Bard

Kamda Stoneheart's page

191 posts. Organized Play character for Steven_Evil.


Full Name

Kamda Stoneheart

Race

Dwarf Paladin 2 HP:21 Smite:1

Classes/Levels

AC:21 T:13 FF:18, CMD:17, Init:+5, Fort:8, Ref:4, Will:5 Waraxe +5, 1d10+2, x3; +1 Shield Bash +5, 1d8+2, x2

Skills:
Diplomacy: 5 Perception: 5

Gender

Male

Size

Medium

Age

49

Alignment

Lawful Good

Deity

Torag

Location

Absalom

Languages

Common, Dwarven, Skald

Occupation

Stonemason

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

About Kamda Stoneheart

XP: 3
Total Prestige Earned: 6
Available Prestige:0

Racial Traits:
Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.

Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.

Type: Dwarves are humanoids with the dwarf subtype.

Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.

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.

Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.

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.

Dark-vision: Dwarves can see perfectly in the dark up to 60 feet.

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.

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.

Traits:
Observant (Grand Lodge): You gain a +1 trait bonus on Perception checks, and Perception is a class skill for you.

Reactionary: You were bullied often as a child, but never
quite developed an offensive response. Instead, you became
adept at anticipating sudden attacks and reacting to danger
quickly. You gain a +2 trait bonus on Initiative checks.

Unstoppable: Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. This racial trait replaces hardy.

Class Abilities:
Aura of Good (Ex): The 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.

Smite Evil (Su) Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her 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 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets 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 the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

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.

Stats
HP:21
AC:21
Touch:13
Flat Footed:18
CMB:+4
CMD:17
Speed:20ft.
Initiative:+5

Saves:
Fort:+6
Ref:+4
Will:+5

Attacks:
Fire Forged Steel Dwarven Waraxe: +5, 1d10+2, x3
+1 Light Steel Shield: +5, 1d6+2, x3
Cold Iron Dwarven Waraxe: +4, 1d10+2, x3
Throwing Axe (4): +5, 1d8+2, 19-20x2

Feats:
--Two Weapon Fighting: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.

--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).

Skills:
Diplomacy: 5
Percpetion: 5
(Favored Class Bonus: Extra Skill Point)

Mundane Gear:
Fire Forged Steel Dwarven Waraxe
Cold Iron Dwarven Waraxe
Throwing Axe (4)

Masterwork Red Dragonhide Breastplate
+1 Light Steel Shield

Holy Symbol Tattoo (Right Side of Face)

Bandolier-2
--Alchemist's Fire-2
--Acid Flask-3
--Wand of Cure Light Wounds (50 Charges)
--Wooden Holy Symbol

Belt Pouch (5)
--Cheap Holy Text
--

Backpack
--Blanket
--Flint
--Steel
--Iron Pot
--Rope
--Grappling Hook
--Pitons (10)
--Soap
--Torches:10
--Trail Rations:5 Days
--Waterskin
24gp

Background:
The Stoneheart clan of dwarves is a hardy one, taking it's residence up in the mountains and foothills north of lands of the Linnorm Kings. There, they enjoy healthy trade with the Ulfen, and fierce battle with the surrounding orcs, goblins, and other foul creatures. Because of this unique location, their army of battleragers is second to none. All children, once they become of age, must serve in the defensive military for at least twenty years, no matter their chosen profession. This makes for very lethal stonemasons, scholars, and priests, and Kamda is no exception.

Born to a stonemason and priestess of Torag, Kamda enjoyed a typical dwarven childhood, full of art, history, and lessons in battle, but, atypically of dwarves, was always interested in the outside world, in the lands of humans and elves, of dragons and wizards. Now, make no mistake, he didn't shirk his duties or lessons, but he did read about such things in his own time. Other dwarven children picked on him, but it never phased him, or made him want to stop.

When he was sent to train under the battleragers and take his place in the defensive line outside the main hold, he couldn't have been more happy. The defensive line is a set of underground tunnels, above ground trenches, and small outposts bordering the mountain keep, and the Ulfen territories. Because of that, the defenders would encounter the Ulfen and other travelers almost daily.

Kamda traded with them as much as possible, using books and fine dwarven goods, and when he ran out, he would trade stories. The Ulfen were always happy to hear the ancient stories of wars and glory, and he was always happy to learn about the customs and legends of the humans. Kamda never fit in as a battlerager, however, as he had always followed in his mother's bootsteps as a devout worshiper of the God of the Forge. There weren't any complaints. Kamda learned to wield his faith as a weapon, on those lines, and eventually Torag himself took notice. The god of Dwarves came to Kamda in a dream, and knighted him as a holy warrior in his name. Kamda awoke with the ability to literally bring the faith of his god down in a righteous fury, and the men and dwarves that fought alongside him grew to respect the young dwarf immensely, both as a warrior and as a person.

It was a surprise to no one, really, when Kamda's time on the lines was over, and he decided to travel. His parents, while they didn't understand, knew that it was his desire, and so they supported him. His father gave him his grandfather's axe and shield, and his mother gave him her father's breastplate, forged from the hide of a dragon slain many generations ago by a Stoneheart ancestor, and Kamda set out to join a group of explorers he had read about many times over: The Pathfinder Society.

Kamda is off average height and weight for a dwarf, standing 5'3" and weighing in at 245 lbs. He is a dwarf's dwarf, meaning he can drink and swear as bad as the rest of them. Back home, his attitude and mannerisms are normal, probably even a little tame, but in Absalom he sometimes comes off a bit brash and vulgar. That being said, there isn't a person who has fought by his side that wouldn't do so again. He is loyal to his allies, a force of destruction to his foes, and a font of knowledge for the Pathfinders. He prefers taking missions that allow him to help people, though he loves anything that lets him learn more of the history of Golarion, and its people.

Scenarios Completed:
Delirium's Tangle
The Frostfur Captives
Master of the Fallen Fortress

Level Up Plan:

Things to Remember:
Shield Bashing Magic Enhancement
Buy Wayfinder
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