Hadri Greymane-slagsun
Male dwarf inquisitor (spellbreaker) of Torag 1
LN Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 21, touch 12, flat-footed 19 (+7 armor, +2 Dex, +2 shield)
hp 10 (1d8+2)
Fort +4, Ref +2, Will +5; +2 vs. poison, +4 vs. spells and spell-like abilities, +1 trait bonus vs. spells, spell-like abilities, and poison
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee longspear +3 (1d8+4/×3) or
. . mwk warhammer +4 (1d8+3/×3)
Ranged sling +2 (1d4+3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks hatred, judgment 1/day
Inquisitor (Spellbreaker) Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—bless, fallback strategy
. . 0 (at will)—acid splash, detect magic, guidance, oath of anonymity
. . Domain Spellkiller inquisition
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Statistics
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Str 16, Dex 14, Con 14, Int 11, Wis 16, Cha 10
Base Atk +0; CMB +3; CMD 15 (19 vs. bull rush, 19 vs. trip)
Feats Disruptive, Steel Soul[APG]
Traits loyal friend, glory of old
Skills Acrobatics -4 (-8 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Craft (blacksmith) +6, Diplomacy +4, Intimidate +5 (+7 while questioning prisoners), Knowledge (arcana) +4, Lore (dwarven history) +4, Perception +7, Sense Motive +8 (+7 while questioning prisoners), Spellcraft +4; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones
Languages Common, Dwarven
SQ rock stepper[ARG], spellkiller, stern gaze +1, strong-willed
Combat Gear wand of cure light wounds; Other Gear +1 chainmail, heavy steel shield, longspear, mwk warhammer, sling, sling bullets (30), backpack, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), hip flask, holy text, interrogation tools, iron holy symbol of Torag, manacles, masterwork blacksmithing tools, spell component pouch, torch (10), waterskin, whiskey (per cup) (5), wooden holy symbol of Torag, 144 gp, 8 sp, 1 cp
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Special Abilities
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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.
Disruptive +4 DC to cast defensively for those you threaten.
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 (Spellbreaker) Domain (Spellkiller Inquisition) Deities: Any (with GM approval).
Granted Powers: You gain the Disruptive feat as a bonus feat (even if you do not meet the prerequisites).
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step.
Spellkiller (+2 Sacred, DC 13) After defeating enemy, gain +2 sacred bonus to AC for 1 minutes. End the effect when hitting an arcane spellcaster to stagger your opponent.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Strong-Willed (Ex) At 1st level, a spellbreaker is able to stand strong against magical effects that seek to control, compel, or persuade her. The spellbreaker rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect. This a
Background:
Hadri is a young and relatively inexperienced dwarf, but one who seems to be driven for a purpose, some would say borderline fanatical. When questioned, he won't give much away, but hints at glory to be restored to his family name. Hadri had been going through his warrior training when it was highlighted that he seemed particularly resiliant to magic compared to normal dwarves. He was tutored further by some battle clerics of Torag, furthering both his warrior training as well as learning ways to call upon the creator to further his capabilities in battle. He was in his final preparations for his gladdinggarsun when his family were ousted from the Five Kings Mountains.
He is yet to fully understand the reasons why, but believes his father was manipulated by magical means to commit crimes within the Five Kings Mountains. Although Hadri can offer no proof that he was coerced by a magical means, he is now set on stopping those who use magic for nefarious means. He is unsure if this is a sign from Torag that he is needed somewhere else now, but he headed North towards Ustalav, where history has shown there is often magic being used for evil purposes, and he figured it would be a good place to go.