Dwarven Rager

Grimnir Foehammer's page

428 posts. Organized Play character for WerePox47.


Race

Spells Active:

Classes/Levels

HP 93/93(123/123) | AC 24/() | T 13 | FF 21 | CMD 26 | Fort +15(17) | Ref +9 | Will +15(17) | Init +10 | Perc +18 | SM +22

Gender

Usable:
Bane 15/15, Rage 10/10, Destructive Smite 7/7, Judgement 4/4, Discern Lies 10/10, Swap Teamwork 4/4

Strength 19
Dexterity 16
Constitution 18
Intelligence 10
Wisdom 18
Charisma 6

About Grimnir Foehammer

Crunch:

Grimnir Foehammer
Dwarf Inquisitor 10
CG Medium humanoid (dwarf)
Init +10; Senses darkvision 60 ft.; Perception +18
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Defense
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AC 24, touch 13, flat-footed 21 (+11 Armor, +3 Dex)
hp 93 (10d8+36)
Fort +15, Ref +9, Will +15; +5 trait bonus vs. spells, spell-like abilities, +3 vs poison
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee Bob +12/+7 2d6+7(19/20×2)
Special Attacks destructive smite(+4), bane, judgement of destruction(+4), judgement of justice(+4/+8 to confirm), judgement of piercing(+3), judgement of smiting(adamantine, good, magic)
Spell-Like Abilities
At will—detect alignment
9 rounds/day—discern lies
Inquisitor Spells Known (CL 10th; concentration +18):
0 (at will)—acid splash, stabilize, detect magic, detect poison, guidance, sift
1st (6/day)—divine favor, expeditious retreat, ear-piercing scream (DC 15), litany of sloth, shield of faith
2nd (5/day)—defending bone, invisibility, perceive cues, resist energy, see invisibility
3rd (4/day)—burst of speed, communal resist energy, dispel magic, heroism
4th (2/day)-divine power, freedom of movement
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Statistics
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Str 19, Dex 16, Con 18, Int 10, Wis 18, Cha 6
Base Atk +7; CMB +11; CMD 26 (30 vs. bull rush, 30 vs. trip)
Feats Armor Proficiency (Heavy), Judgement Surge, Outflank, Power Attack, Precise Strike, Raging Vitality, Shake It Off, Steel Soul
Traits Fates Favored, Glory of Old
Skills Climb +7, Heal +10, Intimidate +14, Knowledge (arcana) +10(+14), Knowledge (dung) +8(+12), Knowledge (history) +4(+8), Knowledge (nature) +6 (+10), Knowledge (planes) +10 (+14), Knowledge (religion) +9 (+13), Perception +18 (+20 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Profession (brewer) +10, Sense Motive +22, Spellcraft +7, Stealth +2, Survival +17 (+21 to track, +23 to track vs. humanoids of the Giant subtype), Swim +7; Racial Modifiers lorekeeper
Languages Common, Dwarven
SQ domains(rage), giant hunter, hardy, monster lore +4, rage, judgement (4/day), slow and steady, solo tactics, stability, stonecunning, teamwork feat, track
Gear +2 Mithril Fullplate, +1 Adamantine Furious Ghost Touch Greatsword(Bob), Bane Baldric, Belt of Phy Perf +2, Cloak of Resistance +2, Headband of Inspired Wisdom +2, Lesser Extend Rod(2), Torc of Enmity(Evil Outsider), Cracked Dusty Rose, Stone of Good Luck, Mwk Cold Iron Battleaxe, Mwk Backpack, Pathfinder's Kit, Cold Weather Outfit, Cigars(9), Tattooed Holy Symbol of Gorum, 100gp
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Special Abilities
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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.
Destructive Smite +4 (7/day) (Su) You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (10 rounds/day) (Sp) Discern Lies at will
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Glory of Old You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Bane (+2/2d6) (15 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Hardy +2 Poison/+4 Spells or Spell-like Effects Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Inquisitor Domain (Rage) Associated Domain: Destruction
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Monster Lore +4 (Ex) +4 to Knowledge checks when identifying the weaknessess of creatures.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Power Attack -2/+6 You can subtract from your attack roll to add to your damage.
Precise Strike +1d6 damage when flanking.
Rage (10 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Second Judgement (4/day) (Su) Variable bonuses increase as the combat continues.
Shake It Off Gain +1 to all saving throws per adjacent ally
Slow and Steady Your base speed is never modified by encumbrance.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Teamwork Feat (change 4/day) Swap your most recent Teamwork feat for another
Torq of Enimity Info
Track +4 Add the listed bonus to survival checks made to track.

Spells Used:

1st- 6/6
2nd- 5/5
3rd- 4/4
4th- 2/2

Usable:

Wand of Endure Elements 49/50
Wand of Cure Light 6/50
Lesser Extend Rod 3/3
Lesser Extend Rod 3/3

Consumables:

Potion of barkskin +2
Potion of cure light wounds(3)
Potion of enlarge person(5)
Potion of lesser restoration(2)
Oil of Bless Weapon(4)
Bladegaurd

1st Level Scrolls
Endure Elements(6)
Comprehend Languages(2)
Expeditious Retreat
Keep Watch(2)
Pro Evil(2)
True Strike

2nd Level Scrolls
Bloodhound
Invisibility
Communal Pro Evil
Lesser Resto(2)
Tongues

3rd Level Scrolls
Daylight
Dimensional Anchor
Invisibility Purge

Torc Info

Potential Buffs:

Heroism +2 hit/saves/skills
Bane +2 hit/dam/+2d6 dam
Rage +4 hit/+5 dam
Judgement +4 hit/+4 dam(usually)
Divine Favor +4 hit/dam

Favored Class Bonus +1/2 to Judgement of Justice(15th level currently)

Judgements:

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).

Aviliable Teamwork Feats:

Allied Spellcaster - +2 bonus on level checks to overcome spell resistance.
Back to Back - +2 to AC against flanking opponents.
Improved Back to Back - Grant adjacent ally +2 to AC against flanking opponents.
Coordinated Defense - +2 bonus to CMD.
Coordinated Maneuvers - +2 bonus on combat maneuver checks.
Duck and Cover - Take ally’s result on Reflex saving throw.
Escape Route — You do not provoke attacks of opportunity when moving through spaces adjacent to allies.
Lookout — Act in surprise round if ally can act.
Outflank - Gain +4 bonus on attack rolls when flanking. When you crit while flanking it provokes for your flanking partner
Pack Attack - Ally’s attack allows you to take a 5-foot step
Paired Opportunists — +4 bonus on attacks of opportunity.
Precise Strike - When flanking you deal an additional 1d6 points of precision damage with each successful melee attack.
Shake It Off — Gain +1 to all saving throws per adjacent ally
Shielded Caster — +4 bonus on concentration checks.
Stealth Synergy — Take the highest roll made by you and your allies on Stealth checks.
Swap Places — Switch places with an adjacent ally.
Tribe Mentality — When you and an ally are simultaneously hit with an enchantment or emotion effect, you both roll saves but use either result.
Return the Favor - 1 time free body rescue.

XP/Fame/PP:

28/52/39

Faction Stuff/Ownings/Misc:

Master of Trade
Hunting Lodge(Survival as Day Job)
Zahara's Tactics 3x use +1 hit/dam vs Genies, can be used all at once for +3
Golem Bonus - +5 knowledge on Golems or 1 time reroll on attack with +2 bonus
Tactical Strike - Allies gain +1d8 damage plus flanking for one round. ()