Harsk

Dog the Inquisitor's page

2 posts. Organized Play character for Wolfthulhu.


About Dog the Inquisitor

DOG THE INQUISITOR CR 3
Male Dwarf Inquisitor 4
CG Medium Humanoid (Dwarf)
Init +6; Senses Darkvision (60 feet); Perception +10
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DEFENSE
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AC 22, touch 11, flat-footed 21. . (+9 armor, +2 shield, +1 Dex)
hp 32 (4d8+8); Judgement of Sacred Healing 2
Fort +6, Ref +2, Will +7
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 4 (Fire), Stubborn
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OFFENSE
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Spd 30 ft.
Melee Heavy Shield Bash +2 (1d4+6/20/x2) and
. . Battleaxe +6 (1d8+6/20/x3) and
. . Javelin +2 (1d6+6/20/x2) and
. . Masterwork Greatsword +7 (2d6+9/19-20/x2) and
. . Warhammer +6 (1d8+6/20/x3)
Ranged Masterwork Crossbow, Repeating Heavy +5 (1d10/19-20/x2)
Special Attacks Destructive Smite +2 (6/day), Judgement of Sacred Destruction +2, Judgement of Sacred Justice +1, Judgement of Sacred Piercing +2, Judgement of Sacred Smiting (Magic)
Spell-Like Abilities Detect Alignment (At will)
Inquisitor Spells Known (CL 4, +6 melee touch, +4 ranged touch):
2 (2/day) Spiritual Weapon, Confess (DC 15)
1 (4/day) Divine Favor (DC 14), Shield of Faith (DC 14), Gorum's Armor, Wrath (DC 14)
0 (at will) Disrupt Undead, Acid Splash, Create Water, Detect Magic, Brand (DC 13), Sift
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STATISTICS
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Str 18, Dex 13, Con 14, Int 8, Wis 16, Cha 7
Base Atk +3; CMB +7; CMD 18
Feats Power Attack -1/+2, Precise Strike
Traits Armor Expert, Hermean Paragon (Steaming Sea)
Skills Acrobatics -5, Climb -2, Escape Artist -5, Fly -5, Heal +7, Intimidate +0, Knowledge (Arcana) +3, Knowledge (Dungeoneering) +3, Knowledge (Nature) +3, Knowledge (Planes) +3, Knowledge (Religion) +3, Perception +10, Ride -5, Sense Motive +11, Spellcraft +5, Survival +10, Swim -2 Modifiers Lorekeeper, Monster Lore
Languages Common, Dwarven
SQ Hatred, Inquisitor Domain: Rage, Judgement (2/day) (Su), Slow and Steady, Solo Tactics (Ex), Stability, Stonecunning +2, Teamwork Feat (change 3/day), Track +2
Combat Gear Battleaxe, Bolts, Repeater (20), Javelin (3), Masterwork Crossbow, Repeating Heavy, Masterwork Full Plate, Masterwork Greatsword, Shield, Heavy Wooden, Warhammer; Other Gear Backpack (1 @ 5 lbs), Bedroll, Boots of Striding and Springing, Wand of Cure Light Wounds
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SPECIAL ABILITIES
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Armor Expert -1 Armor check penalty.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype.
Destructive Smite +2 (6/day) (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
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Hermean Paragon (Steaming Sea) You gain a +2 trait bonus on Initiative checks.
Inquisitor Domain: Rage Associated Domain: Destruction

Note: The effective level for the barbarian rage powers is currently equal to the cleric level. The rule that they should only count their effective barbarian level as 1/2 their cleric level has not be
Judgement (2/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +2 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 2 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +2 (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 4: Fire (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Slow and Steady Your base speed is never modified by encumbrance.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stability +4 to avoid being bull rushed or tripped while standing.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Stubborn +2 save vs. [Charm] and [Compulsion] spells, gain a 2nd save next round if you fail.
Teamwork Feat (change 3/day) Swap your most recent Teamwork feat for another
Track +2 +2 to survival checks to track.

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