Inquisitor 2 | AC 16 T 12 FF 14 | HP 19/19 | F +5 R +2 W +5 | Init +8 | Perc +8
Common, Dwarven, Elven, Gnome, Undercommon
About Jagray Hamfur
Male dwarf inquisitor of Desna 2 (Pathfinder RPG Advanced Player's Guide 38)
CG Medium humanoid (dwarf)
Init +8; Senses darkvision 60 ft.; Perception +8
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 19 (2d8+6)
Fort +5, Ref +2, Will +5
Defensive Abilities deep warrior[APG]; SR 7, magic resistant[APG]
Speed 30 ft.
Melee battleaxe +4 (1d8+4/×3) or
. . dagger +4 (1d4+3/19-20) or
. . spear +4 (1d8+4/×3) or
. . spear +4 (1d8+4/×3)
Special Attacks ancient enmity[APG], judgment 1/day
Inquisitor Spell-Like Abilities (CL 2nd; concentration +4)
. . At will—detect alignment
Inquisitor Spells Known (CL 2nd; concentration +4)
. . 1st (3/day)—cure light wounds, divine favor, heightened awareness[ACG]
. . 0 (at will)—acid splash, detect magic, disrupt undead, guidance, read magic
. . Domain Travel
Str 16, Dex 14, Con 14, Int 12, Wis 15, Cha 6
Base Atk +1; CMB +4; CMD 16 (20 vs. bull rush, 20 vs. trip)
Feats Improved Initiative
Traits bruising intellect, self-taught scholar, sensitive mind (appraise)
Skills Appraise +7 (+9 to assess nonmagical metals or gemstones), Climb +5, Intimidate +6, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (nature) +5, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +6 (+7 to decipher unfamiliar language), Perception +8, Sense Motive +9, Stealth +4, Survival +7; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones
Languages Common, Dwarven, Elven, Gnome, Undercommon
SQ agile feet (5/day), monster lore +2, rock stepper[ARG], stern gaze +1, track +1
Other Gear armored coat[APG], battleaxe, dagger, spear, spear, backpack, bedroll, belt pouch, candle (10), flint and steel, holy text (Desna)[UE], manacles, mess kit[UE], silk rope (50 ft.), soap, spell component pouch, trail rations (5), waterskin, wooden holy symbol of Desna, 35 gp, 9 sp
Agile Feet (5/day) (Su) For 1 rd, you ignore difficult terrain.
Ancient Enmity +1 Gain a racial bonus to attacks vs. Elves.
Darkvision (60 feet) You can see in the dark (black and white only).
Deep Warrior +2 Gain a bonus to AC and grapple vs. Aberrations.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Inquisitor Domain (Travel) Granted Powers: 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.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknesses of creatures.
Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step.
Spell Resistance (7) You have Spell Resistance.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Track +1 Add the listed bonus to Survival checks made to track.
Jagray is your classic old grumpy dwarf, but for good reason. For much of his youth he was haunted by horrible nightmares. Nightmares of cataclysm and creatures that lurked in the darkest of dark places. He sought the aid of the clans local cleric of Torag but no matter what they tried nothing seemed to help. Finally Jagray left his clan and the darkness of their underground home in search of a cure.
In his travels he came across a caravan of Varisian Harrow-Tellers. Ready to try anything he sat down with one of the old woman who gave him his fortune, a dark fortune telling of mysterious beings on the fringe of reality and the their twisting horrors and somehow Jagray was involved. Jagray didn't give much faith to her words but that night instead of his chaotic and terrible dreams, he dreamed of a fair elven maiden, with brilliant wings like a butterfly. She came to him and pulled him from the darkness and the horror of his nightmares to a starry place of peace. The elven maiden whispered to Jagray "Fight the nightmares, so that we might spread the dreams of prosperity." Then in an instant she disappeared in a flash of moon light. Jagray awoke in the back of one of the gypsy carts, finding it to be nearly three days later. He felt refreshed and rested for the first time in as long as he could remember.
The same woman that provided his fortune was driving the cart he had been resting in. When they stopped the woman explained that the Tender of Dreams has a purpose for him. She didn't know what he saw or what he should do but he should follow the wisdom of the goddess. Ever since, Jagray rarely has his nightmares and when he does he often findings meaning or guidance in them. He turned his life to the servitude of Desna seeking out the horrors and corruption of dreams to put an end to them.