Hellwasp Host

Lockjaw Stoneshield's page

494 posts. Alias of Balodek.


Race

HP 53/59 AC 21/10/21 ||

Classes/Levels

Paladin 5 || SR 10 Immune: Fear, Disease

Gender

|| CMB +8 | CMD 18 | F +9 | R +3 | W +5 ||

Languages

Common, Dwarven

Strength 16
Dexterity 10
Constitution 16
Intelligence 9
Wisdom 9
Charisma 15

About Lockjaw Stoneshield

LOCKJAW STONESHIELD CR 4
Male Dwarf Paladin (Warrior of the Holy Light, Undead Scourge) 5
LG Medium Humanoid (Dwarf)
Init +0; Senses Darkvision; Perception +3
Aura power of light (30', +1)
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DEFENSE
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AC 21, touch 10, flat-footed 21 (+9 armor, +2 shield)
hp 59/59 (5d10+22)
Fort +9, Ref +3, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training; Immune disease, fear; SR 10
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OFFENSE
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Speed 20 ft.
Melee Heavy Shield Bash +8 (1d4+3/x2) and
. . +1 Adamantine Warhammer +9 (1d8+4/x3) and
. . Masterwork Scimitar +9 (1d6+3/18-20/x2) and
. . Masterwork Silver Morningstar +9 (1d8+3/x2) and
. . Spiked gauntlet +9 (1d4+3/x2) and
. . Throwing axe +8 (1d6+3/x2)
Special Attacks hatred, smite evil (2/day)
Spell-Like Abilities Detect Evil (At will)

Skills:

Acrobatics -6
Climb -3
Diplomacy +7
Escape Artist -6
Fly -6
Knowledge (Engineering) +0
Knowledge (Religion) +3
Perception +3
Ride -6
Stealth -6
Swim -3

Gear:

Combat Gear
+1 Stone coat
Axe, Throwing (3)
Gauntlet, Spiked
+1 Adamantine Warhammer
Masterwork Shield, Heavy Steel
Masterwork Silver Morningstar
Other Gear
Backpack (9 @ 25 lbs)
Bedroll
Blanket
Flask
Jug, clay
Pouch, belt (1 @ 7.6 lbs)
Rations, trail (per day) (5)
Rope, silk (50 ft.)
Waterskin (2)

Special Abilities:

Traits
Armor Expert -1 Armor check penalty.
Defensive Strategist Your knowledge of dwarven history and religion gives you an excellent mind for defensive strategy and tactics. You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don't get to act in, and before you get

Dwarf
Darkvision (60 feet) You can see in the dark.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Slow and Steady Your base speed is never modified by encumbrance.
Spell Resistance (10) You have Spell Resistance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.

Paladin
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell).
Immune to Fear (Ex) You are immune to all fear effects.
Immunity to Disease You are immune to diseases.
Lay on Hands (2d6) (5/day) (Su) You can heal 2d6 damage, 5/day
Mercy: Sickened (Su) When you use your lay on hands ability, it also removes the sickened condition.
Paladin Channel Positive Energy 3d6 (2/day) (DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power of Light (30', +1) (Su) At 4th level, a warrior of the holy light learns to use the power of her faith to bolster her defenses and aid her allies. This class feature replaces the paladin’s spells class feature. A warrior of the holy light does not gain any spells or spellcasting.
Smite Evil (2/day) (Su) +2 to hit, +3 to damage, +2 deflection bonus to AC when used.

Feats
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Toughness +3 +4 HP


Sordid Past:

Rumors have it Lockjaw was born to dwarves of the deep mines, left behind in the Quest for Sky. Lost for too long in the dark and given to feral rages in order to survive, it is rare that one should become a paladin. Others say he has been touched by the god Torag himself, his holy power a product of the deities attention at a young age. Most agree that the best way to deal with the dwarf now known as Lockjaw is to give him a hunk of meat or chair leg to chew on until there's something you need killed.

Although he is no tactical genius Lockjaw posses a feral cunning and grasp of how best to hurt those opposing them. He has given particular attention to the undead, considering them a foe beyond all others to the dwarves. What caused this hatred is known to none on the surface, but the sight of an undead abomination always brings about a cold fury in the hairy holy warrior.

Not given to fancy speeches or pretty dress, Lockjaw considers water to be akin to poison, drinking it only if there are no other options. On at least one occasion he drank the squeezings from a bar rag on the theory that it contained at least some beer in it, and was therefore better than water. Needless to say he hasn't bathed in years, and considers his stench to be as powerful a weapon as his axe. Wearing cheap armor and drinking cheaper beer, Lockjaw wanders from town to town, looking for monsters to slay and bars to drink dry.

In Game:

HP = 59/59
AC/T/FF = 21/10/21
SR = 10
Weapon Equipped = +1 Adamantine Warhammer
Speed = 20'
Lay on Hands/day = 5/5 (2d6)
Channel/day = 2/2 (3d6)
Divine Bond/day (5 minutes) = 1/1 (Weapon +1)
Smite Evil/day = 2/2 (+2 hit, +5 damage, +2 deflection AC)
Status Effects = None

[dice=MAW]1d20+9;1d8+4[/dice]
[dice=MAW PA]1d20+7;1d8+8[/dice]
[dice=MAW Smite]1d20+11;1d8+9[/dice]
[dice=MAW Smite PA]1d20+9;1d8+13[/dice]