Dwarven Rager

Dvalin Stormforge's page

340 posts. Organized Play character for The.Dragon.Reborn.


Full Name

Dvalin Stormforge 147934-1

Race

CN Mountain Dwarf |

Classes/Levels

Inquisitor (Witch Hunter) 4 / Cleric (Crusader) 2 / Divine Scion (Cleric) 1 | Greatsword +9; 2d6+5 (19-20/x2) | sheet

Gender

HP 50/52 | AC19 (+2 vs Flying) T12 FF17 | Init +4 (+2 Underground) Perc +10 (+2 vs Flying) CMB +10 CMD 19 | F+9 R+3 W+12 (+2 Poison, Spells) |

Deity

Gorum

Strength 16
Dexterity 15
Constitution 14
Intelligence 12
Wisdom 14
Charisma 8

About Dvalin Stormforge

Male Mountain Dwarf Cleric (Crusader) of Gorum 2
Inquisitor (Witch Hunter) of Gorum 4
CN Medium humanoid (Dwarf)
Init +4; Senses darkvision 60 ft.; Perception +11

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Defense
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AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex)
hp 45 (6d8+12)
Fort +9, Ref +3, Will +11; +1 morale vs. fear, +2 vs. poison, spells, and spell-like abilities

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Offense
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Speed 20 ft.
Melee magic greatsword +1 +10 (2d6+5/19-20)
Ranged mwk composite longbow +8 (1d8+3/×3)
Special Attacks channel positive energy 2/day (DC 10, 1d6), destructive smite (+3, 5/day), judgment 2/day
.

Spells:

Inquisitor (Witch Hunter) Spells Known (CL 4th; concentration +8)
. . 2nd (2/day)—flames of the faithful[APG] (DC 14), instrument of agony[UC]
. . 1st (5/day)—ear-piercing scream[UM] (DC 13), magic weapon, true strike, wrath[APG]
. . 0 (at will)—create water, detect magic, detect poison, disrupt undead, guidance, read magic
Cleric (Crusader) Spells Prepared (CL 5th; concentration +4)
. . 1st—bless, stunning barrier[ACG] (DC 13), true strike[D]
. . 0 (at will)—light, spark[APG] (DC 12), stabilize
. . D Domain spell; Domain Destruction (Rage subdomain)

Scroll of air bubble, delay poison, restoration, lesser

Statistics:

Str 16, Dex 15, Con 14, Int 12, Wis 14, Cha 8
Base Atk +4; CMB +8; CMD 19
Feats Believer's Boon[ACG], Believer's Boon[ACG], Iron Will, Stealth Synergy[UC], Weapon Focus (greatsword)
Traits magical knack, tunnel fighter
Skills Acrobatics -1 (-5 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones), Diplomacy +3, Heal +6, Intimidate +5, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (history) +5, Knowledge (nature) +5, Knowledge (planes) +9, Knowledge (religion) +9, Perception +11 (+13 vs. flying creatures), Profession (torturer) +6, Ride +3, Sense Motive +10, Spellcraft +9 (+11 to identify a spell as it's being cast, to identify the properties of a magic item using detect magic, or to decipher a scroll), Stealth +3, Survival +2 (+4 to avoid becoming lost);
Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones
Languages Common, Dwarven, Undercommon
SQ hateful retort, inquisitor's direction, knowledgeable defense, mountaineer, sky sentinel, solo tactics, spell sage, stern gaze +2

Tracked Resources:

Anointing oil - 0/1
Arrows - 8/20
Caltrop bead, cold iron - 0/1
Cleric Channel Positive Energy 1d6 (1/day, DC 9) (Su) - 0/1
Destructive Smite +2 (5/day) (Su) - 0/5
Extra Channel (2/day) - 0/2
Hateful Retort (1/day) (Ex) - 0/1
Holy water - 0/1
Holy weapon balm (10 uses) - 5/10
Inquisitor's Direction (5/day) (Su) - 0/5
Judgment (1/day) (Su) - 0/1
Knowledgeable Defense +1 - 0/0
Light (At will) - 0/0
Potion of protection from evil - 0/1
Sling bullets - 0/10
Teamwork Feat (change 2/day) - 0/2
Trail rations - 0/1
Wand of cure light wounds - 27/50

Equipment:

Combat Gear potion of protection from evil, scroll of air bubble, delay poison, lesser restoration, wand of cure light wounds, anointing oil[ARG], holy water, holy weapon balm[ACG]; Other Gear +1 mountain pattern armor[UC], magic greatsword +1, arrows (20), mwk composite longbow (+3 Str), sling, sling bullets (10), wayfinder[ISWG], bedroll, belt pouch, candle (10), everburning torch, flint and steel, hollowed pommel[UE], holy text[UE], iron holy symbol of Gorum[UE], masterwork backpack[APG], mug/tankard, scroll case, silk rope (100 ft.), trail rations, waterskin, 2,424 gp, 9 sp, 1 cp

Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Special Abilities:

Believer's Boon Domain (Anger Inquisition) Deities: Gorum, Rovagug.

Granted Powers: Holy (or unholy) rage, granted by your patron deity, ensures that when you fight, the battle ends with a bloody victory.

Divine Rage: At 6th level, you gain the ability to rage l
Believer's Boon Domain (Tactics Inquisition) Deities: Gorum, Irori, Torag.

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.
Cleric (Crusader) Domain (Rage) 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 been implemented yet.
Cleric Channel Positive Energy 1d6 (2/day, DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Destructive Smite +3 (5/day) (Su) Make a melee attack with morale bonus to damage.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hateful Retort (1/day) (Ex) Immediate, when hit make a melee attack vs. the one who hit you.
Inquisitor's Direction (1/day) (Su) Forego all actions for the round, 1 ally in 30 ft gains haste for 1 round.
Judgment (2/day) (Su) Variable bonuses increase as the combat continues.
Knowledgeable Defense +1 At 2nd level, a witch hunter who identifies a spell with Spellcraft gains a bonus against its effects, either a +1 bonus on saving throws or a +1 dodge bonus to AC against this spell. This bonus increases every four levels (to a maximum of +5 at 18th
Magical Knack (Inquisitor [Witch Hunter]) +2 CL for a specific class, to a max of your HD.
Mountaineer Retain Dex bonus on narrow/slippery surfaces, immune to altitude sickness.
Sky Sentinel +1 to attack/+2 to AC Gain bonus to att/AC vs. flying foes. Foes gain no bonus for high ground, +2 Perception vs. flying.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Spell Sage +2 (Ex) At 1st level, a witch hunter adds her Wisdom modifier on Spellcraft checks in addition to her Intelligence modifier when attempting to identify a spell as it is being cast, to identify the properties of a magic item using detect magic, or to d
Stealth Synergy Take the highest roll made by you and your allies on Stealth checks
Tunnel Fighter +2 Initiative and +1 critical damage while underground.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost.


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Chronicles, Boons and Vanities
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Secrets of Creation:
#6-00 Legacy of the Stonelords (Armorer's District) - Once per day you can cast "magic weapon" as a spell-like ability with the caster level equal to your character level. In addition, whenever you cast "greater magic weapon" or "magic vestment," you treat your caster level as one higher for the purposes of determining the spell's effect. If you wield a weapon, or wear armor, augmented by either of these spells, you treat the spell's caster level as one higher (unless the spell has already benefited from this boon).

Personal Fixer:
At the start of an adventure, you receive 25 gp that you may spend on any combination of alchemical, magical, and mundane equipment. You cannot supplement the cost of such a purchase with your own gold. At the end of the adventure, you must return any of this equipment that you did not otherwise expend or destroy in the course of your travels.

If you have 9 or more Fame, you may spend 1 Prestige Point to increase the starting sum to 50 gold pieces. If you have 18 or more Fame, you may spend another 2 Prestige Points (3 total) to increase the sum to 100 gold pieces. If you have 27 or more Fame, you may spend yet another 3 Prestige Points (6 total) to increase the sum to 150 gold pieces. Done

The factor otherwise follows all of the rules for follower vanities on pages 60-61 of the Pathfinder Society Field Guide.

Factor:
When you make a Day Job roll, you treat any die result of 1-5 as though it were a 10. If instead you use your opportunity to make a Day Job roll to check the third box on a Treasure Map boon, the factor increases the gold you earn to 200 x your current character level. The factor otherwise follows all of the rules for follower vanities on pages 60-61 of the Pathfinder Society Field Guide.

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