Adamantine attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Stance (21 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, +2 to AC when defending, but may not move.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Dorn-Dergar Master You can use a dorn-dergar with only one hand.
Elemental Channel (Earth) Channel Energy can affect a chosen elemental subtype of outsiders.
Fey Magic (Favored Terrain [Underground]) Gain spell-like abilities in selected terrain.
Fortification 25% You have a chance to negate critical hits on attacks.
Immunity to Charm You are immune to charm effects.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (4d6 hit points, 3/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Stone Servant (Medium, 2/day) (Su) Summon an earth elemental to fight beside you.
Stoneblood (25% fortification, +8 to stabilize) (Ex) 25% fortification, +8 to stabilize.
Stonestrike +2 (8 rounds/day) (Su) Gain bonus to att/dam/CMB, ignore 16 hardness & if on earth/stone add to CMD.