Kadur Ironhand
Male Dwarf Inquisitor of Torag 1
NG Medium
Init +3; Perception +8
--------------------
Defense
--------------------
AC 18/20, Touch 12, Flat-Footed 16/18
HP 12
Fort +5, Ref +2, Will +3
Speed 20 ft.
--------------------
Offense
--------------------
Crossbow, light +2 1d8
Warhammer +2 1d8 +2
--------------------
Statistics
--------------------
Str 14 Dex 14 Con 16, Int 12, Wis 13, Cha 10
Base +0; CMB +2; CMD 14
Feats
Alertness
Traits
Seeker, Tactician
Skills
Acrobatics 0+2=2, Appraise 0+1=1, Bluff 0+0=0,Climb 0+2=2, Craft Armor 1+4=5, Diplomacy 0+0=0, Disguise 0+0=0, Escape Artist 0+2=2, Fly 0+2=2, Heal 0+1=1, Intimidate 0+1=1, Knowledge Arcana 1+4=5, Knowledge Religion 1+4=5, Perception 1+7=8, Perform 0+0=0, Ride 0+2=2, Sense Motive 1+7=8, Spellcraft 1+4=5, Stealth 0+2=2, Survival 1+4=5 , Swim 0+2=2
Languages
Common, Dwarven, Undercommon
--------------------
Domain
Good
Spells
Create Water, Detect Magic, Read Magic, Stabilize
Cure Light Wounds, Shield of Faith
--------------------
Equipment
Bolts(20), Chainmail, Crossbow, light, Shield, heavy steel, Warhammer, 35 gp
--------------------
Special Abilities
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Judgment: Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action.
Monster Lore: 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.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially 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.