Golem-Breaker

Lachna Wonderstone's page

88 posts. Alias of Lady Law.


Full Name

Lachna Wonderstone

Race

Dwarf

Classes/Levels

Inquisitor 2; HP: 17/17; AC: 18; Touch: 13; Flat-foot: 17; Fort: +7 (+11 v. Cold Weather) Ref: +2 Will: +6; Init: +3; Percep: 6 (8); 2 cold resist, +2 save v. poison/spells/abilities, +4 dodge v. giants

Gender

Female

Size

Medium

Age

106

Special Abilities

Darkvision (60 ft.), cold resistance 2, CONDITIONAL MODIFIERS +2 vs. poison, spells, and spell-like abilities, +4 dodge Vs. Giants

Alignment

Neutral Good

Deity

Torag

Languages

Common, Dwarven, Gnome

Strength 16
Dexterity 13
Constitution 14
Intelligence 12
Wisdom 15
Charisma 8

About Lachna Wonderstone

Hit Points: 17
Experience: 0 / 2000
Speed: Walk 20 ft.

Stat Score Mod
STR 16 (+3)
DEX 13 (+1)
CON 14 (+2)
INT 12 (+1)
WIS 15 (+2)
CHA 8 (-1)

-------------------------- Skills --------------------------
Skill
Acrobatics -3
Acrobatics (Jump) -7
Appraise 3
Appraise (Precious metals and gemstones) 5
Bluff -1
Climb 3
Craft (Untrained) 1
Diplomacy -1
Disable Device -1
Disguise -1
Escape Artist -3
Fly -3
Heal 7
Intimidate 4
Knowledge (All) 4
Perception 7
Perception (Notice unusual stonework) 9
Perform (Untrained) -1
Profession All 4
Ride -3
Sense Motive 8
Stealth 1
Survival 3
Swim -1
Use Magic Device 5

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.

  Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones.

-------------------------- Feats ---------------------------
Breadth of Experience
You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.

Armor Proficiency, Light
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Armor Proficiency, Medium
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Shield Proficiency
When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills.

Simple Weapon Proficiency
You make attack rolls with simple weapons without penalty.

Dwarves never have their speed reduced by armor or encumbrance.

Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 18 / 13 / 17
Initiative: +3
BAB: +1
Melee tohit: +4
Ranged tohit: +2
Fortitude: +7
Reflex: +2
Will: +6
Unarmed attack:
to hit: +4
damage: 1d3+3
critical: 20/x2
Warhammer:
to hit: +4
damage: 1d8+3
critical: 20/x3

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.

Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

------------------------- Equipment ------------------------
Name QTY LBS
Outfit (Cold-Weather) 1 7lbs Special: +5 circumstance bonus on Fortitude saves vs cold weather
Scale Mail 1 30lbs
Shield (Heavy/Steel) 1 15lbs
Blanket (Winter) 1 3lbs
Chalk (1 Piece) 5 0lbs
Flint and Steel 1 0lbs
Rations (Trail/Per Day) 10 10lbs
Rope (Hemp/50 ft) 1 10lbs
Twine (50 ft.) 1 0lbs
Whistle (Signal) 1 0lbs
Backpack (2 lbs.)
Pouch (Belt) (0.5 lbs.)
Waterskin (0 lbs.)
Total weight carried:
Current load: Medium
Encumbrance
Light: 76
Medium: 153
Heavy: 230

Funds: 274.56
--------------------------- Magic --------------------------

Domain: Protection

Granted Power: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
This can be given to others as a touch effect 3+wisdom mod times per day. It lasts 1 minute and Inquisitor loses the ability for 1 minute while it is cast on another.

Judgment (Sacred)
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. An inquisitor can use this ability 1 times 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.

Judgment / Destruction
    The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls.

Judgment / 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.

Judgment / Justice
    This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls.

Judgment / 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.

Judgment / Protection
    The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class.

Judgment / Purity
    The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws.
Judgment / Resiliency
    This judgment makes the inquisitor resistant to harm, granting DR 1/magic.

Judgment / 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.

Judgment / 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.

Stern Gaze (Ex)
    Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a +1 morale bonus on all Intimidate and Sense Motive

Inquisitor Spells

Level 0
Create Water (Conjuration)
Casting: 1 standard action
Duration: Instantaneous Range: Close (25 ft.)
Components: V, S
SR: No Effect: This spell generates wholesome, drinkable water, just like clean rain water. Target: Up to 2 gallons of water

Daze (Enchantment)
Saves: Will negates
DC: 12
Casting: 1 standard action
Duration: 1 round
Range: Close (30 ft.)
Components: V, S, M
SR: Yes Effect: This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Target: One humanoid creature of 4 HD or less

Detect Magic (Divination)
Saves: None
Casting: 1 standard action
Duration: Concentration, up to 1 minutes [D]
Range: 60 ft.
Components: V, S
SR: No Effect: You detect magical auras.
Target: Cone-shaped emanation

Read Magic (Divination)
Casting: 1 standard action
Duration: 10 minutes
Personal Components: V, S, F
Effect: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible. Target: You

Level 1
Cure Light Wounds (Conjuration)
Saves: Will half (harmless); see text
DC: 13
Casting: 1 standard action
Duration: Instantaneous
Range: Touch
Components: V, S
SR: Yes (harmless); see text
Effect: When laying your hand upon a living creature, you channel positive energy that cures 1d8+1 points of damage.
Target: Creature touched

Magic Weapon (Transmutation)
Saves: Will negates (harmless, object)
DC: 13
Casting: 1 standard action
Duration: 1 minutes
Range: Touch
Components: V, S, DF
SR: Yes (harmless, object)
Effect: Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. Target: Weapon touched

Comprehend Languages (Divination)
Casting: 1 standard action
Duration: 20 minutes Range: Personal Components: V, S, M/DF
Effect: You can understand the spoken words of creatures or read otherwise incomprehensible written messages.

------------------------ Traits ---------------------------

Dangerously Curious
You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for your parent as a result. You gain a +1 trait bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Northern Ancestry
One of your parents came from the North, and the tales of the frozen lands at the top of the world that you grew up listening to excited your
imagination. Alternatively, maybe one of your ancestors passed on the blood of some frost-rimed creature. You feel most alive during the chill of winter, and as a child, you spent hours playing in the snow. You rarely feel the cold, and you’ve always had a restless longing to travel
north. You gain a +1 trait bonus on Fortitude saves, as well as cold resistance 2; this resistance does not stack with cold resistance gained from any other source.

------------------------ Description -----------------------
Height: 4' 2"
Weight: 120 lbs.
Eyes: Green
Hair: Silver
Skin: Pale
Dominant Hand: Right

Background

Lachna was an orphan raised by the church of Torag high in the mountains. Her parents were killed by giants in a raid on their village. She was always a sturdy child and the priests had high hopes of raising her as a cleric or paladin, but Lachna proved unsuitable to those roles.

She was just too restless to ever sit still long enough for lengthy clerical lessons and hours upon hours of prayer. She was always trying to get into things and figure them out. She would wanted off and sneak into the vaults and store-rooms trying to make the wands and other equipment stored there work. She was just sure that she could do good work faster that way. Besides, she wanted to know how the power of Torag could be stored in such objects. This led to several minor disasters and injuries and the priests were not pleased.

For some time they contemplated sending her away from the church. They began to think she might be better suited to engineering; but Lachna was devoted to Torag and faithful to the priests who took her in, and the more she saw that she was distressing them, the more she became determined to help.

She knew that she could not walk the ways of the paladin. She bore a hatred in her heart for the giants who killed her parents and she could easily see that there were times where the righteous path of the paladin simply would not do. After much consideration on everyone's part, she began her training as an Inquisitor, and Torag accepted her in this role.

Over time she learned many things, and began to suspect that the giants who raided her village so long ago may not have acted alone. She learned there were warring witches who had spurred them on in the midst of their own battle with each other, although it is still not clear to her if the giants were coerced, coaxed, or controlled. As a result, she bears an innate distrust of witches.

Despite her age, she does still occasionally get that curious itch, that says she just needs to poke, prod, or otherwise investigate something that she just doesn't understand. It's gotten her into trouble from time to time...

--------

Personality/How she acts:
Mostly friendly, occasionally boisterous, dwarven love of the earth, ale, and food. She prefers to avoid riding beasts and will say so. Hatred of giants and distrust of witches mentioned above. Distrust of witches does not extend to all magic users.

She has a bit of a patience issue, so while strategizing is well and good, too much of it tends to make her antsy.

I'd say she has the curiosity of a newborn kitten, but that was more of her younger days. Still, she does have the curiosity of a cat, particularly where buttons are involved. If she sees a glowing something, or something with a button, she's likely to at least try to investigate, and she may get trigger-happy unless it's something common that at her age she would be used to seeing about. (For example, she's not going to go batty over a sunrod or a wand of cure light wounds.)

She's a bit of a hoarder. She does like her gems and treasure, but she's not totally adverse to sharing when something is found, just with trading/selling after the fact. It's somewhat difficult for her to let something of value go. You just never know when it might turn out to be useful.