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Whurrak (Provos) Pathfinder Society

Updated: 12:57 PM 28 August, 2012 View: CHARACTER SHEET, text [stripped]

Whurrak Harvir
Male Dwarf Paladin 5
LG Medium Humanoid (dwarf)
Init +2; Senses Darkvision; Perception +0
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Defense
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AC 24, touch 11, flat-footed 23 (+10 armor, +3 shield, +1 Dex)
hp 49 (5d10+10)
Fort +8, Ref +4, Will +6
Defensive Abilities Defensive Training; Immune fear, disease
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Offense
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Speed 20 ft.
Melee  Heavy Shield Bash +8 (1d4+3/x2) and
   +1 Adamantine Maulaxe, Dwarven +10 (1d6+4/x3) and
   Dagger +8 (1d4+3/19-20/x2)
Ranged Sling +6 (1d4+3/x2)
Special Attacks Smite Evil (2/day)
Spell-Like Abilities Detect Evil (At will), Light (At will)
Paladin Spells Prepared (CL 2, 8 melee touch, 6 ranged touch):
1 (2/day) Restoration, Lesser (DC 13), Hero's Defiance
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Statistics
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Str 16, Dex 12, Con 14, Int 10, Wis 10, Cha 14
Base Atk +5; CMB +8; CMD 19
Feats Power Attack -2/+4, Step Up, Weapon Focus (Maulaxe, Dwarven)
Traits Armor Expert, Glory of Old
Skills Acrobatics -3, Climb -2, Craft (weapons) +11, Diplomacy +6, Escape Artist -4, Fly -4, Knowledge (religion) +5, Ride -4, Sense Motive +5, Stealth -4, Swim -1
Languages Common, Dwarven
SQ Aspis Hunter, Aura of Courage +4 (10' radius), Aura of Good, Cold weather outfit, Divine Weapon +1 (5 minutes) (1/day), Earplugs, Furs, Greed, Hardy +2, Hatred +1, Lay on Hands (2d6) (4/day), Mercy: Sickened, Paladin Channel Positive Energy 3d6 (2/day) (DC 14), Slow and Steady, Stability +4, Stonecunning +2, Wayfinder, Standard (1 @ 0 lbs)
Combat Gear +1 Adamantine Maulaxe, Dwarven, +1 Full Plate, +1 Shield, Heavy Steel, Bullets, Sling (10), Dagger, Sling; Other Gear Artisan's tools (Craft [weapons]), Aspis Hunter, Backpack (17 @ 25.5 lbs), Bedroll, Blanket, winter, Chalk, 1 piece, Charcoal Stick, Cold weather outfit, Crowbar, Earplugs, Fishhook (2), Flask, Flint and steel, Flotation device, Fortifying Stone, Furs, Grappling hook, Hammer, Ioun Stone, Clear Spindle, Ioun Stone, Dusty Rose Prism (Cracked), Ioun Stone, Scarlet and Blue Sphere (Cracked) (Craft [weapons]), Ioun Stone, Vermillion Rhomboid (Cracked), Iron Spike (2), Mug/Tankard, clay, Parchment (sheet) (2), Piton (5), Pouch, belt (12 @ 5 lbs), Pouch, belt (6 @ 3.5 lbs), Rations, trail (per day) (7), Rope, silk (50 ft.), Royal outfit, Sack (15 @ 45 lbs), Scroll of Endure Elements, Sewing needle, String (50'), Thread (50 ft.), Tindertwig (3), Torch, Vial, iron, Wand of Cure Light Wounds, Waterskin, Wayfinder, Standard (1 @ 0 lbs), Whetstone, Whistle, Signal, Wrist sheath, spring loaded (1 @ 1 lbs)
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Special Abilities
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Armor Expert -1 Armor check penalty.
Aspis Hunter +1 to attack & weapon damage vs Aspis Consortium agents.
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.
Cold weather outfit +5 Fort save vs. cold weather.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell).
Divine Weapon +1 (5 minutes) (1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Furs +2 Fort vs. Cold Weather (does not stack with Survival skill's bonuses)
Glory of Old You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Immune to Fear (Ex) You are immune to all fear effects.
Immunity to Disease You are immune to diseases.
Lay on Hands (2d6) (4/day) (Su) You can heal 2d6 damage, 4/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) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Slow and Steady Your base speed is never modified by encumbrance.
Smite Evil (2/day) (Su) +2 to hit, +5 to damage, +2 deflection bonus to AC when used.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Step Up You may make a 5' step closer when your opponent makes a 5' step away from you.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Wayfinder, Standard (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp
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Whurrak = Iron Hammer/smasher
Harvir =  Hearty/Stalwart Barrier


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