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About Torian MarcathPhysical Description:
Height: 4'3" Weight: 175 LB Eyes: Onyx Black Hair Color & Length: Sandy blonde with hints of gold and copper in it, flowing down to his shoulders. Facial Hair: Braided into a "viking" style knotwork, the beard goes to his third rib on his chest. Skin Color: Slightly reddish flesh colored. Skills:
Trained:
Untrained:
Feats:
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). 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 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level). Weapon Focus - Dwarven Waraxe: Choose one type of weapon. You gain a +1 bonus on all attack rolls you make using the selected weapon.
Traits:
Tunnel Fighter: Caves and tunnels are a second home to you. While underground, you receive a +2 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls for critical hits (this damage is multiplied on a critical hit). Defensive Strategist: Your study of dwarven history has trained you in defensive strategy. You aren’t flat-footed during a surprise round that you don’t get to act in or before you get to act at the start of a battle. (Required: Worships Torag.)
Racial Traits:
+2 CON, +2 WIS, –2 CHA: Dwarves are both tough and wise, but also a bit gruff. Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size. Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Darkvision: Dwarves can see in the dark up to 60 feet. Defensive Training: Dwarves get a +4 dodge bonus to their AC against monsters of the giant 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. This racial trait replaces greed. Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes. Unstoppable: Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. This racial trait replaces hardy. Iron Citizen: Dwarves with this racial trait gain a +2 bonus on Diplomacy and Sense Motive checks, and Diplomacy is a class skill for such dwarves. This replaces stability. Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice any such features that they pass within 10 feet of, whether or not they are actively looking. Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Class Features:
Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level. 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. 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 twice her paladin level, 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. This bonus increases by +1 at 5th level and every 5 levels thereafter. This ability replaces smite evil. Heartstone (Ex): 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.
Random Crunch:
Hit Points: 30/30 Hit Dice: 2d10 Armor Class: 19 (23 vs Giants) Touch Armor Class: 11 (15 vs Giants) Flat-Footed Armor Class: 18 Saving Throws: Fortitude: 7 Reflex: 1 Will: 5 Initiative Bonus: 1 / 3 Underground Base Attack Bonus: 2 Melee Attack Bonus: 3 / 4 with Dwarven Waraxe (+1 vs goblin/orc) Ranged Attack Bonus: 3 CMB: 3 / 4 with Dwarven Waraxe (+1 vs goblin/orc) CMD: 13 Extra Damage: +1 to crit dmg rolls underground, crit multiplies Spell Resistance: N/A Speed: Base Speed: 20 Armored Speed: 20 Lift/Push: Light Load: 50 lbs or less Medium Load: 51 lb - 100 lb Heavy Load: 101 lb - 150 lb Lift Over Head: 150 lb or less Lift Off Ground: 300 lb or less Drag or Push: 750 lb or less Experience Points: 800 Hero Points: 0 Items Equiped:
Armor Scale Mail: Armor Bonus: +5; Max DEX Bonus: +3; Armor Check Penalty: -4; Arcane Spell Failure Chance: 25%; Max Speed: 20 FT; Weight: 30 LB Heavy MWK Living Steel Shield: Armor Bonus: +2; Armor Check Penalty: -1; Arcane Spell Failure Chance: 15%; Weight: 15 LB; Special: Regenerates 2 hp per day (1 if broken), metal weapons that roll natural 1 must make a DC 20 Fort check to avoid breaking. Weapon Dwarvern Waraxe: DMG: 1d10; Critical: X3; Type: S; Weight: 8 LB. Throwing Axe (4): DMG: 1d6; Critical: X2; Range: 10 FT; Type: S; Weight 8 LB (2 per). Other Artisan's Outfit: Simple and (mostly) clean, these blacksmithing clothes have such necessary additions as leather gloves and apron, thick (yet comfortable) boots, and a head band to both keep his hair away from the fire as well as keep his sweat from running into his eyes. Items Owned:
Name*****Weight*****Value Scale Mail Armor*****30 LB*****50 GP Heavy Steel Shield*****15 LB*****20 GP Heavy MWK Living Steel Shield*****15 LB*****270 GP Dwarvern Waraxe*****8 LB*****30 GP Throwing Axe (4)*****8 LB (2 per)*****32 GP (8 per) Artisan's Outfit*****4 LB*****1 GP Paladin's Kit*****30 LB*****11 GP Artisan's Tools (Weaponsmith)*****5 LB*****5 GP Small Tent*****20 LB*****10 GP Silk Rope (50 FT)*****5 LB*****10 GP Four wolf's Teeth*****N/A*****N/A 2 Wolf's Ears*****N/A*****N/A Total Weight & Value: 140 LB / 439 GP Wealth from the cart:
Four days trail rations, waterskin, winter blanket, CLW potion, medium tent, two torches. Wealth:
0 PP 6 GP 0 SP 0 CP Backstory:
Dwarf clans can be very insular communities, shunning the other races as untrustworthy or erratic. On occasion, however, outsiders will prove their worth to a clan, and it is at such times that clan loyalty can prove dividends for generations to come. Such it was with Kassen. The hero saved the elder of a the Marcath clan from wounds suffered during the skirmishes with Asar Vergas and his forces. Due to the untimely death of Kassen, this debt was never able to be sufficiently repaid. In its stead, the clan sends its younger warriors to the town about two to three times a decade in the autumn to help with the town's lamp lighting ceremony. They also spend some time in the town to get to know their neighbors better, helping out with minor things the townsfolk need. So it is that Torian Marcath, grandson of the elder saved by Kassen, is now moving toward the city to pay homage... like so many before him.
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