
| Full Name |
Cruroar, Arm of Torag |
| Race |
Dwarf |
| Classes/Levels |
Inquisitor 2 (AC: 17 [T: 13 /FF: 14]; HP: 15/15; F+4, R+3, W+6; Init: +10; Perc: +8 [Darkvision 60']) |
| Gender |
Male |
| Size |
Medium |
| Age |
48 |
| Alignment |
Lawful Neutral |
| Deity |
Torag |
| Languages |
Common, Dwarven |
| Strength |
14 |
| Dexterity |
16 |
| Constitution |
13 |
| Intelligence |
10 |
| Wisdom |
16 |
| Charisma |
8 |
About Cruroar, Arm of Torag
Cruroar, Arm of Torag
Dwarf Inquisitor 2
LN Medium Humanoid (dwarf)
Init +10; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 17, touch 13, flat-footed 14 (+3 armor, +1 shield, +3 Dex)
hp 15 (1d8+1); judgement of sacred healing 1
Fort +4, Ref +3, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, judgement of sacred protection +1; DR judgement of sacred resiliency 1: magic; Resist judgement of sacred purity +1, judgement of sacred resistance 2 (fire)
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Offense
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Speed 20 ft.
Melee Warhammer +3 (1d8+2/x3)
Ranged Hand crossbow +4 (1d4/19-20/x2)
Special Attacks hatred, judgement of sacred destruction +1, judgement of sacred justice +1, judgement of sacred piercing +1, judgement of sacred smiting (magic)
Spell-Like Abilities Touch of Law (6/day)
Inquisitor Spells Known (CL 1):
1 (3/3 day) Bless, Detect Evil, Divine Favor
0 (at will) Guidance, Daze (DC 13), Detect Magic, Read Magic, Light
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Statistics
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Str 14, Dex 16, Con 13, Int 10, Wis 16, Cha 8
Base Atk +1; CMB +3; CMD 16 (20 vs. Bull Rush, 20 vs. Trip)
Feats Improved Initiative
Traits Schooled Inquisitor, Touched by Divinity (Torag, War Domain) (1/day Magic Weapon)
Skills Acrobatics +1 (-3 jump), Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones), Bluff +3, Climb +0, Disguise +3, Escape Artist +1, Fly +1, Intimidate +5, Knowledge Dungeoneering +4 (+9 to identify the abilities and weaknesses of creatures) Knowledge (planes) +5 (+10 to identify the abilities and weaknesses of creatures), Knowledge (religion) +5 (+10 to identify the abilities and weaknesses of creatures), Perception +8 (+9 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride +1, Sense Motive +9, Stealth +1, Survival +4 (+5 to follow or identify tracks) Swim +0; Racial Modifiers monster lore
Languages Common, Dwarven
SQ domains (law), greed, hardy, judgement (1/day), slow and steady, stability, stonecunning +2
Other Gear Hide shirt, Buckler, Crossbow bolts (10), Hand crossbow, Warhammer, Holy symbol, silver (Torag), Waterskin, 1 GP
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Inquisitor Domain (Law) Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 1 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +1 (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 2 (Fire) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Inflexible Will +2 (Ex) +2 bonus on saving throws against confusion and insanity effects witht he chaotic discriptor.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Touch of Law (6/day) (Sp) A d20 roll becomes 11.
Monster Lore Inquistor adds his Wisdom Modifier when making skill check to identify the abilities and weaknesses of creatures.
Stern Gaze Inquistor adds half his level to Intimidate and Sense Motive checks.
Cunning Initiative Inquisitor adds his Wisdom in addition to his Dex on Initiative checks.
Detect Alignment At will, an Inquisitor can use Detect Chaos, Detect Evil, Detect Good, or Detect Law. He can only use one of these at any given time.
Track Inquistor adds half his level to Survival checks used to find or follow tracks.
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