Harsk

Dyrt Stonard's page

11 posts. Organized Play character for Dennis Muldoon.


Full Name

Dyrt Stonard

Race

| HP: 11/11 | AC: 18 (12 Tch, 16 Fl) | CMB: +3, CMD: 15 | F: +4, R: +2, W: +5 | Init: +2 | Perc: +7, SM: +8

Classes/Levels

| Speed 20ft | Melee: mw heavy pick +2/1d6+2 and cold iron light pick +1/1d4+1 | Spells: 1st 2/2 | Active conditions: None.

Gender

Male LN Dwarf Inquisitor of Dranngvit 1

Size

Medium

Alignment

Lawful Neutral

Deity

Dranngvit

Occupation

Miner

Strength 16
Dexterity 15
Constitution 14
Intelligence 10
Wisdom 15
Charisma 6

About Dyrt Stonard

There are dangers in the deep places. We dwarves know this. We arm ourselves, we learn powerful magics, we study the monsters we find. We're prepared for the things in the deep places.

My family was not rich. We weren't important. We had a small mine of our own, pulling copper a bit at a time from a small crack in a small corner of Varisia. We made our devotions to the gods, and we mostly minded our own business.

When disaster came for us, it was not a thing of the darkness. It was not some horror from a deep place, unleashed when we delved too far. Thugs came knocking on our door one day, working for the larger mining operation to the north of us. Heavily armed, they killed my brother and marched my family out of our home under the cover of darkness, claiming our mine for their boss. We were sold to a pack of gnolls, who in turn traded us to slavers from Katapesh. My sister died on the ship. My mother was killed in our first week in that awful city. My father was sold to the arena, where he quickly perished. Only I survived.

I escaped that accursed place and stowed away on a ship bound for Absolom. I swore an oath to The Debt Minder that I would seek out and punish all those who do evil in this world. The Society is my vehicle, the means by which I shall deliver the judgement of Dranngvit.

Statblock:

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)
--------------------
Defense
--------------------
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
--------------------
Offense
--------------------
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]
--------------------
Statistics
--------------------
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
--------------------
Special Abilities
--------------------
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.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

PFS Credits:

#5-08 The Confirmation (GM)
#6-10 The Wounded Wisp (GM)