Paladin

Krag Bloodshield's page

77 posts. Alias of Fatty.


Full Name

Krag Bloodshield

Race

Dwarf

Classes/Levels

Stonelord 2 | HP:29 | AC22 : T13 : FF19 (+4 vs Giants)| Fort +5, Ref +3, Will +4 ( +5 vs Spells, +3 vs Poison) | CMB +4 CMD 17 (+4 Bull rush/Trip) | Init +3 | Perception +7, Sense Motive +6, Darkvision 60ft

Gender

Male

Size

Medium

Age

52

Special Abilities

Lay on Hands, Stonestrike, DR 1/Adamantine

Alignment

Lawful Good

Deity

Torag

Languages

Common, Dwarven

Occupation

Adventurer

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

About Krag Bloodshield

Kragthorne Al'Trin:

Background
There are few dwarves that can claim to be true decedents of Urin Ul’Trin, founder of the Great House Trin, a warrior known has the Bloodhand, a name that to this day still fills enemies with fear.
Kragthorne Al’Trin a true scion of House Trin, third son of Gorin Ul’Trin current Patriach.
Being the third inline to a great house was not all it cracked up to be. With his eldest brother being groomed to take over the house and the second to be his right hand man, the smallest of the three siblings Krag was often left out of what his elder brothers were doing, seen as little more than a nuisance, he was left to his own devices.
As time went and they all grew, even though he felt closer to his brothers he decided to take the Path of the Bloodhand early. A rite of passage for those of the blood of Urin, to follow in his footsteps.
The path requires those who walk it to follow stone and metal from the mines, to the forges, from the forges to the soldiers’ hands, with the solider in to war and finally across world.
Miner, Smith, Merchant, Soldier and Traveller (Adventurer).
Krags journey took him from his home Khorfe to the great mines of Sulil Moutains, grand bazaars to bloody battlefields and finally after 14 years his journey is coming to an end.
Or so he thought…
Character and Appearance
Of average height and build for a dwarf, he has red hair which is finely braided and red beard split in to three braids. He wears heavy which is well worn and maintained. A plethora weapons are strapped to his weapon.
Krag is loyal and steadfast, will always help if asked and will always fight for a just cause. He can be gruff as all dwarves can be.
As a Paladin he is sworn to serve Torag and House Trin.
As with all members of House Trin, Krag does not make promises lightly but once made there is no doubt that he will keep it.
He has an interest in trade, but it is more of a pastime than an actual ambition. He currently seeks to complete his journey to join those who have before him and earn the name Ul’Trin instead of the lesser name Al’Trin of those who have not.

Stats:

Krag Bloodshield
Dwarf Paladin (Stonelord) 2
LG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 22, touch 13, flat-footed 19 (+6 armor, +2 shield, +3 Dex, +1 natural)
hp 29 (2d10+9)
Fort +6 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +3, Will +5; +1 trait bonus vs. spells, spell-like abilities, and poison, +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities defensive training; DR 1/adamantine
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Offense
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Speed 20 ft.
Melee heavy shield bash +5 (1d4+3/×2) and
. . dwarven dorn-dergar +5 (1d10+4/×2) and
. . throwing axe +5 (1d6+3/×2) and
. . warhammer +6 (1d8+3/×3)
Special Attacks hatred, stonestrike
Spell-Like Abilities
. . At will—detect evil
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Statistics
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Str 16, Dex 16, Con 16, Int 10, Wis 12, Cha 8
Base Atk +2; CMB +5; CMD 18
Feats Endurance, Steel Soul, Toughness, Weapon Focus (warhammer)
Traits conspiracy hunter, glory of old, indomitable faith
Skills Diplomacy +4, Knowledge (geography) +4, Knowledge (nobility) +4, Knowledge (religion) +4, Perception +7, Profession (merchant) +5, Profession (soldier) +5, Ride +0, Sense Motive +6
Languages Common, Dwarven
SQ aura of good, greed, hardy, lay on hands, rock stepper, slow and steady, stability
Other Gear Lamellar (steel) armor, Heavy wooden shield, Dwarven dorn-dergar, Throwing axe (2), Warhammer, Backpack, masterwork (1 @ 30 lbs), Belt pouch (empty), Holy symbol, iron (Torag ), Paladin's kit, Pathfinder's kit, Signet ring (2), 48 GP
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Special Abilities
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Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Damage Reduction (1/adamantine) You have Damage Reduction against all except Adamantine attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
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).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Glory of Old You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Poison/+4 Spells or Spell-like Effects Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Lay on Hands (1d6) () (Su) You can heal 1d6 damage, 0/day
Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stonestrike +1 (2 rounds/day) (Su) Gain bonus to att/dam/CMB, ignore 4 hardness & if on earth/stone add to CMD.

Ring:

Know the Enemy
Challenge Evil
Protection from Evil
Ghostbane Dirge

3+Wis Bonus +1 extra use per level

Background Package:

A Great House (TRIN)
As a member of House Trin you given the best training in War and Trade.
Option 1: Trade
You have spent your time running part of the Trin Business Empire, negotiating deals and traveling the Empire. You have dealt with the lowest market traders all the way to merchant kings. Your deals have always be lucrative for the House, your negotiation skills are well renowned.
Benefits: Diplomacy and Profession (Merchant) become specialized skills, gain a skill point to use in each and gain Persuasive and Skill Focus as bonus feats.
Option 2: War
You have spent time in the House Legion (34th Dwarven Infantry) as a commander. During this time you have learnt the Art of War. During your leadership the squad is well known in the legion to be one of the toughest and bravest.
Benefits: Knowledge (Geography) and Profession (Solider) become specialized skills, gain a skill point to use in each and gain Weapon Focus and Endurance as bonus feats.