Gadka Burtannon

Hagrym PFS's page

945 posts. Organized Play character for Gerald.


Classes/Levels

Inquisitor (Gorum) 7 | AC 20/12/19 | CMD 20 (24 v. Bull rush or trips) | HP 59/59 |

Gender

F+9, R+5, W+10 (+5 v. spells and SLAs)(+3 v. poison) | Init. +9 | Perc. +13 | SenMot +15 | Move 20'

About Hagrym PFS

Hagrym
Male Dwarf Inquisitor 7
CG Medium Humanoid
Follower of Gorum
Init. +9; Perception +13 (+15 vs. unusual stonework)
Darkvision 60'

PFS # 12445-1
XP: 18
PP: 26/33 (spent 2 PP on a CLW wand, spent 5 PP on a body retrieval)
Fame: 33
Completed scenarios:

Spoiler:

1. Assault on the Kingdom of the Impossible
2. Tide of Morning
3. The Cypermage Dilemma (only 1/2 PP)
4. The Accursed Halls (3XP, 4/4 Prestige)
5. 2-13 Murder on the Throaty Mermaid
6. Destiny of the Sands Part One: A Bitter Bargain
7. Destiny of the Sands Part Two: Race to Seeker's Folly
8. 5-19 The Horn of Aroden
9. Destiny of the Sands Part Three: Sanctum of the Sages.
10 6-02 The Silver Mount Collection (0 xp, 0 PP, 0 gold)
11. Risen from the Sands (1 xp, 2 PP, 1237 gold)
12. 6-07. Valley of the Veiled Flame
13. 6-12. Scions of the Sky Key: Part 1: On Sharrowsmith's Trail
14. 6-12. Scions of the Sky Key: Part 2: On Sharrowsmith's Traill
15. 1-31. Sniper in the Deep.
16. 7-08 To Judge a Soul Part II: Karma Reclaimed (1 xp, 2 PP, 3234 gold)
17. 8-02 Ward Asunder (1 xp, 2 PP, 3232 gold)

Boons:

Spoiler:
the Horn of Aroden: you recovered the Horn of Aroden whose powers will one day become known.
: Mythic Legacy: One time use of ability as a free action, choose a feat you have and for one round, you gain the mythic version of the feat. Cross off sheet after using.
: Back to the Grave: Swift action to gain +1 on Attack versus undead. Each time you successfully hit an undead creature the bonus increases by one for five total rounds. Cross off sheet when used.
: Oread's Favor. May gain oread bonuses in the future.
: Master Smith's Service. Can repair one item as if casting Make Whole at 10th level. Can also improve Gamin the Misforged, if you own it.
: Grippli's Favor: +2 on Cha checks vs. Grippli.
: Spirits of the Past: You can channel the spirit of one of Sharaheen's past lives. If you do not have medium class levels, you can cross this boon off your sheet to use the Medium's shared seance ability for a legend of your choice.

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Defense
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AC 20, touch 12, flat footed 19
HP: 59 (7d8+ 14 Con + 7 Favored Class)
Saves (+5 vs. spells and SLA's)(+3 to saves versus poison)
Fort: +9 (Base +5, +2 Con, +2 Magic)
Ref: +5 (Base +2, +1 Dex, + 2 Magic)
Will +10 (Base +5, +3 Wis, +2 Magic)
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Offense
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Speed20' (Base 20')
Melee
+9 Dagger, 1d4+4 (19-20/x2)
+9 Silver Shortspear, 1d6+3, x2
+11 +1 Adamantine Greatsword, 2d6+6 (19-20/X2)

Ranged
+6 Light Crossbow, 1d8, 19-20/x2, 80 ft.
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Statistics
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STR19, DEX13, CON14, INT10, WIS16, CHA8

BAB: +5 CMB +9, CMD 20 (24 v. bull rush or trip)

Feats

Spoiler:
1. Steel Soul, 3. Power Attack, 3B TMK. Lookout, 5. Weapon Focus Greatsword, 6B TMK. Escape Route, 7. Improved Initiative.

Skills

Spoiler:
(6 ranks per level):
Climb +8 (1 rank + 4 Str + 3 Class)
Intimidate +12 (7 ranks -1 Cha + 3 Class + 3 Stern Gaze)
Know. Arcana +4/+7* (1 rank + 0 Int + 3 Class)
Know. Dungeoneering +5/+8*(2 Rank + 0 Int + 3 Class)
Know. Nature +4/+7* (1 Rank + 0 Int + 3 Class)
Know. Planes +4/+7* (1 Rank + 0 Int + 3 Class)
Know. Religion +10/+13* (7 Ranks + 0 Int + 3 Class)
Perception +13 (7 Ranks + 3 Wis + 3 Class)
Sense Motive +16 (7 ranks + 3 Wis + 3 Class + 3 Stern Gaze)
Stealth +6 (2 rank + 1 Dex + 3 Class)
Survival +10/+13^(4 Ranks+ 3 Wis + 3 Class)
Swim +9 (2 rank + 4 Str + 3 Class)
*when attempting to identify the abilities and weaknesses of creatures
^when following or identifying tracks.

Traits

Spoiler:

Veteran of Battle: Benefit: +1 to Initiative. If able to react in a surprise round, you may draw a weapon as a free action during that round.
Glory of Old: Benefit: +1 Trait bonus to saves versus poison, spells, SLA's.

Languages Common, Dwarven

Racial Traits:

Spoiler:
*+2 Con and Wis, -2 Cha
*Medium Size
*20' movement
*Darkvision 60'
*+4 to AC v. giant subtype
*+2 to Appraise on nonmagical goods w/gems or metals
*+1 v. orc and goblin subtype
*+2 on saves v. poison, spells, and SLA's
*+2 on Perception for unusual stonework
*+4 to CMD v. bull rush or trip
*Proficient w/ battle axes, heavy picks, warhammers and "dwarven" weapons

Inquisitor Special Abilities:

Spoiler:
*Domain--Rage. 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.
*Orisons
*Spells
*Judgments--3/per day. Begins as a swift action:
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--he 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--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
*Teamwork Feat: Lookout--Benefit: Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.
Escape Route--Benefit: An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space.
*Bane: Canmake one weapon Bane for 6 rounds per day.
*Discern Lies: can be used six rounds per day.

Spells Known:

Spoiler:

0 level--Acid Splash, Detect Magic, Disrupt Undead, Guidance, Read Magic, Stabilize
(5/day)1 level--Comprehend Languages, Cure Light Wounds, Divine Favor, Ear Piercing Scream, Protection from Evil.
(4/day) 2 level--Blistering Invective, Invisibility, See Invisibility, Silence
(2/day) 3 Level —Daylight, Heroism.

Money 767 gold plus 3232 gold.

Gear:

Spoiler:

Belt of Giant Srength +2, 4000 gp
Amulet of Natural Armor +1, 2000 gold
Cloak of Resistance +2, 4000 gp
Ring of Protection +1, 2000 gp
Wand of CLW (x29), 2 PP
Oil of Bless Weapon (x2), 200 gp
Potion of Fly (x2), 1500 gold

Weapons:
+1 Adamantine Greatsword, 5350 gp., 8 lbs.
Silver Shortspear, 91 gp
Dagger, 2 gp., 1 lb.
Light Crossbow, 35 gp, 4 lbs.
10 bolts, 1 gp, 1 lb.

Everyday Worn Items:
+1 Breastplate, 1500 gp
Traveler's Outfit w/ apron, free, no weight.
Wooden Holy Symbol
Backpack, 2 lbs.
*Waterskin, 4 lbs.
*empty sack, .5 lbs.
*4 days rations, 4 lbs.
*Bedroll, 5 lbs.
Signal Whistle
Belt Pouch, .5 lbs.
*5 tindertwigs
*mapcase, .5 lbs.
*Flint & Steel
*Fish hook

Appearance:

Spoiler:
Hagrym looks much like the sterotypical dwarf. Short, stocky, large bulbous nose, long brown beard. However, upon closer examination, he has a decent amount of muscle under his doughy outer layer. He also is never without his red hat and red apron. It's no surprise that red is his favorite color, and he considers it lucky.