Dwarf Wizard

Graxer Firebeard's page

407 posts. Alias of WerePox47.


Full Name

Graxer Firebeard MAP

Race

HP 75/75(91/91) | AC 29(27) | T 17 | FF 27 | CMD 27 | Fort +15(17) | Ref +9 | Will +16(18) | Init +7 | Perc +23 | SM +26 | Spells 1st-2/6, 2nd-2/5, 3rd-1/3

Classes/Levels

Active Spells:
Ext Heroism(95m), Percieve Cues(25m), See Invis(25m), SoF(8m)

Gender

Usable:
Rage 4/15, Bane 3/13, Judgement 1/3, Hateful Retort 0/1, Discern Lies 7/8, Swap Teamwork 5/5

Age

85

Alignment

CG

Deity

Gorum

Languages

Common, Dwarf

Strength 19
Dexterity 15
Constitution 18
Intelligence 10
Wisdom 20
Charisma 8

About Graxer Firebeard

Backstory:

Living by his faith in Gorum and the sharpness of his sword Graxer is a free spirit.. Following whereever the whisper of battle and payment takes him. He recently hired on as some pointy hats bodyguard, where he met Varrel, a stout elf if he ever saw one, with a knack for fighting with blade and spell.. Not usually liking of the frail fey folk, this one was different.. He liked Varrel..

Standing roughly 4'6" Graxer is of normal stout dwarf build.. A well kept red beard pokes out from under his blackened full plate.. A large sword rests across his back, almost dragging the ground as he walks.. His eyes have a chaotic gleam to them and he sports a tattoo of his god on his left cheek..

Graxer Firebeard:

Graxer Firebeard
Dwarf Inquisitor 8
CG Medium Humanoid (dwarf)
Init +7; Senses darkvision 60 ft.; Perception +16
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Defense
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AC 26, touch 14, flat-footed 24 (+11 armor, +2 Dex, +1 NA, +2 Luck)
hp 75 (8d8+32); judgement of sacred healing 3
Fort +13, Ref +7, Will +14; +5 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, judgement of sacred protection +2; DR judgement of sacred resiliency 2: magic; Resist judgement of sacred purity +2, judgement of sacred resistance 6 (fire)
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Offense
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Speed 30 ft.
Melee +1 Greatsword +11/+6 (2d6+7/19-20/x2)
Special Attacks bane (+2/2d6)(13 rounds/day), hatred, judgement of sacred destruction +3, judgement of sacred justice +3, judgement of sacred piercing +3, judgement of sacred smiting(magic, chaos, good), rage (14 rounds/day)
Spell-Like Abilities Detect Alignment (At will), Discern Lies(8 rounds/day)
Inquisitor Spells Known(CL 8th): Conc. +13
0 (at will) Acid Splash, Daze(DC 15), Detect Magic, Guidance, Sift,
1st (6/day) Disguise Self, Divine Favor, Ear-Piercing Scream(DC 15), Expeditious Retreat, Shield of Faith
2nd (5/day) Invisibility, Perceive Cues, Resist Energy, See Invisibility
3rd (3/day) Burst of Speed, Dimensional Anchor, Heroism
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Statistics
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Str 19, Dex 15, Con 18, Int 10, Wis 20, Cha 8
Base Atk +6/+1; CMB +10; CMD 24(28 vs. Bull Rush, 28 vs. Trip)
Feats Armor Proficiency(Heavy), Extra Rage, Outflank(Latest Teamwork), Power Attack -2/+6, Precise Strike, Steel Soul
Traits Glory of Old, Fates Favored
Skills Acrobatics +1(+6 Jump), Climb +7, Heal +8, Intimidate +12, Knowledge(arcana) +7(+12), Knowledge(dung) +6(+11), Knowledge(history) +2(+7), Knowledge(nat) +4(+9), Knowledge(planes) +7(+12), Knowledge(rel) +6(+11), Perception +16(+18 to notice unusual stonework), Sense Motive +20, Spellcraft +4, Stealth +5, Survival +13 (+17 to track), Swim +4; Racial Modifiers monster lore lorekeeper
Languages Common, Dwarven
SQ domains (anger inquisition), hardy, hateful retort (1/day), judgement (3/day), lorekeeper, slow and steady, solo tactics, stability, stonecunning +2, teamwork feat (change 5/day), track
Combat Rod of lesser extend, Wand of cure light wounds, Wand of cure serious wounds, Wand of lesser restoration; Other Gear +1 Amulet of NA, +2 Spiked Mithril Full plate of Comfort, +1 Furious Greatsword, Belt of Physical Perfection +2, Headband of Wisdom +4, Cloak of resistance +3, Featherstep slippers of striding and springing, Jingasa of the fortune soldier, Gloves of Reconnaissance, Bane baldric, Handy haversack, Cracked vibrant purple prism ioun stone, Mwk Battleaxe, Bedroll, Rations x10, Chalk x2, Tattooed Holy Symbol, 156 GP
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Special Abilities
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Bane (+2/2d6) (13 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (8 rounds/day) (Sp) Discern Lies as an Immediate Action.
Feather Step Slippers These fine silken slippers allow their wearer to ignore the adverse movement effects of difficult terrain as if subject to the feather step spell, including granting the ability to take 5-foot steps in difficult terrain.
Glory of Old You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Gloves of Recon On command, the wearer can use the gloves to see and hear though solid material no more than 15 feet thick by placing both hands on that material. The gloves can be used for 10 rounds each day. The rounds need not be consecutive.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hateful Retort (1/day) (Ex) Immediate, when hit make a melee attack vs the one who hit you.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Inquisitor Domain (Anger Inquisition) Deities: Gorum, Rovagug.
Divine Rage: At 6th level, you gain the ability to rage
Judgement (3/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +3 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 3 (Su) Fast Healing
Judgement of Sacred Justice +3 (Su) Attack bonus
Judgement of Sacred Piercing +3 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +2 (Su) AC bonus
Judgement of Sacred Purity +2 (Su) Save bonus
Judgement of Sacred Resiliency 2: Magic (Su) DR/magic
Judgement of Sacred Resistance 6 (Fire) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic, Chaos, Good) (Su) DR bypass
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknesses of creatures.
Outflank Flanking bonus increases to +4 if the other flanker also has this feat, and ally gets an AoO if you score a critical hit against the target.
Power Attack -2/+6 You can subtract from your attack roll to add to your damage.
Rage (15 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Second Judgement (Ex) Gain 2 judgements when the ability is used and can switch them as a swift action.
Shake It Off Gain +1 to all saving throws per adjacent ally
Slow and Steady Your base speed is never modified by encumbrance.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Teamwork Feat (change 5/day) Swap your most recent Teamwork feat for another
Track +4 Add the listed bonus to survival checks made to track.

Wands/Rods/Other:

Gloves of Recon 10/10
Jingasa 1/1
Ioun stone - Shield (CL 1st)
Rod of Lesser Extend 0/3
Cure Light Wounds 44/50
Cure Serious Wounds 35/50
Lesser Resto 47/50

Potions/Other:

Cure Mod(5)
Cure Serious
Fly
Touch of the Sea(2)
Enlarge(2)
Lesser Resto(2)
Snapleaf
Elixir of Sneaking

Scrolls:

1st Level (CL 1)
Comprehend Languages
Deadeye's Lore (2)
Detect Undead(2)
Expeditious Retreat(3)
Hide from Undead(2)
Keep Watch(4)
Pro. Evil(2)
True Strike(2)

2nd Level (CL 3)
Bloodhound
Communal Pro Evil
Delay Disease
Delay Poison
Knock
Lesser Restoration(2)
Remove Paralysis
See Invisibility
Silence
Tongues
Whispering Wind

3rd (Cl 5th)
Daylight
Dimensional Anchor

Available Teamwork Feats:

Allied Spellcaster - +2 bonus on level checks to overcome spell resistance.
Back to Back - +2 to AC against flanking opponents.
Improved Back to Back - Grant adjacent ally +2 to AC against flanking opponents.
Coordinated Defense - +2 bonus to CMD.
Coordinated Maneuvers - +2 bonus on combat maneuver checks.
Duck and Cover - Take ally’s result on Reflex saving throw.
Escape Route — You do not provoke attacks of opportunity when moving through spaces adjacent to allies.
Lookout — Act in surprise round if ally can act.
Outflank - Gain +4 bonus on attack rolls when flanking. When you crit while flanking it provokes for your flanking partner
Pack Attack - Ally’s attack allows you to take a 5-foot step
Paired Opportunists — +4 bonus on attacks of opportunity.
Precise Strike - When flanking you deal an additional 1d6 points of precision damage with each successful melee attack.
Shake It Off — Gain +1 to all saving throws per adjacent ally
Shielded Caster — +4 bonus on concentration checks.
Stealth Synergy — Take the highest roll made by you and your allies on Stealth checks.
Swap Places — Switch places with an adjacent ally.
Tribe Mentality — When you and an ally are simultaneously hit with an enchantment or emotion effect, you both roll saves but use either result.

Potential Modifiers:

Heroism +2 hit/saves/skills
Rage +4hit/+5dam
Divine Favor +3hit/+3dam
Power Attack -2hit/+6dam
Bane +2hit/+2dam +2d6
Judgement +3 hit
Haste +1 hit/reflex/extra attack