Race |
Init +1 Combat Reflexes (3) | Darkvision 60 ft, Perc +2 SM +2 | History +2 (dwarves, dwarven enemies) | Speed 20 ft | |
Classes/Levels |
Active Conditions: --- |
Gender |
HP 14/15 | AC 20 T 11 FF 19 | F +6 R +1 W +4 (+2 poison, spells, SLAs) | CMD 15 (19 bull rush, trip) | |
Deity |
Torag |
Languages |
Dwarven, Taldane (common) |
Strength |
16 |
Dexterity |
12 |
Constitution |
18 |
Intelligence |
10 |
Wisdom |
14 |
Charisma |
5 |
About Khardum Pure Iron
Khardum Pure Iron
Male dwarf paladin (stonelord) 1.1
LG Medium humanoid (dwarf) (affiliations: Grand Lodge, Torag)
Init +1; Darkvision 60 ft, Perception +2
DEFENSE
AC 20, touch 11, flat-footed 19 (+5 armor, +2 shield, +1 dexterity)
HP 15 (1d10+5) (FCB +1)
Fort +6, Ref +1, Will +4 (+2 vs. poison, spells, and spell-like abilities)
OFFENSE
Speed 20 ft.
Melee +4 silver warhammer (1d8+3, x3, B) or +4 cold iron battleaxe (1d8+3, x2, S)
Ranged
STATISTICS
Str 16, Dex 12, Con 18, Int 10, Wis 14, Cha 5
Base Atk +1; CMB +4; CMD 15 (19 vs. trip & bull rush)
Languages Dwarven, Taldane (common)
SQ aura of good, hardy, hatred, lorekeeper, slow and steady, stability, stonecunning, weapon familiarity
Combat Gear masterwork banded mail, heavy wooden shield, silver warhammer, cold iron battleaxe, sling, (10) cold iron sling bullets, (2) alchemist’s fire, (2) holy water,
wand of cure light wounds (CL1) (47/50)
Other Gear backpack, bedroll, blanket*, cold weather outfit*, flint & steel, holy symbol (wood), tent (small)*, waterskin, snowshoes*, (4) trail rations, war trained pony, pack saddle*, bit and bridle*
67 lbs/ 76 lbs Light Load
Coins: 22.7 gp
SPECIAL ABILITIES
Detect Evil (Sp): He can use
detect evil as the spell, at will. He 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.
Stonestrike (Su): (1/1) Swift action to treat his melee attacks as magical and adamantine (ignoring hardness equal to twice his paladin level) and gain +1 attack (and CMB) and +1 damage until the beginning of his next turn. The bonus also applies to CMD if he is touching the ground or a stone structure.