Molric

Arthus's page

56 posts. Organized Play character for Michael_Hopkins.


Full Name

Arthus Pithammer

Race

Dwarf Male Barbarian (Brutal Pugilist) 12, Fighter 2, Inquisitor of Gorum 2

Classes/Levels

HP 190/190 | AC 20 T 12 FF 18 | DR 2/- | Fort +18 Ref +6 Will +13 | Init +14 | Per +19 21 Unusual Stonework Darkvision | Spd 40

Gender

Wands:
CLW 6/50 ; Infernal Healing 48/50 ; True Strike 44/50

Size

Medium

Age

63

Special Abilities

Brutal Pugilist, Greater Rage, Increased Damage Reduction x3, Slow and Steady

Alignment

Chaotic Neutral

Deity

Gorum

Languages

Common and Dwarven

Occupation

Battlerager

Strength 22
Dexterity 15
Constitution 18
Intelligence 10
Wisdom 12
Charisma 5

About Arthus

Arthus Pithammer
Male Barbarian 12 / Fighter 2 / Inquisitor 2
CN Medium Dwarf / Humanoid (Dwarf)
Init +14; Senses Perception +16, Darkvision 60 ft
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DEFENSE
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Normal:

AC 20, touch 12, flat-footed 18 (+7 armor, +2 dex, +1 natural armor)
hp 181 (1d8+2d10+12d12+75)
DR 2/-
Fort +18, Ref +6, Will +13
Armor Brawling Mithral Chainshirt +3, Light
Defensive Abilities Bravery (PFCR 21),Defensive Training (PFCR 21), Damage Reduction (PFCR 34), Hardy (PFCR 21), Relentless (PFAPG 11), Sight of the Unseeing (Boon: 06-00)
[spoiler=Raging]
AC 18, touch 10, flat-footed 16 (+7 armor, +2 dex, +1 natural armor)
hp 198 (2d10+8d12+40)
DR[/] 3/-
[b]Fort
+22, Ref +6, Will +15
Armor Brawling Mithral Chainshirt +3, Light
Defensive Abilities Bravery (PFCR 21),Defensive Training (PFCR 21), Damage Reduction (PFCR 34), Hardy (PFCR 21), Relentless (PFAPG 11), Sight of the Unseeing (Boon: 06-00)

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OFFENSE
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Normal:

Spd 40 ft/x4
Melee Unarmed Strike +23/+18/+13 (1d8+8) 20/x2 (+3 dmg on first strike)
. . .+1 Dueling Heartseeking Mithral Spiked Gauntlet +22/+17/+12 (1d4+7) 20/x2; Disarm ; Ignores miss for consealment vs most living targets
. . .+1 Evil Returning Evil Outsider Bane Cold Iron Throwing Axe +22/+17/+12 (1d6+9) 20/x2; [2HD]
. . .+1 Holy Adamantine Warhammer +22/+17/+12 (1d8+10) 20/x3; {2HD]
Ranged +1 Evil Returning Evil Outsider Bane Cold Iron Throwing Axe +18/+13/+8 (1d6+6) 20/x2;
Special Attacks Foes of the Forge Father (Boon: 06-00), Hatred (PFCR 21)

Raging:

Spd 40 ft/x4
Melee Unarmed Strike +24/+24/+19/+14 (1d8+11) 20/x2 (+4 dmg on first strike)
. . .+1 Dueling Heartseeking Mithral Spiked Gauntlet +25/+20/+15 (1d4+10) 20/x2; Disarm ; Ignores miss for consealment vs most living targets
. . .+1 Evil Returning Evil Outsider Bane Cold Iron Throwing Axe +25/+20/+15 (1d6+14) 20/x2; [2HD]
. . .+1 Holy Adamantine Warhammer +25/+20/+15 (1d8+14) 20/x3; {2HD]
Ranged +1 Evil Returning Evil Outsider Bane Cold Iron Throwing Axe +18/+13/+8 (1d6+9) 20/x2;
Special Attacks Foes of the Forge Father (Boon: 06-00), Hatred (PFCR 21)

Spells CL 2
1st 1/day: Protection Against Evil, Shield of Faith, True Strike
0th at will: Detect Magic, Detect Posion, Guidance, Read Magic, Stabilize
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STATISTICS
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Normal:

Str 22, Dex 15, Con 18, Int 10, Wis 12, Cha 5
BAB +15, CMB +21 (+31 Grapple), CMD +33 (+43 Grapple)
Feats Alertness (PFCR 117), Armor Proficiency (LIGHT/MEDIUM/HEAVY) (PFCR 118), Dragon Style (PFUC 98), Greater Grapple (PFCR 125), Improved Grapple (PFCR 127), Improved Initiative (PFCR 127), Improved Unarmed Strike (PFCR 128), Iron Will (PFCR 135), Ironhide (PFAPG 164), Rapid Grappler (PFUC 114-115), Shield Proficiency (PFCR 133), Steel Soul (PFAPG 125), Toughness (PFCR 135), Tower Shield Proficiency (PFCR 135-136)
Skills Acrobatics +10 [Jump +19], Climb +15, Handle Animal +13 (+2 Dayjob Check), Knowledge (Nature) +5, Linguistics +6, Perception +16 (Unusual Stonework +18), Sense Motive +8, Spellcraft +6, Survival +10, Swim +11
SQ Slow and Steady (PFCR 21), Greater Rage (PFCR 33), Rage (PFCR 32), Rage Powers (PFCR 32-34)
SU Judgment (PFAPG 38-39), Increased Damage Reduction (PFCR 33), Increased Damage Reduction (PFCR 33), Increased Damage Reduction (PFCR 33)
MC Inquisitor Domain (PFAPG 38), Inquisitor Orisons (PFAPG 38)
Ex Improved Savage Grapple (PFAPG 78), Pit Fighter (Grapple, Grapple) (PFAPG 78), Savage Grapple (PFAPG 78)
Rage Powers Brawler (PFAPG 34), Brawler, Greater (PFAPG 34), Swift Foot (PFCR 34)
TraitsArmor Expert (Combat) (PFAPG 327), Obervant (Faction: Grand Lodge) (PFSc: GtPSOP)
Languages Abyssal, Azlanti, Common, Dwarven, Elven, Gnome, Halfling, Infernal

Raging:

Str 28, Dex 15, Con 24, Int 10, Wis 12, Cha 5
BAB +15, CMB +23 (+33 Grapple), CMD +34 (+44 Grapple)
Feats Alertness (PFCR 117), Armor Proficiency (LIGHT/MEDIUM/HEAVY) (PFCR 118), Dragon Style (PFUC 98), Greater Grapple (PFCR 125), Improved Grapple (PFCR 127), Improved Initiative (PFCR 127), Improved Unarmed Strike (PFCR 128), Iron Will (PFCR 135), Ironhide (PFAPG 164), Rapid Grappler (PFUC 114-115), Shield Proficiency (PFCR 133), Steel Soul (PFAPG 125), Toughness (PFCR 135), Tower Shield Proficiency (PFCR 135-136)
Skills Acrobatics +10 [Jump +19], Climb +18, Handle Animal +8 (+10 Dayjob Check), Knowledge (Nature) +5, Linguistics +6, Perception +16 (Unusual Stonework +18), Sense Motive 8, Spellcraft +6, Survival +10, Swim +14
SQ Slow and Steady (PFCR 21), Greater Rage (PFCR 33), Rage (PFCR 32), Rage Powers (PFCR 32-34)
SU Judgment (PFAPG 38-39), Increased Damage Reduction (PFCR 33), Increased Damage Reduction (PFCR 33), Increased Damage Reduction (PFCR 33)
MC Inquisitor Domain (PFAPG 38), Inquisitor Orisons (PFAPG 38)
Ex Improved Savage Grapple (PFAPG 78), Pit Fighter (Grapple, Grapple) (PFAPG 78), Savage Grapple (PFAPG 78)
Rage Powers Brawler (PFAPG 34), Brawler, Greater (PFAPG 34), Swift Foot (PFCR 34)
TraitsArmor Expert (Combat) (PFAPG 327), Obervant (Faction: Grand Lodge) (PFSc: GtPSOP)
Languages Abyssal, Azlanti, Common, Dwarven, Elven, Gnome, Halfling, Infernal

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GEAR
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Equipped Magic Items Phase Locking Amulet of Might Fists, Armbands of the Brawler, Belt of Giant Strength +4, Boots of Striding and Springing, Brawling Mithral Chainshirt +3, Gauntlets of the Twisting Vines, Handy Haversack, Muleback Cords, Sipping Jacket, Wayfinder [Adamantine] (Socket: Clear Spindle Ioun Stone)
Ioun Stones Pink Rhomboid (Typical), Eastern Star Ioun Stone
Combat Gear Potion Cure Light Wounds (2), Potion Cure Moderate Wounds, Potion of Enlarge Person (3) Potion of Water Breathing, Wand of Cure Light Wounds, Wand of Infernal Healing, Wand of true Strike ; Alchemist's Fire (9), Alkali Flask (10), Holy Water (9), Liquid Ice (10), Thunderstone (9)
Other Gear Monk's Robes, Waterskin, Flint/Steel, Bedroll, Tent, Winter's Blanket, Silk Rope, Adventurer's Sash
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Rage Powers
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Brawler While raging, the barbarian is treated as if she has Improved Unarmed Strike. If she already has the feat, her unarmed strike deads 1d6 damage.

Brawler, Greater{/b] While raging, the barbarian is treated as if the has Two-Weapon Fighting when making unarmed strike attacks.

Improved Damage Reduction While raging, your DR increases to 3/-

Swift Foot Whenever raging, the barbarian gains a +5 enhancement bonus to speed.
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SPECIAL
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Improved Savage Grapple (Ex): At 5th level, the brutal pugilist takes no penalties to Dexterity, attack rolls, and combat maneuver checks when she has the grappled condition. She also is treated as one size larger than her actual size when determining whether she can be grappled using the grab feature or swallowed by another creature. This ability replaces improved uncanny dodge.

Pit Fighter (Ex): At 3rd level, the brutal pugilist has learned combat tricks from fighting in pit brawls and gladiatorial arenas. She selects one combat maneuver and gains a +1 insight bonus on her CMB or to her CMD in that maneuver. This bonus increases to +2 if the barbarian is wearing no armor (shields are allowed). At every three levels after 3rd, the barbarian may select another combat maneuver and add this bonus on her CMB or to her CMD. This bonus can be applied to each maneuver no more than twice, once on CMB and once to CMD. This ability replaces trap sense. (Grapple, Grapple)

Savage Grapple (Ex): At 2nd level, the brutal pugilist takes only half the normal penalties to Dexterity, attack rolls, and combat maneuver checks when she has the grappled condition. She can make an attack of opportunity against creatures trying to grapple her even if they possess the Improved Grapple feat or the grab special attack. If she hits with this attack of opportunity, she gains a +2 circumstance bonus to her CMD against the grapple attempt. She cannot make these attacks of opportunity once a grapple has succeeded. This ability replaces uncanny dodge.

Inquisitor:

Weapon and Armor Proficiency: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

Spells: An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell's level.

To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor's spell is 10 + the spell level + the inquisitor's Wisdom modifier.

An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table 2–3. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

An inquisitor's selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor's choice. At each new inquisitor level, she gains one or more new spells as indicated on Table 2–4. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table 2–4 are fixed.)

Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Domain: Like a cleric's deity, an inquisitor's deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM's approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.

Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.

Judgment (Su): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

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).

Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Stern Gaze (Ex): 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).

Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Solo Tactics (Ex): At 3rd level, all of the inquisitor's allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.

As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.

Bane (Su): At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor's level. These rounds do not need to be consecutive.

Discern Lies (Sp): At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

Second Judgment (Ex): At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.

Stalwart (Ex): At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability.

Greater Bane (Su): At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.

Exploit Weakness (Ex): At 14th level, the inquisitor learns to take advantage of any opportunity that presents itself. Whenever the inquisitor scores a critical hit, she ignores any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration on the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability. Finally, if the inquisitor deals energy damage to a creature with vulnerability to that energy type, she deals +1 point of damage per die rolled.

Third Judgment (Ex): At 16th level, whenever an inquisitor uses her judgment ability, she selects three different judgments, instead of just two. This only consumes one use of her judgment ability. As a swift action, the inquisitor can change one of these judgments to another type.

Slayer (Ex): At 17th level, an inquisitor learns to focus her judgment. Whenever an inquisitor uses her judgment ability, she must select one type of judgment. She is treated as if she were 5 levels higher for the purposes of determining the bonus granted by the judgment. Unlike other types of judgment, the one enhanced by this ability cannot be changed for the remainder of the judgment

True Judgment (Su): At 20th level, an inquisitor can call true judgment down upon a foe during combat. Whenever an inquisitor uses her judgment ability, the inquisitor can invoke true judgment on a foe as a swift action. Once declared, the inquisitor can make a single melee (or ranged attack, if the foe is within 30 feet) against the target. If the attack hits, it deals damage normally and the target must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the inquisitor's level + the inquisitor's Wisdom modifier. Regardless of whether or not the save is made, the target creature is immune to the inquisitor's true judgment ability for 24 hours. Once this ability has been used, it cannot be used again for 1d4 rounds.

Chaotic, Evil, Good, and Lawful Spells: An inquisitor can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good and lawful descriptors in their spell descriptions.


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Boons
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[06-00]
Foes of the Forge Father Extensive wall carvings document the dwarves’struggle against their ancestral enemies, and having read the atrocities committed by giants, goblins, and orcs, you have dedicated yourself to defeating them. You gain a +2 bonus on attack rolls to confirm critical hits against humanoids with the giant, goblin, or orc subtype, and deal additional damage equal to your weapon's critical hit modifier when you score a critical hit against such a foe; this additional damage is added to the final total, and not added to the critical hit modifier itself.

Sight of the Unseeing Your exposure to Jormundun’s prophecies and ancient cults has given you exceptional insight into future events. You gain a +1 insight bonus to AC and on saving throws when flat-footed or during a surprise round.

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Tracked Resources
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Wand of CLW (6/50)
Wand of Infernal Healing (48/50)
Wand of True Strike (44/50)
Potion of CLW (2/2)
Potion of CMW (1/1)
Potion of Enlarge Person (3/3)
Potion of Water Breathing (1/1)
Alchemist Fire (9/10)
Alkali Flask (10/10)
Holy Water (9/10)
Liquid Ice (10/10)
Thunderstone (9/10)

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Scenarios Completed
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00-33: Assault on the Kindom of the Impossible
03-07: Echoes of the Overwatched
04-19: Night March of Kalkamedes
05-21: The Merchant's Wake
Race for the Runecarved Key
Murderer's Mark
00-43: The Pallid Plague
06-05: Slave Ships of Absalom
06-06: Hall of the Flesh Eaters
06-00: Legacy of the Stone Lords
05-18: The Stranger Within
06-02: The Silver Mount Collection
06-01: Trial by Machine
5-99: The Paths we Choose
Carrion Hill
Emerald Spire: The Circle of Vissk-Thar
Emerald Spire: The Spire Axis
06-98: Serpents Rise
Emerald Spire: The Tomb of Yarrix
Emerald Spire: The Automaton Forge
Emerald Spire: The Pleasure Guardens
Emerald Spite: The Throne of Azlant
Emerald Spire: The Emerald Root
Siege of the Diamond City
Tomb of the Iron Medusa