Pahmet Monk

Thorek Stonebeard's page

176 posts. Organized Play character for Grumbaki.


Race

Wounds (0) HP (59) Saves (8/7/11, +2 Hardy) AC (24/14/21) Initiative +10) Percep (+20, +2 stonecunning)

Classes/Levels

Lvl 1 (5/5) Lvl 2 (5/5) Lvl 3 (2/2) Bane (7/7) WCLW (47/50) WCL (44/50) WEE (40/50)

Gender

Inquisitor (7)

Special Abilities

Xp: 18 Prestige: 15 Fame: 36 PFS: 209149-1

Alignment

Lawful Neutral

Deity

Kols

Languages

Dwarven, Common

Occupation

Caravan Owner

Strength 18
Dexterity 18
Constitution 14
Intelligence 10
Wisdom 18
Charisma 5

About Thorek Stonebeard

Race and Traits:
Dwarf
* Dark Vision (60ft)
* 20ft move, even in medium/heavy armor and if encumbered
* Stonecunning (Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.)
* Hatred (Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.)
* Lorekeeper (Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.)

Traits
* Fate’s Favored
* Armor Expert (-1 ACP)

Saves, AC and Attacks:

Saves
* Fortitude: +8
* Reflex: +6
* Will: +11
* +2 vs spells, spell like effects and poison

Armor Class
* AC: 22
* Touch: 13
* Flat-Footed: 19
* +4 AC vs giants
* HP: 43

Combat Maneuvers
* CMB: +9
* CMD: 19 (23 vs bull rush and trip)

Close Combat
* To Hit: +10
* Damage: 1d8+4

Ranged
* To Hit: +10
* Damage: 1d8+5

Modifiers
* Enfilading Fire (+2 Hit)
* Studied Target (+2 hit +2 damage)
* Divine Favor (+3 hit +3 damage)
* Point Blank Shot (+1 damage if within 30ft)
* Bane (+2 hit +2 damage +2d6 damage)
* Hatred (+1 hit orcs and goblinoids)
* Rapid Shot (-2 hit +1 attack)
* Max Ranged Damage-shooting at an orc within 30ft with sneak attack, studied target, divine favor, bane: +13/+13 - 1d8+2d6+1d6+12
- Generally only happens when invisible so have time to set it up

Equipment:

Weapons
* Masterwork Warhammer
* Cold Iron Dagger
* +1 Masterwork Darkwood Composite 4mod Longbow (110ft range)
* 30 Regular Arrows
* 20 cold iron arrows
* 27 silver blunt arrows (silver and blunt damage, can do lonlethal damage at -4 to hit)
* 20 Adamantine Blanch covered arrows

Armor
* +1 Breastplate (-2 ACP)
* +1 Buckler (no penalty w/ bow, cannot shield bash, -1 to hit with offhand if used to attack with an offhand weapon)

Clothing
* Cleric's Outfit
* Cold Weather Clothing (+5 fort against cold weather)
* Hot Weather Clothing (+2 fort against hot weather)
* Courtier's Clothing w/ 50gp of jewelry (+2 diplomacy check if dressing up impresses)

Ioun Stones
* Imbedded in arms (cracked dark blue [+1 perception, +1 sense motive] cracked dusty role [+1 initiative] cracked mulberry pentacle [+1 bluff, +1 diplomacy] cracked pale ruby [+1 stealth] cracked incadescent blue sphere [+1 survival] deep red [+1 disable device]

Wayfinder with fracked pink and green ioun stone
* +1 intimidate and will saves

Other
* Inquisitor's Kit (backpack, bedroll, belt pouch, 10 candles, holy text, flint and steel, iron pot, mess kit, rope, soap, spell component pouch, 10 torches, 5 trail rations, waterskin, iron holy symbol.
* Masterwork thief tools
* Wand of Cure Light Wounds w/ 48 charges
* Wand of Comprehend Languages w/ 50 charges
* Cloak of Resistance +1
* Eyes of the Eagle (+5 perception)
* Headband of Wisdom +2
* Ring of Protection +1
* Amulet of Natural Armor +1
* Belt of Physical Might +2 (Str and Dex)
* 108 gold

Encumbrance
* Light Load: 76 or less lbs
* Medium Load: 77-153 lbs
* Heavy Load: 154-230 lbs
- At about 45 lbs of gear

Skills and Feats:

Knowledge Skills
* Monster Weakness
- Knowledge History: 0 points: +2 when making history checks about dwarves or their enemies, can make this check untrained
- Monster Lore: When making knowledge checks to identify the abilities and weaknesses of creatures, add wis modifier.
- +1 with Studied Target
* Knowledge Religion/Arcana/Planes/Nature/Dungeoneering: 1 point: +4

Diplomatic Skills
* Bluff: 7 points: +15
* Diplomacy: 7 points: +15
* Intimidate: 4 points: +15 (day job)
* Sense Motive: 1 point: +9
* Studied Target: +1 to Bluff, Knowledge, perception, sense motive and survival checks against that opponent)

Not Dying Skills
* Stealth: 7 points: +12
* Perception: 7 points: +20 (+22 vs stonework)
* Survival: 5 point: +13 (+15 when following tracks)

Feats
* Point Blank Shot (+1 to hit and dmg at 30ft)
* Precise Shot (no penalty for shooting into combat)
* Solo Tactics (always treated as if though an ally with same teamwork feat is adjacent)
* Friendly Fired (Allies who also have this feat cannot provide soft cover to enemies, allowing you to make attacks of opportunity against an enemy even if those allies grant you soft cover against that foe’s attacks. If an ally who also has this feat casts a spell that targets the area you are in as it allows a Reflex saving throw to avoid the effect (such as fireball), you gain a +4 dodge bonus on that saving throw)
* Rapid Shot (When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.)
* Enfilading Fire (+2 Hit ranged if enemy is flanked)

Inquisitor (7):

Studied Target
* Swift or move action, +2 Hit, +2 Damage, and a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent)

Inquisition
* Conversion (Use Wis in place of Cha for bluff, intimidate and diplomacy)

Discern Lies
* At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

Bane
* At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive
* A bane weapon excels against certain foes. Against a designated foe, the weapon’s enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such foes.

lvl 0 spells (Unlimited Casting)
* Detect Magic
* Create Water
* Read Magic
* Stabilize
* Light
* Sift
* Detect Alignment (at will, chaos, evil, good, law)

lvl 1 spells 6 times per day
* Cure Light Wounds (1d8+1 per level, max +5, standard action)
* Divine Favor
* Heightened Awareness (40 minutes, +2 perception and +2 knowledge religion. If takes an initiative check in that time, end spell and get +4 to the roll)
* Align Weapon (5 minutes, good, evil, chaos, law)
* Alarm

lvl 2 spells 4 times per day
* Invisibility
* See Invisibility
* Lessor Restoration
* Cure Medium Wounds

Lvl 3
* Heroism
* Dispel Magic

PFS Information:

Boons
(1) Inside Knowledge (Source: Consortium Compact: +2 knowledge local checks about Aspis Consoritum, and can roll check untrained. Can cross boon off to take 20)
(2) Lord Avid's Recommendation (Source: The Consortium Compact: +2 bonus on Cha based skills against nobility while on Isle of Kortos. Can cross boon off for +4 Cha skill bonus against anyone on the Isle of Kortos)
(3) Seeking the Sages (Source: Destiny of the Sands pt 2, Race to Seeker's Folly. Gets benefits if participates in pt 3)
(4) Archaeological Expert (Source: Faithless and Forgotten pt 2, Lost Colony of Taldor: +1 on appraise and knowledge history checks to identify the cultural significance of art and objects)
Imperium Initiate (Source: Faithless and Forgotten pt 2, Lost Colony of Taldor: Before casting a spell against a construct or div, can cause a 2 penalty on all saving throws for one round. Can cross boon off if used as a free action to treat the hardness and damage reduction of all constructs and divs as 5 lower against attacks for 1 round)
(5) Rescued Minotaur Prince (Source: Delirium's Tangle: +1 Cha based checks in Absalom)
(6) Infiltrator (Source: Sun Orchid Scheme: One use only, before rolling a stealth check choose another ally who is also rolling stealth. Both can use the same roll including all bonuses and modifiers)
(7) Exemplar of Falcon's Hollow (Source: Pallid Plague: +1 Cha based skills in Andoran)
(8) Hero of the Fey (Source: Pallid Plague: One use only, auto succeed a cha based skill with fey)
(9) Timelost Chronicler (Source: Sky Key Solution: +1 knowledge-history, and once per session +1 morale bonus to a signle d20 roll, declared before the roll is made
(10) Azlanti Wonders (Source: Sky Key Solution: One use only, when in a ruin that predates Earthfall, get +1 insight bonus on AC and attack rolls for the entire adventure)
(11) Mythic Legacy (Source: Destiny of the Sands pt3: Although your mythic power was short-lived, you have retained a small reserve of that legendary essence for use later. When you activate this ability as a free action, choose one feat that you have. For one round (or as long as it takes to complete a skill check modified by the feat), you gain the benefits of the mythic version of that feat as if you had also expended one use of mythic power. When you use this boon, cross it off your Chronicle sheet.)

Prestige Expenses
* Wand of Cure Light Wounds (2PP)
* Masterwork Darkwood Composite Longbow (2 PP)
* Caravan- Diplomacy to Day Job (5 PP)
* Cracked dusty rose and pale blue Ioun stones (4 pp)
* Wand of Comprehend Languages (2 pp)
* Wand of Endure Elements (2 pp)

Adventures
(1) The Consortium Compact: 430 gold
(2) Destiny in the Sands-A Bitter Bargain: 516 gold
(3) Destiny in the Sands-Race to Seeker's Folly: 515 gold
Level 2
(4) Faithless and Forgotten: Lost Colony of Taldor: 515 gold
(5) Sun Orchid Scheme: 529 gold
(6) Delirium's Tangle: 517 gold
Level 3
(7) Pallid Plague: 1070 gold
(8) Penumbral Accords: 1184 gold
(9) The Sky Key Solution: 1260 gold
Lvl 4
(10) By Way of Bloodcove: 1270 gold
(11) The City of Strangers pt II, The Twofold Demise (1425)
(12) The Infernal Vault (1654)
Lvl 5
(13) The Twisted Circle (1850)
(14) The Rebel's Ransom (4002)
(15) Glories of the Past I: Halls of Dwarven Lore (2512)
Lvl 6
(16) Glories of the Past 2: The Price of Friendship (2548)
(17) Glories of the Past 3: The Secrets Stones Keep (4018)
(18) Destiny of the Sands Part 3: Sanctum of the Sages (3404)