Golem-Breaker

Hlifkom Ingfrothi's page

62 posts. Organized Play character for maxmagana.


Full Name

Hlifkom Ingfrothi

Race

┃Init (+4)┃Perc (+16) Darkvision 60┃speed 20 ft┃Bluff +3, Dip +5, Heal +9, Intm +10, Kn(His +2, Lcl +2, Nbl +2, Rel +9)(+4 to ID Mnstr), SenMo +18, SplCr +6, Surv+8

Classes/Levels

┃Wp Spells 1st – 3/3┃Inq Spells 1st—3/4, 2nd 3/3┃Bane 9/14┃Blessing 4/4┃Discern Lies 5/5┃Fervor 4/5┃Gloves of Recon 10/10┃Jingasa 1/1┃Judgement 2/2┃Judgment Surge 1/1┃TmWrk Ft Change 4/4┃Touch of Law 5/7┃

Gender

LG Female Wp2/Inq5┃hp 61/61┃AC 26(28), T 11, FF 26┃CMD 17 (21 vs Trip, Bull Rush)┃F +10, R +2, W +11; +2 vs Poison, Spells, SLA

Size

Medium

Age

51

Alignment

LG

Deity

Abadar

Languages

Celestial, Common, Dwarven

Strength 14
Dexterity 10
Constitution 16
Intelligence 12
Wisdom 18
Charisma 8

About Hlifkom Ingfrothi

Hlifkom Ingfrothi
Female dwarf inquisitor of Abadar 5/warpriest of Abadar 2 (Pathfinder RPG Advanced Class Guide 60, Pathfinder RPG Advanced Player's Guide 38)
LG Medium humanoid (dwarf)
Init +4; Senses darkvision 60 ft.; Perception +16
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Defense
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AC 26, touch 11, flat-footed 26 (+10 armor, +1 luck, +1 natural, +4 shield)
hp 61 (7d8+23)
Fort +10, Ref +2, Will +11; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee gamin the misforged +5 (1d8+1)
Ranged mwk repeating heavy crossbow +5 (1d10/19-20)
Special Attacks bane (14 rounds/day), blessings 4/day, fervor 5/day (1d6), hatred, judgment 2/day, sacred weapon (1d6, 0)
Domain Spell-Like Abilities (CL 5th; concentration +9)
. . 7/day—touch of law
Inquisitor Spell-Like Abilities (CL 5th; concentration +9)
. . At will—detect alignment, discern lies (5 rounds/day)
Inquisitor Spells Known (CL 5th; concentration +9)
. . 2nd (3/day)—flames of the faithful[APG] (DC 16), invisibility, lesser restoration
. . 1st (5/day)—comprehend languages, forced quiet[UM] (DC 15), shield of faith, wrath[APG]
. . 0 (at will)—bleed (DC 14), brand[APG] (DC 14), create water, daze (DC 14), disrupt undead, resistance
. . Domain Law
Warpriest Spells Prepared (CL 2nd; concentration +6)
. . 1st—bless, command (DC 15), shield of faith
. . 0 (at will)—detect magic, guidance, mending, stabilize
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Statistics
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Str 14, Dex 10, Con 16, Int 12, Wis 18, Cha 8
Base Atk +4; CMB +6; CMD 17 (21 vs. bull rush, 21 vs. trip)
Feats Alertness, Coordinated Maneuvers[APG], Extended Bane[UM], Ironhide[APG], Judgment Surge[UM], Weapon Focus (dwarven waraxe)
Traits deft dodger, ease of faith
Skills Acrobatics -7 (-11 to jump), Bluff +3, Climb +0, Diplomacy +5, Heal +9, Intimidate +10, Knowledge (history) +2 (+4 on checks that pertain to dwarves or their enemies), Knowledge (local) +2, Knowledge (nobility) +2, Knowledge (religion) +9, Perception +16 (+18 to notice unusual stonework), Sense Motive +18, Spellcraft +6, Stealth -3, Survival +8, Swim +0; Racial Modifiers lorekeeper, +2 Perception to notice unusual stonework
Languages Celestial, Common, Dwarven
SQ blessings (law: axiomatic strike, battle companion, protection: aura of protection, increased defense), monster lore +4, solo tactics, stern gaze +2, track +2
Combat Gear cold iron repeating crossbow bolts (50), jingasa of the fortunate soldier[UE], potion of endure elements, wand of cure light wounds, defoliant[UE] (2), weapon blanch (silver)[APG] (5); Other Gear +2 lamellar (stone) armor[UC], +2 heavy steel shield, gamin the misforged, mwk repeating heavy crossbow, bane baldric[UE], gloves of reconnaissance[UE], masterwork backpack[APG], silk rope (50 ft.), 592 gp
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Special Abilities
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Bane (+2 / 2d6, 14 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Blessings (4/day) (Su) Pool of power used to activate Blessing abilities.
Coordinated Maneuvers +2 to CMB if adj ally with same feat. More to escape a grapple.
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.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (5 rounds/day) (Sp) Discern Lies at will
Fervor (1d6, 5/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Inquisitor Domain (Law) Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
Ironhide Your skin is thicker and more resilient than that of most of your people.

Prerequisites: Con 13; dwarf, half-orc, or orc.

Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.
Judgment (2/day) (Su) Variable bonuses increase as the combat continues.
Judgment Surge (1/day) Gain improved versions of your judgments
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.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stern Gaze +2 (Ex) +2 to Sense Motive and Intimidate.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Touch of Law (7/day) (Sp) Treat all d20 rolls as 11 for 1 rd.
Track +2 Add the listed bonus to survival checks made to track.