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Angus Coldforge's page

58 posts. Alias of STR Ranger.

Full Name

Angus Coldforge


Dwarf Witchunter Inquisitor (Init +1,AC18, F4/R1/W4+5vs spls/poison, HP10)


Witchunter Inquisitor














Dwarf, Common, Giant



Strength 16
Dexterity 12
Constitution 14
Intelligence 13
Wisdom 15
Charisma 8

About Angus Coldforge

Growing up in a temple of the Inheritor leads to a certain kind of life for most. Honor, Duty, Sacrifice are the credo of the Imodaen Clergy. So it was for Angus. He listend to every lesson, obeyed every rule, followed every order. He would have made a fine Templar. Were it not for his brother. Always reading, always exploring, always late for practise. He was the other side of his Coin. Not wise but a brilliant intellect, a capable warrior and a decent heart. Angus saw only the best in his sibling and loved him as a brother should. That was the problem. After decades living within the Temple of Many's confines, his brothers dabbling with the arcane went awry and the bishop's son was temporarily blinded. If that scolding wasn't bad enough the son and the young acolytes retribution upon Angus's brother was more than he would tolerate. I had been an accident and they'd seen fit to beat him within an Inch of his life. That was the day Angus found his true Patron, the Emphyreal Lord of Vengeance. It was also the day the temple enlisted them into Korvosa's guard and severed thier ties with the failed Dwarves.
Now his service done, he moves on to Katapesh to find his way.

Angus Coldforge
Height: 4'5" Weight: 176 lbs. Hair: Brown Eyes: Brown

Favored Class:
Inquisitor 1sp

Hit Points: 8+(2Con per level+0Favored)= 10
Initiative: +1
AC: 18 (1Dex, 6Armor, 1shield)/Touch: 11/Flat Footed: 16+4 to AC vs Giants
Armor/Protective Item: +1 Breastplate (Armor/Shield Bonus: +6; Max Dex: +3; Armor Check: -3; Arcane Spell Failure: 20%; Weight: 30 lbs )

Shield: Buckler (Shield bonus: +1)

Protective Item(Misc): Nil

Speed: 20' (4 squares)Not reduced by Armor or Encumberence

Saves: Add +5 racial to saves vs spells
Fortitude: +2(2Con)=4
Reflex: +0(1Dex)=1
Will: +2(2Wis)=4

BAB: +0
CMB: +3
CMD: +14 +4 racial to resist bull rush or trip


+1 to Attack vs Giants

War hammer
Attack +3 Damage: 1d8+3 Critical x3 Type: B

Attack +3 Damage: 1d8+3 Critical x3 Type: S

Cestus R.hand or
Cestus L.hand
Attack +3 Damage: 1d4+3 Critical 19-20/x2 Type: P or S

Attack: +1 Damage: 1d6+3 Critical: x2 Range: 30ft Type: P


Acrobatics: ranks, 1dex: 1
Bluff 0ranks-1Cha:
Climb 0ranks, 3Str:
Craft (Armor) 4ranks +2racial+1Int:7
Craft (Weapons)4ranks +2racial+1Int[/ b]: 7
[b]Diplomacy 0ranks -1Cha
: -1
Disguise 0ranks-1Cha:-1
Escape Artist:
Handle Animal :
Heal 0ranks 2Wis:2
Intimidate 0ranks-1Cha+1Stern Gaze:0
Knowledge (arcana)*ranks, 1Int:5
Knowledge (dungeoneering)* 4ranks:, 1Int 5
Knowledge (nature):0ranks, 1Int
Knowledge (planes)*: 0ranks, 1Int:0
Knowledge (religion)*4ranks, 1Int: 5
Linguistics*: 1Int=
Perception 4ranks, 2Wis:7
Profession* (Blacksmith)ranks,2racial+ 2Wis:4
Ride, 4ranks, 1Dex: 5
Sense Motive 0ranks, 2Wis+1Stern Gaze: 3
Sleight of Hand*:
Spellcraft*4ranks, 1Int: 5 +2Wis mod to id spells, scrolls
Stealth 4ranks, 1Dex:5
Survival 0ranks, 2Wis: 2 +2 to track Giant Subtype
Swim ranks, 3Str: 3
Use Magic Device*:

Bold=Class Skill / * Trained only
All Str/Dex based skills take Armor Check Penalty

Racial Traits::

•+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
•Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
•Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
•Darkvision: Dwarves can see in the dark up to 60 feet. (see darkvision).
•Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Alt racial TraitCraftsman: Dwarves are known for their superior craftsmanship when it comes to metal and stone works. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks that create objects from metal or stone.
Alt racial Trait Giant Hunter Some dwarves train from a young age in the best tactics to fight against giants. As a result, giant hunter dwarves gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype.
•Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
•Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Alt Racial TraitRock Stepper: Many dwarves can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
•Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Steel Soul

Glory of Old (+1 to Dwarven Racial Save bonus)
Threatening Defender- When you use Combat expertise the penalty to attack is lessened by 1

Special Abilities:

Rage Domain- Ferocious StrikeDestructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level Bonus +2. You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 5/day 5 left
Judgement 1/day,1 left
Spell Sage (add wis to spellcraft), Orisons
Stern Gaze-Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

[spoiler= Judgements]
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Gear & Money::

Arms and Armor:
Agile Breastplate (self craft) 200gp
Buckler (self craft)3gp
2x Cestus (self craft)5gp
Dagger (self Craft) 1gp
Sap 1gp
Battleaxe (self craft)5gp
War hammer (self craft) 4gp
2x Javelins 2gp

Other Gear
Holy symbol, wooden; Ragathiel
Artesan's tools (craft weapons) 5gp
Artesan tools (craft armor) 5gp
3 waterskins
Adventurer's Outfit

GP: 2gp

Gems & Jewelry:

Magic Items:


Spells Known
0-Light, Create Water, Detect Magic

1st level, 2/day2 left
Divine Favor, Protection from Evil



[spoiler=Player's notes]
When in a line:
Broken Wing Gambit+Paired Oppourtunists= free attack for ally, plus one for me at +4.

When Scouting: Stealth Synergy let's me use Shinon's roll if it's better than mine.

When you want Max AC: Shield wall. Provided I am adjacent to John, my heavy shield grants +4 AC instead of two.

When Flanking:
Outflank +4 to flank attacks.

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