Full Name |
Uric Halvard |
Race |
Dwarf |
Classes/Levels |
Paladin (Divine Defender) 4|AC 20 T 11 FF 19|HP 36/36|F +8 R+3 W+5|Init +3|Perc 0|Darkvision 6o ft.|Smite Evil 2/2 Lay on Hands (3d6) 2/2 |
Gender |
Male |
Size |
Medium |
Age |
53 |
Alignment |
LG |
Deity |
Torag |
Languages |
Common, Dwarven |
Strength |
16 |
Dexterity |
12 |
Constitution |
16 |
Intelligence |
10 |
Wisdom |
10 |
Charisma |
13 |
About Uric Halvard
Uric Halvard
Male Dwarf Paladin (Divine Defender) 4
LG Medium Humanoid (dwarf)
Init +3; Senses Darkvision 60ft.; Perception 0
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Defense
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AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex)
hp 36 (1d10)
Fort +8, Ref +3, Will +5
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Offense
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Speed 20 ft.
Melee Dwarven Greataxe +4 (1d10+3|16-18/x3)
Spell-Like Abilities Stabilize (at will) Detect Evil (at will)
Spells Prepared
+1 to Concentration (Paladin only)
1st (0+1/day):Divine Favor
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Statistics
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Str 16, Dex 12, Con 16, Int 10, Wis 10,
Cha 13
Base Atk +4; CMB +4; CMD 14
Feats Endurance, Shake it Off, Tandem Trip
Traits Sacred Touch, Reactionary
Skills Diplomacy +5, Handle Animal +5, Heal +4, Knowledge (Nobility) +4, Knowledge (religion) +4, Sense Motive +4, Spellcraft +4
Languages Common, Dwarven
SQ name (dc XX), name
Other Gear Field Plate armor, light steel quickdraw shield, backpack, bedroll, belt pouch, holy text (Hammer and Tongs: The Forging of Metal and Other Good Works), flint and steel, iron pot, mess kit, rope, soap, torches (10), trail rations (4.5 days), waterskin, iron holy symbol of Torag, Potion of Haste, Potion of Fly, Potion of Enlarge Person•2, Potion of CLW•3, Potion of Guidance•2, Potion of Virtue,grappling hook. 39 GP, 76 SP, 37 CP
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Special Abilities
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Darkvison 60ft. You can see in the dark (black and white vision only).
Defensive Training Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
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.
Siege Survivor Dwarves who make their homes in the Sky Citadels are trained to outlast sieges and serve as vigilant guards. They gain Endurance as a bonus feat. In addition, during rounds in which they have not moved, they gain a +1 racial bonus on attack rolls against foes who also did not move since their last turn.
Slow and Steady Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
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.
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.
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.
Aura of Courage (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. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Divine Health (Ex)At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Channel Energy (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.
Shared Defense (Su)A divine defender can spend one use of her lay on hands ability as a standard action to grant all adjacent allies (including paladins) a bonus. At 3rd level, adjacent allies receive a +1 sacred bonus to their AC and CMD and on their saving throws. These bonuses last for a number of rounds equal to the divine defender’s Charisma modifier. At 9th level and 15th level, this bonus increases by +1. At 6th level, these bonuses are granted to all allies within 10 feet, and allies that are at fewer than 0 hit points within this area are automatically stabilized. At 12th level, these bonuses are granted to all allies within 15 feet, and allies within this area are immune to bleed damage. At 18th level, these bonuses are granted to all allies within 20 feet, and allies within this area gain a 25% chance to negate any sneak attack or critical hit scored against them. This ability does not stack with the chance provided from the light, medium, or heavy fortification armor special abilities. These bonuses are cumulative with each other. Allies only benefit from these bonuses while in the listed area.
Divine Grace (Su)At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
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.
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.