Member of the Ninth Battalion

Morgrim Stonewall's page

198 posts. Organized Play character for Bearded Ben.


Classes/Levels

HP 21/21 AC 19(18)/12/17(16) F+5 R+2 W+5 (+2 vs magic and poison) Init+4 Perc+7/+9 darkvision 60 ft SenseMotive+8 CMB+4 CMD16

About Morgrim Stonewall

PFS # 60867-7

Buying Notes:
TO BUY: mwk thieves tools, mwk battleaxe, healer's kit, portrait book

Current Mission Notes:
The Azlant Ridge site needs supplies, and Bloodcove is the nearest trade port. They need 2 tons of food and clean water, five crates of arrows and crossbow bolts, and clean dressings for wounds. House Cartahegn is your best choice as the Society works with them occasionally.

We already arranged payment to a caravan leader named Raimondo Scevola several weeks ago. Make contact with him to carry everything north. Also, look for a man named Senzer somewhere in town. He was an alchemist funneling potions and information to our team in the Uplands, but he went silent a month ago. You need to find out why and get that stream of potions flowing again.

Old Mission Notes:
Nasir Tandir: Nasir Tandir is a jowly fellow who runs a warehouse in the Overmarket near Candlewood and Zephyr.
Viraj Arpani: Viraj Arpani tends to hang around the Overmarket toohes new in town, but hes unmistakeable. Hes Vudran and covered with little bells.
Buri Buri-Ban: Buri Buri-Bans a Garundi fellowpretty beefy. His favorite caf fronts on Sengali square.
Saldin Marafi: Saldin Marafi has a shop in the Secure Market. Its toward the back in one of the more secure nooks. Good luck getting in there.

Find everyone responsible for her kidnapping: the knave who kidnapped her (Fredrik), the wretched scum who hired the knave (Renmil Emprey, a Taldan spy), the fool who sold her (Pardu Pildapush of Misery Row), and the slaver who bought her (Gnarl Bonegather, gnoll captain of a Katapeshi slave ship called the No Return)find them and report their names to me.

Morgrim Stonewall - Inquisitor of Abadar 2
"Investigator Morgrim Stonewall, Priest of Abadar"
Lawful Neutral Medium Humanoid (Dwarf Male)
Init +4; Senses Perception +7 (+9 vs unusual stonework), Darkvision 60 ft
Judgment 1/1
Silver-Tongued Haggler 5/5
1st level spells 2/3

--------------------
DEFENSE
--------------------

AC 19, touch 12, flat-footed 17 (+6 armor, +1 shield, +2 dex)
HP 21 (2d8 + 4 con + 1 FCB + 3 Toughness)
Fort +5, Ref +2, Will +5
+2 racial bonus on saving throws against poison, spells, and spell-like abilities

--------------------
OFFENSE
--------------------

Speed 30 ft.
Melee Battleaxe +4 1d8+3 (crit x3)
Melee Longspear +4 1d8+4 (crit x3) P brace, reach
Ranged Sling +3 1d4+3
Inquisitor Spells (CL 2nd)
1st (3/day) DC 13 - Bless, Protection from Evil, Litany of Sloth
0 (Orisons) DC 12 - Detect Magic, Guidance, Light, Stabilize, Brand

--------------------
STATISTICS
--------------------

Str 16, Dex 14, Con 14, Int 10, Wis 15, Cha 8
Base Attack +1; CMB +4; CMD 16
Feats Armor Proficiency (Light/Medium), Shield Proficiency, Toughness
Armor Check Penalty -3
Favored Class Inquisitor (+1 hit point, +1 skill point)
Skills Climb +4 (1), Disable Device +7 (1), Intimidate +4 (1), Knowledge (history) +0 [+2 Dwarf history or enemies] (0), Knowledge (local) +6 [+8 monsters] (2), Knowledge (planes) +4 [+6 monsters] (1), Knowledge (religion) +4 [+6 monsters] (1), Perception +7 [+9 vs unusual stonework] (2), Sense Motive +8 (2), Spellcraft +4 (1), Survival +6 [+7 tracking] (1)
Languages Common, Dwarven
Equipment Masterwork Breastplate, Hide Armor (stored), Light Wooden Shield, Sling, sling stones, Battleaxe, Longspear, Wooden Holy Symbol, Spell component pouch, Backpack, Explorer's outfit, Scroll of CLW (2), Wand of CLW (46 charges), Troll Styptic (1)

Cash 461.9 gp
XP 3
Prestige/Fame 4/6
Encumbrance Light (67 lbs) lt 76 lbs med 153 lbs. hvy 230 lbs.

ITS Link

--------------------
SPECIAL ABILITIES
--------------------

Traits: Vagabond Child (+1 Disable Device & class skill), Adopted: Well-Informed (+1 trait bonus on Diplomacy checks to gather information and Knowledge (local) checks, Kn. Local is a class skill)
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.
Ancient Enmity: Dwarves have long been in conflict with elves, especially the hated drow. Dwarves with this racial trait receive a +1 bonus on attack rolls against humanoid creatures of the elf subtype. This racial trait replaces the hatred racial trait.
Deep Warrior: Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus on combat maneuver checks made to grapple such creatures (or to continue a grapple). This racial trait replaces defensive training.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to 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.

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.

Spoiler:
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 23. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 13 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 24. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table 24 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.

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.

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.

Trade Subdomain:
Trade Subdomain

Silver-Tongued Haggler (Su): Whenever you make a Bluff, Diplomacy, or Sense Motive check, you can, as a free action, grant yourself a bonus on the roll equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Travel Domain
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.

Agile Feet (Su): ....

Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

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.

Judgments:
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 24 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).

Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.