Dwarven Trader

Geico All-Hearth's page

57 posts. Organized Play character for eddv.


Full Name

Geico All-Hearth

Race

LN Dwarf HP: 45/45 | F: 8 R 5 W 9 (+5 vs spells and poisons) | AC 21 T: 14 FF: 19 CMD 21 | Per + 3 SM + 10 | Init + 5

Classes/Levels

Judgement 2/2, Blessed Correction 3/3, Spell Scent 1/1, Determination 3/3, 1st 5/5 2nd 4/4

Alignment

Lawful Neutral

Deity

Abadar/Prophecies of Kalistrade

Location

Druma

Strength 16
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 16
Charisma 5

About Geico All-Hearth

HP: 45
AC: 21
F: +8 R: +5 W: +9 (+3 vs spells and spell likes and poisons)
CMB: +8 CMD: 21

+1 Silversheen Heavy Pick 1d20 + 9; 1d6 + 7

Mwk Cold Iron Battleaxe 1d20 + 9; 1d8 + 6

Adamantine Warhammer 1d20 + 9; 1d8 + 6

Class Feature:

Reformation Inqusition:
Inspired Rhetoric (Ex): You use your Wisdom modifier in place of your Charisma modifier when making Diplomacy, Intimidate, and Perform (oratory) checks. Perform (oratory) is an inquisitor class skill for you.

Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Bane (ex): +2/2d6 as swift action

Spell Scent (1/1): When exposed to spell or spell effect, can spend full round action to gain Locate Creature spell vs user

Judgement 2/day, swift action, swift to change

Spell Sage +3: Add Wis bonus to Spellcraft in addition to Int.

Options:
Destruction: +4 damage,

Healing: Fast healing 3

Justice: +2 to attack rolls,

Piercing: +3 to Caster Level and Concentration checks vs target

Protection: +2 to AC

Purity: +2 to Saves

Resiliency: DR/2 magic

Resistance: Energy Resistance 6 (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared)

Smiting: Magic/Law

Determination (Ex): 2/day Free action

Options:
Aggression: The preacher may reroll an attack roll that she just made before the results of the roll are revealed. She must take the result of the reroll, even if it’s worse than the original roll.

Defense: When the inquisitor would be hit by a melee or ranged attack, as an immediate action she may add a +4 insight bonus to her Armor Class against that attack, and if this makes the inquisitor’s AC higher than the opponent’s attack roll, the attack misses.

Warning: When a preacher’s ally within line of sight would be hit by a melee or ranged attack, she may call out a warning to that ally, and the attacker must reroll the attack and use the results of the second roll. The ally must be able to hear the preacher and must not be helpless for this ability to have any effect.

Dwarf Traits:
Craftsman
Stoic Negoatiator
Hardy
Slow but Steady
Stability

Diplomacy: + 14
Intimidate: + 15
Knowledge Arcana: + 12 (15)
Knowledge Dungeoneering: +12 (15)
Knowledge Nature: + 8 (11)
Knowledge Religion: +12 (15)
Knowledge Planes: +9 (12)
Profession: Merchant + 16 (18)
Perception: +3
Sense Motive: +10
Survival: +3

T: Glory of Old: + 1 to Dwarf Saves
T: Mentored: +1 to Profession
1: Breadth of Experience
3: Power Attack

Common, Dwarven, Giant

Spells:
0 (infinite): Guidance, Read Magic, Create Water, Brand, Light, Acid Splash
1 (2/4): Bless, Heightened Awareness, Weapons Against Evil, Cure Light Wounds
HP: 45
AC: 21
F: +8 R: +5 W: +9 (+3 vs spells and spell likes and poisons)
CMB: +8 CMD: 21

+1 Silversheen Heavy Pick 1d20 + 9; 1d6 + 7

Mwk Cold Iron Battleaxe 1d20 + 9; 1d8 + 6

Adamantine Warhammer 1d20 + 9; 1d8 + 6

Class Feature:

Reformation Inqusition:
Inspired Rhetoric (Ex): You use your Wisdom modifier in place of your Charisma modifier when making Diplomacy, Intimidate, and Perform (oratory) checks. Perform (oratory) is an inquisitor class skill for you.

Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Bane (ex): +2/2d6 as swift action

Knowledgeable Defense +2: +2 Saving Throws and AC vs spells I ID

Spell Scent (1/1): When exposed to spell or spell effect, can spend full round action to gain Locate Creature spell vs user

Judgement 2/day, swift action, swift to change

Spell Sage +3: Add Wis bonus to Spellcraft in addition to Int.

Options:
Destruction: +2, increases to +3 at level 6

Healing: Fast healing 2, increased to 3 at 6

Justice: +1 to attack rolls, +2 at level 5

Piercing: +2 to Caster Level and Concentration checks vs target

Protection: +1 to AC, +2 at level 5

Purity: +1 Saves, +2 level 5.

Resiliency: DR/2 magic

Resistance: Energy Resistance 4 (acid, cold, electricity, fire, or sonic) chosen when the judgment is declaredl inceased to 6 at 6

Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Determination (Ex): 2/day Free action

Options:
Aggression: The preacher may reroll an attack roll that she just made before the results of the roll are revealed. She must take the result of the reroll, even if it’s worse than the original roll.

Defense: When the inquisitor would be hit by a melee or ranged attack, as an immediate action she may add a +4 insight bonus to her Armor Class against that attack, and if this makes the inquisitor’s AC higher than the opponent’s attack roll, the attack misses.

Warning: When a preacher’s ally within line of sight would be hit by a melee or ranged attack, she may call out a warning to that ally, and the attacker must reroll the attack and use the results of the second roll. The ally must be able to hear the preacher and must not be helpless for this ability to have any effect.

Dwarf Traits:
Craftsman
Stoic Negoatiator
Hardy
Slow but Steady
Stability

Diplomacy: + 14
Intimidate: + 15
Knowledge Arcana: + 12 (15)
Knowledge Dungeoneering: +12 (15)
Knowledge Nature: + 8 (11)
Knowledge Religion: +12 (15)
Knowledge Planes: +9 (12)
Profession: Merchant + 16 (18)
Perception: +3
Sense Motive: +10
Spellcraft: +13
Survival: +3

T: Glory of Old: + 1 to Dwarf Saves
T: Mentored: +1 to Profession
1: Breadth of Experience
3: Power Attack
5: Steel Soul

Common, Dwarven, Giant

Spells:
0 (infinite): Guidance, Create Water, Read Magic, Light, Acid Splash, Detect Magic
1 (5/5): Heightened Awareness, Weapons Against Evil, Cure Light Wounds, Litany of Weakness,
2 (4/4): Blistering Invective (DC 15), Inheritor's Smite, Litany of Defense, Spindrift Spritz