Staunton Vhane

Io Hammerhand's page

146 posts. Organized Play character for PatheticWretch.


Full Name

Io Hammerhand

Race

Dwarf

Classes/Levels

Inquisitor 1 / Hunter 2 | HP 25/25 | AC 18; Tch 12; FF 16 | F +7; R +5; W +4 | CMB+4; CMD 16 | Speed 30 ft | Init +2 | MW Dwarven Longhammer (cold iron): +5 (2d6+4/x3) | Perc +12

Age

69

Occupation

Farmstead

Strength 16
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 14
Charisma 5

About Io Hammerhand

Io Hammerhand
Male Inquisitor (Sacred Huntmaster) 1 / Hunter 2
LN Medium Humanoid (Dwarf)
Init +2; Senses Perception +12
Languages Common, Dwarven, Giant, Terran
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DEFENSE
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AC 18, touch 12, flat-footed 16
    (+6 armor, +2 Dex)
hp 25 (3d8, +6 Con, 1 favored)
Fort +7, Ref +5, Will +4 (+3 vs. poison, spells, and spell-like abilities)
Defensive Abilities Agile Feet, Rock Stepper
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OFFENSE
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Speed 30 ft. (6 squares)
Melee MW Dwarven Longhammer (cold iron)(two-handed) +5 (2d6+4/x3)
Melee MW Dwarven Boulder Helm +5 (1d4+3)
Ranged Javelin +3 (1d6+3/x2)
Base Atk +1; CMB +4; CMD 16 (20 vs. bull rush and trip)
Special Attacks Dirty Fighter
Deity Dranngvit Domain Travel
Known Inquisitor Spells (CL 1, Concentration +3)
    1st (2/day) — divine favor, expeditious retreat
    0th — detect magic, guidance, light, sift
Known Hunter Spells (CL 2, Concentration +4)
    1st (3/day) — acid maw, summon nature's ally, longstrider, touch of the sea
    0th — create water, detect poison, enhanced diplomacy, know direction, mending
Scrolls:
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STATISTICS
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Abilities STR 16, DEX 14, CON 14, INT 14, WIS 14, CHA 5
Feats Combat Expertise, Outflank, Pack Flanking
Traits Glory of Old, Dirty Fighter
Skills Acrobatics -3, Appraise +2 (precious metals and gemstones +4), Bluff -3, Climb +2, Diplomacy -3, Disguise -3, Escape Artist -3, Fly -3, Handle Animal +8 (+12 animal companion), Heal +2, Intimidate +4, Knowledge (Arcana) +6 (ID monster +7), Knowledge (Dungeoneering) +6 (ID monster +7), Knowledge (Geography) +6, Knowledge (Nature) +6 (ID monster +7), Knowledge (Planes) +6 (ID monster +7), Knowledge (Religion) +6 (ID monster +7), Perception +12, Ride -3, Sense Motive +8, Stealth +3, Spellcraft +6, Survival +6 (+7 to follow tracks), Swim +2 Armor Check Penalty -5
SQ Animal Companion, Animal Focus, Nature Training, Wild Empathy, Precise Companion, Track
Combat Gear wand of cure light wounds [50/50], potion of cure light wounds, oil of bless weapon, acid flask (x3) Other Gear four-mirror armor, MW dwarven longhammer (cold iron), MW dwarven boulder helm, dagger (cold iron), club, javelin (x3), sling, bullets (10), backpack, bandolier, spell component pouch (x2), bedroll, rations (trail/per day)(x3), rope (hemp/50 ft.), bell, candle, chalk, charcoal, fishhook, string, flint and steel, parchment, sewing needle, signal whistle, oil (flask)(x3), smokestick, tindertwig (x2), earplugs, leather barding, spring-loaded wrist sheath (loaded with wand of cure light wounds), MW perception tool, MW handle animal tool, farmstead (handle animal day job), 1,759 gp

ANIMAL COMPANION:

Kradvid - Roc (Effective Druid level 3)
N Medium Animal
Init +5; Senses low-light vision; Perception +5

DEFENSE
AC 24, touch 15, flat-footed 19 (+5 Dex, +7 natural, +2 armor)
hp 13 (3d8-3)
Fort +2, Ref +8, Will +2

OFFENSE
Speed 20 ft.; 80 ft. fly
Melee bite +3 (1d6+1) and 2 claw +3 (1d4+1)
Space 5 ft.; Reach 5 ft.

STATISTICS
Str 13, Dex 20, Con 9, Int 2, Wis 13, Cha 11
Base Atk +2; CMB +3; CMD 18
Feats Light Armor Proficiency, Pack Flanking
Skills Acrobatics +9, Climb +1, Escape Artist +5, Fly +13, Intimidate +0, Perception +5, Stealth +5, Survival +1, Swim +1
SQ link, share spells, evasion
Tricks attack, come, defend, down, flank, guard, heel, maneuver

SPECIAL ABILITIES:

Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Animal Companion (Ex): At 1st level, a sacred huntsmaster forms a bond with an animal companion. This ability works as the hunter class feature of the same name, using her inquisitor level as her hunter level. This ability replaces judgment 1/day.
At 1st level, a hunter can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one animal at a time.
Animal Focus (Su): The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter's minutes of duration per day—it remains in effect until the hunter changes it. The companion's aspect can be the same aspect the ranger has taken on or a different one. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action.
If the hunter's animal companion is dead, the hunter can apply her companion's animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion's focus) remains in effect until the hunter changes it instead of counting against her minutes per day.
Bat: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense to a range of 10 feet.
Bear: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.
Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.
Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.
Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Mouse: The creature gains evasion, as the rogue class feature. At 12th level, this increases to improved evasion, as the rogue advanced talent.
Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.
Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.
Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.
Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.
Darkvision (Ex): Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Defensive Training (Ex): Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.
Dirty Fighter: Benefit: When you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.
Domain: Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies. Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.
Giant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. This racial trait replaces the hatred racial trait.
Glory of Old: You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Greed (Ex): Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones.
Hardy (Ex): Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Language: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Nature Training (Ex): A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.
Orisons: Inquisitors learn a number of orisons, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.
Precise Companion (Ex): At 2nd level, a hunter chooses either Precise Shot or Outflank as a bonus feat. She does not need to meet the prerequisites for this feat. If she chooses Outflank, she automatically grants this feat to her animal companion as well.
Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
Stability (Ex): Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Steady (Ex): Dwarves never have their speed reduced by armor or encumbrance.
Stern Gaze: 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).
Track (Ex): At 2nd level, a hunter adds 1/2 her level to Survival skill checks made to follow tracks.
Travel Domain: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Weapon Familiarity (Ex): Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Wild Empathy (Ex): A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. The hunter rolls 1d20 and adds her hunter level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the hunter and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
The hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

BACKGROUND:

A dwarf with an intense gaze enters the room and looks the other Pathfinders over.

He carries a fine dwarven longhammer and bears medium armor with a dwarven boulder helm, as well as the holy symbol of the obscure dwarven deity Dranngvit around his neck.

"Io Hammerhand, at yer service," he says. "I'll be of 'elp in close combat, as will me beastie friend Kradvid ye'll meet later. I know a thing or two 'bout different varieties o' monsters an' 'ow tae identify 'em. I'll also be collectin' debts where they're due," he adds.

Io Hammerhand is the twin brother of Grimnir Hammerhand and younger brother of the famous dwarven fighter Clandelve Hammerhand. Dwarven lore speaks of the Thunder Blessing from Torag, where dwarven twins were born after centuries of decline.

PFS:

Boons and Vanities:
Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).
Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name-such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item-would help realize the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action's impact on the PC's fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
Pharasma’s Blessing: Pharasma blesses you for your service to the Godsmouth Cathedral. You may reroll any single attack roll targeting an undead creature or any single saving throw against an undead creature’s ability or effect, always taking the result of the second roll. You must make this reroll before the results of the first roll are known. If Pharasma is your patron deity, you receive a +4 bonus on your reroll. Once this ability has been used, cross it off the Chronicle.

PFS# 132,076-22
XP 6
Prestige/Fame 2/9
Faction The Exchange
-Faction Card [0 goals]
Scenarios Completed
*Master of the Fallen Fortress [1 XP, 1 PP, 479 gp]
-Bought MW longhammer, dwarven [-430 gp], potion of cure light wounds
*First Steps (In Service to Lore) [1 XP, 2 PP, 417 gp]
-Bought wand of cure light wounds [-2 PP]
*The Confirmation [1 XP, 2 PP, 430 gp]
-Bought oil of bless weapon [-50 gp], MW perception tool [-50 gp], MW handle animal tool [-50 gp]
*The Godsmouth Heresy [3 XP, 4 PP, 1398 gp]
-Bought MW perception tool [-50 gp], MW handle animal tool [-50 gp], farmstead [-5 PP]

Level Progression:

Level 1:
Class Taken: Inquisitor
Class Feature Gained: animal companion, domain, monster lore, orisons, stern gaze
Hit points Gained: 1d8, +2 (con), +1 favored
Skill Points (8): intimidate (1), handle animal (1), knowledge (arcana) (1), knowledge (dungeoneering)(1), knowledge (religion)(1), perception (1), sense motive (1), stealth (1)
Feats: Combat Expertise

Level 2:
Class Taken: Hunter
Class Feature Gained: animal companion, animal focus, nature training, orisons, wild empathy
Hit points Gained: 1d8, +2 (con)
Skill Points (8): intimidate (1), handle animal (1), knowledge (planes) (1), knowledge (nature)(1), perception (1), survival (1), stealth (1), swim (1)

Level 3:
Class Taken: Hunter
Class Feature Gained:
Hit points Gained: 1d8, +2 (Con)
Skill Points (8): climb (1), intimidate (1), handle animal (1), knowledge (geography), perception (1), sense motive (1), spellcraft (1), stealth (1)

Dice:

[dice=MW Dwarven Longhammer (cold iron)(two-handed)]1d20+5;2d6+3[/dice]

[dice=handle animal]1d20+10[/dice]
[dice=bite attack]1d20+3;1d6+2[/dice]
[dice=claw attack1]1d20+3;1d4+1[/dice]
[dice=claw attack2]1d20+3;1d4+1[/dice]