Paladin

Rask Hammersong's page

445 posts. Alias of Papa-DRB.


Full Name

Rask Hammersong

Race

LG Male Dwarf fighter 4 / paladin 5

About Rask Hammersong

Rask Hammersong
Male Dwarf fighter 4 / paladin 5
LG Medium humanoid (dwarf)
Init +0, Senses darkvision (60 ft.); Perception +14
Aura aura of courage, aura of good,

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DEFENSE
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AC 23, touch 10, flat-footed 23 (+10 armor, +3 shield, )
hp 126 ((4d10)+(5d10)+36)
Fort +13, Ref +4, Will +8, +1 Will vs. fear, +2 vs. poison, spells, and spell-like abilities

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OFFENSE
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Speed 20 ft.
Melee +2 warhammer (impact) +16/+11 (1d8+8/x3)
Melee shield, heavy steel +1 +13/+8 (1d4+4)
Melee hammer, light +13/+8 (1d4+4)
Ranged hammer, light (thrown) +9/+4 (1d4+4)
Melee agrimmosh +16/+11 (1d8+8/x3)
Melee gauntlet +13/+8 (1d3+4)
Special Attacks Channel Positive Energy (3d6, DC 14), Smite Evil,
Class Spell-Like Abilities detect evil (at will)

Prepared Spells
Paladin (CL 5th; concentration +4)
1st-bless, divine favor(DC )

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STATISTICS
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Str 19, Dex 10, Con 16, Int 12, Wis 12, Cha 14,
Base Atk +9; CMB +13; CMD 23 (27 vs bullrush) (27 vs trip)
Feats Blind-Fight, Dazzling Display, Extra Lay On Hands, Power Attack, Step Up, Toughness, Weapon Focus (Warhammer), Weapon Specialization (Warhammer)
Skills Craft (Weapons) +13, Intimidate +14, Knowledge (Religion) +9, Perception +14, Perception (Notice unusual stonework) +16,
Traits Giantslayer Scion, Seeker,
Languages Common, Dwarven, Undercommon
SQ armor training, aura of courage, aura of good, bonus feats, bravery, celestial spirit, darkvision, detect evil, divine health, mercy (fatigued), greed, hardy, hatred, humanoid traits, lay on hands, stability, steady, stonecunning, weapon familiarity,
Combat Gear potion of cure light wounds (5), oil of bless weapon, potion of cure serious wounds (2), potion of haste, trail ration (5),
Other Gear headband of alluring charisma +2, +2 warhammer (impact), outfit (traveler's), full plate +1, belt of giant strength +2, shield, heavy steel +1, backpack, waterskin, bedroll, pouch, belt, pouch, belt, hammer, light, agrimmosh, gauntlet, 8896.26 gp

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SPECIAL ABILITIES
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Armor Training (Ex) You are more maneuverable while wearing armor. Whenever you are wearing armor, you reduce the armor check penalty by 1 and increase the maximum Dexterity bonus allowed by your armor by +1

Aura of Courage (Su) You are immune to fear (magical or otherwise). Each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects. This ability functions only while you are conscious, not if you are unconscious or dead.

Aura of Good (Ex) You project a strong good aura.

Aura of Good

Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Bravery (Ex) You gain a +1 bonus to Will saves against fear effects.

Celestial Spirit (Sp) Your divine bond allows you to enhance your weapon as a standard action by calling upon the aid of a celestial spirit for 5 minutes. When called, the spirit causes the weapon to shed light as a torch. This spirit grants the weapon a +1 enhancement bonus. This bonus can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or it can be used to add any of the following weapon properties: defending, flaming, keen, merciful (+1), axiomatic, disruption, flaming burst, holy (+2), speed (+3), and brilliant energy (+4). Adding these properties consumes an amount of bonus equal to the property's cost. These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than you but resumes giving bonuses if returned to you. These bonuses apply to only one end of a double weapon. You can use this ability 1 times per day. If a weapon bonded with a celestial spirit is destroyed, you lose the use of this ability for 30 days, or until you gain a level, whichever comes first. During this 30-day period, you take a -1 penalty on attack and weapon damage rolls.

Channel Positive Energy

Channel Positive Energy (Su) You can unleash a wave of positive energy dealing 3d6 (DC 14 for half) /day. You can unleash a wave of positive energy. You must choose to deal 3d6 points of positive energy damage to undead creatures or to heal living creatures of 3d6 points of damage. Creatures that take damage from channeled energy receive a DC 14 Will save to halve the damage. Using this ability consumes two uses of her lay on hands ability.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.

Detect Evil (Sp) At will, you can use Detect Evil, as the Spell. You can, as a move action, concentrate on a single individual or item 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, you do not detect evil in any other object or individual within range.

Divine Health (Ex) You are immune to all diseases, including supernatural and magical diseases, including mummy rot.

Mercy (Fatigued) (Su) Whenever you use Lay on Hands to heal damage to one target, the target is no longer fatigued.

Giantslayer Scion You take no penalty on Intimidate checks against creatures with the giant subtype that are larger than you, and you gain a +1 trait bonus to the DC of any fear-based effect you use against a creature with the giant subtype.

Greed (Ex) Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones.

Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Hatred (Ex) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.

Language Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Lay on Hands (Su) You can heal wounds (your own or those of others) by touch. Each day you can use this ability 6 times per day. With one use of this ability, you can heal 2d6 hit points of damage. Using this ability is a standard action, unless you target yourself, in which case it is a swift action. Despite the name of this ability, you only need one free hand to use this ability. Alternatively, you can use this healing power to deal damage to undead creatures, dealing 2d6 points of damage. Using Lay on Hands in this way requires a melee touch attack and doesn't provide an attack of opportunity. Undead do not receive a saving throw against this damage.

Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Smite Evil (Su) You can call out to the powers of good to aid you in your struggle against evil 2 times per day. As a swift action, you choose one target within sight to smite. If this target is evil, you add +2 to your attack rolls and +5 to all damage rolls made against the target of your 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 +10. Regardless of the target, Smite Evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, you gain a +2 deflection bonus to your AC against attacks made by the target of the smite. If you target 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 you rest and regain your uses of this ability.

Stability (Ex) Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance.

Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill 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, regardless of whether or not they are actively looking.

Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

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FEATS
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Blind-Fight
You are skillled at attacking opponents that you cannot clearly perceive.
In melee, every time you miss because of concealment (see Chapter 8), you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while blinded.

Dazzling Display
Your skill with your favored weapon can frighten enemies.
While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.

Extra Lay On Hands
You can use your lay on hands ability more often.
You can use your lay on hands ability two additional times per day.

Power Attack
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
You can choose to take a -3 penalty on all melee attack rolls and combat maneuver checks to gain a +6 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Step Up
You can close the distance when a foe tries to move away.
Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.

Toughness
You have enhanced physical stamina.
You gain +9 hit points.

Weapon Focus (Warhammer)
You are especially good at using your chosen weapon.
You gain a +1 bonus on all attack rolls you make using the selected weapon.

Weapon Specialization (Warhammer)
You deal extra damage when using your chosen weapon.
You gain a +2 bonus on all damage rolls you make using the selected weapon.

Description:

At 4 feet 6 inches and almost 200 pounds, Rask is a typical dwarf. His only distinguishing feature are the burn marks on his arms and face from where the smithing apron did not cover him.

He is currently wearng plate mail armor, carrying a shield and a warhammer. A backpack shows under his cloak.

History:

At a young age, Rask apprenticed to his father in the smithy, making mostly small weapons, not allowed, yet, to make the weapon that the family was famous for, the warhammer. He would listen to his grandfather, a renowned warrior in the clan, tell of his exploits agains the giants. He like all other dwarves his age took his place in the militia and he learned to fight. As he grew up, and became more proficient at the forge, one of the great days in his life was when his father allowed him to make his first warhammer, and he excelled in the crafting. Years passed by, and he became more proficient in crafting and practicing with his first made warhammer as his grandfather spun tales of glorius battles against giants. During this time he would go with some of the trading caravans into the underdark where he learned the polyglot trade language of that world, both as a tradesman and as a guard.

Although he was never much of a religious man, he did pay homage to Torag, the Father of Dwarvenkind, and although he would sometimes skip the prayers, he did believe. The fateful day came, when he had decided to perhaps go to out into the world to make a name for himself, like his grandfather, and he was even given his grandfathers armor and shield, and a dirty old brown belt. He prepared for several days for this trip, however on the night before he was to leave, he had a dream;

'Where am I' he though to himself as the surface world sun shone bright on his face.

He heard a voice, "you are on the surface of Golorian" the voice said to him.

Looking around, Rask saw nothing, but hills and valleys, but he felt a presence so he decided to ask a question, "and who are you?"

A powerful and cunning dwarf appears before him, in intricate armor, carrying a warhammer that fairly radiates power. "I am Torag, and I have chosen you for a task. Go to the village of Tranau on the surface. There you will meet a paladin of mine, and he has a special warhammer, named Agrimmosh, that he trade you for the hammer you carry. Stay with the group that he was with, as he will leave for another task that I have given him. To help you on your way, pledge yourself to me and I will provide you with the tools to carry out your duty in this matter."

Rask looked at the dwarf in front of him, and pledged himself to Torag. "I pledge myself to you Dwarf Father. Can you tell me what the task is?"

As the god fades away, Rask hears a chuckle and "you still have much to learn my young paladin. All will become clear over time."

Upon waking Rask said goodbye to his father, mother and grandfather, not telling them of his dream, but made his way to the surface world as his god commanded.

Other Information:

PbP stats
Race Line in Profile:
LG Male Dwarf
fighter
4
/
paladin
5
Class Line in Profile
(HP 126 AC:23 T:10 F:23 Saves F:+13 R:+4 W:+8 CMB:+13 CMD:23 Init:+0 Perc: +14)

Agrimmosh
Agrimmosh appears to be a simple stone blacksmith hammer engraved with Minderhal holy symbol. It functions as a +2 impact warhammer that automatically resizes itself to match the size of its wielder. Once per day as a full-round action, the wielder of Agrimmosh can use the hammer to cast heightened enlarge person (Fortitude DC 23 negates). This effect lasts for 20 minutes. Whenever the wielder of Agrimmosh confrms a critical hit against a creature of the humanoid type, the target creature must succeed at a DC 23 Fortitude save or shrink by one size category, as by heightened reduce person. This effect lasts for 20 minutes.

Created using PCGen 6.08.00 RC8 on Jul 14, 2022