| Full Name |
Frigga Darkforge |
| Race |
Dwarf |
| Classes/Levels |
Inquistor of Damerrich 2 || HP 18/18 (18/18 nonlethal) || AC 15/10 Tch/ 15 FF || F+7 R+0 W+7 (+2 vs. poisons, spells and spell-like abilities) || CMB +2 CMD 12 || Init +4 || Perception +4, darkvision (60 ft.) |
| Gender |
Female |
| Size |
Medium |
| Age |
50 |
| Special Abilities |
Bleeding touch, defensive training, demon smiter, hatred, inspired, judgement, monster lore |
| Alignment |
Lawful Good |
| Deity |
Damerrich |
| Location |
Mobile |
| Languages |
Common, Dwarven |
| Occupation |
Barrister |
| Strength |
12 |
| Dexterity |
10 |
| Constitution |
15 |
| Intelligence |
10 |
| Wisdom |
18 |
| Charisma |
12 |
About Frigga Darkforge
Pathfinder #: 44335-6
Total XP: 4
Total PP: 4
Silver Crusade Fame: 6
Gained 1 XP, 525 gp and 1 PP from Rise of the Goblin Guild
Gained 1 XP, 514 gp and 1 PP from The Stolen Heir
Gained 1 XP, 511 gp and 2 PP from Trial by Machine (as GM)
Gained 1 XP, 510 gp and 2 PP from Scars of the Third Crusade (as GM)
+1 on Diplomacy checks against creatures with a hostile toward me and reduce penalty to use a weapon to deal nonlethal damage by 1. May reroll such a Diplomacy check or attack, but lose boon. (from Trial by Machine)
Whenever you would receive more than one Will save to overcome an enchantment (compulsion) effect, you gain a +1 bonus on the extra Will save against that effect. You can cross the boon off your Chronicle sheet to reduce the Prestige Point cost of an atonement spell by 2. (from Scars of the Third Crusade)
+1 on Charisma-based skills and ability checks made to influence crusaders of Mendev. (from Scars of the Third Crusade)
Spent 600 gp on necklace of fireballs with two 2d6 balls remaining (Rise of the Goblin Guild)
Spent 300 gp on potion of cure moderate wounds (Rise of the Goblin Guild)
Spent 53 gp on heavy crossbow and 30 bolts
Spent 2 PP on wand of cure light wounds (50 charges)
Frigga Darkforge
Female dwarf inquisitor of Damerrich 2 (Pathfinder RPG Advanced Player's Guide 38)
LG Medium humanoid (dwarf)
Init +4; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 15, touch 10, flat-footed 15 (+5 armor)
hp 18 (2d8+5)
Fort +7, Ref +0, Will +7; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee greataxe +2 (1d12+1/×3)
Ranged heavy crossbow +1 (1d10/19-20)
Special Attacks hatred, judgment 1/day
Domain Spell-Like Abilities (CL 2nd; concentration +6)
. . 7/day—bleeding touch (1 round)
Inquisitor Spell-Like Abilities (CL 2nd; concentration +6)
. . At will—detect alignment
Inquisitor Spells Known (CL 2nd; concentration +6)
. . 1st (3/day)—bless, command (DC 15), cure light wounds
. . 0 (at will)—acid splash, bleed (DC 14), detect magic, read magic, stabilize
. . Domain Death
--------------------
Statistics
--------------------
Str 12, Dex 10, Con 15, Int 10, Wis 18, Cha 12
Base Atk +1; CMB +2; CMD 12 (16 vs. bull rush, 16 vs. trip)
Feats Great Fortitude
Traits demon smiter, inspired
Skills Appraise +0 (+2 to assess nonmagical metals or gemstones), Diplomacy +6, Heal +9, Intimidate +6, Knowledge (religion) +5, Perception +4 (+6 to notice unusual stonework), Profession (barrister) +9, Sense Motive +10, Spellcraft +5; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ monster lore +4, stern gaze +1, track +1
Combat Gear necklace of fireballs ii, potion of cure moderate wounds, wand of cure light wounds, smokestick; Other Gear scale mail, crossbow bolts (30), greataxe, heavy crossbow, backpack, bedroll, belt pouch, cleric's vestments, flint and steel, gear maintenance kit, grooming kit, wooden holy symbol (Damerrich), holy text, mess kit, pot, spell component pouch, sunrod (10), tindertwig (10), trail rations (5), waterskin, 1,132 gp
--------------------
Special Abilities
--------------------
Bleeding Touch (1 round, 7/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Demon Smiter (1/day) When fighting demons, +4 on a single attack roll.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
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 (Death) Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Inspired (1/day) Roll twice and take the better result on a skill or ability check.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +4 (Ex) +4 to Knowledge checks when identifying the weaknessess of creatures.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Track +1 Add the listed bonus to survival checks made to track.