About Rolthvar
Dwarf, Paladin of Torag 1
HP 15 (10 + 2 Con + 3 Toughness)
Fort +4 / Reflex + 2 / Will +3
Initiative +3, Senses: Darkvision, Perception +5
AC 18 (10 + 1 Dex + 5 (Scalemail) + 2 (Shield))
Flat Footed 17 / Touch 11
BAB +1, CMD: 14 , CMB: +3
Appearance:
57 yrs old, 5’1” / 162 lbs.
Black hair / Blue eyes
Abilities:
Str 14 (+2) Dex 12 (+1) Con 14 (+2) Int 10 (+0) Wis 13 (+1) Chr 14 (+2)
Ranged:
Crossbow: +2 Hit, d8, 19/20 x2, 80’
Melee
Warhammer: +3 Hit/+2 Damage, d8, x3
Dwarven Waraxe: +3 Hit / +2 Damage, d10, x3
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Racial:
Racial Bonus: +2 Con, +2 Wis, -2 Chr
Slow and Steady: Movement base 20’ regardless of encumberment
Defensive Training: +4 AC Dodge bonus vs Giant subtype
Hardy: +2 racial bonus vs Poison, +2 vs Spells and Spell-like abilities.
Iron Citizen: +2 racial bonus on Diplomacy and Sense Motive. Replaces Stability.
Greed: +2 racial bonus to Appraise gems and precious metals.
Stone Cunning +2 Perception on Traps or Doors hidden in stonework.
Darkvision See 60’ in the dark
Hatred: +1 racial bonus on attack rolls vs Orcs and Goblins
Weapon Familiarity: Battle Axes, Heavy Picks, and Warhammers, and any “Dwarf” weapon.
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Class:
Saves: Fort +2 / Reflex +1 (Trait) / Will +2
Aura of Good: Aura is equal to paladin level.
Detect Evil:
At will, a paladin can use Detect Evil as the spell. As a move action, he can concentrate on a single item or individual within 60’ and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one target, the paladin does not detect evil in any other object or individual within range.
Smite Evil:
1/day, As a swift action, choose one target within sight to smite. If the target is evil, the paladin adds his Cha bonus to attack rolls and adds his paladin level to all damage rolls made against the target of the smite. If the target 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 2 points of damage / level of the paladin. Smite Evil attacks automatically bypass any DR the creature might possess. In addition, while Smite Evil is in effect, the paladin gains a deflection bonus equal to his Chr modifier to his AC against attacks from the target of the Smite. The Smite Evil effect remains until the target of the Smite is dead or the next time the paladin rests and regains uses of this ability. At 4th level, and at every 3 levels thereafter, the paladin may Smite Evil an additional time per day.
Favored Class Bonus: (Paladin) Add a +1 bonus on Concentration checks when casting paladin spells.
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Skills:
Ranks per level: 2 / Skill points spent: 2
Adventuring Skills:
+8 Diplomacy (+2 Chr + 1 Rank + 3 Class + 2 Racial Trait)
+2 Handle Animal (Chr)
+1 Heal (Wis)
+0 Knowledge: Arcana (Int)
+0 Knowledge: Religion (Int)
+5 Perception (+1 Wis + 1 Rank + 3 Class)
+1 Ride (Dex)
+3 Sense Motive (Wis + 2 Racial Trait)
+0 Spellcraft (Int)
Background Skills:
+5 Profession: Blacksmith(+1 Wis + 1 Rank + 3 Class)
+4 Craft: Armor(+1 Rank + 3 Class).
Proficiency: Simple Weapons, Dwarven Weapons, Light & Medium Armor
Language: Common, Dwarven
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Feats:
Toughness:
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3, you gain an additional +1 Hp.
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Traits:
Reactionary: (Combat Trait) You gain a +2 trait bonus on Initiative checks.
Roll With It: (Campaign Trait)
You’ve trained with some of the best giantslayers out there, and have learned how to avoid the worst effects of a giant’s powerful attacks. You gain a +1 trait bonus on Reflex saves. In addition, 2/day (Dwarf), when a creature with the giant subtype successfully confirms a critical hit against you with a weapon or a slam attack (not a spell or special ability), you can roll with the attack. You take normal damage from the blow, as if the critical had not been confirmed. You must be aware of the attack, and able to react to it. If you are denied your Dex bonus to AC, you can’t use this ability.
Seeker (Social Trait): You gain a +1 trait bonus to Perception checks made to determine surprise, and Perception is always a class skill for you.
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Equipment: (200 gp starting funds)
Scalemail Armor: AC +5, 50 gp, 30 lbs, -4 Penalty
Hvy. Wooden Shield: AC +2, 7 gp, 10 lbs., -2 Penalty
Warhammer: d8, 12 gp, x3, 5 lbs
Greataxe: d10, 30 gp, x3, 8 lbs
Dagger: d4, 4 gp, 19/20 x2, 10’, 2lb
Lt. Crossbow: d8, 35 gp, 19/20 x2, 80’, 4 lb
Bolts (20), 1 gp, 3 lbs
Paladin's Kit::
a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
11 gp, 30 lbs.
Traveler’s Outfit: 1 gp, 5 lbs
Total Weight Carried:
97 lbs
Total Starting Cost:
150 gp / 0 sp / 0 cp
Coin Purse:
49 gp / 10 sp / 0 cp
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Background
Born into a family of talented blacksmiths, Rolthvar was likely to live out his life as one of these artisans as well. And he would have been happy with that, an honorable and fullfilling life, before coming to the attention of the "Sons of Torag", a militant sect of priests and paladins working out of an abbey in Magnimar.
Honored by an offer to join the Order, Rolthvar eventually earned the right to become a paladin amongst them, and a skilled smith for the church's rather active forges.
In time, Rolthvar was instructed to go to the temple of Torag in the city of Skelt, where he continued in much the same manner. Recently, however, Rolthvar was tasked with getting more real-world experience, and was sent out with a merchant's caravan on it's way to Truanu, guarding it in the name of the church. The procession of merchants regularly traded with a small town of Truanu, which was about to celebrate it's annual Tradeknife Festival.
Rolthvar has recently arrived in town, and is looking forward to the Festival...