Harsk

Aillig Breakteeth's page

236 posts. Organized Play character for Kobash.


Classes/Levels

Dwarven Inquisitor 3/Gunslinger 1 | HP 34/34 | AC 19 F 16 T 13 | CMD 16 | Fort +7 Ref +6 Will +7 | Init +7 | Perc +10 | Sense Motive +8

About Aillig Breakteeth

PFS# 7162-6
Faction: Grand Lodge
XP: 12
PP: 14 (9 spent)
FAME: 15

DESCRIPTION:

RACE: Dwarf
CLASS/LEVEL: Inquisitor 3/Musket Master Gunfighter 1
DIETY: Torag
ALIGNMENT: LN
INIT: +7
AC: 19 [F: 16 T: 13]
FOR: +7 REF: +6 WIL: +7
HP: 34

STR 10 DEX 16 CON 14 INT 14 WIS 17 CHA 5

BA +3 CMB +3 CMD 16
+1 Musket +7 (1d12+1, x4)
Acid Splash +7 (1d3+1, x2)
Club +3 (1d6, x2)

SKILLS: [30 ranks]
Acrobatics 3 (+10)
Craft - Alchemy 1 (+6)
Intimidate 2 (+10)
Heal 4 (+11/13)
Knowledge - arcane 2 (+7) *+10 with Monster Lore
Knowledge - dungeoneering 2 (+7) *+10 with Monster Lore
Knowledge - engineering 1 (+6) *+9 with Monster Lore
Knowledge - nature 1 (+6) *+9 with Monster Lore
Knowledge - planes 1 (+6) *+9 with Monster Lore
Knowledge - religion 4 (+9) *+12 with Monster Lore
Linguistics 1 (+6) *Aklo
Perception 3 (+10)
Sense Motive 1 (+9)
Spellcraft 2 (+7)
Stealth 1 (+6)
Survival 1 (+8)

Languages: Common (Taldane), Dwarven, Undercommon, Hallit, Aklo

FEATS: point blank shot, precise shot, gunsmithing, rapid reload (musket)
TRAITS: magical lineage (spiritual weapon), bruising intellect (use Intelligence for Intimidation)
SPECIAL: dwarven racial abilities, inquisition (tactics), monster lore, stern gaze, cunning initiative, detect alignment, track, rapid reloader, determination

Judgement (1/day - 0 Used)
Inquisitor's direction (6/day - 3 Used)
Grit (3 Max - 3 Remaining)

Inquisitor Spells (CL 3 DC 13+)
0 – read magic, detect magic, guidance, sift, acid splash, +1 more
1st Level (3/day - 2 Used) – true strike, cure light wounds, divine favor, lend judgement

SCENARIO and PRESTIGE:

SCENARIOS and ADVENTURES
Emerald Spire - Level 1 3xp/4pp/1398gp
Emerald Spire - Level 2 3xp/5pp/1536gp
Emerald Spire - Level 3 3xp/4pp/3726gp
Emerald Spire - Level 4 1.5xp/2pp/2450gp

WEALTH and EQUIPMENT:

Total Accumulated Wealth - 9260 gp

Starting Purchases
Kikko armor 50gp
Buckler 5gp
light crossbow 35gp
Crossbow bolts (2) 1gp
Iron holy symbol 5gp
Club
(Sold) Backpack 2gp
Scroll of cure light wounds 25gp (expended)
Scroll of magic weapon 25gp
*SubTotal - 148

Emerald Spire - Level 2
Land Rush (A) 2 Prestige Points
Wand of bless (47) 2 Prestige Points
Wand of cure light wounds (17) 300gp *from Chronicle
Mwk backpack 50gp
Sack 1sp
50' silk rope with grappling hook 11gp
Alchemist fire x2 40gp (1 expended)
Scrivener's kit 2gp
Journal 10gp
Cold iron crossbow bolts (10) 2gp
spring-loaded wrist sheath x2 10gp
Scroll of comprehend languages 25gp
Scroll of remove fear 25gp
Scroll of true strike x2 50gp
*SubTotal - 525.1

Emerald Spire - Level 3
Land Rush (B2) 2 Prestige Points
Battered musket (from class)
Upgrade musket to masterwork 300gp
Enchant musket to +1 2000gp
Black powder (10 doses) 10gp
Black powder (10 doses) 10gp
Black powder (10 doses) 10gp
Black powder (10 doses) 10gp
Bullets (10) 1gp
Cold iron bullets (10) 2gp
Silver bullets (8) 20gp
Adamantine bullets (10) 61gp
*SubTotal - 2424

Emerald Spire - Level 4
Handy Haversack 2000gp
4 potions of touch of the sea 200gp (3 expended)
Spear 2gp
*SubTotal - incomplete

TOTAL Spent 2997.1
CURRENT Wealth 6262.9

Dwarf Racial Traits:

+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.

Medium: Dwarves are Medium creatures and receive no bonuses or penalties due to their size.

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet.

Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.

Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.

Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

(Alternate racial trait) Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.

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.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Preacher (Archetype):

Some inquisitors wander the land to spread the true word of their faith. Often they come into conflict with those hostile to their teachings or to the preacher's need to help those who cannot help themselves. The leaders of evil or aggressive religions send these preachers into new territories to win converts and hopefully allies. Often, they start uprisings against powers hostile to their religion, or defend a group of honest believers from the depredations of the unfaithful.

Determination (Ex): At 3rd level, the preacher is a person of few words on the battlefield, but those words hold great power and authority. Once per day, the inquisitor can use this ability to create one of the following effects. Each is a free action to use.

Aggression: The preacher may reroll an attack roll that she just made before the results of the roll are revealed. She must take the result of the reroll, even if it's worse than the original roll.

Defense: When the inquisitor would be hit by a melee or ranged attack, as an immediate action she may add a +4 insight bonus to her Armor Class against that attack, and if this makes the inquisitor's AC higher than the opponent's attack roll, the attack misses.

Warning: When a preacher's ally within line of sight would be hit by a melee or ranged attack, she may call out a warning to that ally, and the attacker must reroll the attack and use the results of the second roll. The ally must be able to hear the preacher and must not be helpless for this ability to have any effect.

Whenever the preacher could select a bonus teamwork feat (at 3rd, 6th, 9th, 12th, 15th, and 18th level), she can instead choose to increase her number of uses per day of this ability by one. This ability replaces solo tactics.

Tactics Inquisition:

Granted Powers: It is the cold and tactical mind that often wins the day. A proper, carefully considered sacrifice can inspire one's allies to serve your cause.

Inquisitor's Direction (Su): At the start of your turn, you can choose to enter a tranquil, reflective state and forgo all actions (standard, move, swift, immediate, and free actions, including attacks of opportunity) for that round; one ally of your choice within 30 feet gains the benefit of haste for 1 round. You can use this ability a number of times per day equal to your 3 + Wisdom bonus (minimum 1).

Grant the Initiative (Ex): At 8th level, you and all allies within 30 feet may add your Wisdom bonus to your initiative checks.