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About Torvaa Highmettle▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ “As a blacksmith uses heat to temper steel, so should a trial by fire strengthen one’s mettle.” ― Jeffrey Fry "To dwarven gods we sing or praise - put another orc in a shallow grave! We know our work has just began - in the mines where silver rivers run!” ― R.A. Salvatore, Streams of Silver ““We are all of us, every one, our own works; we present our souls to our Patrons at the ends of our lives as an artisan presents the works of his hands.” ― Lois McMaster Bujold, Paladin of Souls ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ᛏᚮᚱᚡᚨᚨ ᚺᛁᚷᚺᛗᛖᛏᛏᛚᛂ Female Dwarf Paladin (of Torag) 1 Lawful Good Medium Humanoid (Dwarf)
Favoured Class Options:
+1 HP
Speed: 20ft.
*+2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors.
DEFENSE:
AC 17* (10 Base, +0 DEX, +7 (Scale Mail Armour & Heavy Steel Shield)
* +4 dodge bonus to AC against monsters of the giant subtype HP 12 (1d10HD [10] +2 CON) SAVES*: Fort +4 Ref +0 Will +6 * +2 racial bonus on saving throws against poison, spells, and spell-like abilities CMD: 12 (10+BAB+STRMod+DEXMod+SizeMod+MiscMods) * +4 racial bonus to their Combat Manoeuvre Defence when resisting a bull rush or trip attempt while standing on the ground. OFFENSE:
BAB +1
STATS: STR 13 (+1); DEX 10 (+0); CON 15 (+2); INT 12 (+1); WIS 18 (+4); CHA 15 (+2) Rolling of Digital Bones:
4d6 - 1 ⇒ (1, 2, 6, 4) - 1 = 12 INT 4d6 - 2 ⇒ (3, 3, 2, 4) - 2 = 10 DEX 4d6 - 1 ⇒ (5, 2, 1, 6) - 1 = 13 CON +2 = 15 4d6 - 5 ⇒ (5, 5, 6, 6) - 5 = 17 CHA -2 = 15 4d6 - 4 ⇒ (5, 6, 5, 4) - 4 = 16 WIS +2 = 18 4d6 - 4 ⇒ (4, 4, 5, 4) - 4 = 13 STR +2 Racial Bonus to CON & WIS, -2 Racial Penalty to CHA RACIAL QUALITIES:
STANDARD RACIAL TRAITS Ability Score Modifiers: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma. Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size. Type: Dwarves are humanoids with the dwarf subtype. Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armour or encumbrance. Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages. DEFENCE RACIAL TRAITS Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype. Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. 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. FEAT & RACIAL TRAITS Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones. Stonecunning: Dwarves gain a +2 bonus on Perception 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, whether or not they are actively looking. SENSES RACIAL TRAITS Darkvision: Dwarves can see perfectly in the dark up to 60 feet. OFFENCE RACIAL TRAITS Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes. 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. PALADIN CLASS FEATURES:
Weapon and Armour Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armour (heavy, medium, and light), and with shields (except tower shields). 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. Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil 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 per level the paladin possesses. Regardless of the target, 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 her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level. FEATS:
Endurance (General): Harsh conditions or long exertions do not easily tire you. Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armour without becoming fatigued. Normal: A character without this feat who sleeps in medium or heavier armour is fatigued the next day. TRAIT:
Protective Faith (Religion - Torag): Your faith in the Father of Creation strengthens your ability to shield others. When you use the aid another action to grant your ally a bonus to AC, you grant a +3 bonus to AC instead of the normal +2. SKILLS:
PALADIN CLASS SKILLS: Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int). ADVENTURING SKILL RANKS PER LEVEL: 3 (2 + 1 INT Modifier) Diplomacy +6: 1 Rank; +2 CHA; +3 Class
BACKGROUND SKILL RANKS PER LEVEL: 2 (3 @ 1st Level due to Favoured Class bonus) Appraise +5*: 1 Rank; +1 INT; +3 Class
*+2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones. Languages: Common; Dwarven & ???? EQUIPMENT:
Combat Gear: Scale Mail, Heavy Steel Shield, Warhammer; Cold Iron Light Hammer & Alchemically Silvered Short Sword Other Gear: Backpack (holds bedroll, flint & steel, trail rations [3 days worth], waterskin & artisan's tools); Belt Pouch (holds coin & whetstone); Artisan's Outfit (worn) & Silver Holy Symbol of Torag (worn). Encumbrance: 70.0lbs [LIGHT LOAD: 0-50lbs. MEDIUM 51-100lbs. HEAVY 101-150lbs.] WEALTH:
Platinum Pieces:
CODE OF THE PALADINS OF ᛏᚮᚱᛆᚵ (TORAG):
Paladins of Torag are dedicated to protecting not just the lives but the way of life for those under their charge, and hold the ways of their chosen people as holy, especially when they are the centuries-old works and traditions of an entire race. Their tenets include the following affirmations: ᛜ My word is my bond. When I give my word formally, I defend my oath to my death. Traps lie in idle banter or thoughtless talk, and so I watch my tongue.
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