| Full Name |
Sturion Stoutheart |
| Race |
Dwarf |
| Classes/Levels |
Pal3(Stonelord) | AC 19 or 21, T 12, FF 17 or 19; DR 1, HP 25/25 Saves F+6, R +2, W +2, (+2 vs poison, spells, spell-like, +1 vs evil spellcaster magic, -2 vs light descriptor); Per +1, 90' Darksight; Init +2 |
| Gender |
M |
| Size |
M (4'4") |
| Age |
46 |
| Alignment |
LG |
| Occupation |
Protector |
| Strength |
16 |
| Dexterity |
14 |
| Constitution |
16 |
| Intelligence |
10 |
| Wisdom |
9 |
| Charisma |
11 |
About Sturion Stoutheart
Sturion wasn't always the grim, violent dwarf he's become.
Only a couple of weeks ago, he was merrily digging away, deep in the mine.
Male Dwarf paladin (stonelord) 3
LG medium humanoid (dwarf)
Init +2; Senses Perception +1,
Aura Aura of Good,
Languages Common, Dwarven
AC 19, touch 12, flat-footed 17
hp 26 (3HD)DR 1/adamantine
Fort +6, Ref +2, Will +2, +2 vs. poison, spells, and spell-like abilities, -2 vs. effects with the light descriptor
Speed 20 ft. (4 squares)
Melee masterwork longhammer (dwarven) (two handed) +7 ((two handed) 2d6+4/x3)
Melee dwarven waraxe +6 (1d10+3/x3)
Melee dagger +6 (1d4+3/19-20)
Ranged dagger (thrown) +5 (1d4+3/19-20)
Ranged light crossbow +5 (1d8/19-20)
Melee shield, heavy steel +2 (1d4+3)
Face 5 ft. Reach 5 ft.
Base Atk +3; CMB +6; CMD 18 (22 vs bullrush) (22 vs trip)
Class Spell-Like Abilities: detect evil ( at will) Abilities Str 16, Dex 14, Con 16, Int 10, Wis 9, Cha 11
Special Qualities Aura of Good, Craftsman, Defensive Training, Detect Evil, Hardy, Hatred, Heartstone, Lay on Hands, Minesight, Stability, Steady, Stoneblood, Stonecunning, Stonestrike, Weapon and Armor Proficiency, Weapon Familiarity,
Feats Combat Reflexes, Power Attack
Skills Acrobatics -2, Acrobatics (Jump) -6, Climb -1, Craft (Armor) +5, Escape Artist -2, Fly -2, Heal +3, Knowledge (Religion) +4, Perception +1 (Notice unusual stonework) +3, Ride -2, Sense Motive -1, Stealth -2, Survival -1, Swim -1,
Possessions masterwork longhammer (dwarven); breastplate; cold-weather outfit; crossbow bolts (10) (x2); smoked goggles; holy symbol (silver); shield, heavy steel; dagger; heavy mace; Backpack, Common [ Bedroll; Blanket (Winter); Dwarven Trail Rations (x5); Flint and Steel; Grooming Kit; Mirror (Small/Steel); Piton (x5); Whetstone; ]; Light Crossbow ;
Aura of Good (Ex) You project a moderate good aura.
Craftsman (Ex) Dwarves are known for their superior craftsmanship when it comes to metal and stone works. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks that create objects from metal or stone.
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.
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.
Heartstone (Ex) A stonelord's flesh becomes progressively rockier. She gains a +1 natural armor bonus to AC and DR 1/adamantine. These benefits are halved when not touching the ground or a stone structure. This ability replaces divine grace.
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 1 times per day. With one use of this ability, you can heal 1d6 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 1d6 points of damage. Using Lay in Hands in this way requires a melee touch attack and doesn't provide an attack of opportunity. Undead to not receive a saving throw against this damage.
Minesight (Ex) Dwarves with this racial trait increase the range of their darkvision to 90 feet; however, they are automatically dazzled in bright light and take a - 2 penalty on saving throws against effects with the light descriptor.
Rich Parents You were born into a rich family, perhaps even the nobility. Your starting cash increases to 900 gp.
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.
Stoneblood (Ex) 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.
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.
Stonestrike (Su) Once per day per paladin level, a stonelord can draw upon the power of the living rock. As a swift action, she treats her melee attacks until the beginning of her next turn (whether armed or unarmed) as magical and adamantine, including ignoring hardness up to 4, with a +1 bonus on attack and damage rolls, as well as on combat maneuver checks. This bonus also applies to her CMD if she or her target is touching the ground or a stone structure
Ward Against Witchery
Weapon and Armor Proficiency Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
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.