I've decided that I'm going to swap out for a Dwarven Paladin of Torag. If possible I'd like to 'carry over' some of the magical items from Tholyr (clansman to clansman to help save the world, etc). I'm just not happy with the way Tholyr developed, and no small part of that is the way his personality developed. I can play 'edgy-slightly-evil' for a short time but it's not satisfying or enjoyable for me. And of course, I miss playing a divinely focused character.
Here's the statblock for my new character, Valkur of Clan Baar'Arrd, Devotee of Torag.
Valkur (Divine Wall)
Male Dwarf Paladin 9
LG Medium Humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 25, touch 10, flat-footed 25 (+11 armor, +4 shield)
hp 76 (9d10+18)
Fort +11, Ref +6, Will +11; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, fortification 25%; Immune charm, disease, fear
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Offense
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Speed 30 ft.
Melee
+1 Spell Storing Cold Iron Warhammer +12/+7 (1d8+3/x3) and
Heavy Shield Bash +11/+6 (1d4+2/x2) and
Ranged
Masterwork Throwing axe +12/+7 (1d6+2/x2)
Special Attacks hatred, smite evil (3/day)
Spell-Like Abilities Detect Evil (At will)
Paladin Spells Prepared (CL 6):
2 (2/day) Resist Energy, Remove Paralysis
1 (3/day) Protection from Evil, Bless Weapon, Divine Favor
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Statistics
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Str 14, Dex 10, Con 14, Int 13, Wis 14, Cha 16
Base Atk +9; CMB +11; CMD 21 (25 vs. Bull Rush, 25 vs. Trip)
Feats
Alignment Channel (Evil),
Channel Smite,
Craft Magic Arms & Armor,
Extra Lay on Hands,
Extra Mercy
Traits
Reactionary,
Scholar of the Great Beyond (Knowledge [history])
Skills Acrobatics -6 (-1 to jump), Appraise +1 (+3 to determine the price of nonmagic items with precious metals or gemstones), Climb -4, Craft (armor) +6,
Diplomacy +10, Escape Artist -6, Fly -6,
Heal +9, Knowledge (geography) +2,
Knowledge (history) +14,
Knowledge (religion) +9,
Perception +7 (+9 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride -6,
Sense Motive +9, Stealth +4, Swim -4
Languages Common, Dwarven, Orc
SQ aura of courage, aura of good, aura of resolve, blinding (2/day) (dc 14), divine bonds (weapon [2/day]), fortification (light), greed, hardy, lay on hands (4d6) (9/day), mercies (mercy [cursed], mercy [diseased], mercy [poisoned], mercy [sickened]), paladin channel positive energy 5d6 (4/day) (dc 17, slow and steady, spell storing, stability, stonecunning +2
Magical Gear:
Ring of spell storing (minor) (from Tholyr), Ring of chameleon power (from Tholyr), Handy haversack (18 @ 29 lbs) (from Tholyr), Potion of shield of faith +4, Wand of Bless Weapon; Full plate +2, Fortification (light), Heavy steel shield +2 Blinding, Warhammer +1, Cold Iron & Spell Storing , Throwing axe, Masterwork x2, Boots of Striding and Springing, Golembane scarab, Headband of mental prowess (Int & Cha +2) (Knowledge:History),
Mundane Gear:
Bedroll, Belt pouch (empty), Blanket, winter, Bucket (empty), Candle (5), Crowbar, Fishhook, Fishing net, Flint and steel, Grappling hook, Hammer, Holy Symbol of Torag, Rope, Sack (empty), Sack (empty), Vial (3), Waterskin (2), 150 GP
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TRACKED RESOURCES
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Action Points - 0/9
Blinding (2/day) (DC 14) - 0/2
Disguise Self (At will) - 0/0
Divine Bond (Weapon +2) (9 minutes) (2/day) (Sp) - 0/2
Lay on Hands (4d6) (9/day) (Su) - 0/9
Masterwork Throwing axe - 0/1
Paladin Channel Positive Energy 5d6 (4/day) (DC 17) (Su) - 0/4
Potion of shield of faith +4 - 0/3
Smite Evil (3/day) (Su) - 0/3
Wand of Bless Weapon - 0/50
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Special Abilities
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Alignment Channel (Evil) Channel Energy heals or harms outsiders of the chosen alignment.
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.
Aura of Resolve +4 (10' radius) (Su) You are immune to charm. Allies within aura gain a morale bonus to saves vs charm.
Blinding (2/day) (DC 14) Creatures within 20 feet are blinded for 1d4 rds (Ref neg).
Channel Smite Channel energy can be delivered through a Smite attack.
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 Bond (Weapon +2) (9 minutes) (2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Fortification (light) 25% chance to ignore critical hit/sneak attack.
Fortification 25% You have a chance to negate critical hits on attacks.
Golembane scarab Can combat golems with weapons, unarmed attacks, or natural weapons as if those golems had no damage reduction.
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.
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (4d6) (9/day) (Su) You can heal 4d6 damage, 9/day
Mercy (Cursed) (Su) When you use your lay on hands ability, it also removes curses, as per the remove curse spell at a caster level of your Paladin level.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Poisoned) (Su) When you use your lay on hands ability, it also neutralizes poisons, as per the neutralize poison spell at a caster level of your Paladin level.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Paladin Channel Positive Energy 5d6 (4/day) (DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Ring of chameleon power As a free action, the wearer of this ring can gain the ability to magically blend in with the surroundings. This provides a +10 competence bonus on her Stealth checks. As a standard action, she can also use the spell disguise self as often as she wants.
Ring of spell storing (minor) A minor ring of spell storing contains up to 3 levels of spells (either divine or arcane, or even a mix of both spell types) that the wearer can cast. Each spell has a caster level equal to the minimum level needed to cast that spell. The user need not provide any material components or focus to cast the spell, and there is no arcane spell failure chance for wearing armor (because the ring wearer need not gesture). The activation time for the ring is the same as the casting time for the relevant spell, with a minimum of 1 standard action.The ring magically imparts to the wearer the names of all spells currently stored within it.
Slow and Steady Your base speed is never modified by encumbrance.
Smite Evil (3/day) (Su) +3 to hit, +9 to damage, +3 deflection bonus to AC when used.
Spell Storing Weapon Store a spell of up to 3rd level in weapon.
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.
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Clan Barr'ard (Mighty Guardians)
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