Morti Hearthstone
Male Dwarf Inquisitor 6
NG Medium Humanoid (dwarf)
Init +4; Senses Darkvision 60ft, Perception +10
DEFENSE
AC 18, touch 11, flat-footed 17 +4 dodge vs. giants
(+7 armor (+1 ironwood breastplate), +1 dex)
hp 52 (6d8+18)
Fort +8 (+10 vs poison), Ref +3, Will +8 (+2 to all vs spells, spell-like abilities.)
OFFENSE
Spd 20 ft.
Melee Agrimmosh (+2 impact warhammer) +10 (2d6+6, x3) wielded two-handed.
Melee Agrimmosh, Power Attack +8 (2d6+12, x3)
Melee Brinya’s +1 Hopeknife +8 (1d4+2, 19-20 x2) once per day: ghost touch weapon special ability (1 minute). During this time, the dagger sheds light equivalent to a daylight spell and the wielder gains a +3 sacred bonus to his CMD against disarm and sunder attempts directed at the hopeknife.
Melee Dagger +7 (1d4+1, 19-20 x2)
Ranged Javelins (3) +5 (1d6+3 x2), 30 ft range
Ranged Light Crossbow +5 (1d8, 19-20/x2), 80 ft range 20 bolts, 10 cold iron bolts, 10 silver bolts
Space 5 ft.; Reach 5 ft.
All +1 attack vs orc, goblinoid (racial); +1 damage vs. giant, orc, goblinoid (trait)
Agrimmosh
* 1/day - cast heightened enlarge person (Fortitude DC 23 negates). This effect lasts for 20 minutes.
* Whenever the wielder of Agrimmosh confirms a critical hit against a creature of the humanoid type, the target creature must succeed at a DC 23 Fortitude save or shrink by one size category, as by heightened reduce person.
* +2 to all bull rush attempts
STATISTICS
Str 17, Dex 12, Con 16, Int 11, Wis 16, Cha 10
Base Atk +4; CMB +7; CMD 18
Spells Known (6/4/4)
0: Create Water, Daze (DC 13), Detect Magic, Guidance, Light, Read Magic
1: Cure Light Wounds, Expeditious Retreat, Shield of Faith (+3 AC), Wrath (+2 Attack/Dmg against 1 creature)
2: Cure Moderate Wounds, Communal Protection from Evil, Lesser Restoration, See Invisibility
Spells per day:
1st: 5
2nd: 4
May also use any of detect good / evil / chaos / law at will (only one active at a time).
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Languages: Common, Dwarf, Orc, Giant, Sylvan
Skills (36 Inq +12 Background)
Check Penalty: -4 under medium load (shown)
Trained:
* Bluff +4
* Climb +4 2 ranks
* Diplomacy +6 (3 ranks)
* Disguise +4
* Heal +7
* Intimidate +13 (5 ranks)
* Knowledge (Arcana) +4 (+7 to identify creatures)
* Knowledge (Dungeoneering) +5 (+8 to identify creatures) (2 ranks)
* Knowledge (Nature) +4 (+7 to identify creatures)
* Knowledge (Planes) +4 (+7 to identify creatures)
* Knowledge (Religion) +4 (+7 to identify creatures)
* Perception +11 (+13 to notice unusual stonework) (5 ranks)
* Ride +1
* Sense Motive +10 (2 ranks)
* Spellcraft +7 (4 ranks)
* Stealth +2 (2 ranks)
* Survival +8 (+10 to track) (2 ranks)
* Swim +3
Background:
* Appraise +2 (+4 for non-magical items including gemstones) 2 ranks
* Craft (Sculpture) +4
* Handle Animal +4
* Knowledge (Engineering) +1
* Knowledge (Geography) +1
* Knowledge (History) +1
* Linguistics +3 3 ranks
* Profession (Merchant) +7
* Profession (Sailor) +7
Untrained:
* All other Knowledges to Identify Creatures +3
Non-combat gear
* Inquisitor's Kit: a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, manacles, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol, crowbar.
* Potion CLW
* Potion Pass without Trace
* Smokestick
* Tools, Artisan's (Sculptor)
* 63.2 gp
* Remove fear scroll
* Wand of CLW (20)
* potion hide from undead
* potion of resist energy
* elixir of swimming
Feats
1: Intimidating Prowess: Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.
3: Power Attack: You can choose to take a –2 penalty on all melee attack rolls and combat maneuver checks to gain a +4 bonus on all melee damage rolls. (+6 damage for two-handed weapon)
5: weapon focus (warhammer): You gain a +1 bonus on all attack rolls you make using the selected weapon.
Teamwork 3: Escape Route: An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space.
Teamwork 6: Outflank: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
Traits
* Giantslayer Scion: You take no penalty on Intimidate checks against creatures with the giant subtype that are larger than you, and you gain a +1 trait bonus to the DC of any fear-based effect you use against a creature with the giant subtype.
* Blooded: You receive a +1 trait bonus on weapon damage rolls against giants, goblins, and orcs.
* Armor Master: When you wear armor of any sort, reduce the armor check penalty by 1, to a minimum penalty of 0.
SPECIAL ABILITIES
Racial abilities:
* Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
* Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
* Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
* 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.
* Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
* 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.
* Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
* 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
* Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Class abilities:
* Domain (Tactics Inquisition): Inquisitor’s Direction (Su): At the start of your turn, you can choose to enter a tranquil, reflective state and forgo all actions (standard, move, swift, immediate, and free actions, including attacks of opportunity) for that round; one ally of your choice within 30 feet gains the benefit of haste for 1 round. You can use this ability a number of times per day equal to your 3 + Wisdom bonus (minimum 1).
* Judgment (2/day): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. 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.
* Monster Lore: 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.
* Stern Gaze: 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: At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
* Detect Alignment: 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: At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
* Solo Tactics: At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves.
* Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat. As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned.
* Bane: At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.
* Discern lies: At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.
* Favored Class Bonus (Dwarf Inquisitor): Add +½ to the inquisitor’s level for the purpose of determining the effects of one type of judgment. (1st, 2nd, 5th, 6th level -> Justice judgment; 3rd, 4th level ->Protection)