Rammellorn's page

184 posts. Alias of vonklinen.

Full Name



Mountain Dwarf


Stonelord Paladin 3 | AC 20/ tch 12/ff18 | HP 32/36 | Init +2 | Perc +4 | Darkvision | Fort 5 Ref 3 Will 4 |+2 vs. poison,spells,SLAs | DR 1/Adamantine | CMB+6/CMD18













Strength 16
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 12
Charisma 10

About Rammellorn


Male Mountain Dwarf Paladin (Stonelord) 3
LG Medium Humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +4
AC 20, touch 12, flat-footed 18 (+6 armor, +1 shield, +2 Dex, +1 natural)
hp 36 (3d10+7)
Fort +5, Ref +3, Will +4; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, fortification 25%, stoneblood (25% fortification, +3 to stabilize); DR 1/adamantine; Immune fear
Speed 20 ft.
Melee Light Shield Bash +5 (1d3+5/x2) and
. . Dagger +5 (1d4+5/19-20/x2) and
. . Masterwork Cold Iron Dwarven longaxe +6 (1d12+7/x3) and
. . Masterwork Cold Iron Warhammer +6 (1d8+5/x3)
Ranged Shortbow, Comp. (Str +0) +5 (1d6/x3)
Special Attacks hatred, stonestrike +1 (3 rounds/day)
Spell-Like Abilities Detect Evil (At will)
Str 16, Dex 14, Con 14, Int 12, Wis 12, Cha 10
Base Atk +3; CMB +6; CMD 18
Feats Extra Lay on Hands, Power Attack -1/+2
Traits Armor Expert
Skills Acrobatics +3 (-1 jump), Appraise +1 (+3 to determine the price of nonmagic items with precious metals or gemstones), Climb +1, Craft (armor) +7, Diplomacy +4, Escape Artist +0, Fly +0, Knowledge (religion) +6, Perception +4 (+6 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride +4, Stealth +0, Swim +1
Languages Common, Dwarven, Undercommon
SQ aura of courage, aura of good, greed, hardy, lay on hands (1d6) (3/day), mountaineer, slow and steady, stonecunning +2
Combat Gear Universal solvent, Wand of cure light wounds, Holy water, Oil; Other Gear Dragonhide Breastplate, Darkwood buckler, Sleep arrow (2), Arrows (20), Dagger, Masterwork Cold Iron Dwarven longaxe, Masterwork Cold Iron Warhammer, Shortbow, Comp. (Str +0), Handy haversack (12 @ 20.5 lbs), Artisan's tools, masterwork (Craft [armor]), Bedroll, Belt pouch (8 @ 3.8 lbs), Dwarven trail rations, Fishhook (2), Flint and steel, Torag's Symbol, Kaava musk, Scrivener's kit, Sewing needle, Signal whistle, Silk rope, Thread (50 ft.), Trail rations, Twine (50'), Wandermeal (2), Waterskin, Weapon cord, Whetstone, Wrist sheath, spring loaded (empty), 100 GP, 7 SP, 8 CP
Special Abilities
Armor Expert -1 Armor check penalty.
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
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).
Fortification 25% You have a chance to negate critical hits on attacks.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (1d6) (3/day) (Su) You can heal 1d6 damage, 3/day
Mountaineer Retain Dex bonus on narrow/slippery surfaces, immune to altitude sickness.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Slow and Steady Your base speed is never modified by encumbrance.
Stoneblood (25% fortification, +3 to stabilize) (Ex) 25% fortification, +3 to stabilize.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Stonestrike +1 (3 rounds/day) (Su) Gain bonus to att/dam/CMB, ignore 6 hardness & if on earth/stone add to CMD.
Weapon cord Attached weapon can be recovered as a swift action.
Campaign Healing Boon1d4+1 HP, 2/day, as a standard action.

Campaign Healing Boon:

1d4+1 HP, 2/day, as a standard action

Gear Bonus:

(3 )CLW potions each (1d8+3)
(2) CMW potion (2d8+6)
potion of magic weapon (1)
vial anti-toxin (1)
Everfull Mug (3/day 12 ounces of fine beer or wine)
Waterproof Blank Map book
Scrivener’s kit
silk 50 ft.(1)
Grapple arrow (1)
bandolier (1)
Candles (5)


FAVORED CLASS BONUS +1 Skill point (Probably should have taken HP)
Acrobatics +1 (2 ranks)
Appraise +1
Craft Armor +7 (1 rank)
Diplomacy +4 (1 Rank)
Knowledge Religion +5 (1 rank)
Perception +2 (2 ranks)
Ride +3 (1 rank)
Know:Geography +2


Rammellorn is the son of Ultharn, a well-reknown armorer from Highhelm and apprenticed alongside him for many years. As Ultharn began to prosper and his clan began to grow, He sought out and was granted a charter from the Gathering Council to leave with a colony of dwarves to establish a new stronghold in Isger. Excited at the prospect of leading his own council, the ambitious Ultharn and his clan found their new mountain home about six months later and immediately began setting up the new forges and constructing fortifications and passage ways working day and night.

A few months after construction was started, however, Ultharn and his clan were sacked by un unusually large coalition of orc tribes who had recently learned of a large cache of gold and mithril along with the instructions to gaining access to the secret tunnels and doors.

The dwarves were fighting fiercely slaying almost ten orcs for every dwarven casuality, but in the end, the onslaught was just too much and they were overrun by a seemingly unending wave of vile beasts.

Before being knocked unconcious, Ramellorn caught a glimpse of his brother, Havellmar wearing his father's mantle and amulet fleeing the chaos via secret tunnel.

When he awoke, Rammellorn discovered that he had barely survived to his good fortune at the hand of a few of his cousins who managed to escape the mayhem alive. His mother and father were not as fortunate. Turninda, his bride-to-be had also perished in the slaughter to his great anguish.

Time to think has left Rammellorn with a wellspring of questions for Havellmar. The 'accidental' crossbow shooting, the time he abandoned him on the surface and the time he caught Havellmar in his father's coin chest have all painfully solidified as a possible answer to his many questions.

Dwarven scouts from Highhelm report hearing of Havellmar and a band of "low templars" headed for Mendev. Rammellorn has a new desire.


Rammellorn is young and stalwart. He stands at just above four feet and weighs 165lbs. Dark brown braids neatly adorn his head sheltering his pale skin and piercing blue eyes. His young beard drops down into two braids. Though well-worn, Rammellorn keeps his suit of scalemail in impeccable shape along with his beaten, but polished helm. His black velvet tunic is strapped tightly to his body with green cords and both his belt and boots are made from the same black leather. His grooming and equipment are kept in pristine condition, as best he can. His light steel buckler was the first piece that he ever fabricated with his father.

Rammellorn is friendly, but opinionated and despite being quick to emotion, he prefers to follow a path of logic, that is until his emotions get the best of him. He is steadfast in his faith in Torag, believing to be unnaturally blessed by him. Despite his light-hearted nature and often crass demeanor, Rammellorn prefers the company of others to a life of solitude.