Gadka Burtannon

Rak Opal's page

442 posts. Alias of Zin Z'arin.


Full Name

Rak Opal

Race

| HP: 21/23 | AC: 18 (12 Tch, 16 Fl) | CMB: +5, CMD: 17 (15 Fl) | F: +6, R: +5, W: +7 | Init: +6 | Perc: +9, SM +10

Classes/Levels

| Speed 20ft | Active conditions: none

Gender

Male CG Dwarf Inquisitor/Slayer 3

Age

105

About Rak Opal

Rak Opal
Male Dwarf Inquisitor (Sanctified Slayer) of Cayden Cailean 2 / Slayer (Vanguard) 1
CG Medium Humanoid (dwarf)
Init +6; Senses Darkvision 60 ft.; Perception +9

Str 16, Dex 15, Con 10, Int 12, Wis 16, Cha 6

Resources:

Spells per day
1st (3/day) [ ][ ][ ]

Omen Swift action demoralize (1/day) [ ]


Automatic Bonus Progression:

. . Resistance +1 at 3rd level, gain a +1 resistance bonus to all saving throws

Defense:

AC 18, touch 12, flat-footed 16 (+5 armor, +1 shield, +2 Dex); CMD 17 (21 vs. bull rush, 21 vs. trip; 15 (19) Fl)
hp 23 (2d8, 1d10, +2 fcb)
Fort +6, Ref +5, Will +7
Special Defenses
. . Defensive Training +4 dodge bonus to AC against monsters of the giant subtype
. . Hardy +2 racial bonus on saving throws against poison, spells, and spell-like abilities
. . Resistance +1 at 3rd level, gain a +1 resistance bonus to all saving throws
. . Stability +4 racial bonus to CMD when resisting a bull rush or trip attempt while standing on the ground

Offense:

BAB +2; CMB +5
Speed 20 ft.
Melee
. . rapier/shield bash +4/+4 (1d6+3/1d3+1)
. . mwk rapier +6 (1d6+3/18-20, P)
. . mwk light shield bash +6 (1d3+3, B)
. . battleaxe +5 (1d8+3/×3, S)
. . morningstar +5 (1d8+3, B/P)
. . spear +5 (1d8+4/x3, P)
. . cestus +5 (1d4+3/19-20, B/P)
. . unarmed strike +5 (1d3+3 nonlethal, B)
. . touch +5
Ranged
. . spear +4 (1d8+3/×3, P, 20 ft)
. . ranged touch +4
Special Attacks
. . Bludgeoner take no penalty on attack rolls for using a lethal bludgeoning weapon to deal nonlethal damage
. . Giant Hunter +1 bonus on attack rolls against humanoids with the giant subtype
. . Giant Slayer +1 trait bonus on attack and damage rolls against creatures of the giant subtype
. . Rock Stepper may 5' step into rubble, broken ground, or steep stairs difficult terrain
. . Studied Target +1 (move action) +1 weapon attack, damage vs. studied target
. . Two-Weapon Fighting penalties on attack rolls when wielding two weapons are reduced by 2 primary and 6 secondary
. . Zealous -5 to hit and +2 to damage on your first attack against a target known to be of a different religion than you
. . Zest for Battle whenever you have a morale bonus to weapon attack rolls, you also receive a +1 trait bonus on weapon damage rolls

Spells:

Inquisitor (Sanctified Slayer) Spells Known (CL 1st; concentration +4)
1st (3/day)
. . Cure Light Wounds Standard action, V/S, touch, instant
. . Divine Favor Standard action, V/S/DF, personal, 1 minute
. . Wrath Standard action, V/S/M (a thorny vine), personal, 1 minute
0 (at will)
. . Create Alcohol (ale or wine) Standard action, V/S, close, instant
. . Create Water Standard action, V/S, close, instant
. . Detect Magic Standard action, V/S, 60 ft, concentration up to 1 min/level
. . Guidance Standard action, V/S, touch, up to 1 min
. . Resistance Standard action, V/S/DF, touch, 1 min
. . Stabilize Standard action, V/S, close, instant

Inquisitor (Sanctified Slayer) Spell-Like Abilities
. . Detect Alignment can use detect chaos, detect evil, detect good, detect law at will; can only use one at a time

Spell Modifiers
. . Studied Target +1 (move action) +1 spell DC vs. studied target


Feats & Traits:

Feats
. . Bludgeoner (bonus feat) take no penalty on attack rolls for using a lethal bludgeoning weapon to deal nonlethal damage
. . Breadth of Experience +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained
. . Two-Weapon Fighting penalties on attack rolls when wielding two weapons are reduced by 2 primary and 6 secondary

Traits
. . Giant Slayer +1 trait bonus on Bluff, Perception, and Sense Motive checks, and on attack and damage rolls against creatures of the giant subtype
. . Memorable when you modify a character’s attitude with the Diplomacy or Intimidate skill, the attitude change lasts 1-1/2 times longer than it otherwise would; whenever you create a fear or mind-affecting effect that imposes a penalty or bonus with a duration of at least 2 rounds, it lasts 1 additional round after it would normally end
. . Omen gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you; once per day, you may attempt to demoralize an opponent as a swift action
. . Zest for Battle whenever you have a morale bonus to weapon attack rolls, you also receive a +1 trait bonus on weapon damage rolls

Drawback
. . Zealous -5 to hit and +2 to damage on your first attack against a target known to be of a different religion than you

Proficiencies
. . Armor Proficiency, Light No penalties on attack rolls while wearing light armor
. . Armor Proficiency, Medium No penalties on attack rolls while wearing medium armor
. . Dwarven Weapon Familiarity proficient in battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon
. . Inquisitor Weapon Proficiencies No penalties on attacks made with a hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity
. . Martial Weapon Proficiency No penalty on attacks made with martial weapons
. . Shield Proficiency no penalties on attack rolls when using a shield
. . Simple Weapon Proficiency No penalty on attacks made with simple weapons


Skills:

Skill Points 21 (6 background) (6 Inquisitor/Slayer, +1 Int, +2 background/level)
ACP -4 (-4 Armor, -0 Shield, -3 Encumbrance)
*ACP applied to these skills

Adventuring Skills
[1] *Acrobatics +2 (-4 to jump)
[ ] Bluff +3 (+1 vs. giant subtype)
[1] *Climb +3
[1] Diplomacy +7
[ ] Disguise -2
[ ] *Escape Artist -2
[ ] *Fly -2
[1] Heal +7
[3] Intimidate +11
[1] Knowledge (arcana) +7
[1] Knowledge (dungeoneering) +7
[1] Knowledge (local) +7
[1] Knowledge (nature) +7
[ ] Knowledge (planes) +3
[1] Knowledge (religion) +7
[3] Perception +9 (+1 vs. giant subtype)
[ ] *Ride -2
[3] Sense Motive +10 (+1 vs. giant subtype)
[1] Spellcraft +5
[1] *Stealth +2
[1] Survival +7 (+1 to track, +2 to track vs. giant subtype)
[ ] *Swim -1

Background Skills
[ ] Appraise +1
[ ] Craft (any) -1 (+2 with tools, +2 on checks related to metal or stone)
[3] Craft (weapons) +7 (+2 on checks related to metal or stone)
[ ] Knowledge (engineering) +3
[1] Knowledge (geography) +7
[ ] Knowledge (history) +3
[ ] Knowledge (nobility) +3
[1] Linguistics +2
[ ] Profession (any) +5 (+2 on checks related to metal or stone)
[1] Profession (barkeep) +9 (+2 on checks related to metal or stone)

Skill Modifiers
. . Domain: Conversion inquisition Charm of Wisdom (Ex): Wis instead of Cha for Bluff, Diplomacy, Intimidate
. . Craftsman +2 racial bonus on all Craft or Profession checks related to metal or stone
. . Giant Slayer +1 trait bonus on Bluff, Perception, and Sense Motive checks against creatures of the giant subtype
. . Giant Hunter +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype
. . Memorable when you modify a character’s attitude with the Diplomacy or Intimidate skill, the attitude change lasts 1-1/2 times longer than it otherwise would; whenever you create a fear or mind-affecting effect that imposes a penalty or bonus with a duration of at least 2 rounds, it lasts 1 additional round after it would normally end
. . Monster Lore +3 adds Wisdom modifier on Knowledge skill checks in addition to Intelligence modifier when making skill checks to identify the abilities and weaknesses of creatures
. . Omen gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you; once per day, you may attempt to demoralize an opponent as a swift action
. . Stern Gaze +1 morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1)
. . Studied Target +1 (move action) +1 Bluff, Knowledge, Perception, Sense Motive, Survival vs. studied target
. . Track +1 add 1/2 inquisitor level on Survival checks to follow or identify tracks

Languages Common, Dwarven, Giant, Goblin


Special Abilities:

Racial Abilities
+2 Constitution, +2 Wisdom, -2 Charisma
. . Craftsman +2 racial bonus on all Craft or Profession checks related to metal or stone; replaced greed
. . Darkvision (60 feet) You can see in the dark (black and white only)
. . Defensive Training +4 dodge bonus to AC against monsters of the giant subtype
. . Dwarven Weapon Familiarity proficient in battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon
. . Giant Hunter +1 bonus on attack rolls and +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype; replaces hatred
. . Hardy +2 racial bonus on saving throws against poison, spells, and spell-like abilities
. . Rock Stepper may 5' step into rubble, broken ground, or steep stairs difficult terrain; replaces stonecunning
. . Slow and Steady speed is never modified by armor or encumbrance
. . Stability +4 racial bonus to CMD when resisting a bull rush or trip attempt while standing on the ground

Inquisitor Class Abilities
. . Domain: Conversion inquisition Charm of Wisdom (Ex): Wis instead of Cha for Bluff, Diplomacy, Intimidate
. . Cunning Initiative +3 (Ex) add Wis to Initiative checks in addition to Dex
. . Detect Alignment (Sp) can use detect chaos, detect evil, detect good, detect law at will; can only use one at a time
. . Monster Lore +3 (Ex) adds Wisdom modifier on Knowledge skill checks in addition to Intelligence modifier when making skill checks to identify the abilities and weaknesses of creatures
. . Stern Gaze +1 (Ex) morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1)
. . Studied Target +1 (move action) (Ex) +1 Bluff, Knowledge, Perception, Sense Motive, Survival, weapon attack, damage, spell DC vs. studied target
. . Track +1 add 1/2 inquisitor level on Survival checks to follow or identify tracks

Slayer Class Abilities
. . Lookout (Ex) add 1/2 slayer level (minimum 1) to Initiative checks
. . Studied Target +1 (move action) (Ex) +1 Bluff, Knowledge, Perception, Sense Motive, Survival, weapon attack, damage, spell DC vs. studied target


Gear:

Light up to 76 lbs. Medium up to 153 lbs. Heavy up to 230 lbs.
Current Load Carried 149 lbs. (Medium)
Money 5 gp 3 sp 7 cp

Containers
Backpack
Belt Pouch
Spell Component Pouch

Worn items
Scale Mail (+5 AC, +3 Max Dex, -4 ACP, 25% arcane failure)
Light Steel Shield, Masterwork (+1 AC, -0 ACP, 5% spell failure)
Cleric's Vestments
Wooden Mug/Tankard (acts as holy symbol of Cayden Cailean)

Weapons
Battleaxe
Cestus
Morningstar
Rapier, Masterwork
Spear (3)

Backpack
Artisan's Tools (Craft (weapons))
Bedroll
Candle (10)
Canteen
Fishhook (2)
Flint and Steel
Folding Chair
Grappling Hook
Hammock
Hemp Rope (50 ft.)
Mess Kit
Pot
Sewing Needle
Small Tent
Soap
String or Twine
Thread (50 ft.)
Torch (10)
Trail Rations (5)
Whetstone

Belt Pouch
Caltrops (2)
Earplugs
Holy Text
Ink, black
Inkpen
Signal Whistle
Money


Background:

The door shivered as it caught on a spear before popping off, banging to a close behind the dwarf. He let his eyes adjust and then headed to the bar. Looking sharp but traveled, the dwarf would have been unremarkable except for the glut of weaponry strapped to or hanging from his body. Well, that or the tankard around his neck. The one that he just drank deeply from before grabbing a seat.

"The shingle says Diiv's Place. You Diiv?"

The barkeep nods his head and responds, "Sure, that's me." He eyes a spear that's almost scraping his ceiling before continuing. "Never really had anyone bring their own pint in; not sure how I feel about that."

The dwarf laughs, and a friendly smile breaks out on his face. "Don't you worry, Diiv, I'm sure your ale's fantastic, and I'll drink plenty of it." He chuckles again. "I'm actually looking for work. I work hard, and I'm not looking to get rich. I see you have a shrine to the Accidental God over there, so I think you'll get me. The road from here to Janderhoff has been getting dangerous, and I want to see if I can do something about it. I can sling drinks, chop ice, turn beds, boil wort, or mop floors. You name it. You get that for giving me a place to sleep, some grub, and the freedom to wander off for a couple of days here and there until I figure it how to make the road safe again. Deal?"

Rak Opal is a traveling bar-back. He moves from town to town, staying for a month, a year, or more. There's always work to be found at the local tavern, and Rak always fits in at the local tavern. If they have a shrine to Cayden Cailean, he makes sure it's well tended. If not, he makes sure they do before he leaves. He's kept a log, in the margins of a disorderly journal. One day he should put it all together in a book, a travel guide as it were. Until then, this'll do.


10 Minute Background:

Think up at least 5 things about the character and his background that are essential to the character. This is your foundation for the character.

  • Rak grew up in a family of silversmiths in Highhelm (Zest for Battle trait, Craft (weapons) skill); his family started travelling through the Five Kings Mountains, and eventually beyond to the remaining Sky Citadels and other dwarven settlements to mentor other dwarves in the art of silversmithing (Breadth of Experience feat).

  • During this travel, Rak started to recognize that the wilds were unsafe due to monsters and brigands alike, and that the bars, inns, and taverns on the road were the safe spots. He grew to appreciate the safety of these warm public hearths and saw that there were often shrines to Cayden Cailean in these places. He was inspired to serve Cayden by trying to make travelers on the road safer from monsters; i.e. to bring the safety of the tavern out to the road and the wilds (Inquisitor, Cayden Cailean).

  • Before starting this life adventuring, Rak attempted to serve Cayden in a more mundane way by opening up his own bar. He found that he didn't have the people skills to make this successful, as he would end up inadvertently insulting his patrons, speaking too close to sensitive subjects, or just being blunt where tact is needed. Through the experience of this business failure, and Cayden's grace, he's taught himself to be more circumspect with people, using his wisdom to guide his interpersonal interactions (Conversion Inquisition).

  • Rak considers himself a bit of a monster specialist. He's learned much about giants from his time in the Five Kings Mountains (Giant Slayer trait, Giant Hunter alt-racial trait), about undead through his family knowledge of silversmithing (Vampire Slayer archetype), and has taught himself how to focus on a single target in battle to great effect (Sanctified Slayer archetype).

  • Rak has embraced the example of his diety's "Drunken God" aspect, using a 1 liter tankard that hangs around his neck as his holy symbol, and making abundant use of Cayden's "Create Ale" alternate casting of "Create Water" to keep it full.

Think up at least 2 goals for the character. These are the things the character or you, the player want to see happen.

  • Rak wants to civilize giants, showing them how Cayden Cailean teaches that all kinds can share drinks together. He would like a world where he can take a giant down to the pub (a pub with quite different accommodations and layout, of course). Failing that, he wants giants to fear him by name should they threaten an area he protects.

  • Rak wants to kill a dragon. Not really even for a good reason. He fights giants because they're big and iconic, and they were *always around* while he was growing up. He fights vampires because his family were already experts, and taught him about silvered weapons. But dragons? No reason. He just wants to do it.

Think up at least 2 secrets for the character. 1 should be a secret that the character has, and 2 should be a secret that involves the character but the character doesn't know yet.

  • Rak's love of Cayden Cailean is as much about ale as it is about making the world a safer place.

  • @GM: I'd prefer to discuss this second one with you. Preparing for an AP is different from home gaming, and I think this unknown secret ought to tie into the AP if possible (assuming that the detail of the 10 Minute Background is what you're looking for).

Describe 3 people tied to the character through blood, romance or honor. Two should be friendly, one should be hostile. Everyone has friends and enemies.

  • Rak's mother is a master silversmith, it was her expertise that drew his family to dwarven establishments across Golarion, and she taught Rak what he knows of smithing. She continues to travel around Golarion sharing her knowledge of smithing. Rak may not know where she is all the time, but can always get a message to her if he makes contact with any dwarven settlement of reasonable size.

  • Sandpoint local (@GM: I would also defer to you as to who this might be; perhaps there's a good adventure hook you know of from the AP) who was saved by Rak from brigands on the road some years ago; this person contacted Rak about the festival and that's why Rak has come to town.

  • @GM: The hostile is another good opportunity to tie into the AP. Perhaps a bandit leader I thwarted in the past or someone like that.

Describe 3 memories the character has. They don't have to be elaborate, but they should provide some context and flavor.

  • Rak remembers the first time his mother showed him the smithing process. More than anything else, he was fascinated by the way the hard metal melted into a liquid that could be poured and worked. He loved the look of molten silver shimmering with ripples as it waited to be poured into a mold.

  • Rak remembers the first time his family stopped at an inn on the road. He was very shy and uncomfortable around people (because he knew he'd say something wrong), and he was so pleasantly surprised at how friendly and welcoming everyone was.

  • There's a part of that first trip that Rak tries not to remember. The caravan they were traveling in was set upon by a band of brigands who employed a necromancer. It was his family's knowledge of fighting undead with silver that helped get them out alive, but it wasn't enough to get everyone out alive. He remembers the way the undead monsters swarmed over the bodies of those that couldn't be saved.


Advancement:

Level 1
20 point buy
S: 16, D: 15, C: 10, I: 12, W: 16, Ch: 6
Dwarf
+2 Constitution, +2 Wisdom, -2 Charisma
Racial Abilities: Darkvision (60 ft), Defensive Training +4, Dwarven Weapon Familiarity, Hardy +2, Slow and Steady, Stability +4
Alternate Racial Abilities: Craftsman, Giant Hunter, Rock Stepper
Inquisitor (Sanctified Slayer)
hp 10 (max 8 at 1st, +1 Con, +1 favored class)
+2 Fortitude, +0 Reflex, +2 Will
Class Abilities: Charm of Wisdom, Diety's Favored Weapon (Rapier), Monster Lore +3, Stern Gaze +1, Studied Target +1
Domain: Conversion Inquisition
Feat: Breadth of Experience
Traits: Giant Hunter, Glory of Old, Memorable, Zest for Battle
Drawback: Zealous
Skill points (7): Heal, Intimidate, Know (nature), Know (religion), Perception, Sense Motive, Spellcraft
Background Skill point (2): Craft (weapons), Profession (barkeep)
Favored Class Bonus: +1 hp
Orisons known (4): create water (includes ale/wine), detect magic, guidance, stabilize
1st level spells known (2): cure light wounds, wrath

Level 2
Inquisitor (Sanctified Slayer)
hp +9 (rolled 7, +1 Con, +1 favored class)
+1 Fortitude, +0 Reflex, +1 Will
Class Abilities: Cunning Initiative +3, Detect Alignment (at will), Track +1
Skill points (7): Diplomacy, Intimidate, Knowledge (arcana), Perception, Sense Motive, Stealth, Survival
Background Skill point (2): Craft (weapons), Linguistics (goblin)
Favored Class Bonus: +1 hp
Orisons known (+1): resistance
1st level spells known (+1): divine favor
Retrain Glory of Old trait to Omen trait

Level 3
Automatic Bonus Progression: Resistance +1
Slayer (Vanguard)
hp +7 (rolled 4, taking 6, +1 Con)
+2 Fortitude, +2 Reflex, +0 Will
+1 BAB
Class Abilities: Lookout
Feat: Two-Weapon Fighting
Skill points (7): Acrobatics, Climb, Intimidate, Knowledge (dungeoneering), Knowledge (local), Perception, Sense Motive
Background Skill point (2): Craft (weapons), Knowledge (geography)


Planning:

Favored class: hp at all levels
Level 4: Inquisitor
Level 5: Slayer (Vanguard) for Tactician (share teamwork feat)
5: Deific Obedience
Level 6+: Evangelist (Inquisitor)
7: Enforcer
9: Improved Shield Bash
11: Improved Crit (rapier)
13+: Steel Soul? Intimidating Prowess? Other Crit (rapier)?