Golem-Breaker

Varta Urkenkinslayersbanedottir's page

121 posts. Alias of mousestalker.


Full Name

Varta Urkenkinslayersbanedottir (But you can call me 'V')

Race

Dwarf

Classes/Levels

5, Init +5. Per +9, SM +11, CMD 17, Saves: F +6, R +1, W +8, AC 16, (20)34 HP

Gender

F

Size

medium

Deity

Shelyn

About Varta Urkenkinslayersbanedottir

Varta Urkenkinslayersbanedottir
Female Dwarf Inquisitor 5
LG Medium Humanoid (dwarf)
Init +5; Senses darkvision 60 ft.; Perception +9
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Defense
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AC 16, touch 10, flat-footed 16 (+6 armor)
hp 34 (5d8+10); judgement of sacred healing 2
Fort +6, Ref +1, Will +8; +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities defensive training, judgement of sacred protection +2; DR judgement of sacred resiliency 2: magic; Resist judgement of sacred purity +2, judgement of sacred resistance 4 (-choose-)
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Offense
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Speed 20 ft.
Melee Dagger +7 (1d4+4/19-20/x2) and
. . Dagger +7 (1d4+4/19-20/x2) and
. . Parting of the Ways +8 (1d10+7/x3) (Glaive)
Ranged Longbow, Comp. (Str +0) +3 (1d8/x3)
Special Attacks bane (+2 / 2d6) (5 rounds/day), hatred, judgement of sacred destruction +2, judgement of sacred justice +2, judgement of sacred piercing +2, judgement of sacred smiting (magic)
Spell-Like Abilities Detect Alignment (At will), Discern Lies (5 rounds/day), Touch of Good (6/day)
Inquisitor Spells Known (CL 5):
2 (3/day) Restoration, Lesser, Cure Moderate Wounds, Protection from Evil, Communal
1 (5/day) Cure Light Wounds, True Strike, Protection from Evil, Bless
0 (at will) Create Water, Daze (DC 13), Read Magic, Detect Magic, Disrupt Undead, Sift
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Statistics
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Str 18, Dex 11, Con 14, Int 10, Wis 16, Cha 7
Base Atk +3; CMB +7; CMD 17 (17 vs. Bull Rush, 17 vs. Trip)
Feats Intimidating Prowess, Paired Opportunists, Power Attack -1/+2, Steel Soul
Traits Indomitable Faith, Reactionary
Skills Acrobatics -5 (-9 jump), Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones), Bluff +2, Climb +3, Diplomacy +2, Disguise +2, Escape Artist -5, Fly -5, Heal +7, Intimidate +10, Knowledge (nature) +4 (+7 to identify the abilities and weaknesses of creatures), Knowledge (religion) +6 (+9 to identify the abilities and weaknesses of creatures), Linguistics +3, Perception +9 (+11 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride -1, Sense Motive +11, Spellcraft +6, Stealth +1, Survival +7 (+9 to track), Swim +3; Racial Modifiers monster lore
Languages Celestial, Common, Draconic, Dwarven, Undercommon
SQ domains (good), greed, hardy, judgement (2/day), slow and steady, solo tactics, stability, stonecunning +2, teamwork feat (change 3/day), track
Combat Gear Potion of cure light wounds, Holy water (2); Other Gear Chainmail, Parting of the Ways, Dagger, Dagger, Flight arrows (40), Longbow, Comp. (Str +0), Handy haversack (123 @ 71.94 lbs), Bedroll, Belt pouch (3 @ 3 lbs), Candle (10), Chalk (10), Crowbar, Earplugs, Fishhook (2), Flint and steel, Shelyn, Ink, black, Inkpen (3), Marbles, Mess kit, Mirror, Perfume, common (10), Pot, Rope, Sewing needle (2), Signal whistle, Silk rope, Soap, Spell component pouch, Stationery, String or twine, Torch (10), Trail rations (5), Waterskin, Whetstone (5), 216 GP, 3 SP, 3 CP
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Special Abilities
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Bane (+2 / 2d6) (5 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).
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
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Poison/+4 Spells or Spell-like Effects 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 (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
Judgement (2/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +2 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 2 (Su) Fast Healing
Judgement of Sacred Justice +2 (Su) Attack bonus
Judgement of Sacred Piercing +2 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +2 (Su) AC bonus
Judgement of Sacred Purity +2 (Su) Save bonus
Judgement of Sacred Resiliency 2: Magic (Su) DR/magic
Judgement of Sacred Resistance 4 (-Choose-) (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.
Paired Opportunists +4 to hit for AoOs if you and an ally with this feat both threaten the target.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Slow and Steady Your base speed is never modified by encumbrance.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
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.
Teamwork Feat (change 3/day) Swap your most recent Teamwork feat for another
Touch of Good (6/day) (Sp) Grant +2 to skill checks, ability checks and saving throws for 1r.
Track +2 Add the listed bonus to survival checks made to track.

Personal:

V grew up in the Hungry Mountains as part of a small dwarven clan engaged in the usual mining operations. She felt from an early age that there had to be more to life than extracting ore and smelting. On a trading trip to Ardis, her eye was caught by the modest temple to Shelyn and the rest, as they say, was history.

V truly loves anything beautiful and loathes ugliness. Ugly people she feels pity for, but self inflicted ugliness is to her an abomination.

She is upbeat and and friendly unless challenged when the steel beneath her very soft velvet gloves shows through.

V yearns to be an evangelist and convert people over from evil or neutral deities. Alas, the head cleric of her temple has forbidden her, from so doing, even requiring V give her word of honour. V privately thinks this was unfair as she had great success in getting evildoers to repent. And her success had nothing to do with the large glaive she was carrying at the time. V was even smiling at the time, which is not something she does casually.

For all her surface polish, V is still a traditional dwarven girl at heart. She dreams of the day her Chief Charming comes on pony back and carries her off to his mine. She can picture him in her mind's eye, tall (at least 4'6"), dark (preferably forge-tanned) and handsome with a huge, braided beard and lots of gold rings. She has imagined his stunned look when she hits him with the hammer of love and he realizes she is is his one true life mate.

One day he will come. Until that time she busies herself making the world prettier. She has absolutely no artistic skill, but she keeps trying to improve everything and everyone she meets. Persistence is a virtue and dwarves have persistence in abundance. V is a dwarf's dwarf in that regard. She is also no blushing maiden, but that's a story for another time.