Ban Hammerfist, Human Paladin of Iomedae - Myth-Weavers


Ban Hammerfist, Human Paladin of Iomedae

Ban Hammerfist, Human Paladin of Iomedae

Ban Hammerfist
Ban Hammerfist
Class & Level: Paladin
Race: Human
Gender: Male
Age: 23
Height: 6'4"
Weight: 230 lb.
Alignment: LG

Your family has been friends with the Deverins of Magnimar for a generation, and you’ve grown accustomed to hobnobbing with the aristocracy even if you have little or no interest in such matters.
Choose two ability boosts. One must be to Charisma or Intelligence, and one is a free ability boost.
You gain the Hobnobber feat, and you’re trained in the Nobility Lore skill.
Family Friend
Deity: Iomedae
Ethnicity: Ulfen

INIT:+0 HD: 1d10

AC: 16 HP: 21

STR: 18/+4
DEX: 10/+0
CON: 16/+3
INT: 10/+0
WIS: 10/+0
CHA: 14/+2

Saves: Expert in Fortitude, Trained in Reflex, Expert in Will
Speed: 25 ft.
Perception: Trained

Languages:Common, Skald

Acrobatics (Dex)
Arcana (Int)
Athletics (Str) *
Crafting (Int) *
Deception (Cha)
Diplomacy (Cha) *
Intimidation (Cha)
Nobility Lore (Int)
Medicine (Wis) *
Nature (Wis)
Occultism (Int)
Performance (Cha)
Religion (Wis) *
Society (Int)
Stealth (Dex)
Survival (Wis)
Thievery (Dex)

Weapons: Trained in all simple and martial weapons
Armor: Trained in all armor and shields

Class Features
Paladins are divine champions of a deity. You must be lawful good and worship
a deity that allows lawful good clerics. See the list of deities on page 72.
Actions fundamentally opposed to your deity’s alignment or ideals are
anathema to your faith. A few examples of acts that would be considered
anathema appear in each deity’s entry. You and your GM will determine
whether other acts count as anathema.
In addition, you must follow the paladin’s code below. Deities often add
additional strictures for their own paladins (for instance, Shelyn’s paladins never
attack first except to protect an innocent, and they choose and perfect an art form).
If you stray from lawful good, perform acts anathema to your deity, or violate
your code of conduct, you lose your Spell Point pool and righteous ally until
you demonstrate your repentance by conducting an atone ritual (see page 275),
but keep any other paladin abilities that don’t require those class features.
Code of Conduct
The following is the fundamental code all paladins follow. The tenets are listed
in order of importance, starting with the most important. If a situation places
two tenets in conflict, you aren’t in a no-win situation; instead, follow the most
important tenet. For instance, if an evil king asked you if innocent lawbreakers
were hiding in your church so he could execute them, you could lie to him, since
the tenet forbidding you to lie is less important than the tenet prohibiting the harm
of an innocent. An attempt to subvert the paladin code by engineering a situation
allowing you to use a higher tenet to ignore a lower tenet (telling someone that
you won’t respect lawful authorities so that the tenet of not
lying supersedes the tenet of respecting lawful authorities, for
example) is a violation of the paladin code.

• You must never willingly commit an evil act, such as murder,
torture, or the casting an evil spell.
• You must not use actions that you know will harm an innocent,
or through inaction cause an innocent immediate harm when you
knew your action could reasonably prevent it. This tenet doesn’t
force you to take action against possible harm to innocents or to
sacrifice your life and potential to attempt to protect an innocent.
• You must act with honor, never cheating, lying, or taking
advantage of others.
• You must respect the lawful authority of the legitimate ruler
or leadership in whichever land you may be, following their
laws unless they violate a higher tenet.
The Paladins Code
If your deity’s favored weapon (see page 72) is uncommon,
you gain access to it. If the weapon is simple, increase the
damage die by one step when you wield it (d4 to d6, d6
to d8, d8 to d10, d10 to d12).
Deific Weapon
As a paladin, you are a stalwart protector of those under
your charge. You gain the Retributive Strike reaction.
Retributive Strike
Divine power flows through you, and you have learned
to channel it to heal others. This grants you special spells
called champion powers. You gain a pool of Spell Points
you can spend to cast champion powers. Your maximum
number of Spell Points is equal to your Charisma modifier
(minimum 0). You regain all your Spell Points when you
prepare each day. Your key spellcasting ability score is
Charisma, and you’re trained in spell rolls and spell DCs
for your champion powers. Your champion powers are
divine spells.
Champion powers are available only to paladins, and they
can’t be learned by other characters. They appear in the Spells
chapter (page 192). Some paladin feats grant you additional
champion powers, and such feats typically increase your
pool of Spell Points. The spell level of each of your champion
powers is equal to half your character level, rounded down,
and produces heightened effects (see page 192) for those
champion powers that have heightened entries.
You gain the ability to cast the lay on hands champion
power by spending 1 Spell Point.
Champion Powers
At 1st level and every even-numbered level thereafter, you
gain a paladin class feat. Paladin class feats are described
beginning on page 108.
Paladin Feats


You were raised to be ambitious and always reach
for the stars, causing you to progress quickly in your chosen
field. You gain a 1st-level class feat for your class.
Natural Ambition
You embody an aspect of your deity. Choose one of your deity’s domains (see
the Deity table on page 72). You gain the ability to cast the domain’s initial domain power as a
champion power by spending 1 Spell Point. Increase your Spell Point pool by 1.
Deitys Domain
Your long hours in the hospice have taught you additional techniques for
treating wounds. Your proficiency rank in Medicine increases to trained, and Medicine is
a signature skill for you. Increase the healing from lay on hands from d4s to d6s.
Hospice Knight
You can attempt to Gather Information twice as
many times as usual during a day of downtime (typically six to
eight attempts instead of three to four).

InventoryMoney: 9.5 sp
  • Chain Mail (60 sp)
  • Heavy Steel Shield (20 sp)
  • Bastard Sword (35 sp)
  • Dagger (2 sp)
  • Backpack (1 sp)
  • Bedroll (1 cp)
  • Belt pouch (4 cp)
  • Climbing kit (5 sp)
  • Flint and steel (5 cp)
  • Lantern Bull’s-eye (10 sp)
  • Rations (10 day) (5 sp)
  • Rope Hemp (50 feet) (1 sp)
  • Waterskin (5 cp)

This is the first time I'm trying PF 2E app, so it's bound to be some mistakes, I'd appreciate if they could be pointed out for the future. Thanks

You get an additional 8 hp from the human ancestry. 2e characters are a bit tougher at low levels.

Oh, I wondered what to do with that ancestry HP, but 21 seemed a bit high for lvl 1. Thanks for pointing it out

They might actually survive Level 1.

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