Hammer of JusticeHammer of Justice CR 4Source NPC Codex pg. 114 XP 1,200 Dwarf paladin of Torag 5 LG Medium humanoid (dwarf) Init –1; Senses Perception +7 Aura courage (10 ft.)DefenseAC 19, touch 9, flat-footed 19 (+8 armor, –1 Dex, +2 shield) hp 62 (5d10+30) Fort +8, Ref +0, Will +6; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants); Immune disease, fearOffenseSpeed 20 ft. Melee +1 warhammer +9 (1d8+3/×3) Ranged mwk light crossbow +5 (1d8/19–20) Special Attacks +1 on attack rolls against goblinoid and orc humanoids, channel positive energy (DC 12, 3d6), smite evil 2/day (+0 attack and AC, +5 damage) Spell-Like Abilities (CL 5th; concentration +5) At will—detect evil Paladin Spells Prepared (CL 2nd; concentration +2) 1st—divine favorTacticsDuring Combat The paladin prefers melee. He uses Power Attack if easily able to hit opponents, and his divine bond to give his weapon the flaming property.StatisticsStr 14, Dex 8, Con 18, Int 10, Wis 14, Cha 11 Base Atk +5; CMB +7; CMD 16 (20 vs. bull rush or trip) Feats Power Attack, Toughness, Weapon Focus (warhammer) Skills Craft (weapons) +4, Knowledge (religion) +5, Perception +7 (+9 to notice unusual stonework), Sleight of Hand +1 Languages Common, Dwarven SQ aura, code of conduct, divine bond (weapon +1, 1/day), lay on hands (2d6, 2/day), mercy (sickened) Combat Gear potion of shield of faith; Other Gear half-plate, heavy steel shield, +1 warhammer, masterwork light crossbow with 10 bolts, silver holy symbol, 107 gp
A hammer of justice lives to crush evil with his divinely enhanced weapon, and is beholden to none but his god.
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