Harsk

Padrym Steelribs's page

475 posts. Alias of Balodek.


Race

Dwarf (Deep Delver)

Classes/Levels

Inquisitor 6

Gender

|| AC 20/T12/FF18 | HP 45/45 | F +6 R +4 W +8 | Init +5 | Perception +12 | Sense Motive +6 | Darkvision 90' ||

Size

Base Atk +4; CMB +7; CMD 19 (23 vs. Bull Rush, 23 vs. Trip)

Alignment

LG

Deity

Angradd

Languages

Common, Dwarven

Strength 17
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 16
Charisma 8

About Padrym Steelribs

In Game:

HP = 45/45
AC/T/FF = 20/12/18
Weapon Equipped =
Speed = 20'
Spell-Like Abilities (CL 6th; concentration +5)
. . At will—detect alignment
. . 6 rounds/day—discern lies
Domain Spell-Like Abilities (CL 6th; concentration +9)
. . 6/day—fire bolt (1d6+3 fire)
Inquisitor Spells Known (CL 6th; concentration +9):
2nd 4/4—flames of the faithful (DC 15), invisibility, see invisibility, zone of truth (DC 15)
1st 5/5—cure light wounds, expeditious retreat, keep watch, true strike
0 (at will)—acid splash, brand (DC 13), create water, detect magic, detect poison, stabilize
Firebolt = 6/6 day (1d6+3)
Judgement = 1/1 day
Status Effects = None

[dice=Greataxe]1d20+8;1d12+4[/dice]
[dice=Sling]1d20+6;1d4+3[/dice]

Skills:

Acrobatics -2 (-6 jump)
Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones)
Climb -1
Escape Artist -2
Fly -2
Intimidate +14
Knowledge (dungeoneering) +9 (+12 to identify the abilities and weaknesses of creatures)
Knowledge (religion) +9 (+12 to identify the abilities and weaknesses of creatures)
Perception +12 (+14 to notice unusual stonework)
Ride -2
Sense Motive +6
Spellcraft +9
Stealth -2
Survival +12 (+15 to track)
Swim -1

Gear:

Wand of CLW 50/50
+1 Chainmail
Adamantine Greataxe
Sling
Sling Bullets (30)
Amulet of Natural Armor +1
Handy Haversack
Bedroll
Belt Pouch
Blanket
Iron holy symbol (Angradd)
Manacles
Mug
Soap
Spell component pouch
Stove can
Waterskin
392 gp, 7 cp

Special Abilities, Feats, Traits:

Dwarf
Ancient Enmity +1 Gain a racial bonus to attacks vs Elves.
Darkvision (90 feet) You can see in the dark (black and white vision only).
Deep Warrior +2 Gain a bonus to AC and grapple vs. Aberrations.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Minesight Dazzled in bright light and -2 to save vs light effects.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.

Trait
Armor Expert -1 Armor check penalty.
Legendary Drinker Your ability to hold your liquor is almost without equal. In fact, you feel nowhere as at home as in a bar with your fellow dwarves enjoying fine dwarven ale.
Benefit: You are never sickened by drinking alcohol and a night spent in a bar restores you hit points equal to your level.

Inquisitor
Bane (+2 / 2d6) (6 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (6 rounds/day) (Sp) Discern Lies at will.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Fire Bolt (1d6+3 fire) (6/day) (Sp) 30' Ranged touch attack deals 1d6+3 Fire damage.
Inquisitor Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Judgement (2/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +3 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 3 (Su) Fast Healing
Judgement of Sacred Justice +2 (Su) Attack bonus
Judgement of Sacred Piercing +3 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +2 (Su) AC bonus
Judgement of Sacred Purity +2 (Su) Save bonus
Judgement of Sacred Resiliency 2: Magic (Su) DR/magic
Judgement of Sacred Resistance 6 (Acid) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic,Good) (Su) DR bypass
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Teamwork Feat (change 3/day) Swap your most recent Teamwork feat for another.
Track +3 Add the listed bonus to survival checks made to track.

Feat
Intimidating Prowess Add Strength bonus to Intimidate checks.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Pack Attack Ally's attack allows you to take a 5-foot step.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Toxic Recovery Heal one point of ability damage on a successful saving throw.