HP 19/27 | AC 20 T11 FF19 | F7, R1, W5 | I3, P9 | Bull Rush +5/20, Trip +7/22
Size
M
Alignment
LN
Deity
Horus
Languages
Ancient Osiriani, Common, Dwarven, Elven, Gnome, Osiriani
Occupation
Gemcutter
Strength
16
Dexterity
12
Constitution
15
Intelligence
13
Wisdom
14
Charisma
8
About Ram Ironhand SS
Story:
wip
Ram Ironhand:
Male dwarf fighter 1/inquisitor (sanctified slayer) of Horus 2 (Pathfinder RPG Advanced Class Guide 99, Pathfinder RPG Advanced Player's Guide 38)
LN Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +9 (+11 to notice unusual stonework)
Defense:
AC 20, touch 11, flat-footed 19 (+7 armor, +1 Dex, +2 shield)
hp 27 (3 HD; 2d8+1d10+7)
Fort +7, Ref +1, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
Str 16, Dex 12, Con 15, Int 13, Wis 14, Cha 8
Base Atk +2; CMB +5 (+7 trip); CMD 16 (20 vs. bull rush, 22 vs. trip)
Feats Combat Expertise, Improved Trip, Power Attack
Traits artisan, tomb raider
Skills
.. Acrobatics -5 (-9 to jump),
.. Appraise +1 (+3 to assess nonmagical metals or gemstones),
.. Craft (gemcutting) +8,
.. Intimidate +4,
.. Knowledge (dungeoneering) +7,
.. Knowledge (religion) +6,
.. Linguistics +4,
.. Perception +9 (+11 to notice unusual stonework),
.. Sense Motive +9,
.. Survival +6;
Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Ancient Osiriani, Common, Dwarven, Elven, Gnome, Osiriani
SQ monster lore +2, stern gaze +1, track +1
Gear:
Combat Gear potion of cure light wounds x1 (5);
Other Gear banded mail, mwk shield spikes heavy steel shield, mwk khopesh[APG], backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), masterwork gemcutting tools, mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, Iron Holy Symbol (Eye of Horus), 912 gp
Special Abilities:
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
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.
Improved Trip You don't provoke attacks of opportunity when tripping.
Inquisitor (Sanctified Slayer) Domain (Nobility) Granted Powers: You are a great leader, an inspiration to all who follow the teachings of your faith.
Inspiring Word (5/day) (Sp) Target receives +2 on attack, skill checks, ability checks and saving throws for 1 rds.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknesses 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.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to Survival checks made to track.
Inquisitor spells:
Domain Divine Favour : +1 luck bonus on attack and weapon damage rolls
Lvl 0 Detect Magic : Detects spells and magic items within 60 ft.
Guidance : Gain a +1 competence bonus on one attack roll, saving throw, or skill check within the next minute.
Read Magic : Read scrolls and spellbooks.
Resistance : Subject gains +1 bonus on saving throws.
Virtue : Subject gains 1 temporary hp.
Lvl 1 3/day
Litany of Sloth, DC13 : Single target cannot make attacks of opportunity for 1 round.
Shield of Faith : Aura grants +2 or higher deflection bonus.
True Strike : +20 on your next attack roll.
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