| Full Name | Rogar Pickfoot | 
			
			
				
					| Race | Dwarf | 
			
			
				
					| Classes/Levels | Paladin 1 | 
			
			
				
					| Gender | Male | 
			
			
				
					| Size | Med | 
			
			
			
			
				
					| Alignment | LG | 
			
			
				
					| Deity | Torag | 
			
			
			
				
					| Languages | Dwarven, Common, Undercommon | 
			
			
			
			
				
					| Strength | 14 | 
			
			
				
					| Dexterity | 13 | 
			
			
				
					| Constitution | 14 | 
			
			
				
					| Intelligence | 12 | 
			
			
				
					| Wisdom | 15 | 
			
			
				
					| Charisma | 12 | 
			
		
	 
	
		About Rogar Pickfoot
		Male Dwarf Paladin 1 
Lawful Good 
Representing Ashton
Strength	14	(+2) 
Dexterity	13	(+1) 
Constitution	14	(+2) 
Intelligence	12	(+1) 
Wisdom	15	(+2) 
Charisma	12	(+1) 
Size:	Medium 
Height:	4' 2" 
Weight:	180 lb 
Eyes:	Blue 
Hair:	Brown Straight; Thick Beard 
Skin:	Pale 
Total Hit Points: 12
Speed: 20 feet
Armor Class: 18 = 10 + 5 [scale] + 1 [dexterity] + 2 Shield, heavy wood 
Traits: Child of the Temple +1 on Nobility anf religion checks 
Suspicious +1 on sense motive 
Touch AC: 11 
Flat-footed: 15 
Initiative modifier:	+ 1	= + 1 [dexterity] 
Fortitude save:	+ 4	= 2 [base] + 2 [constitution] 
Reflex save:	+ 1	= 0 [base] + 1 [dexterity] 
Will save:	+ 4	= 2 [base] + 2 [wisdom] 
Attack (handheld):	+ 3	= 1 [base] + 2 [strength] 
Attack (missile):	+ 2	= 1 [base] + 1 [dexterity] 
Combat Maneuver Bonus:	+ 3	= 1 [base] + 2 [strength] 
Combat Maneuver Defense:	+ 14	= 10 + 1 [base] + 2 [strength] + 1 [dexterity]
Light load: 
Medium load: 
Heavy load: 
Lift over head: 
Lift off ground: 
Push or drag: 
58 lb. or less 
59-116 lb. 
117-175 lb. 
175 lb. 
350 lb. 
875 lb.
Languages:	Common Dwarven Undercommon
Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
War Hammer [1d8, crit x3., 5 lb., one-handed, bludgeoning]
Scale mail [medium; + 5 AC; max dex + 3; check penalty -6 30 lb.]
Feats:
Weapon Focus x1	+1 to hit; Weapon(s): 
Skill Name 
Key 
Ability 
Skill 
Modifier 
Ability 
Modifier 
Ranks 
Misc. 
Modifier 
Acrobatics	Dex*	-3 =	
+1 
-4 [armor] 
Appraise	Int	1 =	
+1 
Bluff	Cha	1 =	
+1 
Climb	Str*	-2 =	
+2 
-4 [armor] 
Craft_1	Int	1 =	
+1 
Craft_2	Int	1 =	
+1 
Craft_3	Int	1 =	
+1 
Diplomacy	Cha	1 =	
+1 
Disguise	Cha	1 =	
+1 
Escape Artist	Dex*	-3 =	
+1 
-4 [armor] 
Fly	Dex*	-3 =	
+1 
-4 [armor] 
Heal	Wis	6 =	
+2 
+ 1	+ 3 [class skill] 
Intimidate	Cha	1 =	
+1 
Knowledge (religion)	Int	5 =	
+1 
+ 1	+ 3 [class skill] 
Perception	Wis	2 =	
+2 
Perform_1	Cha	1 =	
+1 
Perform_2	Cha	1 =	
+1 
Perform_3	Cha	1 =	
+1 
Perform_4	Cha	1 =	
+1 
Perform_5	Cha	1 =	
+1 
Ride	Dex*	-3 =	
+1 
-4 [armor] 
Sense Motive	Wis	6 =	
+2 
+ 1	+ 3 [class skill] 
Stealth	Dex*	-3 =	
+1 
-4 [armor] 
Survival	Wis	2 =	
+2 
Swim	Str**	-2 =	
+2 
-4 [armor] 
* = check penalty for armor/shield 
** = some groups double armor/shield penalties for swimmers
Favored class points: Hit points +1; Skill points +0
Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.
Dwarf
+ 2 constitution, +2 wisdom, -2 charisma (already included)
Can move 20 feet even if in heavy armor
Darkvision (see 60 feet in pitch-dark)
Stonecunning ( + 2 on perception checks regarding stonework; automatic check if passing in ten feet)
All dwarves are proficient with battleaxes, heavy picks, and warhammers.
+ 4 to avoid being bullrushed / tripped while standing on ground
+ 2 racial bonus on saves vs. poison
+ 2 racial bonus on saves vs. spells / spell-like abilities
+ 1 racial bonus to hit orcs and goblinoids
+ 4 dodge bonus on AC against giants
+ 2 racial bonus on appraise checks if stone/metal
Paladin 
Aura of Good
Detect Evil
Smite Evil (1x/day; add +1 to melee attack roll, paladin levels to damage)
Divine Grace (level 2) -- apply charisma bonus, if any, to saving throws
Lay on Hands (level 2) -- half your paladin level, plus your charisma modifiers, times per day. This heals 1d6 per two paladin levels, as standard action, or on self is swift action. Can damage undea, no save. Only one free hand required.
Aura of Courage (level 3) -- immune to all fear, +4 to saves for all allies in ten feet
Divine Health (level 3) -- immune to all disesaes, including magical ones
Mercy -- at level 3, and every 3rd level after, choose one mercy to augment laying on of hands
Channel positive energy(level 4) -- use two Lay on Hands to do as a cleric does
Divine bond (level 5) -- may be various weapon enhancements or a steed
Aura of Resolve (level 8) -- immune to all charm, +4 to saves for all allies in ten feet
Aura of Justice (level 11) -- spend two uses of smite evil to give the power to smite evil to all non-evil allies
Aura of Faith (level 14) -- your weapons are good-aligned, as are all allied attacks within 10 feet of you
Aura of Righteousness (level 17) -- DR5/evil; immune to compulsion, +4 to saves for all allies in ten feet
Holy Champion (level 20) -- DR10/evil; smite evil successful against an evil outsides, the outsider is subject to banishment
Code of Conduct / Association
High charisma gains bonus spells daily
Concentration check: d20 + paladin level + charisma modifier vs. DC
(Scale Mail 50gp
Shield 7gp
Warhammer 5gp
Dagger 2gp
Backpack 2gp
bedroll 1 sp
holy symbol 25 gp
Flint and steel 1 gp
rope 2 gp
torches 5cp
rations  5 sp
belt pouch 1gp
waterskin 1gp)
Faction: Silver Crusade