The Mad Priest

Tug Milkbeard's page

125 posts. Alias of BinkyBo.


Race

Dwarven

Classes/Levels

Inquisitor 2

About Tug Milkbeard

Dwarven Inquisitor of Magrim the Taskmaster
Domain of Ancestors (repose) LG Witch Hunter

Init: +5 Perception: +8

Str:15
Dex:14
Con:15
Int:12
Wis:16
Cha:9

AC:15 touch:12 flat-footed:13
HP:18
BAB:+1

Fort:5 Ref:+2 Will:+6

CMB:+3 CMD:+15

Initiative:+5
Movement:20'
Encumbrance:52 lbs
coin purse:7gp

Combat:

Dorn-dergar: to hit: +3 -- damage: 1d10 + 2
Light Hammer: to hit: +3 -- damage: 1d4 + 2 -- range increment: 20'

Feats:Martial Weapon Proficiency (Dwarven Dorn-Dergar)

Skills:

Acrobatics+1 (0/+2/-1ACP)
Appraise +1 (0/+1)
Bluff -1 (0/-1)
Climb +1 (0/+2/-1ACP)
Diplomacy +4 (2/+3/-1)
Disguise -1 (0/-1)
Escape Artist +1 ( 0/+2/-1ACP)
Heal +7 (1/+3/+3)
Intimidate +5 (2/-1/+3)(+1stern gaze)
Know Arcana +5 (1/+1/+3)
Know History +2 (1/+1)
Perception +8 (2/+3/+3)
Ride +1 (0/+1)
Sense Motive +9 (2/+3/+3)(+1stern gaze)
Spellcraft +6(+9) (2/+1/+3)(see spell sage)
Stealth +5 (1/+2/+3/-1ACP)
Survival +7 (1/+3/+3)
Swim +1 (0/+2/-1ACP)

--Racial--
Darkvision 60'
Defensive training
: (+4 dodge AC vs Giants)
Lorekeeper: +2 racial bonus on Knowledge (history) checks involving dwarves or their enemies.
Relentless: +2 on combat maneuver checks made to bull rush or overrun when both Tug and foe are on ground.
Slow and Steady: base speed never modified by encumbrance
Stonecunning: +2 on perception checks to notice unusual stonework within 10' even if not looking.

--Class Abilities--
Judgment (1/day) (Su):Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
Stern Gaze (+1): Add half class level (minimum +1) to Intimidate and Sense Motive checks.
Spell Sage (+3): Add wisdom mod to Spellcraft check to ID spells as they are being cast, ID properties of a magic item using detect magic, or to decipher a scroll.
Gentle Rest (6/day)(Sp): Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of rounds equal to your Wisdom modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Knowledgeable Defense: 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.
Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Judgments:

quoted from PFSRD
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Spells:

Orisons - at will
Detect Magic
Detect Poison
Read Magic
Guidance
Stabilize
1st Level - 3/day 1 remaining
Lock Gaze: duration 2rds, will save DC 14, 30' range
Returning Weapon: duration 2 minutes
Cure Light Wounds: 1d8+2

Gear:

Iron and onyx Magrim medallion
Dwarven Dorn-dergar
Cold iron light hammer
Studded Ox-blood leather armor
Hunter green wool cloak
Bedroll
Backpack -- wineskin, tinderbox, soap, nightshirt and cap, trail rations (8 days)
50' silk rope
3 pitons

Background:

The Milkbeards were named after the moniker of their first legendary champion ... erasing the disgrace of the previous family name, but that is not spoken of.
Tuggi is a proud descendent of a family that has continually risen to great glory in times of need, against otherworldly foes. Unfortunately, this has not rung true for several decades.
His brother has asked for help, drumming up business for his smithy in Janderhoff. Tuggi agreed to "put on a show" at the swallow tail festival - a mock combat using his brother's unique style of rare weaponry.
So here he is at the festival... he has just gotten word from his brother -via courier- that the rest of the mock combat troupe bowed out. Although this message came hours ago.. something compelled him to stay. Its a presence that he hasn't felt for years, but it tells him wordlessly "you need to be here". He swears he can detect a nostalgic odor ... it takes him back to his grandfather returning from battle. Battle with ... goblins?

Description:

Tuggi is bald on top with a full but shaggy off-white beard. He wears a scale-style studded leather vest, bracers and reinforced leather pants - All made with a deep red "ox-blood" hue of leather. He wears a light hammer on his side made of cold iron, and carries a ball and chain known as a Dwarven Dorn-Dergar - both weapons crafted by his brother Balfo.
His bare arms are covered with faded blue and black stylized runes.
He appears to be either unaware of his mouthbreathing and spittle "problems", or more likely doesn't care.

stat block

[spoiler] [ooc] HP 18/18
AC:15 tch:12 ff:13
Fort +5 Ref +2 Will +6
Effects: none
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[ooc]*[/ooc]
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