Duergar Slaver

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330 posts. Organized Play character for nightdeath.

Full Name

Brand Boulderstep


| HP: 39/39 | AC: 22/12/20 |Init: +6 | Perc: +10 | Fort: +8 | Ref: +5 | Will: +6 | CMB: +6 | CMD: 18 | D.Axe: +7; 1d10+3| L.bow: +5;1d8|


Acro:+3| Appraise: +1| Bluff: -1| Climb: +1| Diplo:+1| Heal +2| Intim: -1| K.Eng/Reli: +8| K.(Geo/Nat/Pla/Arc):+7 |K.Others:+3|Linguis:+5| Prof (Soldier):+9| S.M: +10| Spell: +1| Stealth: -2| Survi: +7| Swim:+3|


#76925 -58 Male Dwarf Figher (Tactician) 3 / Inquisitor 1





Special Abilities

Feats., Armor Training, Domain, judgment 1/day, monster lore, orisons, stern gaze


Chaotic Good




Common, Dwarven, Azlanti

Strength 16
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 14
Charisma 8

About Brand Boulderstep


76925-58 Brand Boulderstep


Character Crunch:

Male Dwarf Figher (Tactician) 3 / Inquistor () 1
Chaotic Good Medium Humanoid
Init +6; Senses Darkvision Perception +10

AC 22, touch 12, flat-footed 20 (+10 armor, +0 Shield, +2 Dex, +0 natural, +0 Dodge)
hp 39 (3d10+6+1d8+2+4)
Fort +8, Ref +5, Will +6

Speed 20 ft.
Ranged Longbow +5 (1d8 20/x3) (100Ft)
Melee Dwarven Waraxe +7 (1d10+3 20/x3)
Special Attacks
Spell-Like Abilities

Str 16, Dex 14, Con 14, Int 12, Wis 14, Cha 8
Base Atk +3; CMB +6; CMD 18
Languages Common, Dwarven, Azlanti
SQ Judgment 1/day

Breadth of Experience (Level 1 Feat)
You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.

Ancestral Weapon Mastery (Fighter Bonus Feat 2)
You’re proficient with all of your race’s racial weapons (the weapons mentioned in your race’s weapon familiarity racial trait). If you’re already proficient with any of those weapons, you instead gain Weapon Focus for one of those weapons as a bonus feat. Furthermore, if you gain Weapon Focus as a bonus feat with one of your racial weapons as a result of this feat, you can change which racial weapon your bonus Weapon Focus feat applies to by engaging in 10 minutes of practice with the new weapon. The benefits of this bonus Weapon Focus feat last until you choose to practice and apply it to a different racial weapon.

Weapon Focus (See Above Feat)
You gain a +1 bonus on all attack rolls you make using the selected weapon.

Toughness(Level 3 Feat)
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Grounded (Race)
You are well balanced, both physically and mentally. You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.

Perseverance (Region)
Your time in the Five Kings Mountains has taught you that any obstacle can be endured and overcome. When you have more than one Will saving throw to overcome an effect (such as from greater command or hold person, or by using the good fortune ability of the Luck domain), you receive a +3 trait bonus on the extra Will saves against that effect.

Class Features
Weapon and Armor Proficiency:
A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

A tactician is not proficient with heavy armor or tower shields.

Strategic Training (Ex):
A tactician gains 4 skill points + a number of skill points equal to his Intelligence modifier at each level, instead of the normal 2 skill points + Intelligence modifier at each level. Furthermore, Diplomacy (Cha), Knowledge (geography) (Int), Knowledge (nobility) (Int), Linguistics (Int), and Sense Motive (Wis) are all class skills for the tactician. This ability replaces the bonus fighter combat feat gained at 1st level.

Bonus Feats:
At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

A tactician may choose Skill Focus or any teamwork feat, in addition to combat feats, as bonus feats.

Tactical Awareness (Ex):
At 2nd level, a tactician gains a +1 bonus on initiative checks. This bonus increases by +1 for every four levels after 2nd level (to a maximum of +5 at 18th level). This ability replaces bravery.

Armor Training (Ex):
Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Strategic Training (Ex):
Tactician (Ex): At 5th level, a tactician gains this ability as the cavalier class feature. He may use this ability once per day at 5th level, plus one additional time for every five levels after 5th (to a maximum of four times at 20th level). If the tactician also has cavalier levels, these levels stack for determining the number of uses per day, and he can take the better progression. This ability replaces weapon training 1.

Weapon and Armor Proficiency:
An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level.

To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor’s spell is 10 + the spell level + the inquisitor’s Wisdom modifier.

An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table 2–3. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

An inquisitor’s selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor’s choice. At each new inquisitor level, she gains one or more new spells as indicated on Table 2–4. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table 2–4 are fixed.)

Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.

Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.

Judgment (Su):
Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

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 (Ex):
The 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.

Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Stern Gaze (Ex):
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.

Acrobatics +3 (+3 Rank, +0 trained, +2 Ability, +2 Trait, -4 Armor)
Appraise +1 (+0 Rank, +0 trained, +1 Ability)
Bluff -1 (+0 Rank, +0 trained, -1 Ability)
Climb +3 (+1 Rank, +3 trained, +3 Ability, -4 Armor)
Craft +2 (+0 Rank, +0 trained, +2 Ability)
Diplomacy +1 (+0 Rank, +0 trained, -1 Ability, +2 Class)
Disable Device -2 (+0 Rank, +0 trained, +2 Ability, -4 Armor)
Disguise -1 (+0 Rank, +0 trained, -1 Ability)
Escape Artist -2 (+0 Rank, +0 trained, +2 Ability, -4 Armor)
Fly -2 (+0 Rank, +0 trained, +2 Ability, -4 Armor)
Handle Animal -1 (+0 Rank, +0 trained, -1 Ability)
Heal +2 (+0 Rank, +0 trained, +2 Ability)
Intimidate -1 (+0 Rank, +0 trained, -1 Ability)
Knowledge (Religion) +8 (+2 Rank, +3 trained, +1 Ability, +2 Feat)
Knowledge (Geography) +7 (+1 Rank, +3 trained, +1 Ability, +2 Feat)
Knowledge (Nature) +7 (+1 Rank, +3 trained, +1 Ability, +2 Feat)
Knowledge (Planes) +7 (+1 Rank, +3 trained, +1 Ability, +2 Feat)
Knowledge (Arcana) +7 (+1 Rank, +3 trained, +1 Ability, +2 Feat)
Knowledge (Dungeonnering) +7 (+1 Rank, +3 trained, +1 Ability, +2 Feat)
Knowledge (Nobility) +3 (+0 Rank, +0 trained, +1 Ability, +2 Feat)
Knowledge (Enginneering) +8 (+2 Rank, +3 trained, +1 Ability, +2 Feat)
Knowledge (Others) +3 (+0 Rank, +0 trained, +1 Ability, +2 Feat)
Linguistics +5 (+1 Rank, +3 trained, +1 Ability)
Perception +10 (+3 Rank, +3 trained, +2 Ability, +2 Class)
Perform -1 (+0 Rank, +0 trained, -1 Ability)
Profession (Soldier) +9 (+2 Rank, +3 trained, +2 Ability, +2 Feat)
Ride -2 (+0 Rank, +0 trained, +2 Ability, -4 Armor)
Sense Motive +10 (+3 Rank, +3 trained, +2 Ability, +2 Class)
Spellcraft +1 (+0 Rank, +0 trained, +1 Ability)
Stealth -2 (+0 Rank, +0 trained, +2 Ability, -4 Armor)
Survival +7 (+2 Rank, +3 trained, +2 Ability)
Swim +3 (+1 Rank, +3 trained, +3 Ability, -4 Armor)
Use Magic Device -1 (+0 Rank, +0 trained, -1 Ability)

Bonus Spells (1st: 2, 2nd: 1, 3rd: 1, 4th: 1, 5th: 1)
Caster Level: 2
Spells Known (4) Level 0 DC 12
Acid Splash: Orb deals 1d3 acid damage.
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Guidance: +1 on one attack roll, saving throw, or skill check.

Spells Known (2) Level 1 DC 13 1+2/day
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Shield of FaithY: Aura grants +2 or higher deflection bonus.

Special Abilities
Redemption Inquisition
Granted Powers: Your deity inspires you with hope that wayward members of your faith can be brought back into the fold.

Granted Powers: You reach out to your misguided fellows and give them every chance to turn back from conflict with the true faith, even if your differences come to violence.

Patient Sensibility (Su): You gain a +2 bonus on Diplomacy, Perception, and Sense Motive checks.

Redeemer's Mercy (Su): At 4th level, any weapon you wield gains the merciful magic weapon special ability. The weapon immediately reverts to its original abilities when you cease to wield it.

Equipment list]
Melee Weapons Dwarven Waraxe
Ranged Weapons Longbow, 20 Arrows
Armor Dragonhide Plate+1
Other Gear Fighter's kit: This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Explorer's Clothes

Magic Item
Wand of Cure Light Wounds (50/50) -8-6
Cloak of Resistance +1
Potion of Air bubble
Potion of touch of the sea

Wealth 1230gp

Racial Traits

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.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
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.
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.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Background Story

Brand Boulderstep :


Brand Boulderstep: