Hvedra Balmunkak
Female Dwarf Inquisitor 3 / Monk (Sensei) 2 64
LG Medium Type (Dwarf)
Init +7; Senses: Darkvision; Perception +13
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DEFENSE
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AC 15, touch 15, flat-footed 13
HP 11 (1d8+2+1(FCB))
Fort +9, Ref +6, Will +11 (All saves are increased +5 against Spells, Spell-Like Abilities, and Poison)
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OFFENSE
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Speed 20 ft.
Melee
+1 Longsword + (1d8+3, 19-20, S)
Space 5 ft., Reach 5 ft.
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SPECIAL ABILITIES
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Inquisitor Spells per Day (CL 3, CC: +8)
1st - 5
0 - Unlimited
Spells Known
1st - Cure Light Wounds, Divine Favor, Shield of Faith
0 - Acid Splash, Create Water, Detect Magic, Detect Poison, Light
Spell-Like Abilities:
At Will -- detect chaos, detect evil, detect good, or detect law
Advice (Ex): 7/7 Rounds Per Day (An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.)
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STATISTICS
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Str 13, Dex 18, Con 14, Int 10, Wis 10, Cha 16
Base Atk +0; CMB +1; CMD 15
Traits:
Trickster and Singer: Dwarves have a reputation as being a stolid, humorless people. But there are few dwarves, usually fine singers and storytellers, who are given leeway for being charismatic and quick of hand and wit. Of course, these brash tricksters are still often in trouble.
Benefit: +2 Charisma, +2 Dexterity, -2 Wisdom
Heir of Dammerhall:You have a direct claim to the title of High King of Dammerhall and the royal Tarnhammer clan. Of course without possession of Dammerhall and the crown, scepter and sash of the High King this title is only symbolic. Still it earns you great respect amongst other dwarves.
Benefit: +1 trait bonus to Diplomacy skill checks made when dealing with dwarves. Also if you take the Leadership feat, gain a +1 trait bonus to your Leadership score as long as all your followers are dwarves.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Deep Warrior: Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus on combat maneuver checks made to grapple such creatures (or to continue a grapple). This racial trait replaces defensive training.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Ancient Enmity: Dwarves have long been in conflict with elves, especially the hated drow. Dwarves with this racial trait receive a +1 racial bonus on attack rolls against humanoid creatures of the elf subtype. This racial trait replaces hatred.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
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.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Feats: Weapon Finesse
Skills:
Bluff +7 (1 rank, 3 Cha, 3 TCS)
Diplomacy +7 (1 rank, 3 Cha, 3 TCS)
Knowledge (Dungeoneering) +4 (1 rank, 3 TCS)
Knowledge (Nobility) +4 (1 rank, 3 TCS)
Perception +4 (1 rank, 3 TCS)
Perform (Dance) +7 (1 rank, 3 Cha, 3 TCS)
Sense Motive +4 (1 rank, 3 TCS)
Stealth +7 (1 rank, 4, Dex, 3 TCS, -1 ACP)
Languages: Common, Dwarven
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GEAR/POSSESSIONS
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Studded Leather Armor, Kukri, Scimitar, Backback, Bedroll, flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Carrying Capacity Light: 50 lbs. Medium: 100 lbs. Heavy: 150 lbs.
Money: 20 GP