Hammer of Justice (Dwarf Paladin 5)


Hammer of Justice CR 4

XP 1,200
Dwarf Paladin 5
LG Medium humanoid (dwarf)
Init –1; Senses Perception +7
Aura courage (10 ft.)

DEFENSE

AC 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, fear

OFFENSE

Speed 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)
Paladin Spell-Like Abilities (CL 5th; concentration +5)

At will—detect evil

Paladin Spells Prepared (CL 2nd; concentration +2)

1st—divine favor

TACTICS

During 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.

STATISTICS

Str 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

DESCRIPTION

A hammer of justice lives to crush evil with his divinely enhanced weapon, and is beholden to none but his god.


Section 15: Copyright Notice

Pathfinder Roleplaying Game NPC Codex © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.