About Augrim Whyrwharf
AUGRIM WHYRWHARF
Male dwarf Barbarian 1/ Inquisitor (Gorum) 8
Medium humanoid (dwarf)
Init +3; Senses Perception +15 (17 stonework), darkvision 60’
DEFENSE
AC 23 (+2 breastplate +8, +2 heavy steel shield +4, +1 dex), touch 11, flat-footed 22
CMD 21 (25 vs bullrush and trip)
HP 106(1d12+5+8d8+40+9)
Fort (8) +13, Ref (2) +3, Will (6) +9
Defensive Abilities +2 to saves versus poison, +4 to saves versus spells and spell-like abilities; +4 dodge bonus against giant subtype
Immunities None
Resistances None
OFFENSE
Speed 30 ft
Melee +3 dwarven waraxe +15/+10 (1d10+9; 20/x3)
+3 dwarven waraxe with rage +17/+12 (1d10+12; 20/x3)
+3 dwarven waraxe with Power Attack +13/+8 (1d10+15; 20/x3)
+3 dwarven waraxe with Power Attack and rage +15/+10 (1d10+18; 20/x3)
Ranged dagger +8 (1d4+4; 19-20/x2; 10’)
Special Actions
Rage: 14/17 rounds per day; +1 to attack rolls against orcs and goblinoids
STATISTICS
Abilities Str 18 (+4), Dex 12 (+1), Con 20 (+5), Int, 12 (+1), Wis 16 (+3) Cha 6 (-2)
Base Attack +7/+2; Melee Touch +11/+6; Ranged Touch +8/+3
CMB +11
Feats
Toughness (1), Weapon Focus, dwarven waraxe(3), Outflank (I3), Power Attack (5), Steel Soul (7), Paired Opportunists (I6), Raging Vitality (9)
Traits
Dirty Fighter: +1 damage when flanking with ally (multiplied on critical)
Zest for Battle: +1 damage (multiplied on critical) when possessing a morale bonus to attack rolls
Skills
Perception (9) +15 (+17 stonework)
Intimidate (9) +14
Sense Motive (8) +18
Survival (9) +15 (+19 to follow tracks)
Knowledge (Nature) (9) +15
Stealth (8) +11-3
Knowledge (Dungeoneering) (8) +14
Knowledge (Religion) (8) +14
Appraise (0) +1 (+3 for stone or gems)
Languages
Common, Dwarven, Terran
JUDGEMENTS
Destruction: +3 sacred bonus to damage
Healing: Fast Healing 3
Justice: +2 sacred bonus to attack rolls
Piercing: +3 to concentration checks and checks to overcome spell resistance
Protection: +2 sacred bonus to Armour Class
Purity: +2 sacred bonus to Saving Throws
Resiliency: DR 2/Magic
Smiting: Weapons become magical and gain an alignment to overcome DR
MAGIC
Inquisitor
Rage Subdomain
Caster Level 8; Concentration +11; Spell Penetration +8
Abilities
Detect Good/Evil/Law/Chaos: At will
Destructive 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 (minimum 1). 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 (6).
Rage (Su): At 8th level, you can enter a fearsome rage, like a barbarian, for a number of rounds per day equal to your cleric level (8). At 12th and 16th level, you can select one rage power. You cannot select any rage power that possesses a level requirement, but otherwise your barbarian level is equal to 1/2 your cleric level (4). These rounds of rage stack with any rounds of rage you might have from levels of barbarian.
Spells Known
Level 0 (at will) detect magic, disrupt undead, guidance, stabilize, virtue
Level 1 (5/5 per day) bless, cure light wounds, divine favour, expeditious retreat, protection from chaos/god/evil/law
Level 2 (4/5 per day) aid, cure moderate wounds, flames of the faithful, weapon of awe
Level 3 (3/3 per day) cure serious wounds, prayer, searing light
EQUIPMENT
Coins – 154 gp, 39 sp, 0 cp
Weapons – +3 dwarven waraxe (18,320 gp, 12 lbs), dagger (2 gp, 1 lb)
Armour – +2 breastplate (4,250 gp, 30 lbs), +2 heavy steel shield (4,170 gp, 15 lbs)
Alchemical
Other Combat Gear
Scrolls
Potions – potion of cure moderate wounds (300 gp, -- lbs)
Wands – wand of cure light wounds (50) (750 gp, -- lbs)
Other Magic Items – belt of physical perfection +2 (16,000 gp, 1 lb), cloak of resistance +1 (1,000 gp, 1 lbs), pearl of power I (1,000 gp, -- lbs)
Mundane Gear – explorer’s outfit (10 gp, 8 lbs), 2 bear traps (4 gp, 20 lbs), backpack (2 gp, 2 lbs), silk rope (100 feet, 20 gp, 10 lbs), 3 waterskins (3 gp, 12 lbs), bedroll (1 sp, 5 lbs), grappling hook (1 gp, 4 lbs)