Snorri Tharnhamer
Male dwarf
Paladin 9
LG Medium humanoid (dwarf)
Init +1;
Senses darkvision 60 ft.; Perception +9
Aura courage (10 ft.)
Height: 4'1''
Weight: 192 lbs.
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Defense
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AC 23, touch 11, flat-footed 22 (+11 armor, +1 Dex, +1 natural)
hp 117 (1d10+9+9+9+6+9+6+7+7+27con+9fc+9feat)
Fort +13 (+6base/+3con/+4cha)
Ref +8 (+3base/+1dex/+4cha)
Will +10 (+6base/+0wis/+4cha) (+2 vs. poison, spells, and spell-like abilities)
Defensive Abilities Deep warrior; DR 3/—; Immune charm, disease, fear
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Offense
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Speed 20 ft.
Melee +1 Dragon-bane keen mithral greataxe +11/+6 (1d12+7/19-20/×3 plus 2d6 vs. Dragon) or
. . Armor spikes +10/+5 (1d6+4) or
. . Axe of Dammerhall +11/+6 (1d12+6/×3)
Ranged Composite shortbow +7/+2 (1d6+3/×3)
Special Attacks Ancient enmity, channel positive energy 4/day (DC 18, 5d6), smite evil 3/day (+4 Att/AC(def), +9 damage)
Paladin Spell-Like Abilities (CL 6th; concentration +10)
. . At will—detect evil
Paladin Spells Prepared (CL 6th; concentration +10)
. . 1st—Protection from evil(x3), Keep watch
. . 2nd—Ironskin(x2)
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Statistics
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Str 18/(20), Dex 12, Con 14(16), Int 12, Wis 10, Cha 17(19;+1@8th)
Base Atk +9; CMB +10; CMD 21 (25 vs. bull rush, 25 vs. trip)
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Feats
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(1st): Power Attack; (3rd): Cleave; (5th): Barroom Brawler; (7th): Persuasive; (9th): Ironhide
Barroom Brawler (1/day) Once per day as a move action, you can gain the benefit of a combat feat that you do not possess for 1 minute. You must otherwise meet the feat’s requirements.
Power Attack -2/+4(-2/+6 TH) You can subtract from your attack roll to add to your damage.
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Traits
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- Warrior of Legend (stat array +2 Str, +2 Con, -2 Wis)
- Heir of Dammerhall (+1 Diplomacy with Dwarves)
- Relic of the Dwarven Smithy (begin play with a free masterwork dwarvencraft weapon)
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Skills 45
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Acrobatics +1 (-6 to jump): (+2rnks/+1dex/-2ac)
Climb +6: (+2rnk/+4str/-3acp)
Diplomacy +20: (+9rnks/+4cha/+3cs/+2feat/+2comp(floating)) (+1 vs. Dwarves)
Heal +4: (+1rnk/+0will/+3cs)
Intimidate +11: (+5rnks/+4cha/+2feat)
Knowledge (dungeoneering) +3: (+2rnks/+1int)
Knowledge (religion) +8: (+4rnks/+0wis/+3cs)
Perception +9: (+9rnks)
Sense Motive +11: (8rnks/+0wis/+3cs)
Spellcraft +5: (1rnks/+1int/+3cs)
Stealth +6: (2rnks/+1dex/-2acp/+5cloak)
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Background skills: 18
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Craft (armor) +11: (+9rnks/+1int/+3cs)
Knowledge (nobility) +9: (+5rnks/+1int/+3cs)
Knowledge (engineering) +3: (+2rnk/+1int)
Linguistics +3: (+2rnk/+1int)
Racial Modifiers craftsman
Languages Common, Dwarven, Elven, Gnome, Undercommon
SQ [Divine bond (weapon +2, 2/day), lay on hands 8/day (4d6), mercies (confused, diseased, sickened), rock stepper
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Gear
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+1 Armor spikes mithral full plate
+2 Gunzarak(Adamantine/Mithral/Silver) Full Plate armor: -2 ac penalty/+3 max dex/DR 3/-
+1 Dragon-bane keen mithral greataxe
arrows (x54)
Axe of Dammerhall
Composite shortbow (+3 Str)
Belt of physical might(+2 STR/CON)
Headband of Charisma(+2)
Ioun Magenta Prism (Cracked)
Dark Blue Rhomboid (Flawed)
Merciful Vambraces
Bat Cloak
Potion of CLW(x2)
Alchemist fire, acid, holy
Backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, waterskin, horn
+1 Dragon-bane keen gunzarak(mithral/adamantine/silver) greataxe: The axe is a +1 keen dragon-bane greataxe made of gunzarak (true mithral). It counts as both being made of adamantine while possessing the weight reduction of mithral. For the purpose of damage reduction it is considered as both an adamantine, silver and magic weapon.
+2 Gunzarak(Adamantine/Mithral/Silver) Full Plate armor: -2 ac penalty/+3 max dex/DR 3/-; The full plate is -6 armor check penalty, but masterwork reduces that by 1 and Mithril reduces it by 3, so it is a total of only -2 to skills affected by armor check.
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BAT CLOAK
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Fashioned of dark brown or black cloth, this cloak resembles gigantic bat wings. It allows its wearer to hang upside down from the ceiling like a bat.
7th Level: The cloak grants its wearer a +5 competence bonus on Stealth checks.
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Dwarven/Special Abilities
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Ancient Enmity +1: Dwarves have long been in conflict with elves, especially the hated drow. Dwarves with this racial trait receive a +1 racial bonus on attack rolls against humanoid creatures of the elf subtype.
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Darkvision (60 feet): Dwarves can see in the dark up to 60 feet (black and white only).
Deep Warrior +2: Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus on combat maneuver checks made to grapple such creatures (or to continue a grapple).
Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Shadowhunter: Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Dwarves can take this trait in place of weapon familiarity.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
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Paladin Abilities
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Aura of Courage +4 (10 ft.) (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.
Detect Evil (At will) (Sp): At will, a paladin can use detect evil, as the spell.
Divine Bond (Weapon +2, 9 mins, 2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (4d6 hit points, 8/day) (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. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Mercy (Confused) (Su) The target is no longer confused.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Paladin Channel Positive Energy 5d6 (4/day, DC 18) (Su): When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.
Smite Evil (3/day) (Su): +4 to hit, +9 to damage, +4 deflection bonus to AC when used.