Paladin

Sveinki Uðr's page

159 posts. Organized Play character for michaelane.


Classes/Levels

Dwarf Inquisitor (Witch Hunter) of Torag 7 HP: 52/52 | AC: 23* | T: 11* | FF: 23* | CMD: 21* | Fort: +9* | Ref: +4* | Will: +12* | Init: +5 | Perc: +15* | Sense Motive: +11*

About Sveinki Uðr

Sveinki Uðr (8979-12)
Male dwarf inquisitor (witch hunter) of Torag 7
LG Medium humanoid (dwarf)
Init +5; Senses darkvision 60 ft.; Perception +15 (+17 to notice unusual stonework)
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Defense
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AC 23, touch 11, flat-footed 23 (+11 armor, +1 deflection, +1 trait) (+2 dodge bonus to AC against spells he identifies, +1 bonus to AC for each adjacent good ally if foe is evil, +4 dodge bonus to AC against creatures of the Giant subtype)
hp 52 (7d8+14)
Fort +9, Ref +4, Will +12; +3 vs. poison, +7 vs. spells and spell-like abilities (+9 if he identifies the spell, +1 bonus for each adjacent good ally if spellcaster is evil)
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee +1 Adamantine corrosive dwarven longhammer +6 (2d6+14/×3 plus 1d6 acid)*
*including Power Attack penalties and bonuses
Special Attacks bane (7 rounds/day), hatred, judgment 3/day
Inquisitor (Witch Hunter) Spells Known (CL 7th; concentration +11, 55% spell failure chance)
. . 3rd (2/day)—dimensional anchor, dispel magic
. . 2nd (4/day)—align weapon, ghostbane dirge (DC 16), invisibility, remove paralysis
. . 1st (5/day)—divine favor, litany of sloth, protection from evil, true strike, weapons against evil
. . 0 (at will)—create water, detect magic, disrupt undead, light, read magic, stabilize
. . Domain Tactics inquisition
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Statistics
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Str 20, Dex 11, Con 14, Int 8, Wis 20, Cha 7
Base Atk +5; CMB +8; CMD 21 (25 vs. bull rush, 25 vs. trip)
Faction Dark Archive (formerly Shadow Lodge, Grand Lodge)
Feats Arcane Vendetta, Lastwall Phalanx, Martial Weapon Proficiency (dwarven longhammer), Outflank, Power Attack, Steel Soul
Traits defender of the society, glory of old
Skills Intimidate +5 (+2 on checks with orcs in Varisia and any country that directly borders it, +4 on checks when dealing with members of the Pathfinder Society of your level or lower), Knowledge (arcana) +9, Knowledge (dungeoneering) +3, Knowledge (history) -1 (+5 on checks related to dwarves and +2 on checks related to their enemies), Knowledge (nature) +3, Knowledge (planes) +7 (+2 competence bonus on checks regarding daemons, demons, and devils), Knowledge (religion) +7 (+2 competence bonus on checks regarding daemons, demons, and devils), Perception +14 (+16 to notice unusual stonework), Sense Motive +11 (+2 bonus on Sense Motive checks against current and former Pathfinders), Spellcraft +9 (+14 to identify a spell as it's being cast, to identify the properties of a magic item using detect magic, or to decipher a scroll); Racial Modifiers lorekeeper, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ inquisitor's direction, knowledgeable defense, solo tactics, spell sage, spell scent, stern gaze +3
Combat Gear wand of cure light wounds; Other Gear noqual full plate, +1 corrosive dwarven longhammer, belt of giant strength +2, cloak of resistance +2, headband of inspired wisdom +2, ring of protection +1, mind crystal, nexus crystal
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Special Abilities
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Arcane Vendetta You deal +2 damage with weapon attacks made against any target you have witnessed casting an arcane spell (not using a spell-like ability) in the last 5 rounds. You must have successfully identified the spell with a Spellcraft check to know without a doubt that the spell is arcane.
Bane (+2 / 2d6, 7 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defender of the Society +1 trait bonus to Armor Class when wearing medium or heavy armor.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Glory of Old You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Inquisitor (Witch Hunter) Domain (Tactics Inquisition) Deities: Gorum, Irori, Torag.

Granted Powers: It is the cold and tactical mind that often wins the day. A proper, carefully considered sacrifice can inspire one's allies to serve your cause.
Inquisitor's Direction (7/day) (Su) Forego all actions for the round, 1 ally in 30 ft gains haste for 1 round.
Judgment (3/day) (Su) Variable bonuses increase as the combat continues.
Knowledgeable Defense +2 At 2nd level, a witch hunter who identifies a spell with Spellcraft gains a bonus against its effects, either a +1 bonus on saving throws or a +1 dodge bonus to AC against this spell. This bonus increases every four levels (to a maximum of +5 at 18th level). At 20th level, once per day as a swift action, she can grant this bonus to all her allies within 60 feet, for 1 minute. The allies gain the bonus when the witch hunter identifies the spell, and those among the allies who have at least 1 rank in Spellcraft can aid the witch hunter's next Spellcraft check as a swift action while under the effect of this ability. This ability replaces detect alignment, discern lies, and true judgment.
Lastwall Phalanx You gain a sacred bonus to your AC against the attacks of evil creatures and a sacred bonus to saves against the spells and abilities of evil creatures equal to the number of adjacent allies who also have this feat.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
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.
Power Attack -2/+4 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.
Spell Sage +5 (Ex) At 1st level, a witch hunter adds her Wisdom modifier on Spellcraft checks in addition to her Intelligence modifier when attempting to identify a spell as it is being cast, to identify the properties of a magic item using detect magic, or to decipher a scroll. This ability replaces monster lore.
Spell Scent (1/day) At 6th level, the witch hunter learns how to sense unique spell signatures, and can follow the trail of a cast spell or spell effect cast back to its source. Once per day, when the witch hunter comes into contact with or is exposed to a spell effect or a magic item, she can spend a full-round action to examine the spell effect or magic item, and then gains the effect of a locate creature spell. She can do this even if the spell effect was instantaneous, but must start her examination within 1 round after she experienced the spell's effect. Instead of locating a known creature, the witch hunter locates the caster of the spell effect or magic item she examined. Doing so does not allow the witch hunter to gain any intelligence about the spellcaster other than its location. This ability replaces track.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

Mind Crystal:

Mind Crystal (Minor Artifact)
Aura moderate enchantment; CL 12th
Slot none; Weight 1/2 lb.
DESCRIPTION
This pale blue crystal hums with hidden power. Simply carrying this crystal provides protection against mental intrusions. Whenever you fail a saving throw against a compulsion effect, you can attempt a new saving throw at the end of your turn (using the original DC). If you succeed at this saving throw, the effect is negated or reduced (as per the compulsion effect). The crystal may have other powers, but they are not known to you at this time.
DESTRUCTION
The means of destroying this crystal are unknown.

Nexus Crystal:

Nexus Crystal (Minor Artifact)
Aura moderate necromancy; CL 12th
Slot none; Weight 1/2 lb.
DESCRIPTION
This black crystal feels cold to the touch. Simply carrying this crystal provides protection against negative energy. Whenever the bearer takes damage from negative energy, such as channel energy or an inflict spell, she takes 10 less points of damage. This reduction is applied after any saving throw is made. The crystal may possess other powers, but they are unknown at this time.
DESTRUCTION
The means of destroying this crystal are unknown.

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Scenarios
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Level 1
[GM Credit - 3 XP] Pathfinder Online: Thornkeep: The Accursed Halls
Level 2
[GM Credit - 3 XP] Pathfinder Online: Thornkeep: The Forgotten Laboratory
Level 3
[GM Credit - 3 XP] Pathfinder Online: Thornkeep: The Enigma Vaults
Level 4
[GM Credit - 1 XP] In Wrath's Shadow
[GM Credit - 1 XP] Day of the Demon
[GM Credit - 1 XP] Rivalry's End
Level 5
[Player Credit - 1.5 XP] The Midnight Mirror
[GM Credit - 0.5 XP] Glories of the Past, Part 1: Halls of Dwarven Lore
[GM Credit - 0.5 XP] Glories of the Past, Part 2: The Price of Friendship
[GM Credit - 0.5 XP] Glories of the Past, Part 3: The Secrets Stones Keep
Level 6
[GM Credit - 1 XP] Runes of Bonekeep, Level 1: The Silent Grave
[GM Credit - 1 XP] Runes of Bonekeep, Level 2: Maze of the Mind Slave
[GM Credit - 1 XP] Fingerprints of the Fiend
Level 7
[GM Credit - 0.5 XP] Where Mammoths Dare Not Tread
[GM Credit - 0.5 XP] Vengeance at Sundered Crag
[Player Credit - 0.5 XP] Beacon Below
[Player Credit - 0.5 XP] Tapestry's Toil
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Boons
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Pathfinder Online: Thornkeep: The Accursed Halls Image of Imminent Opportunity: Your glance into the Pool of Seeing granted you a vision of another level of the dungeons beneath Thornkeep, giving you a unique insight into a future encounter. When adventuring in Thornkeep, you gain a +2 bonus on any single initiative check or attack roll, applied before the roll is made. You may use this boon once per dungeon level within the complex.
Pathfinder Online: Thornkeep: The Accursed Halls Prediction of Future Peril: Your glance into the Pool of Seeing granted you a vision of another level of the dungeons beneath Thornkeep, giving you a unique insight into a future encounter. When adventuring in Thornkeep, you may use this boon to gain the following bonuses, each applied before the associated die is rolled. You may use this boon once per dungeon level in Thornkeep, crossing the associated bonus off the Chronicle sheet once applied.
• You gain a +5 bonus on a Knowledge check to identify a creature.
• You gain a +2 bonus on any single saving throw.
• You gain a +2 bonus to AC against any single opponent.
Pathfinder Online: Thornkeep: The Forgotten Laboratory Unidentified Unguent: You laid claim to one of the few intact flasks of mysterious alchemical origin in the laboratory. As a move action that does not provoke attacks of opportunity, you may apply or consume the substance to gain a random, short-lived mutation for 1d4+3 rounds. All mutations are supernatural abilities. Roll a d6 to determine the effects of the mutagen. On a result of 1 or 2, you rage as per the rage spell, but are sickened for 1 round after the effect ends. On a result of 3 or 4, your natural reach increases by 5 feet but you take 1d2 points of Dexterity damage when the effect ends. On a result of 5 or 6, you gain the ability to, as a standard action, breathe a single 15-foot line of acid dealing 4d6 points of acid damage (Reflex DC 15 for half damage) but dealing 2d6 points of acid damage to you when the effect ends. When you use this mutagen, cross the boon off the Chronicle sheet.
Pathfinder Online: Thornkeep: The Enigma Vaults Noqual Ore: Among the otherworldly treasures of the Enigma Vaults, you discovered a cache of rare noqual ore. You may purchase equipment made from this rare skymetal. Noqual looks almost like a pale green crystal to the untrained eye, but can be worked as iron despite its appearance. It is light—half as heavy as iron, yet just as strong. More importantly, noqual is strangely resistant to magic. An object made of noqual gains a +4 bonus on any saving throw made against a magical source. Creating a magic item that incorporates any amount of noqual into it increases the price of creation by 5,000 gp, as costly reagents and alchemical supplies must be used to treat the metal during the process.

Weapons made of noqual weigh half as much as normal, and gain a +1 enhancement bonus on damage rolls against constructs and undead created by feats or spells. Noqual armor weighs half as much as other armors of its type, and is treated as one category lighter than normal for the purposes of movement and other limitations (light armor is still treated as light armor, though). The armor’s maximum Dexterity bonus increases by 2, and armor check penalties are reduced by 3. The armor’s spell failure chance increases by 20% and applies to all magic used while wearing the armor, regardless of the magic’s source or class abilities possessed by the wearer. The wearer of a suit of noqual armor gains a +2 resistance bonus on all saving throws against spells and spell-like abilities.

Noqual has 30 hit points per inch of thickness and hardness 10. A suit of noqual light armor costs +4,000 gp, medium armor +8,000 gp, and heavy armor +12,000 gp. A shield costs +2,000 gp, and a weapon or other item +500 gp.
Day of the Demon Scholar of The Gates Ajar: You studied the profane texts known as The Gates Ajar, and gained from them knowledge of the denizens of Abaddon, the Abyss, and Hell. You gain a +2 competence bonus on Knowledge (planes or religion) checks regarding daemons, demons, and devils.
Rivalry's End Pawn of the Grandmaster: The Shadow Lodge has been officially dissolved and its former members encouraged to remain a part of the Pathfinder Society. Despite the troubling circumstances, the recent events bring a sense of closure and encourage you to train harder, whether it be to forget past grievances or prepare yourself to take revenge. You may change from Shadow Lodge to a new faction without spending Prestige Points or losing any faction-specific Prestige Awards. If you apply this boon before August 14, 2013, choose one ability score. As the culmination of years of service to the Shadow Lodge and Grandmaster Torch’s guidance, you receive a permanent +1 bonus to that ability score. You cannot benefit from both this boon and the Triumph of the Lantern Lodge boon. If you are not a member of the Shadow Lodge faction, cross this boon off your Chronicle sheet.
• New Faction: Grand Lodge
• Ability Score: Strength +1
Rivalry's End Fool Me Once: Grandmaster Torch’s sudden betrayal and subsequent escape have left you questioning the motives of everyone around you—particularly your allies. You gain a +2 bonus on Sense Motive checks against current and former Pathfinders.
Rivalry's End Unexpected Prestige: You captured or killed Grandmaster Torch in Riddleport, and though he may return one day, word of your deed has spread quickly through the Pathfinder Society. The next time you would fail to gain a Prestige Point for completing a primary or secondary mission, you instead gain the Prestige Point and cross this boon off your Chronicle sheet.
The Midnight Mirror Savior of the Shadowblooded: For having protected the fetchlings of Karpad from their suspicious neighbors, word has spread of your sympathies. You gain a +2 circumstance bonus on Diplomacy checks when negotiating with fetchlings.
Glories of the Past, Part 2: The Price of Friendship Legend of Urglin: In a short period of time you claimed your place in the oral history of Urglin, and orcs carry somewhat inconsistent but nonetheless positive stories of your exploits to other settlements in the region. You gain a +2 bonus on Charisma-based skill checks with orcs in Varisia and any country that directly borders it.
Glories of the Past, Part 3: The Secrets Stones Keep Hero of the Hold: Once you have Chronicle sheets for all three parts of the Glories of the Past campaign arc, you become one of the Pathfinder Society’s experts on Sky Citadels. You gain a +3 insight bonus on Knowledge checks pertaining to Sky Citadels and dwarven history. You also gain a +1 insight bonus on saves, ability checks, and skill checks while inside a dwarven Sky Citadel.
Glories of the Past, Part 3: The Secrets Stones Keep Unexpected Discovery: Now that your name features prominently in a volume of the Pathfinder Chronicles, other Pathfinders are quick to recognize you. You gain a +4 circumstance bonus on Diplomacy and Intimidate checks when dealing with members of the Pathfinder Society of your level or lower. If you already have a circumstance bonus on such a check, the bonus instead increases by 2.
Year of the Risen Rune Heidmarch's Boon (Grand Lodge) Sheila and Canayven Heidmarch happily write a letter to the Decemvirate lauding you and your assistance over the past year. When you purchase a vanity or a Grand Lodge faction prestige award, reduce the Prestige Point cost by 2 (minimum 1). When you use this boon, cross it off your Chronicle sheet.
Runes of Bonekeep, Level 1: The Silent Grave Nexus Crystal: You discovered a mysterious crystal within the dungeons below Bonekeep. Aside from its obvious power, however, the extent of its abilities and its true purpose are unclear.
Vengeance at Sundered Crag Citadel Explorer (Grand Lodge faction): You have opened the gates of Jormurdun, looked within, and gained knowledge that aids you in exploring its depths. As a swift action, you may use this boon to gain a +2 insight bonus on attack rolls, saving throws, skill checks, weapon damage rolls, and caster level checks and a +2 dodge bonus to AC against one trap, construct, or other threat built by the dwarves in Jormurdun or any other Sky Citadel. If you already have an insight bonus on the affected rolls, that bonus instead increases by 2. This boon’s effects last for one minute or until you defeat the challenge. When you use this boon, cross it off your Chronicle sheet.
Vengeance at Sundered Crag Dralneen’s Gratitude: Paracountess Zarla Dralneen remembers your efforts in bringing Tancred Desimire to Chelish justice. Your service will be rewarded. You may call in a one-time favor from the Paracountess, granting you a +5 circumstance bonus to Diplomacy or Intimidate checks to influence Chelish nobles, government officials, or Hellknights in good standing. This bonus lasts for the duration of one scenario. Alternatively, you can requisition a non-expendable, non-charged magic item worth no more than 4,000 gp for one scenario. When you use this boon, cross it off your Chronicle sheet.
Beacon Below Charted Pillars: You can borrow a copy of Venture-Captain Norden Balentiir’s map of the Pillars of the Sun while traveling to that region. The map is imperfect, but it provides enough sufficient information about safe routes through the mountains that you gain a +2 bonus on Knowledge (geography) and Survival checks made when navigating the area.
Beacon Below Recruiter of Saruna (Dark Archive faction): You have convinced the mummified sphinx Saruna to contact Zarta Dralneen and consult for the Dark Archive. When you use Prestige Points to purchase remove curse as a spellcasting service, Saruna herself casts it at CL 12th. This boon may have other uses in future scenarios.
Beacon Below Relic Guardian: Your stewardship of historical treasures inspires you to act quickly to save such relics from destruction. Once per scenario, when an unattended object within your reach is targeted by an offensive spell, attack, or effect, you can treat that object as though it were in your possession for the purpose of attempting saving throws and resisting sunder attempts. If an opponent succeeds at a combat maneuver check to sunder an object in your possession, you can cross this boon off your Chronicle sheet to force the creature to reroll the attack with a –5 penalty.
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Faction Journal Card - Season 6
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[ ] [ ] [ ] Recover a named text found during the course of an adventure.
[ ] [ ] Recruit a named NPC scholar, knowledgeable spellcaster, or similar figure to the Dark Archive. Recruitment requires a Diplomacy or Knowledge (arcana) check with a DC equal to 15 plus your character level.
[ ] Recover a spellbook that contains spells whose combined spell levels equals or exceeds three times your character level (minimum 9).
[X] Recover a named minor artifact or major artifact during the course of an adventure. (The Crystal Beacon and The Sky Vault of Ra in Beacon Below)
[ ] Recover a cursed item during the course of an adventure without succumbing to its curse. Minor maladies associated with carrying the item do not count against this goal, but effects requiring remove curse or similar magic to remedy do.
[ ] Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Knowledge (arcana), Profession (archivist, librarian, or scribe), Spellcraft, or Use Magic Device.
[ ] Sponsor another PC to join your faction. To fulfill this goal, that PC must then join the Dark Archive by spending only 1 Prestige Point per character level (one-third the normal cost). The PC must have at least 6 XP and at least three ranks in any combination of the following skills: Bluff, Knowledge (arcana), Spellcraft, or Use Magic Device.
[ ] [ ] [ ] [ ] [ ] Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.
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Faction Journal Card - Season 7
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[ ] [ ] [ ] Recover a named text found during the course of an adventure.
[ ] [ ] Recruit a named NPC scholar, knowledgeable spellcaster, or similar figure to the Dark Archive. Recruitment requires a Diplomacy or Knowledge (arcana) check with a DC equal to 15 plus your character level.
[ ] Recover a spellbook that contains spells whose combined spell levels equals or exceeds three times your character level (minimum 9).
[X] Recover a named minor artifact or major artifact during the course of an adventure. (Recovered part of the Sky Key in Tapestry's Toil)
[ ] Resolve an encounter with Hellknights nonviolently through diplomacy, trickery, collaboration, or a similar tactic.
[ ] Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Knowledge (arcana), Profession (archivist, librarian, or scribe), Spellcraft, or Use Magic Device.
[ ] Participate in an adventure in Cheliax for which you receive the full Prestige Point award.
[ ] [ ] [ ] [ ] [ ] Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.