Warden Rogard Hammerfell

Dolgar Ironfist's page

116 posts. Organized Play character for Ilmakis.


Race

AC25 (FF24/T11); HP 112/112

Classes/Levels

(Darvision 60ft. Perception +18 (+2 vs unusal stonework) ; +6 Init; Fort +13, Ref +7, Will +14 (+5 vs Magic, +3 vs poison)| Spell: See Invisibility, Heroism|

About Dolgar Ironfist

PFS Number: # 22523-21
Dwarf Inquisitor 10
XP: 7
Fame : 13
Prestige: 4

Completed Adventures:

#5-08: The Confirmation (GM)
#30: Cassomir's Locker (GM)
#5-19: The Horn of Aroden (GM)
#6-01: Trial by Machine (slow tracks)
#module : Emerald Spire, The Tower Crypts (slow tracks)
#module : The Emerald Spire, The Cellars (slow tracks)
#6-00 : Legacy of the Stormlords (slow tracks) (GM)

Dolgar Ironfist
Male dwarf inquisitor of Osiris 10 (Pathfinder RPG Advanced Player's Guide 38)
LG Medium humanoid (dwarf)
Init +6; Senses darkvision 60 ft.; Perception +18 (+20 to notice unusual stonework)
Aura enlarge
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Defense
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AC 28, touch 11, flat-footed 27 (+12 armor, +1 Dex, +2 natural, +3 shield)
hp 112 (10d8+59)
Fort +13, Ref +7, Will +14; +2 vs. poison, +4 vs. spells and spell-like abilities, +1 trait bonus vs. spells, spell-like abilities, and poison
Defensive Abilities bramble armor (1d6+5, 10 rounds/day), deep warrior[APG]
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Offense
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Speed 20 ft.
Melee +1 adamantine warhammer +12/+7 (1d8+12/×3) or
battleaxe +11/+6 (1d8+10/×3) or
light flail +11/+6 (1d8+10) or
mwk cold iron warhammer +12/+7 (1d8+11/×3)
Special Attacks bane (10 rounds/day), hatred, judgment 4/day (2 simultaneous), relentless[APG]
Inquisitor Spell-Like Abilities (CL 10th; concentration +15)
At will—detect alignment, discern lies (10 rounds/day)
Inquisitor Spells Known (CL 10th; concentration +15)
4th (2/day)—freedom of movement, greater invisibility
3rd (4/day)—heroism, magic circle against evil, magic vestment, remove curse
2nd (5/day)—consecrate, remove paralysis, resist energy, lesser restoration, see invisibility
1st (7/day)—bless, cure light wounds, divine favor, fallback strategy, remove fear
0 (at will)—create water, detect magic, disrupt undead, guidance, read magic, stabilize
Domain Plant (Growth[APG] subdomain)
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Statistics
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Str 22, Dex 12, Con 18, Int 10, Wis 20, Cha 6
Base Atk +7; CMB +11; CMD 24
Feats Heavy Armor Proficiency, Living Fortress, Lookout[APG], Martial Focus, Power Attack, Shake It Off[UC], Steel Soul[APG], Toughness
Traits glory of old, zest for battle
Skills Acrobatics -3 (-7 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Climb +3, Diplomacy +3, Heal +9, Intimidate +7, Knowledge (arcana) +6, Knowledge (dungeoneering) +4, Knowledge (local) +1, Knowledge (nature) +4, Knowledge (planes) +7, Knowledge (religion) +9, Linguistics +1, Perception +18 (+20 to notice unusual stonework), Profession (miner) +12, Sense Motive +23, Spellcraft +5, Stealth -2, Survival +18 (+20 to avoid becoming lost), Swim +3; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Celestial, Common, Dwarven
SQ monster lore +5, solo tactics, stern gaze +5, track +5
Combat Gear lesser extend metamagic rod, oil of bless weapon, scroll of freedom of movement, wand of bless (50 charges), wand of cure light wounds, wand of cure light wounds, wand of lesser restoration (4 charges); Other Gear +3 holy reliquary full plate, light wooden quickdraw shield[APG], +1 adamantine warhammer, battleaxe, light flail, mwk cold iron warhammer, amulet of natural armor +2, belt of giant strength +4, cloak of resistance +2, headband of inspired wisdom +4, pink rhomboid ioun stone, wayfinder[ISWG], bandolier[UE], inquisitor's kit[UE], masterwork tool, wrist sheath, spring loaded, wrist sheath, spring loaded, 2,895 gp
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Special Abilities
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Bane (+2 / 2d6, 10 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Bramble Armor (10 rounds/day) (Su) Foes striking you with non-reach weapons take 1d6+5 dam.
Darkvision (60 feet) You can see in the dark (black and white only).
Deep Warrior +2 Gain a bonus to AC and grapple vs. Aberrations.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (10 rounds/day) (Sp) Discern Lies at will
Enlarge (8/day) (Su) Swift action: Enlarge person on yourself.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Inquisitor Domain (Growth)
Living Fortress When fighting defensively, adjacent ally increases racial bonus vs. spells by +2.
Lookout Not surprised if adj ally with same feat isn't surprised. Extra actions if both are aware.
Martial Focus (Hammers) You have honed your skills with a group of related weapons.

Prerequisite: Base attack bonus +5.

Benefit: Choose one fighter weapon group. While wielding a weapon from this group with which you are proficient, you gain a +1 bonus
Monster Lore +5 (Ex) +5 to Knowledge checks when identifying the weaknesses of creatures.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Relentless +2 Gain CMB bonus to bull rush/overrun while both self and foe stand on ground.
Second Judgment (4/day) (Su) Variable bonuses increase as the combat continues.
Shake It Off Gain +1 to all saving throws per adjacent ally
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stern Gaze +5 (Ex) +5 to Sense Motive and Intimidate.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Track +5 Add the listed bonus to Survival checks made to track.
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Appearance:

soon

Background:

Buys:

#5-08:
masterwork coldiron warhammer
wand of cure light wounds 2PP
#5-19:
cloak of resistance +1
wand of Bless 2PP
#module : The Emerald Spire, The Cellars
fullplate masterwork.