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The Cinderlander

Gregor Hawthorne's page

91 posts. Pathfinder Society character for Deane Beman.


Race

Human/Inquisitor - HP: 30/30, - AC: 17/T: 12/FF: 15 - Perception: +8

Classes/Levels

- F: +6 / R: +6/ W: +6 - CMB: +5 - CMD: 17, Speed: 30

About Gregor Hawthorne

Gregor Hawthorne
Male Human Inquisitor 3
LN Medium Humanoid (human)
Init +4; Senses Perception +8
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Defense
--------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 30 (3d8+12); judgement of sacred healing 2
Fort +6, Ref +6, Will +6
Defensive Abilities judgement of sacred protection +1; DR judgement of sacred resiliency 1: magic; Resist judgement of sacred purity +1, judgement of sacred resistance 4 (cold)
--------------------
Offense
--------------------
Speed 30 ft.
Melee Cold Iron Sickle +5 (1d6+3/x2) and
. . Masterwork Morningstar +6 (1d8+3/x2) and
. . Silver Light mace +5 (1d6+3/x2)
Special Attacks agile feet (5/day), judgement of sacred destruction +2, judgement of sacred justice +1, judgement of sacred piercing +2, judgement of sacred smiting (magic)
Spell-Like Abilities Detect Alignment (At will)
Inquisitor Spells Known (CL 3):
1 (4/day) Shield of Faith, Protection from Evil, Litany of Sloth, Wrath
0 (at will) Read Magic, Detect Magic, Light, Detect Poison, Disrupt Undead, Stabilize
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 14, Int 10, Wis 14, Cha 8
Base Atk +2; CMB +5; CMD 17
Feats Lightning Reflexes, Power Attack -1/+2, Precise Strike, Toughness +3
Traits Armor Expert, World Traveler (Knowledge [local])
Skills Acrobatics +1, Climb +6, Diplomacy +4, Disguise +3, Escape Artist +1, Fly +1, Intimidate +5, Knowledge (arcana) +4 (+6 to identify the abilities and weaknesses of creatures), Knowledge (dungeoneering) +4 (+6 to identify the abilities and weaknesses of creatures), Knowledge (local) +6 (+8 to identify the abilities and weaknesses of creatures), Knowledge (nature) +4 (+6 to identify the abilities and weaknesses of creatures), Knowledge (planes) +4 (+6 to identify the abilities and weaknesses of creatures), Knowledge (religion) +4 (+6 to identify the abilities and weaknesses of creatures), Perception +8, Ride +1, Sense Motive +7, Spellcraft +4, Stealth +1, Survival +7 (+8 to track), Swim +6 Modifiers monster lore
Languages Common
SQ domains (travel), judgement (1/day), solo tactics, teamwork feat (change 2/day), track
Combat Gear Wand of cure light wounds, Alchemist's fire (2), Caltrops; Other Gear Masterwork Kikko armor, Cold Iron Sickle, Masterwork Morningstar, Silver Light mace, Cloak of resistance +1, Wayfinder (empty), Backpack (16 @ 12 lbs), Belt pouch (1 @ 2 lbs), Chalk (5), Crowbar, Earplugs, Abadar, Ink, black, Inkpen, Mirror, Parchment (5), Scroll case (5 @ 0 lbs), Sewing needle, Silk rope, Smoked goggles, String or twine, Thread (50 ft.), Wrist sheath, spring loaded (1 @ 0 lbs), 3049 GP, 3 SP
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Special Abilities
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Agile Feet (5/day) (Su) For 1r, you ignore difficult terrain.
Armor Expert -1 Armor check penalty.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Inquisitor Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +2 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 2 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +2 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 4 (Cold) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Teamwork Feat (change 2/day) Swap your most recent Teamwork feat for another
Track +1 Add the listed bonus to survival checks made to track.

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Journal
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Starting Gear:

Backpack
Belt Pouch
Caltrops
Chalk x5
Cold Iron Sickle
Crowbar
Earplugs
Explorer's Outfit
Silver Holy Symbol of Abadar
Ink, black
Inkpen
Kikko Armor
Morningstar
Mirror
Parchment x5
Scroll Case
Sewing Needle
Silk Rope (50')
Silver Light Mace
Smoked Goggles
String (50')
Thread (50')
3 GP

Level 1:

0-35: Voice in the Void
-----XP: +1; PP: +2; GP: 501
-----Items sold: Kikko Armor (15gp), Morningstar (4gp)
-----Items purchased: Masterwork Kikko Armor (180gp); Masterwork Morningstar (308gp), Spring Loaded Wrist Sheath (5gp); Wand of Cure Light Wounds (2PP)
-----Total GP: 30
-----Total Fame/Prestige: 2/0
3-01: The Frostfur Captives
-----XP: +1; PP: +2; GP: 502
-----Items purchased: 2x Alchemist's Fire (40gp)
-----Total GP: 492
-----Total Fame/Prestige: 4/2
3-18: The God's Market Gamble
-----XP: +1; PP: +2; GP: 517
-----Items purchased: Cloak of Resistance +1 (1000gp)
-----Total GP: 9
-----Total Fame/Prestige: 6/4

Level 2:

3-23: The Goblinblood Dead
-----XP: +1; PP: +2; GP: 504
-----Items purchased: Wayfinder (250gp)
-----Total GP: 263
-----Total Fame/Prestige: 8/6
Mod: We Be Goblins!
-----XP: +1; PP: +1; GP: 500
-----Total GP: 763
-----Total Fame/Prestige: 9/7
4-01: Rise of the Goblin Guild
-----XP: +1; PP: +2; GP: 520
-----Total GP: 1283
-----Total Fame/Prestige: 11/9

Level 3:

2-21: The Dalsine Affair
-----XP: +1; PP: +2; GP: 1250
-----Total GP: 2533
-----Total Fame/Prestige: 13/11
4-07: Severing Ties
-----XP: +1; PP: +2; GP: 516
-----Total GP: 3049
-----Total Fame/Prestige: 15/13

Miscellaneous Boons:

Song of the Serpent
Prince of Wolves
Evoking Day 4712
Crystalhue 4712



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