Warden Rogard Hammerfell

Kurth Silvermug's page

118 posts. Alias of wicked_raygun.


Full Name

Kurth Silvermug

Race

HP 19/19 | AC 18, T 10, FF 18 | CMB +4, CMD 14, +4 vs trip | F +5, R +0, W +5; +2 vs spells, poison | Init +2, Dex 10 | Perc +8, SM +7 |

Classes/Levels

Male Dwarf Inquisitor 1 | Effects: Cursed

Size

Medium

Age

59

Alignment

Lawful Good

Deity

Abadar

Homepage URL

Campaign Notes

Strength 16
Dexterity 10
Constitution 14
Intelligence 8
Wisdom 15
Charisma 10

About Kurth Silvermug

Character Sheet:

Kurth Silvermug
Dwarf inquisitor of Abadar 2 (Pathfinder RPG Advanced Player's Guide 38)
LG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +8 (+10 to notice unusual stonework)
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Defense
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AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield)
hp 19 (2d8+6)
Fort +5, Ref +0, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 30 ft.
Melee battleaxe +3 (1d8+5/×3)
Ranged light crossbow +1 (1d8/19-20)
Special Attacks hatred, 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, protection from evil, shield of faith
. . 0 (at will)—create water, detect magic, light, read magic, stabilize
. . Domain Travel
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Statistics
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Str 16, Dex 10, Con 14, Int 8, Wis 15, Cha 10
Base Atk +1; CMB +3; CMD 14 (18 vs. bull rush, 18 vs. trip)
Feats Power Attack
Traits adopted, eyes and ears of the city, world traveler
Skills Appraise +1 (+3 to assess nonmagical metals or gemstones), Climb +4, Diplomacy +5, Heal +6, Intimidate +5, Knowledge (religion) +3, Perception +8 (+10 to notice unusual stonework), Profession (merchant) +6, Profession (soldier) +6, Sense Motive +7, Survival +6; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ agile feet (5/day), monster lore +2, stern gaze +1, track +1
Combat Gear potion of cure light wounds, holy water (2); Other Gear mwk breastplate, mwk heavy steel shield, battleaxe, crossbow bolts (15), light crossbow, bandolier[UE], bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Order of Numbers)[UE], manacles, masterwork backpack[APG], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Abadar, wooden holy symbol of Abadar, 53 gp
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Special Abilities
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Agile Feet (5/day) (Su) For 1 rd, you ignore difficult terrain.
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.
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.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
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 weaknessess of creatures.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Track +1 Add the listed bonus to survival checks made to track.

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Resources:

53 gp
Agile Feet (5/5)
Crossbow bolts 15/15

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Spells:

Inquisitor Spell-Like Abilities (CL 2nd; concentration +4)
At will—detect alignment

Inquisitor Spells Known (CL 2nd; concentration +4)
1st (3/3)—cure light wounds, protection from evil, shield of faith
0 (at will)—create water, detect magic, light, read magic, stabilize