Worshipper of Torag

Rorgrim Bronzebeard's page

22 posts. Alias of Jman72.


About Rorgrim Bronzebeard

Dwarf Inquisitor 1
NG Medium Humanoid (dwarf)
Init +4; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 19, touch 12, flat-footed 17 (+6 armor, +2 Dex, +1 natural)
hp 11 (1d8+3); judgement of sacred healing 1
Fort +4, Ref +2, Will +5; +3 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, judgement of sacred protection +1; DR judgement of sacred resiliency 1: magic; Resist judgement of sacred purity +1, judgement of sacred resistance 2 (fire)
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Offense
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Speed 20 ft.
Melee Warhammer +3 (1d8+4/x3)
Ranged Longbow +2 (1d8/x3)
Special Attacks hatred, judgement of sacred destruction +1, judgement of sacred justice +1, judgement of sacred piercing +1, judgement of sacred smiting (magic)
Spell-Like Abilities Bit of Luck (6/day)
Inquisitor Spells Known (CL 1):
1 (2/day) Bless, Cure Light Wounds, Divine Favor
0 (at will) Resistance, Create Water, Guidance, Stabilize
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Statistics
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Str 16, Dex 14, Con 14, Int 13, Wis 16, Cha 8
Base Atk +0; CMB +3; CMD 15 (15 vs. Bull Rush, 15 vs. Trip)
Feats Ironhide
Traits Reactionary, Glory of Old
Skills Acrobatics -3 (-7 jump), Climb -2, Craft (armor) +5 (+7 on checks related to metal or stone), Craft (weapons) +5 (+7 on checks related to metal or stone), Escape Artist -3, Fly -3, Heal +7, Intimidate +0, Knowledge (dungeoneering) +5 (+8 to identify the abilities and weaknesses of creatures), Perception +7 (+9 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride -3, Sense Motive +8, Spellcraft +5, Stealth -3, Survival +7, Swim -2; Racial Modifiers craftsman, monster lore
Languages Common, Dwarven, Giant
SQ domains (luck), hardy, judgement (1/day), slow and steady, stability, stonecunning +2
Other Gear Chainmail, Longbow, Warhammer, 63 GP
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Special Abilities
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Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Inquisitor Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Ironhide Your skin is thicker and more resilient than that of most of your people.

Prerequisites: Con 13; dwarf, half-orc, or orc.

Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 1 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 2 (Fire) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
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.

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