Warden Rogard Hammerfell

Kazgar Shieldsmith's page

25 posts. Alias of trawets71.


Full Name

Kazgar Shieldsmith

Race

Dwarf

Classes/Levels

Inquisitor 1| AC 18 T 12 FF 16| HP 10/10| F +4 R +2 W +5 | Init +2 | Perc +7

Gender

Male

Size

Medium

Alignment

Neutral Good

Deity

Torag

Location

Five Kings Mountains

Languages

Common, Dwarven, Terran

Occupation

Weaponsmith

Strength 16
Dexterity 14
Constitution 14
Intelligence 13
Wisdom 16
Charisma 4

About Kazgar Shieldsmith

Character Sheet:

Size Medium
Init +2; Senses darkvision 60; Perception +7

DEFENSE

AC 18, touch 12, flat-footed 16 (+6 armor, +2 dex)
hp 10 (1d8+2)
Fort +4, Ref +2, Will +5

OFFENSE
Speed 20 ft.
Ranged: Longbow +2 (1d8/X3) range 110’
Melee:Longspear +3 (1d8+4/X3)
Melee: Dagger +3 (1d4+3/19-20)

Statistics

16 Str , 14 Dex , 14 Con , 13 Int , 16 Wis , 4 Cha
Languages: Common, Dwarven, Terran
Base Atk +0; CMB +3; CMD 15

Skills
Craft (Armor) +5 (1), Craft (Weapons) +7 (1), Heal +7 (1), Kn: Dungeoneering +8 (1), Kn: Religion +8 (1), Perception +7 (1), Sense Motive +8 (1), Survival +7 (1). Total: 28

Favored Class: Inquisitor. +1 skill point per level.

Inquisitor Abilities:

Weapon and Armor Proficiency: An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

Spells: An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell's level.

To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor's spell is 10 + the spell level + the inquisitor's Wisdom modifier.

An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table 2–3. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

An inquisitor's selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor's choice. At each new inquisitor level, she gains one or more new spells as indicated on Table 2–4. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table 2–4 are fixed.)

Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Spells Known:
0- create water, detect magic, disrupt undead, read magic
1- cure light wounds, hide from undead

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.

Artifice Domain

Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing.

Artificer's Touch (Sp): You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dancing Weapons (Su): At 8th level, you can give a weapon touched the dancing special weapon quality for 4 rounds. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Judgment (Su): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor's. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor's weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor's alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor's weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

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.

Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” 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.

Stern Gaze (Ex): 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).

Feats and Traits:

FEATS
1- Combat Reflexes

RACIAL TRAITS
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.

Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.

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.

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.

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.

Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

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.

Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

TRAITS
Artisan: You spent time working under artisans, or your parents were artisans who were particularly skilled at their trade. You gain a +2 trait bonus on a single Craft skill (your choice). Weapons

Gear:

Longspear 5 gp (9#), Dagger 2 gp (1#), Longbow 75 gp (3#), 20 Arrows 1 gp (3#), Breastplate 200 gp (30#), Backpack 2 gp (2#), Waterskin 1 gp (4#), 5 days Trail Rations 2.5 gp (5#), blanket 5sp (3#), flint and steel 1 gp,

Total: 60 # 76/153/230

Backstory:

We have failed! Kazgar stood on the mountain looking down on the entrance to his home town in the Five Kings Mountain. The only thing moving down there were undead. Despondent he was about to step down the path to take as many of them as he could with him, when the High Priest of Torag put a hand on his shoulder. "I have a mission for you. You must head to the High King and let him know what befell here today. I will make sure you are not followed and will catch up with you." Kazgar never saw him again.

His home had been a happy one. He grew up the child of forge-masters and learned the crafts of arms and armor making. He spent his free time on the mountains, hunting goats and avoiding the giants. As he grew older he felt a Torag's calling and presented himself at the temple for training. He was trained to defend the purity of Torag's faith.

Then came the night of the Red Harvest. Kazgar was lucky. He the high priest and a few other acolytes were not in the mountain. They were high about the entrance checking the stone circle for the upcoming festival. A few days after setting out for the High King he came upon a small dwarf family beset by undead. He had a choice: come to their aid and risk his mission or continue on leaving them to their sure deaths. He should have stayed and helped. When he came near the capital all he could see were undead everywhere.

Though despondent the only thing that keeps Kazgar going is the knowledge that there are still dwarfs out there to protect. Why else would he still have his powers from Torag? Protect the living. Purify the faith. Teach his crafts to the next generation. And maybe, just maybe one day remove the undead blight.

Daily Resources:

INQUISITOR SPELLS (CL 1, +4 Concentration)
1st: 2/day Used:

Dice:

[dice=+1 Morningstar ]1d20+6[/dice] [dice=Damage]1d8+1[/dice]
[dice=Mwk. Longspear]1d20+6[/dice] [dice=Damage]1d8[/dice]
[dice=Mwk. Dagger]1d20+6[/dice] [dice=Damage]1d4[/dice]
[dice=Mwk. Light Crossbow]1d20+8[/dice] [dice=Damage]1d8[/dice]
[dice=Perception]1d20+12[/dice]
[dice=Diplomacy]1d20+7[/dice]
[dice=Heal]1d20+13[/dice]
[dice=Kn: Arcana]1d20+6[/dice]
[dice=Kn: History]1d20+6[/dice]
[dice=Kn: Local]1d20+7[/dice]
[dice=Kn: Planes]1d20+6[/dice]
[dice=Kn: Religion]1d20+14[/dice]
[dice=Sense Motive]1d20+7[/dice]
[dice=Spellcraft]1d20+6[/dice]
[dice=UMD]1d20+10[/dice]
[dice=Fort Save]1d20+6[/dice]
[dice=Reflex Save]1d20+4[/dice]
[dice=Will Save]1d20+8[/dice]