| Full Name |
Veetra Greybeard |
| Race |
Dwarf |
| Classes/Levels |
Inquisitor/4 |
| Gender |
Male |
| Size |
Medium |
| Age |
107 |
| Special Abilities |
Undead Slayer (trait), Sacred Touch (trait), Gentle Rest (Repose Domain) |
| Alignment |
Lawful Neutral |
| Deity |
Pharasma |
| Location |
Absalom |
| Languages |
Common, Dwarven, Giant |
| Occupation |
Brewmaster |
| Strength |
14 |
| Dexterity |
12 |
| Constitution |
16 |
| Intelligence |
13 |
| Wisdom |
17 |
| Charisma |
8 |
About Veetra Greybeard
Veetra Greybeard
Male Dwarf Inquisitor 4
LN Medium Humanoid (dwarf)
Init +4; Senses Perception +10, darkvision 60'
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Defense
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AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 35 (4d8+13)
Fort +8, Ref +3, Will +8
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Offense
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Speed 20 ft.
Melee Masterwork Warhammer +6 (1d8+2/x3)
Melee Battleaxe +5 (1d8+2/x3)
Melee Dagger +5 (1d4+2/19-20) or Ranged Dagger +4 (1d4/19-20)
Ranged Light Crossbow +4 (1d8/19-20)
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Statistics
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Str 14, Dex 12, Con 16, Int 13, Wis 17, Cha 8
Base Atk +3; CMB +5; CMD 16
Feats Armor Proficiency (light,medium,shields), Breadth of Experience, Sure Grasp, Weapon Proficiency (simple, hand crossbow, longbow, repeating crossbow, shortbow, battleaxe, heavy pick, warhammer)
Traits Sacred Touch, Undead Slayer
Skills Appraise +2, Climb +6, Heal +7, Intimidate +5, Knowledge (Arcana) +7, Knowledge (Dungeoneering) +7, Knowledge (Engineering) +3, Knowledge (Geography) +3, Knowledge (History) +3, Knowledge (Local) +3, Knowledge (Nature) +3, Knowledge (Nobility) +3, Knowledge (Planes) +7, Knowledge (Religion) +10, Perception +10, Profession (Brewer) +12, Profession (Sailor) +9, Sense Motive +10, Spellcraft +6, Stealth +6, Survival +9, Swim +7
Languages Common, Dwarven, Giant
Combat Gear: Battleaxe, Dagger (x2), Light Crossbow, Masterwork Warhammer, +1 Scale Mail, Cloak of Resistance +1
Other Gear: Pathfinder's Kit, Blanket, Chalk, Flask, Spade, Masterwork Artisan's Tools, Traveler's Outfit, Wayfinder (Holy Symbol)
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Racial Traits
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Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially 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.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
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Special Abilities
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Domain:
Judgement: 2/day
Monster Lore: The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Stern Gaze: Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Cunning Initiative: At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment: At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Track: At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Solo Tactics: At 3rd level, all of the inquisitor's allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.
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Spells
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Orisons: Bleed, Detect Magic, Disrupt Undead, Guidance, Light, Virtue
1st-Level: Comprehend Languages, Cure Light Wounds, Hide from Undead, Sanctify Corpse, Sanctuary