Dwarven Rager

Goggeck Ghack's page

401 posts. Alias of Decimus Observet.


Full Name

Goggeck Ghack

Race

| HP: 38/38 /42 Non-lethal: 0 | AC: 17 (10 Tch, 16 Fl) | CMB: +6, CMD: 15 | F: +10 (+8), R: +1, W: +9 | Init: +5 | Perc: +10, SM: +12

Classes/Levels

| Speed 20ft | Judgement: 2/2 | Spells: 1st 4/4 2nd 2/2| Determination: 2/2 per Day |Active conditions: Con Damage 1

Gender

Male LG Dwarf Inquisitor of Trudd (Exarch, Preacher) 4

Deity

Trudd

Languages

Dwarven

Strength 16
Dexterity 8
Constitution 18
Intelligence 10
Wisdom 18
Charisma 5

About Goggeck Ghack

Goggeck Ghack
Male Dwarf Inquisitor (Exarch, Preacher) 4
LG Medium Humanoid (Dwarf)
Init +5 underground; Senses Darkvision 60ft; Perception +10, Sense Motive +12

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Defense
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AC 17, touch 10, flat-footed 16 (+7 armor, -1 Dex, +0 natural, +1 dodge from combat expertise)
hp 42 (9=5+4+1)
Fort +10, Ref +1, Will +9

ABP: Armor attunement +1 (Light Fortification Breastplate)

ABP: Resistance +1

+1 trait bonus on saving throws against spells, spell-like abilities, and poison

+1 bonus against mind-affecting effects, except for fear affects

+2 bonus on saving throws against confusion and insanity effects and effects with the [chaotic] descriptor

Resist None
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Offense
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Base Atk +3; CMB +6; CMD 15
Speed 20 feet, but their speed is never modified by armor or encumbrance.
Melee
Fireforged Steel Longhammer +8 (2d6+4/x3 +3) / Risky Strike +6 (2d6+10/x3 +3)

weapon attunement +1 (Mwk Dwarven Longhammer)
weapon focus (hammers)

Cold Iron Cestus +6 (1d4+3/19-20/x2 +2) / Risky Strike +4 (1d4+7/19-20/x2 +2)

Ranged
Weapon 2 +X (XdX+X/x2)
Crossbow, heavy +2 (1d10/19-20/x2 +2) 120 ft.

Special Attacks

Spell-Like Abilities

Spells Known (CL 4):

Orisons
Create Water
Detect Magic
Disrupt Undead
Guidance
Read Magic
Stabilise

Level 1 (4/day)
Bed of Iron
Divine Favour
Shield of Faith
Wrath

Level 2 (2/day)
Brow Gasher
Castigate

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Statistics
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Abilities:

Str 16
Dex 8
Con 18
Int 10
Wis 18
Cha 5

Dwarf: +2 Con, +2 Wis, -2 Cha
L4 : +1 Con

Feats:

L1: Toughness
L1: Weapon Training (Dwarven Long-hammer)
L3: Weapon Focus (hammers)

Traits:

Tunnel Fighter (Race)
Requirement(s) Dwarf
Caves and tunnels are a second home to you. While underground, you receive a +2 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls for critical hits (this damage is multiplied on a critical hit).

Glory of Old (Region)
Source Dwarves of Golarion pg. 11 (Amazon)
Requirement(s) Five Kings Mountains
In your veins flows the blood of dwarven heroes from Tar Taargadth. You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

Threatening Defender (Combat)
You know how to avoid a blow while still maintaining your offensive posture. When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.

Xenophobic (Drawback)
You have a hard time understanding and trusting those with unfamiliar ways and appearances. You take a –2 penalty on Diplomacy and Sense Motive checks made against creatures of a different race or from a different culture.
You have a hard time understanding and trusting those with unfamiliar ways and appearances. You take a –2 penalty on Diplomacy and Sense Motive checks made against creatures of a different race or from a different culture.

Skills:

The inquisitor’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 6 + 0 Int modifier.

+2 background skills

Armour Check Modifier: -3

Acrobatics -1 |-1 Dex
Appraise +0 |+0 Int
+Bluff -2 |-2 Cha
+Climb +7 |+3 Str +1 rank +3 class skill
+Craft (Sculpture) +6 |+0 Int +3 rank +3 class skill
+Diplomacy +2 |-2 Cha +1 rank +3 class skill
Disable Device* -- |-1 Dex
+Disguise -2 |-2 Cha
Escape Artist -1 |-1 Dex
Fly -1 |-1 Dex
Handle Animal* -- |-2 Cha untrained
+Heal +4 |+4 Wis
+Intimidate +5 |-2 Cha +4 rank +3 class skill +2 morale
+Knowledge Arcana* -- |+0 Int untrained
+Knowledge Dungeoneering* +4 |+0 Int +1 rank +3 class skill
Knowledge Engineering* +1 |+0 Int +1 rank
Knowledge Geography* +1 |+0 Int +1 rank
Knowledge History* +7/+9 |+0 Int +4 rank +3 class skill
Knowledge Local* -- |+0 Int untrained
Knowledge Nobility* +2 |+0 Int +2 rank
+Knowledge Nature* -- |+0 Int untrained
+Knowledge Planes* -- |+0 Int untrained
+Knowledge Religion* +6 |+0 Int +3 rank +3 class skill
Linguistics* -- |+0 Int untrained
+Perception +10 |+4 Wis +3 rank +3 class skill
Perform -2 |-2 Cha
+Profession (Soldier) +8 |+4 Wis +1 rank +3 class skill
+Ride -1 |-1 Dex
+Sense Motive +12 |+4 Wis +3 rank +3 class skill +2 morale
Sleight of Hand* -- |-1 Dex untrained
+Spellcraft* -- |+0 Int untrained
+Stealth -1 |-1 Dex
+Survival +8/+10 |+4 Wis +1 rank +3 class skill +2 Track
+Swim +7 |+3 Str +1 rank +3 class skill
Use Magic Device* -- |-2 Cha untrained

Languages:

Dwarven

Racial Abilities:

Xenophobic: Isolationist dwarves despise non-dwarven humanoids. They speak only Dwarven and do not gain any bonus languages from possessing a high Intelligence score. In addition, they learn only one language per 2 ranks of Linguistics they possess. However, their untrusting nature gives them a +1 bonus against mind-affecting effects, except for fear affects. This racial trait replaces a dwarf’s normal languages.

Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.

Unstoppable: Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. This racial trait replaces hardy.

Relentless: Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground. This racial trait replaces stability.

Feat and Skill Racial Traits

Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.

Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Senses Racial Traits

Darkvision: Dwarves can see perfectly in the dark up to 60 feet.

Offense Racial Traits

Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.

Shadowhunter (2 RP): Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Dwarves can take this trait in place of weapon familiarity.

SQ
Weapon and Armor Proficiency
An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

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

Granted Powers:

Hateful Retort (Ex): Once per day, as an immediate action after you have been hit with a melee attack, you can make a melee attack against the creature that hit you. This melee attack is at your highest attack bonus, even if you’ve already attacked in the round.

Divine Anger (Ex): At 6th level, you gain the ability to rage like a barbarian. Your effective barbarian level for this ability is your inquisitor level – 3. If you have levels in barbarian, these levels stack when determining the effect of your rage. You do not gain any rage powers from this granted power, though if you have rage powers from another class, you may use them with these rages. You can rage a number of rounds per day equal to your Wisdom bonus, plus 1 round for every inquisitor level above 4th.

Spells
Exarchs cannot cast spells with the [chaotic] descriptor.

Inquisitor: Add +1/2 to the inquisitor’s level for the purpose of determining the effects of one type of judgment.

Justice: as level 6

Judgement (Su)
Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

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).

Inflexible Will (Ex)
At 1st level, an exarch gains a +2 bonus on saving throws against confusion and insanity effects and effects with the [chaotic] descriptor.

This ability replaces monster lore.

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 Chaos (Sp)
At will, an exarch can use detect chaos.

This ability replaces detect alignment.

Track (Ex)
At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Determination (Ex) - 2/Day
At 3rd level, the preacher is a person of few words on the battlefield, but those words hold great power and authority. Once per day, the inquisitor can use this ability to create one of the following effects. Each is a free action to use.

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.

Whenever the preacher could select a bonus teamwork feat (at 3rd, 6th, 9th, 12th, 15th, and 18th level), she can instead choose to increase her number of uses per day of this ability by one.

This ability replaces solo tactics.

Equipment:

Combat Gear
Mwk Dwarven Long-hammer 370
Cold Iron Cestus 10
Crossbow, heavy 50
20 crossbow bolts 2
Light Fortification Breastplate

Other Gear
Inquisitor's Kit 30
This kit includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, manacles, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.

Grappling Hook 1
Artisan's Tools (sculpture) 5

2 x Whiskey (much) 10

CLW potion

Coin
2 GP, 0 SP

Appearance and Personality:

Standing 4' 3", with a well-kept red beard and piercing stare, Goggeck is a picture of Dwarven strength. And that's before the giant hammer with the snarling hydra head.

Background:

A mere 54 years old, Goggeck made something of a name for himself. He used to be a sculptor of middling skill before he felt a calling to use his strength for something greater. He found himself in a temple to Trudd, and never looked back.

He has joined the militia in an effort to batter down the enemies of Dwarfkind. Time will tell how well this goes.

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TRACKED RESOURCES
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Tracked Resource 1

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Special Abilities
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Ability Name (Type) Description

Hammer the Nail
Goggeck's military training gives him an edge over his enemies. As a Move Action, Goggeck can make a Profession (Soldier) check to study a single enemy combatant for weaknesses. The DC of this check is 15 + the creature's CR. Whatever amount he beats the DC by (minimum 1) he can add as an Insight Bonus to his next Attack Roll against that creature. Goggeck can use this ability a number times a day equal to his Wisdom Modifier.