Dyrt Stonard
Dwarf inquisitor of Dranngvit 1 (Pathfinder RPG Advanced Player's Guide 38)
LN Medium humanoid (dwarf)
Init +2;
Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework)
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Defense
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AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 11 (1d8+3)
Fort +4,
Ref +2,
Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee mwk heavy pick +2 (1d6+3/×4) or
. . cold iron light pick +1 (1d4+1/×4) or
. . club +3 (1d6+3)
Ranged longbow +2 (1d8/×3)
Special Attacks judgment 1/day
Inquisitor Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—shield of faith, weapons against evil
. . 0 (at will)—detect magic, disrupt undead, guidance, read magic
. .
Domain Conversion inquisition[UM]
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Statistics
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Str 16,
Dex 15,
Con 14,
Int 8,
Wis 16,
Cha 6
Base Atk +0;
CMB +3;
CMD 15 (19 vs. bull rush, 19 vs. trip)
Feats Two-weapon Fighting
Traits nightstalls escapee (katapesh), vengeful
Skills Acrobatics -1 (-5 to jump), Appraise -1 (+1 to assess nonmagical metals or gemstones), Intimidate +4, Knowledge (religion) +3, Perception +7 (+9 to notice unusual stonework), Profession (miner) +7 (+11 to earn money), Sense Motive +8, Spellcraft +3;
Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ industrious urbanite, monster lore +3, stern gaze +1
Combat Gear wand of cure light wounds;
Other Gear mwk agile breastplate[APG], mwk heavy pick, cold iron light pick, arrows (20), club, longbow, bedroll, canteen[UE], holy text (Dranngvit)[UE], iron holy symbol of Dranngvit[UE], silk rope (50 ft.), silk rope (knotted) (worth 10 gp, 5 lb), tindertwig (5), torch (2), trail rations (4), 8 gp, 8 sp, 8 cp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Industrious Urbanite Make double normal progress on Craft checks to make mundane items, Profession +4 to make money.
Inquisitor Domain (Conversion Inquisition) Deities: Any deity.
Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
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