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Keandre Glasmiter's page
315 posts. Organized Play character for JASON RODARTE.
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Race |
AC 18, touch 11, flat-footed 18 (+4 armor, +1 natural, +1 trait) hp 18 (2d8+5) Fort +5, Ref +0, Will +5; +1 trait bonus vs. spells, spell-like abilities, and poison Defensive Abilities defensive training; SR 6, magic resistant |
About Keandre Glasmiter
Keandre Glasmiter
Male elder dwarf inquisitor (witch hunter) of Geryon 2 ( Pathfinder RPG Advanced Player's Guide 38,
Pathfinder RPG Ultimate Combat 53)
LN Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +8 (+10 to notice unusual stonework)
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Defense
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AC 18, touch 11, flat-footed 18 (+6 armor, +1 natural, +1 trait)
hp 18 (2d8+5)
Fort +5, Ref +0, Will +6; +1 trait bonus vs. spells, spell-like abilities, and poison
Defensive Abilities defensive training; SR 7, magic resistant[APG]
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Offense
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Speed 20 ft.
Melee mwk heavy flail +4 (1d10+3/19-20)
Ranged light crossbow +1 (1d8/19-20)
Special Attacks ancient enmity APG, judgment 1/day
Inquisitor (Witch Hunter) Spells Known (CL 2nd; concentration +5)
1st (3/day)— barbed chains (DC 14), bless, true strike
0 (at will)— acid splash , detect magic , disrupt undead , read magic , resistance
Domain Water (Oceans APG subdomain)
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Statistics
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Str 15, Dex 10, Con 15, Int 13, Wis 16, Cha 10
Base Atk +1; CMB +3; CMD 13 (17 vs. bull rush, 17 vs. trip)
Feats IronhideAPG
Traits defender of the society, glory of old
Skills Acrobatics -4 (-8 to jump), Bluff +4, Intimidate +1, Knowledge (dungeoneering) +6, Knowledge
(engineering) +2, Knowledge (planes) +5, Knowledge (religion) +6, Linguistics +2, Perception +8 (+10 to
notice unusual stonework), Profession (barrister) +8, Sense Motive +4, Spellcraft +6 (+9 to identify a spell
as it's being cast, to identify the properties of a magic item using detect magic, or to decipher a scroll),
Stealth +0; Racial Modifiers lorekeeperAPG, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Infernal, Undercommon
SQ knowledgeable defense, spell sage, stern gaze +1, surge
Combat Gear healer's kit, holy water; Other Gear mwk chainmail, light crossbow, mwk heavy flail,
backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Mesphistophles) UE,
mess kit UE, pot, soap, spell component pouch, trail rations (5), waterskin, wooden holy symbol of
Mephistophles, 435 gp, 1 sp
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Special Abilities
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Ancient Enmity +1 Gain a racial bonus to attacks vs. Elves.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Inquisitor (Witch Hunter) Domain (Oceans)
Ironhide Your skin is thicker and more resilient than that of most of your people.
Prerequisites: Con 13; dwarf, half-orc, or orc.
Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.
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Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Knowledgeable Defense +1 At 2nd level, a witch hunter who identifies a spell with Spellcraft gains a
bonus against its effects, either a +1 bonus on saving throws or a +1 dodge bonus to AC against this
spell. This bonus increases every four levels (to a maximum of +5 at 18th
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can
be made untrained.
Spell Resistance (7) You have Spell Resistance.
Spell Sage +3 (Ex) At 1st level, a witch hunter adds her Wisdom modifier on Spellcraft checks in addition
to her Intelligence modifier when attempting to identify a spell as it is being cast, to identify the properties
of a magic item using detect magic, or to d
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Surge (CMB +5, 6/day) (Su) Create a wave that can bull rush or drag a target.
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