Gambler

Skarn Hornfels's page

552 posts. Alias of Zahir ibn Mahmoud ibn Jothan (RPG Superstar 2014 Top 16).


Full Name

Skarn Hornfels

Race

Dwarf Inquisitor 5 HP:60/60 AC: 22* TCH: 12 FF: 21 CMD: 17 (21 vs Bull Rush, Trip +4 vs giants) | F+7*, R+2*, W+7*

Gender

CG Male

Size

Medium (4' 155lb)

Age

76

Special Abilities

Spells 1st (4/4) 2nd (3/3); Bane (8/8); Agile Feet (6/6); Judgment (2/2); CMW potion

Alignment

Chaotic Good

Deity

Cayden Cailean

Languages

Common, Dwarven, Giant, Terran

Occupation

Standup Philosopher and Brewer

About Skarn Hornfels

258gp + 1260gp - 1073.2gp = 444.8gp
Owe 500gp to Tylur
Owe 500gp to Aurora

Skarn 5:

Skarn Hornfels #5
Male dwarf inquisitor of Cayden Cailean 5 (Pathfinder RPG Advanced Player's Guide 38)
CG Medium humanoid (dwarf)
Init +4; Senses darkvision 60 ft.; Perception +11 (+13 to notice unusual stonework, +12 vs. giant subtype creatures)
--------------------
Defense
--------------------
AC 22, touch 12, flat-footed 21 (+7 armor, +1 deflection, +1 Dex, +1 natural, +2 shield)
hp 60 (5d8+20)
Fort +7, Ref +2, Will +7; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 60 ft.
Melee +1 dagger +6 (1d4+3/19-20) or
dagger +5 (1d4+2/19-20) or
foeslayer +6 (1d6+3/×4) or
rapier +5 (1d6+2/18-20)
Special Attacks bane (8 rounds/day), judgment 2/day
Inquisitor Spell-Like Abilities (CL 5th; concentration +8)
At will—detect alignment, discern lies (5 rounds/day)
Inquisitor Spells Known (CL 5th; concentration +8)
2nd (3/day)—force anchor, inheritor's smite, invisibility
1st (5/day)—cure light wounds, divine favor, expeditious retreat, true strike
0 (at will)—acid splash, create alcohol (ale or wine), create water, detect magic, read magic, stabilize
Domain Travel
--------------------
Statistics
--------------------
Str 15, Dex 12, Con 16, Int 14, Wis 16, Cha 6
Base Atk +3; CMB +5; CMD 17 (21 vs. bull rush, 21 vs. trip)
Feats Escape Route[UC], Extended Bane[UM], Ironhide[APG], Power Attack
Traits brewmaster, fate's favored, giant slayer
Skills Acrobatics -5 (+7 to jump), Appraise +5 (+7 to assess nonmagical metals or gemstones), Bluff +2 (+3 vs. giant subtype creatures), Climb +0, Diplomacy -2 (-3 penalty on checks made to change the attitude of dwarves who know that your family has shared brewing secrets with non-dwarves), Disguise +2, Handle Animal -1, Heal +7, Intimidate +0, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (local) +7, Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (religion) +8, Perception +11 (+13 to notice unusual stonework, +12 vs. giant subtype creatures), Profession (brewer) +12, Ride -1, Sense Motive +11 (+12 vs. giant subtype creatures), Sleight of Hand -4, Stealth -1, Survival +11 (+13 to track vs. humanoids of the Giant subtype), Swim +0; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Giant, Terran
SQ agile feet (6/day), giant hunter[ARG], monster lore +3, solo tactics, stern gaze +2, track +2
Combat Gear potion of cure moderate wounds, brewer's kit; Other Gear +1 breastplate, mwk heavy steel shield, +1 dagger, foeslayer, dagger, rapier, ring of protection +1, backpack, bedroll, belt pouch, candle (10), everburning torch, everburning torch, flint and steel, hemp rope (50 ft.), holy text (Angradd)[UE], manacles, mess kit[UE], mwk manacles, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Angradd, 258 gp
--------------------
Special Abilities
--------------------
Agile Feet (6/day) (Su) For 1 rd, you ignore difficult terrain.
Bane (+2 / 2d6, 8 rounds/day) (Su) Make the weapon you are holding a bane weapon.
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.
Discern Lies (5 rounds/day) (Sp) Discern Lies at will
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Inquisitor Domain (Travel) 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.
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.
Judgment (2/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +3 (Ex) +3 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.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stern Gaze +2 (Ex) +2 to Sense Motive and Intimidate.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Track +2 Add the listed bonus to Survival checks made to track.
--------------------
3rd - Power Attack
5th - More Bane, the Wisdom one
7th - Natural Armor?

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Skarn 4:

Skarn Hornfels #4
Male dwarf inquisitor of Cayden Cailean 4 (Pathfinder RPG Advanced Player's Guide 38)
CG Medium humanoid (dwarf)
Init +4; Senses darkvision 60 ft.; Perception +10 (+12 to notice unusual stonework, +11 vs. giant subtype creatures)
--------------------
Defense
--------------------
AC 22, touch 12, flat-footed 21 (+7 armor, +1 deflection, +1 Dex, +1 natural, +2 shield)
hp 48 (4d8+16)
Fort +7, Ref +2, Will +7; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 dagger +6 (1d4+3/19-20) or
+1 heavy pick +6 (1d6+3/×4) or
dagger +5 (1d4+2/19-20) or
rapier +5 (1d6+2/18-20)
Special Attacks judgment 2/day
Inquisitor Spell-Like Abilities (CL 4th; concentration +7)
At will—detect alignment
Inquisitor Spells Known (CL 4th; concentration +7)
2nd (2/day)—force anchor, invisibility
1st (4/day)—cure light wounds, divine favor, expeditious retreat, true strike
0 (at will)—acid splash, create alcohol (ale or wine), create water, detect magic, read magic, stabilize
Domain Travel
--------------------
Statistics
--------------------
Str 15, Dex 12, Con 16, Int 14, Wis 16, Cha 6
Base Atk +3; CMB +5; CMD 17 (21 vs. bull rush, 21 vs. trip)
Feats Escape Route[UC], Ironhide[APG], Power Attack
Traits brewmaster, fate's favored, giant slayer
Skills Appraise +4 (+6 to assess nonmagical metals or gemstones), Bluff +2 (+3 vs. giant subtype creatures), Climb +0, Diplomacy -2 (-3 penalty on checks made to change the attitude of dwarves who know that your family has shared brewing secrets with non-dwarves), Disguise +2, Handle Animal -1, Heal +7, Intimidate +0, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (local) +4, Knowledge (nature) +8, Knowledge (planes) +7, Knowledge (religion) +8, Perception +10 (+12 to notice unusual stonework, +11 vs. giant subtype creatures), Profession (brewer) +11, Ride -1, Sense Motive +9 (+10 vs. giant subtype creatures), Sleight of Hand -4, Stealth -1, Survival +10 (+12 to track vs. humanoids of the Giant subtype), Swim +0; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Giant, Terran
SQ agile feet (6/day), giant hunter[ARG], monster lore +3, solo tactics, stern gaze +2, track +2
Combat Gear potion of cure moderate wounds, brewer's kit; Other Gear +1 breastplate, mwk heavy steel shield, +1 dagger, +1 heavy pick, dagger, rapier, ring of protection +1, backpack, bedroll, belt pouch, candle (10), everburning torch, everburning torch, flint and steel, hemp rope (50 ft.), holy text (Angradd)[UE], manacles, mess kit[UE], mwk manacles, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Angradd, 258 gp
--------------------
Special Abilities
--------------------
Agile Feet (6/day) (Su) For 1 rd, you ignore difficult terrain.
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.
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Inquisitor Domain (Travel) 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.
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.
Judgment (2/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +3 (Ex) +3 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.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stern Gaze +2 (Ex) +2 to Sense Motive and Intimidate.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Track +2 Add the listed bonus to Survival checks made to track.
--------------------
3rd - Power Attack
5th - More Bane, the Wisdom one
7th - Natural Armor?

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Skarn 3.5:

Skarn Hornfels 3
Male dwarf inquisitor of Cayden Cailean 3 (Pathfinder RPG Advanced Player's Guide 38)
CG Medium humanoid (dwarf)
Init +4; Senses darkvision 60 ft.; Perception +9 (+11 to notice unusual stonework, +10 vs. giant subtype creatures)
--------------------
Defense
--------------------
AC 22, touch 12, flat-footed 21 (+7 armor, +1 deflection, +1 Dex, +1 natural, +2 shield)
hp 36 (3d8+12)
Fort +6, Ref +2, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d4+2/19-20) or
heavy pick +4 (1d6+2/×4) or
rapier +4 (1d6+2/18-20)
Special Attacks judgment 1/day
Inquisitor Spell-Like Abilities (CL 3rd; concentration +6)
At will—detect alignment
Inquisitor Spells Known (CL 3rd; concentration +6)
1st (4/day)—cure light wounds, divine favor, expeditious retreat, true strike
0 (at will)—acid splash, create alcohol (ale or wine), create water, detect magic, read magic, stabilize
Domain Travel
--------------------
Statistics
--------------------
Str 15, Dex 12, Con 16, Int 13, Wis 16, Cha 6
Base Atk +2; CMB +4; CMD 16 (20 vs. bull rush, 20 vs. trip)
Feats Escape Route[UC], Ironhide[APG], Power Attack
Traits brewmaster, fate's favored, giant slayer
Skills Appraise +2 (+4 to assess nonmagical metals or gemstones), Bluff -2 (-1 vs. giant subtype creatures), Climb +0, Diplomacy -2 (-3 penalty on checks made to change the attitude of dwarves who know that your family has shared brewing secrets with non-dwarves), Disguise +2, Handle Animal -1, Heal +7, Intimidate -1, Knowledge (arcana) +5, Knowledge (dungeoneering) +6, Knowledge (local) +2, Knowledge (nature) +7, Knowledge (planes) +5, Knowledge (religion) +5, Perception +9 (+11 to notice unusual stonework, +10 vs. giant subtype creatures), Profession (brewer) +10, Ride -1, Sense Motive +8 (+9 vs. giant subtype creatures), Sleight of Hand -4, Stealth -1, Survival +9 (+11 to track vs. humanoids of the Giant subtype); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Giant
SQ agile feet (6/day), giant hunter[ARG], monster lore +3, solo tactics, stern gaze +1, track +1
Combat Gear potion of cure moderate wounds, brewer's kit; Other Gear +1 breastplate, mwk heavy steel shield, dagger, heavy pick, rapier, ring of protection +1, backpack, bedroll, belt pouch, candle (10), everburning torch, flint and steel, hemp rope (50 ft.), holy text (Angradd)[UE], manacles, mess kit[UE], mwk manacles, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Angradd, 258 gp
--------------------
Special Abilities
--------------------
Agile Feet (6/day) (Su) For 1 rd, you ignore difficult terrain.
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.
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Inquisitor Domain (Travel) 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.
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.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Track +1 Add the listed bonus to Survival checks made to track.
--------------------
3rd - Power Attack
5th - More Bane, the Wisdom one
7th - Natural Armor?

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Skarn 3:

Skarn Hornfels
Male dwarf inquisitor of Cayden Cailean 3 (Pathfinder RPG Advanced Player's Guide 38) CG Medium humanoid (dwarf) Init +4; Senses darkvision 60 ft.; Perception +9 (+11 to notice unusual stonework, +10 vs. giant subtype creatures)
--------------------
Defense
--------------------
AC 20, touch 11, flat-footed 19 (+6 armor, +1 Dex, +1 natural, +2 shield) hp 36 (3d8+12) Fort +6, Ref +2, Will +6; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d4+2/19-20) or
heavy pick +4 (1d6+2/×4) or
rapier +4 (1d6+2/18-20)
Special Attacks judgment 1/day
Inquisitor Spell-Like Abilities (CL 3rd; concentration +6)
At will—detect alignment
Inquisitor Spells Known (CL 3rd; concentration +6)
1st (4/day)—cure light wounds, divine favor, expeditious retreat, true strike
0 (at will)—acid splash, create alcohol (ale or wine), create water, detect magic, read magic, stabilize
Domain Travel
--------------------
Statistics
--------------------
Str 15, Dex 12, Con 16, Int 13, Wis 16, Cha 6 Base Atk +2; CMB +4; CMD 15 (19 vs. bull rush, 19 vs. trip) Feats Escape Route[UC], Ironhide[APG], Power Attack Traits brewmaster, fate's favored, giant slayer Skills Appraise +2 (+4 to assess nonmagical metals or gemstones), Bluff -2 (-1 vs. giant subtype creatures), Climb -1, Diplomacy -2 (-3 penalty on checks made to change the attitude of dwarves who know that your family has shared brewing secrets with non-dwarves), Disguise +2, Handle Animal -1, Heal +7, Intimidate -1, Knowledge (arcana) +5, Knowledge (dungeoneering) +6, Knowledge (local) +2, Knowledge (nature) +7, Knowledge (planes) +5, Knowledge (religion) +5, Perception +9 (+11 to notice unusual stonework, +10 vs. giant subtype creatures), Profession (brewer) +10, Ride -2, Sense Motive +8 (+9 vs. giant subtype creatures), Sleight of Hand -5, Stealth -2, Survival +9 (+11 to track vs. humanoids of the Giant subtype); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework Languages Common, Dwarven, Giant SQ agile feet (6/day), giant hunter[ARG], monster lore +3, solo tactics, stern gaze +1, track +1 Combat Gear brewer's kit; Other Gear chainmail, heavy wooden shield, dagger, heavy pick, rapier, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Angradd)[UE], manacles, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Angradd, 258 gp
--------------------
Special Abilities
--------------------
Agile Feet (6/day) (Su) For 1 rd, you ignore difficult terrain.
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.
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Inquisitor Domain (Travel) 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.
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.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Track +1 Add the listed bonus to Survival checks made to track.
--------------------
3rd - Power Attack
5th - More Bane, the Wisdom one
7th - Natural Armor?

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Skarn 2:

Skarn Hornfels
Male dwarf inquisitor of Cayden Cailean 2 (Pathfinder RPG Advanced Player's Guide 38) CG Medium humanoid (dwarf) Init +4; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework, +8 vs. giant subtype creatures)
--------------------
Defense
--------------------
AC 20, touch 11, flat-footed 19 (+6 armor, +1 Dex, +1 natural, +2 shield) hp 24 (2d8+8) Fort +6, Ref +1, Will +6; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +3 (1d4+2/19-20) or
heavy pick +3 (1d6+2/×4) or
rapier +3 (1d6+2/18-20)
Special Attacks judgment 1/day
Inquisitor Spell-Like Abilities (CL 2nd; concentration +5)
At will—detect alignment
Inquisitor Spells Known (CL 2nd; concentration +5)
1st (3/day)—cure light wounds, divine favor, expeditious retreat
0 (at will)—acid splash, create water, detect magic, read magic, stabilize
Domain Travel
--------------------
Statistics
--------------------
Str 15, Dex 12, Con 16, Int 13, Wis 16, Cha 6 Base Atk +1; CMB +3; CMD 14 (18 vs. bull rush, 18 vs. trip) Feats Ironhide[APG] Traits brewmaster, fate's favored, giant slayer Skills Appraise +2 (+4 to assess nonmagical metals or gemstones), Bluff -2 (-1 vs. giant subtype creatures), Climb -1, Diplomacy -2 (-3 penalty on checks made to change the attitude of dwarves who know that your family has shared brewing secrets with non-dwarves), Disguise +2, Intimidate -1, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (local) +2, Knowledge (nature) +5, Knowledge (planes) +5, Knowledge (religion) +5, Perception +7 (+9 to notice unusual stonework, +8 vs. giant subtype creatures), Profession (brewer) +9, Ride -2, Sense Motive +8 (+9 vs. giant subtype creatures), Sleight of Hand -5, Stealth -2, Survival +8 (+10 to track vs. humanoids of the Giant subtype); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework Languages Common, Dwarven, Giant SQ agile feet (6/day), giant hunter[ARG], monster lore +3, stern gaze +1, track +1 Combat Gear brewer's kit; Other Gear chainmail, heavy wooden shield, dagger, heavy pick, rapier, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Angradd)[UE], manacles, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Angradd, 258 gp
--------------------
Special Abilities
--------------------
Agile Feet (6/day) (Su) For 1 rd, you ignore difficult terrain.
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.
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Inquisitor Domain (Travel) 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.
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.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Track +1 Add the listed bonus to Survival checks made to track.
--------------------
3rd - Power Attack
5th - More Bane, the Wisdom one
7th - Natural Armor?

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Skarn's Background:

Skill Shortcuts:

[dice=Acrobatics]1d20-5[/dice]
[dice=Appraise]1d20+5[/dice] 2 vs nonmagical metal and gemstones
[dice=Bluff]1d20+2[/dice] +1 vs giants
[dice=Climb]1d20+0[/dice]
[dice=Diplomacy]1d20-2[/dice] -1 trait bonus vs dwarves who know that my family has shared brewing secrets with non-dwarves
[dice=Disguise]1d20+2[/dice]
[dice=Escape Artist]1d20-5[/dice]
[dice=Fly]1d20-5[/dice]
[dice=Handle Animal]1d20-1[/dice]
[dice=Heal]1d20+7[/dice]
[dice=Intimidate]1d20+0[/dice]
[dice=Knowledge (arcana)]1d20+8[/dice] +3 to identify creature abilities and weaknesses
[dice=Knowledge (dungeoneering)]1d20+8[/dice] +3 to identify creature abilities and weaknesses
[dice=Knowledge (local)]1d20+7[/dice] +3 to identify creature abilities and weaknesses
[dice=Knowledge (nature)]1d20+8[/dice] +3 to identify creature abilities and weaknesses
[dice=Knowledge (planes)]1d20+8[/dice] +3 to identify creature abilities and weaknesses
[dice=Knowledge (religion)]1d20+8[/dice] +3 to identify creature abilities and weaknesses
[dice=Perception]1d20+11[/dice] +2 vs unusual stonework, +1 vs giants [dice=Profession(Brewer)]1d20+12[/dice]
[dice=Ride]1d20-1[/dice]
[dice=Sense Motive]1d20+11[/dice] +1 vs giants
[dice=Sleight of hand]1d20-4[/dice]
[dice=Stealth]1d20-1[/dice]
[dice=Survival]1d20+11[/dice] +1 to track, +2 vs giants
[dice=Swim]1d20+0[/dice]

Combat Shortcuts:

[dice=Initiative]1d20+4[/dice]

+4 AC vs Giants
Vs Giants - +2/+1
Divine Favor - +2/+2
Power Attack - -1/+2 (+3 with 2H)

Judgment of Destruction - +0/+2
Judgement of Healing - Fast healing 2
Judgement of Justice - +2/+0
Judgement of Piercing - +2 on concentration checks and caster level checks for SR
Judgement of Sacred Protection - +2 to AC
Judgement of Sacred Purity - +2 to saves
Judgement of Resiliency - DR 2/Magic
Judgement of Resistance - Energy Resist 4 (cold)
Judgement of Sacred Smiting - Magic

[dice=Heavy Pick +1 Hit]1d20+6[/dice]
[dice=Heavy Pick +1 Damage]1d6+3[/dice] x4

[dice=+1 Dagger Hit]1d20+6[/dice]
[dice=+1 Dagger Damage]1d4+3[/dice]

[dice=Rapier Hit]1d20+5[/dice]
[dice=Rapier Damage]1d6+2[/dice] 18-20/x2

Healing Shortcuts:

[dice=CLW]1d8+5[/dice]

Saving Throw Shortcuts:

+2 vs poison, spells, and spell-like abilities

[dice=Fortitude]1d20+7[/dice]
[dice=Reflex]1d20+2[/dice]
[dice=Will]1d20+7[/dice]

Ability Check Shortcuts:

[dice=Strength]1d20+2[/dice]
[dice=Dexterity]1d20+1[/dice]
[dice=Constitution]1d20+3[/dice]
[dice=Intelligence]1d20+2[/dice]
[dice=Wisdom]1d20+3[/dice]
[dice=Charisma]1d20-2[/dice]