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Furnok Stoneshoulder's page

13 posts. Alias of Tharasiph.


Full Name

Furnok Stoneshoulder

Race

Dwarven Inquisitor of Torag 2 Init+1;HP19/19|AC19|T15|FF:16|Fort+6|Ref+1|Will+6|Perc+9;

Gender

Male

Age

40

Alignment

Lawful Good

Languages

Common, Dwarven,

Strength 16
Dexterity 12
Constitution 15
Intelligence 10
Wisdom 16
Charisma 8

About Furnok Stoneshoulder

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Inquisitor Sanctified Slayer of Torag 2
CG Medium Dwarf
Init + 1, Perception +9

Stats/Feats/Traits:

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Statistics
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Str 16, Dex 12, Con 15, Int 10, Wis 16, Cha 8
Base Atk +1; CMB +4; CMD 15
Languages Dwarven, Common,
Favoured Class +2 Hit Points

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Feats
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Weapon Focus Dwarven Waraxe

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Traits
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Armour Expert (-1 ap)
Divine Favour (Luck Bonuses +1)

Defence/Offence:

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Defense
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AC 19, touch 13, flat-footed 14/16
hp 19 (2d8+6)
Fort +6, Ref +1, Will +6;
Move 20ft
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Offense
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Speed 20 ft

Melee Dwarven Waraxe +5 (1d10+3/*3)
Melee Warhammer +4 (1d8+3/*3)
Melee Dagger +4 (1d4+3/*2)
Melee Sap +4 (1d6+3/*2 ) (Non-Lethal)

Ranged Dagger +2 (1d4+3/*2)(20ft)

Skills:12

Climb(Str) +8 (1R)
Swim(Str) +8 (1R)

Ride(Dex) +3(0R)
Stealth(Dex) +9(1R).

Knowledge Religion(Int) +4/7 (1R +wis ID creatures)
Knowledge Dungeoneering(Int) (1R +wis ID creatures)
Knowledge Nature(Int) (0R +wis ID creatures)
Knowledge Arcana(Int) (0R +wis ID creatures)
Knowledge Planes(Int) (0R +wis ID creatures)
Spellcraft(Int) +4 (1R)

Intimidate(Wis) +8 (1R+Half Class Level)
Bluff(Wis) +4(0R)
Diplomacy(Wis) +8 (1R)
Heal(Wis) +4(0R)
Perception(Wis) +9 (2R)
Sense Motive(Wis) +8(1R +Half Class Level)
Survival(Wis) +7/+8 (1R, +Half Class Level to track)

Use Magical Device(Cha) -1 (0R)

Background Skills 4
KN (geography)(Int) +3 (1R)
Handle Animal(Cha) +1 (1R)

Gear:

Combat Gear:
Dwarven Waraxe (8/)
Warhammer (5/12)

Dagger *4 (4/8)
Sap (1/-)

Masterwork Darkwood Heavy Wooden Shield (5/227) (No AP Pen)
Breastplate (-1AP) (25/200)

Other Gear:
Backpack (2/2),
Iron holy symbol of Torag (1/5)
Chalk * 5,
Waterskin (4/1)
Trail Rations * 10 (10/5),
Mess Kit, (1/1)
Grooming Kit, (1/1)
Silk Rope 50, (5/10)
Grappling Hook, (4/1)
Signal Whistle,
Explorers Outfit,

Soap*2, (1/-)
Bedroll, (5/-)
Wandermeal *10, (5/-)

Magical Gear:

Alchemical Gear:

Gold

Encumbrance:lbs ( () or less is light)

Spellcasting:

Spellcasting
Inquisition/Domain :Conversion Diplomacy, Intimidate and Bluff use Wis for their stat bonus

rather than Cha.
Inquisitor Spells Known 0:6, 1:4
Inquisitor Spells (CL 2nd; DC 13 + Spell Level, Concentration +7)
. . 1st (4/day)(4)—Divine Favour, Cure Light Wounds, Shield of Faith
. . 0 (at will)(6)—Stabilise, Read Magic, Acid Splash, Sift, Create Water, Detect Magic,

Special Abilities:

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.
Stern Gaze(Ex):An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level
Studied Target (Ex):A sanctified slayer can study an opponent he can see as a move action. The slayer then gains a +1/5 lvls bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1/5 lvls bonus on weapon attack and damage rolls against it.

This ability replaces judgment 1/day.

Sneak Attack (Ex):This additional damage is 1d6 at 4th level, and increases by 1d6 every 3 levels thereafter.
Talented Slayer (Ex):At 8th, 16th, 17th, and 20th levels, a sanctified slayer can gain a single slayer talent
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.

Conversion Inquisition
You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side..

Charm of Wisdom (Ex):
You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.

Swaying Word (Sp)
At 8th level, once per day you may speak a word of divinely inspired wisdom that causes a single creature to switch its alliance to you. The target must be within line of sight and able to hear you. If he fails his Will save, he is affected by dominate person, except the duration is only 1 minute.

Racials:

Dwarven Racial Abilities

Darkvision 60ft
Hardy Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stability:Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Personality:

Gruff and taciturn he appears to be the typical dwarf in every way, but he hides a secret, when he is among those he trusts he attempts to be more sociable, which he fails at miserably. His logic and analysis of situations don't seem to quite mesh well with being nice to people, his succinct analysis on others tactical capabilities.

He is loyal to a fault even to his own detriment and even others, a token from his upbringing on the rough streets of Kaer Maga where the dwarven community had to stick together absolutely to survive.

Motivations & Background:

Guardian: He has made his way in life as a caravan guard and healer, he is almost always on the lookout for threats or for those that need help.

Destined: He received a vision that he assumes was from Torag, for him to seek his glory and to use that glory to better serve Torag, by returning to his ancient homeland of Brevoy and from there new horizons.

Student of War: Furnok has studied the tactics of battle and the ways of warfare since he was a child, he analyses most situations tactically.

Worship: Torag is the god Furnok worships. The desire to see others brought into the light of the chief god of the dwarven pantheon is what drives Furnok.

Furnok was born in the town of Brunderton on the night of a comet, a very auspicious sign amongst his people, the priests saw great potential within him and took him under their guardianship at a young age to educate him in the teachings of Torag and about the world.

Furnoks father Orton was killed in a mine collapse only a year after Furnok was born, his mother Getha made the long trek to Kaer Maga so that she could stay with her relatives.

The dwarves of Kaer Maga are a different lot, they band together for mutual protection in that lawless society. As a result of the hostile environment they are more prone to stealth and investigation, so that they can be forewarned about a threat and then be able to deal with that threat via swift strike from the shadows. He was trained in analysing his opponents and then the swift strike to end the fight before it began. Furnok excelled at every test, he took in the teachings of how to stalk and study the greatest of opponents and how to use their size against them.

He was not just a stalking slayer though, he kept the teachings of the priests in his heart, the glory and grace of Torag were his meat and drink. He studied with the priests of Torag and eventually he became an acolyte in the learnings of Torags faith, his skill at stalking and analysing the environment and people around him, made him a natural choice to be trained as an Inquisitor. He took his place among Torags faithful in Kaer Maga as an Inquisitor and protector of the dwarven people.

He was recognised for skills, divine abilities and keen awareness and put forward to be trained as a Duskwarden, he trained in the paths below the city with the other neophytes and quickly proved he had the skills necessary to be a warden of the city. His place amongst the Duskwardens allows him much more capability to gather information and also allows him to spread the word of Torag more effectively, what better way to combat heresy than to persuade all to follow the forge father. For several years Furnok progressed as a Duskwarden of Kaer Maga, battling threats in the deeps and keeping the peace in the city.

On the day he passed the trials of passage and became an adult amongst his people, he received a vision, he saw himself travelling to the east across mountains and all manner of rough terrain to reach a place of great familiarity to him and from there he was to go forth and spread the word of Torag to new lands.

When he described his vision to his mother, Getha told him that it was Brunderton he saw the place of his birth.

Furnok delivered the news to his fellow Duskwardens and the rest of his family that he had been called by Torag and that he had to complete a journey that would take a very long time, he offered to hand in his Duskwarden raiment, but was denied "Keep it, let all know the quality of the Duskwardens".

He hugged his mother, a kiss on the cheek to his elder sister and a quick blessing to his new nephew in her arms. His young brother Tolun he clasped forearms with. "Your turn soon brother, may our paths meet again in glory" and then he left, hefting his pack and mounting his horse.

When he arrived in Brunderton he set immediately to investigating his visions and he found that there was an expedition being planned from Restov into the Stolen Lands to pave the way for the future. He setoff for Restov and signed on for the expedition.

Appearance:

At around 5 feet he is a very tall dwarf, he has deep dusky tone to his skin, and a dark black beard and hair

Furnok has a scar running from just under his left eyebrow, running towards the left side of his lips and ending above his right eye, a blow he evaded enough for it not to be fatal.

There's something misleading about him, perhaps it's his sense of humor or perhaps it's simply a feeling of coldness. But nonetheless, he is generally able to charm people with his wit.

He wears a well made pair of brown leather boots then come up to just below his knees, and has a matching pair of leather gloves at his belt.

Even though he left the Dusk wardens he still wears the uniform.
The Dusk wardens are easily recognizable by their distinctive brown and gray uniforms, the right breast of which bears a badge with a golden arch (representing the Twisted Door) on a midnight blue background.

His travel stained clothes give an over-all appearance of utility and comfort over style.

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Gold Tracker
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Starting Gold 600 gp
Remaining gp sp cp