About Rogar StonehandThe Silver Crusader Rogar Stonehand Rogar Stonehand”
Save Bonuses:
+2 on Saving Throws v Spells/SLA’s/Poison, +2 bonus on Spells/SLAs that stagger or stun. +10 bonus to Stabilization rolls, Immune to Fear/Charm and mind control by evil creatures/spellcasters. Immune to Petrfication ------------------------------------------ Offense Speed 20 ft Melee 1.) +1 Viicious Dwarven Longaxe +13,+7 (1d12+15+2d6) 20/x3. 2.) +1 Adamantine Impervious Dwarven Boulder Helmet +14/+8 (1d4+11) 20/x2. Ranged 1.) Dwarven Throwing Axe +11 (1d6+4) 20/x3 10ft range --------------------------------------------
Traits
Grounded:
You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves. A Sure Thing:
Once per day, you gain a +2 bonus on a single attack roll against an evil-aligned creature. If the creature is not evil-aligned, this ability is wasted with no benefit. Skills Armor Check Penalty(-6*) Acrobatics -3, Climb -2, Diplomacy +5, Heal +7, Kn: Nobility +4, Kn: Religion +4, Perception +3, Prof: Bartender +13, Sense Motive +5, Stealth -5, Swim -2. Languages: Common, Varisian Combat Gear:+1 Glamered Stone Plate, Masterwork Dwarven Waraxe, Holy Symbol of Torag, +1 Vicious Dwarven Longaxe, Dwarven Throwing Axe(x3), Clear Spindle Ioun Stone(socketed in Wayfinder), +1 Impervious Dwarven Boulder Helmet: Other Gear Shining Wayfinder 1 Solid Gold Dwarven Waraxe, Shovel, Glowing Ink, Wand of Cure Light Wounds(40 Charges), Wand of Disguise Self(5 Charges), Air Crystals(x2), Masterwork Manacles, Wand of Lesser Restoration(4 charges), Goblet of Quenching, Blackfire clay(20 blocks), Belt of Mighty Constitution +2, Gloves of Reconnaissance, Amulet of Elemental Strife, Shoes of Lightning Leaping, Shawl of Life Keeping, Elemental Gem(Earth), Ring of Feather Fall, Bag of Holding 1:
Collapsible Plank, Pathfinder’s Kit, Potion of fly, Glass Cutter, Glue Paper, Portable Ram, Rusting Powder, Potion of Cure Light Wounds(x5), Impact Foam, Foaming Powder, Crowbar, Folding Ladder,, folding chair, Earplugs, Drill, Bag of Holding Kegs 1:
Keg of Ale, Keg of Dwarven stout ----------------------------------------
Aura of Courage and Resolve:
I am immune to Fear and Charm effects, all allies within 10 ft of me gain a +4 bonus on saving throws against fear and charm effects. Stone strike:
10 times/day as a swift action, I treat my melee attacks until the beginning of my next turn as magical and Adamantine, ignoring hardness up to 20. I gain a +3 bonus on Attack/Damage and CMB rolls. Detect Evil (Sp)::
At will, a paladin can use detect evil, as the spell. A paladin 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. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range. Heartstone:
At 2nd level, a stonelord’s flesh becomes progressively rockier. She gains a +1 natural armor bonus to AC and DR/adamantine equal to 1/2 her paladin level. The natural armor bonus increases by +1 at 6th level, and every four levels thereafter, to a maximum of +5 at 18th level. These benefits are halved when not touching the ground or a stone structure. This ability replaces divine grace. Lay On Hands (Su)::
Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Stoneblood:
At 3rd level, a stonelord’s vitals begin to calcify and her blood transforms into liquid stone. She adds her paladin level on checks to stabilize at negative hit points and gains a 25% chance to ignore a critical hit or precision damage. This does not stack with fortification armor or similar effects. At 9th level, this chance increases to 50% and she becomes immune to petrification. At 15th level, this chance increases to 75% and she becomes immune to bleed and blood drain effects. This ability replaces divine health and her mercies gained at 3rd, 9th, and 15th level. Defensive Stance:
At 4th level, a stonelord gains the defensive stance ability, as a stalwart defender (Advanced Player’s Guide 277), and may select one defensive power at 8th level and every four levels thereafter. Levels of stalwart defender stack with her paladin levels when determining the total number of rounds that she can maintain her defensive stance per day. A stonelord does not gain any spells or spellcasting abilities, does not have a caster level, and cannot use spell trigger or spell completion magic items.
Defensive Stance (Ex): At 1st level, a stalwart defender can enter a defensive stance, a position of readiness and trancelike determination. A stalwart defender can maintain this stance for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can maintain the stance for 2 additional rounds per day. Temporary increases to Constitution, such as those gained from the defensive stance and spells like bear's endurance, do not increase the total number of rounds that the stalwart defender can maintain a defensive stance per day. The stalwart defender can enter a defensive stance as a free action. The total number of rounds of defensive stance per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in a defensive stance, the stalwart defender gains a +2 dodge bonus to AC, a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. The increase to Constitution grants the stalwart defender 2 hit points per Hit Die, but these hit points disappear when the defensive stance ends and are not lost first like temporary hit points. While in a defensive stance, a stalwart defender cannot willingly move from his current position through any means (including normal movement, riding a mount, teleportation, or willingly allowing allies to carry him). If he enters a defensive stance while on a moving vehicle he does not control (such as a wagon or ship), he can maintain the stance even if the vehicle moves. If the stalwart defender moves under his own power as a result of an enemy's successful use of the Bluff skill or an enchantment spell, his stance ends. The stalwart defender can end his defensive stance as a free action; after ending the stance, he is fatigued for a number of rounds equal to 2 times the number of rounds spent in the stance. A stalwart defender cannot enter a new defensive stance while fatigued or exhausted but can otherwise enter a stance multiple times during a single encounter or combat. If a stalwart defender falls unconscious, his defensive stance immediately ends, placing him in peril of death. A defensive stance requires a level of emotional calm, and it may not be maintained by a character in a rage (such as from the rage class feature or the rage spell).
Defensive Stance Power: Intercept (Ex)::
Once a round as an immediate action, when a melee or ranged weapon would successfully strike an adjacent ally, the stalwart defender can choose to have the weapon strike him instead of the intended target. The attack automatically hits the stalwart defender, regardless his AC or any miss chance in effect, and he suffers the normal consequences of the attack.
Earth Channel:
At 4th level, a stonelord gains Elemental Channel (earth) as a bonus feat, which she may activate by spending two uses of her lay on hands ability, using her paladin level as her effective cleric level. This ability replaces channel positive energy. Earth Companion:
: At 5th level, a stonelord may call a Small earth elemental to her side, as a paladin calls her mount. This earth elemental is Lawful Good in alignment and possesses the celestial template, and it increases in size as the stonelord gains levels, becoming Medium at 8th level, Large at 11th level, Huge at 14th level, Greater at 17th level, and Elder at 20th level. This ability replaces divine bond. Mercy(Fatigue):
At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition. Magical Equipment: Clear Spindle Ioun Stone Socketed in Wayfinder:
Rogar does not need to eat or drink to survive, he is also immune to magical mind control effects from Evil spellcasters or creatures, similar to Protection from Evil Gloves of Reconnaissance:
Each of these fingerless worked leather gloves look as though they have seen heavy use, and often bear the stains or scent of grass or wet mud. On command, the wearer can use the gloves to see and hear through solid material no more than 15 feet thick by placing both hands on that material. The gloves can be used for 10 rounds each day. The rounds need not be consecutive. Shawl of Life keeping:
This magical shawl is woven from silken, diaphanous material. Once per day, the wearer can speak a command word to transfer some of her life energy into the shawl (up to 10 hit points). If she is wearing the shawl and is reduced to –1 hit points or below, the shawl immediately heals her an amount equal to the number of hit points stored in the shawl. This healing cannot prevent the wearer from being killed. The life energy stored in the shawl lasts for 24 hours or until it heals the wearer, whichever comes first. If the shawl is destroyed, the stored life energy is lost.
While the shawl is storing a creature’s life energy, it retains a connection to that creature. If another creature holds the shawl in its hand, the creature whose life energy is stored in the shawl takes a –2 penalty on Fortitude and Reflex saving throws against all effects from the current bearer of the shawl. |
