Gabriel Sledgehammer
From GFF D&D Wiki
Level 4 Dwarf Paladin of Kord (Multiclass Star Pact Warlock) (4972 XP)
Background
East Rift
Gabriel was born just following the collapse of the rift into the Underdark. Raised in the city of Delzimmer, he was witness to an endless stream of horrors climbing from the depths neighbouring the formerly great city. As all Gold Dwarves, he values strength and perseverance while shunning weakness. His eventual departure from the plains of the Shaar Desolation came about largely due to the death of his brothers in battle with the Drow. Gritting his teeth he set out to gain his strength in the service of Kord before returning to maliciously end the fools that plagued his home.
+2 to Dungeoneering, speaks Deep Speech
Abilities & Defenses
STR 15 (+2) | Armor Class 23 (10 + 1/2 level + Broden's Armour + Heavy Shield)
CON 16 (+3) | Fortitude 16 (10 + 1/2 level + CON bonus + class bonus)
DEX 12 (+1) | Reflex 16 (10 + 1/2 level + DEX bonus + class bonus + Heavy Shield)
INT 08 (-1) | Will 16 (10 + 1/2 level + CHA bonus + class bonus)
WIS 15 (+2) | Speed 05 (Racial base speed [Encumbered Speed] )
CHA 16 (+3) | Initiative 03 (1/2 level + DEX bonus)
Passive Insight: 14 (10 + skill bonus)
Passive Perception: 14 (10 + skill bonus)
Saving Throw: 10 (5 against poison)
Maximum Normal Load: 150 lb
Maximum Heavy Load: 300 lb
Maximum Drag Load: 750 lb
Languages: Common, Dwarven, Deep Speech
Racial Traits
Size: Medium
+2 Constitution, +2 Wisdom
Skill Bonuses: +2 Dungeoneering, +2 Endurance
Cast-Iron Stomach: +5 racial bonus to saving throws against poison.
Dwarven Resilience: You can use your second wind as a minor action instead of a standard action.<bt> Dwarven Weapon Proficiency: You gain proficiency with the throwing hammer and the warhammer.
Encumbered Speed: You move at your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally.
Stand Your Ground: When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to. In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.
Class Traits
+1 Fortitude, +1 Reflex, +1 Will
Channel Divinity: Once per encounter you can invoke divine power, filling yourself with the might of your patron deity. With the divine might you invoke you can wield special powers, such as divine mettle and divine strength. Some paladins learn other uses for this feature; for instance the divinity feats in Chapter 6 grant characters with access to the Channel Divinity class feature the ability to use additional special powers. Regardless of how many different uses for Channel Divinity you know, you can use only one such ability per encounter. The special ability or power you invoke works just like your other powers.
Divine Challenge: The challenge of a paladin is filled with divine menace. You can use the divine challenge power to mark an enemy of your choice.
Lay on Hands Using the lay on hands power, paladins can grant their comrades additional resilience with a touch of their hands and a short prayer, though they must give of their own strength to do so.
Health
Maximum HP: 49
Current HP: 47
Bloodied: 24
Surges/Day: 13
Surge Value: 12
Status Conditions:
Disease Tracker:
Death Saving Throws Failed:
Skills
Acrobatics: -1 = 1/2 level + DEX bonus - Armor Check
Arcana: 1 = 1/2 level - INT penalty
Athletics: 0 = 1/2 level + STR bonus - Armor Check
Bluff: 5 = 1/2 level + CHA bonus
Diplomacy: 5 = 1/2 level + CHA bonus
Dungeoneering: 8 = 1/2 level + WIS bonus + Racial bonus
Endurance: 8 = 1/2 level + CON bonus + Racial bonus + Training - Armor Check
Heal: 9 = 1/2 level + WIS bonus + Training
History: 1 = 1/2 level - INT penalty
Insight: 4 = 1/2 level + WIS bonus
Intimidate: 10 = 1/2 level + CHA bonus + Training
Nature 4 = 1/2 level + WIS bonus
Perception 4 = 1/2 level + WIS bonus
Religion 6 = 1/2 level - INT penalty + Training
Stealth -1 = 1/2 level + DEX bonus - Armor Check
Streetwise 10 = 1/2 level + CHA bonus
Thievery -1 = 1/2 level + DEX bonus - Armor Check
Feats
Inventory
Broden's Armour (Plate +1)| AC +9, Check -2, Speed -1 50 lb 72 GP
Direbeast Heavy Shield | AC +2, Reflex +2, Check -2 15 lb 200 GP
Opportunistic Battle-Axe | +1 to hit, +1 damage 6 lb 72 GP
Holy Symbol (Kord) 1 lb 2 GP
Onyx Dog 1 lb 168 GP
Boots Of The Fencing Master 4 lb 520 GP
Everburning Torch 1 lb 10 GP
Stonemeal Biscuit 6 GP
Potion of Healing (2) 2 lb 20 GP
Murray, the Lovable Skull Hat 1 lb
Thomas, the Hungry Skull-on-a-Stick 3 lb
Index of Edible Things 1 lb 72 GP
Standard Adventurer's Kit 30 lb
Backpack
Bedroll
Flint & Steel
Belt Pouch
Sunrods (2)
Trail Rations (7)
Hempen Rope (50 ft)
Waterskin
004 GP Cash
------ ------
111 lb 1133 GP
Stowed at the inn: 1 set ordinary plate (50 lb, 10 GP)
Basic Attacks
Opportunistic Battle-Axe +7 to hit vs AC (1/2 level + STR bonus + proficiency + enhancement)
1d10 +5 damage (STR bonus + feat bonus + enhancement)
On Critical: +1d6 damage, or +1d12 damage on an opportunity attack
Throwing Hammer +6 to hit vs AC (1/2 level + STR bonus + profiency)
(melee or 5/10 ranged) 1d6 +4 damage (STR bonus + feat bonus)
At-Will Powers
Encounter Powers
Daily Powers
Utility Powers
























