Joran Vhane

Vindlér Far-seer's page

715 posts. Organized Play character for Mjolbeard89.

Full Name

Vindlér Farseer


(HP 69/69) | AC:21 | T:12 | FF:19 | cmd:21 | Fort +9 | Ref +5 | Will +12 (+13) |Init. +6 | Perc:+14 (+15); Darkvision 60ft | Speed 20ft


| Shield Wall bonus:+2 | Touch of Law: 7/7 | Bane: 8/8 | Status: Ability Mastery (+2 Wis), Flames of the Faithful | Found Gear:


Male LG Dwarf Inquisitor 8

About Vindlér Far-seer

Vindlér Farseer - PFS #177216-6
XP 22.5 | PP 34 | Fame 37
Faction: Silver Crusade

Male Dwarf Inquisitor 8
LG Medium Humanoid (Dwarf) 60 years old, 5’1”
Init +6; Senses Perception +13
AC 21, touch 12, flat-footed 19 (+6 armor+2 shield+1 enhancement+2 Dex; +4 vs humanoid giants)
hp 69 (8d8+8(3 Con)+2 FCB)
Fort +8, Ref +5, Will +10 (+2 vs poison, spells, SLA)
Speed 20 ft.
+1 Morningstar +10/+5 (1d8+4 B and P)
Shield Bash (Heavy) +9/+4 (1d4+3 B)
Cold Iron Battleaxe +9/+4 (1d8+3 S; x3)
Masterwork Alchemical Silver Warhammer +10/+5 (1d8+3 B; x3)
Dagger +9/+4 (1d4+3 P or S; 19-20/x2)
Repeating Light crossbow +8/+3 (1d8 P; 19-20/x3; range 80ft)
Dagger +8 (1d4+3 P; range 20ft)
Str 16, Dex 14, Con 16, Int 12, Wis 18, Cha 9
Base Atk +6/+1; CMB +9; CMD 21 (25 vs. bull rush and trip while on the ground)
Traits Indomitable Faith, Eyes and Ears of the City (Abadar)
Feats Shield Wall, Shake it Off, Lookout, Ability Mastery, Lastwall Phalanx, Judgment Surge
Skills (42 skill points total) Climb +8, Disable Device +4, Intimidate +10, Knowledge (Arcana) +5, Knowledge (Dungeoneering) +5, Knowledge (History) +2, Knowledge (Local) +2, Knowledge (Nature) +5, Knowledge (Planes) + 8, Knowledge (Relgion) +8, Linguistics +2, Perception +16, Profession (Soldier) +12, Ride +6, Sense Motive +19, Spellcraft +7, Survival +11, Swim +8, Use Magic Device +2
Special: Knowledge (History) +3 re: Dwarves and their enemies; Stonecunning +2; Monster Lore +4; Track +4
ACP -4, -5 w/shield
Languages Common, Dwarven, Orc, Goblin
At will: Detect chaos/evil/good/law
0-level (DC 13): Guidance, Detect Magic, Read Magic, Sift, Acid Splash, Virtue
1-level (5/day, DC 15; 5 known): Divine Favor, Lend Judgment, Magic Weapon, Shield of Faith, Truestrike
2-level (5/day, DC 16; 4 known): Flames of the Faithful, Hold Person, Tactical Acumen (UC), Weapon of Awe
3-level (3/day; DC 17; 3 known): Channel Vigor, Greater Magic Weapon, Searing Light
Law Domain abilities:
Touch of Law (Sp): You can touch a willing creature as a standard action allowing it to treat all attack rolls, skill checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. 7 uses per day
Staff of Order (Su): At 8th level, you can give a weapon touched the axiomatic special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Judgment (Su) 3/day: 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.
Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type.

Destruction (+4 damage): 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 (Fast healing 3): 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 (+2 Att): 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 (+3 concentration/CL): 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 (+2 AC): 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 (+2 saves): 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 (DR 2/magic): 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 (Resist 6): 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 (6th level): 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).

Monster Lore (Ex): 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 (Ex): 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 (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment (Sp): 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 (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Solo Tactics (Ex): 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.
Bane (Su): 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.
Discern Lies (Sp): 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.
Second Judgment (Ex): At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.

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 gain a +4 dodge bonus to AC against monsters of the giant subtype.
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.
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.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
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.
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.

Indomitable Faith: You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.
Eyes and Ears of the City (Abadar): Your religious training involved serving in the city watch of a large city, the primary duty of which was standing sentinel on a city wall. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
+1 Morningstar
Cold Iron Battleaxe
MW Alchemical Silver Warhammer
Repeating Light crossbow
Bolts (8)
Cold Iron Bolts (5)
MW Agile Breastplate
+1 Folding heavy wooden shield
Belt of Physical Might (+2 Str and Dex)
Belt of Giant Strength +2
Inquisitor’s Kit
Grappling Hook
Scroll Case
- Scroll of Bless (x2)
- Scroll of Expeditious Retreat (x2)
- Scroll of Shield Other
- Scroll of Comprehend Languages
- Scroll of Protection from Evil (x5)
- Scroll of Heightened Awareness
Wand of CLW (45/50 charges)
Cloak of Resistance +1
Carrying Capacity
Light 0-58 lb. Medium 59-116 lb. Heavy 117-175 lb.
Current Load Carried 92.5 lb.
Money GP 16678 SP 0 CP 0
(Next chronicle: +1 and Folding added to MW heavy wooden shield (5000gp), Belt of Physical Might (+2 Str and Dex))

Prized Find: You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).
Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name--such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item--would help realize the goals of the Pathfinder Society. The GM then informs you whether the actions' impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action's impact on the PC's fulfillment of the secondary success condition, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).
Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
Ally of the Green: _/_/_ You have communed with the fugitive leashes of Anglemire and demonstrated your respect for their humble treasures. As a parting gift, the fleshy Harvest Stripe gave you three gourd seeds imbued with some of the leshys' primal magic. As a standard action, you can check one of the boxes that precede this boon and consume one of these seeds as if it were a goodberry, though the seed heals 1d4+1 points of damage. Alternatively, you can feed a seed to an adjacent plant creature to grant it 5 temporary hit points and the benefits of divine favor (CL 6th) for 1 minute. When you check the last box, cross the entire boon off your chronicle sheet.
Archaeological Expert: The Pathfinder Society has a strong tradition of archaeological exploration, and you have proven yourself a capable excavator and historian. You gain a +1 bonus on Appraise and Knowledge (History) checks to identify the cultural significance of art and objects. If you would fulfill the primary success conditions of an adventure but fail its secondary success conditions, you can cross this boon off your Chronicle sheet and attempt an Appraise, Knowledge (History), or Profession (Archaeologist) check (DC=10 + twice your character level). If you succeed, you make a small, but significant archaeological discovery that allows you-and only you-to earn the Prestige reward anyway. You cannot take 10 on this check.
Imperium Initiate: Your study of Jistkan ruins and golems has taught you a few tricks for handling the supernatural soldiers of ancient Garund. You can cross this boon off of your Chronicle sheet before casting a spell to make it especially effective against constructs and divs. These creatures take a -2 penalty on all saving throws made against the spell for 1 round. Alternatively, you can cross this boon off your Chronicle sheet as a free action to treat the hardness and damage reduction of all constructs and divs as 5 lower against your attacks for 1 round.
Delvehaven Star: You were an integral part of the Pathfinder Society’s first sanctioned expeditions in Cheliax in many years. In recognition of your role in this important milestone, the Society has imprinted your wayfinder with the Delvehaven Star-named in honor of a famous Chelish Pathfinder lodge. You gain a +2 bonus on Knowledge (history, local, and nobility) checks associated with Cheliax, and you gain a +1 bonus to your initiative while adventuring in Cheliax. Furthermore, you can check the box that precedes this boon when spending Prestige Points for spell casting services to reduce the cost by 2 (minimum 0).

Season 8 Faction Journal Card:
1 Goals completed
X X Defeat an outsider that has the evil subtype, an evil-aligned creature with the elemental subtype, or an undead creature whose CR is at least equal to your character level. (Defeated Arenzo (CR 2 ghoul) in 7-14, Michiko (Graveknight) in 8-07)
_ _ Defeat a divine spellcaster whose patron is an evil deity and whose CR is at least equal to your character level.
_ Spend at least 100 gp per character level on spellcasting services with the healing descriptor, material components, or a single use magic item for another PC. The PC must use the benefit before the end of the adventure.
_ Accept the surrender of an enemy combatant (other than an evil outsider or undead creature), and ensure his fair treatment until he can safely be released, ransomed, or delivered to authorities for justice. Alternatively, allow an enemy combatant with no means of escape to flee without further harm.
_ Rescue a named NPC who is a divine spellcaster with a good-aligned deity or a named outsider with the good subtype. Alternatively, collaborate with the NPC to overcome an obstacle directly related to the PCs’ success conditions, such as defeating a foe; summoned outsiders do not contribute to this goal, but called ones do if not coerced into service.
_ Possess ranks in one of the following equal to your character level (minimum 4): Diplomacy, Heal, or Knowledge (religion).
_ While on a non-good plane other than the Material Plane, encourage a crowd of at least 20 participants to promote good, rebuke evil, or otherwise be virtuous. Doing so requires a successful Diplomacy, Knowledge (religion), or Perform (oratory) check (DC = 15 + your character level).
_ _ _ / _ _ Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.

He was not sure if he had woken up and then heard the noise, or if it had been the sound that had broken his rest. Golrin had a tendency to drowse, and Vindlér wasn’t in much of a mood to wake up with some stinking goblin’s knife at his throat, so he decided to rise to take watch.
He sat up and took a moment to let his eyes adjust to the darkness. Just as he had expected, Golrin was slumped over, his shoulders slowly rising and falling with his breaths. Vindlér signed to himself, He’s a good man, but he can be a damned fool sometimes.
As he rose to his feet, Vindlér noticed a faint light a short distance away. It was too faint to be the sun, but it was too constant to be the torch. He was curious, but knew that it would be best to stay with the others.
Then he heard the scream.
Without a second thought, Vindér grabbed his morningstar, his shield, and the cheap iron key he used as his Abadan holy symbol and charged into the woods. As he entered the woods, he thought he felt a blast of sudden heat, but his mind was fully on protecting whomever was in need of help.
After crashing through the undergrowth for a few moments, Vindlér came into an opening and found a young girl standing in front of the figure of a man clad in gold armor, a crossbow hanging at his side and a soft golden light glowing around them both. The figure raised a hand in a sign of peace and greeted the puzzled dwarf, [b]“Hail, Vindlér, son of O∂nir, I bring grave news. The powers of evil again threaten to consume this world with chaos. It falls now to loyal servants of good and order like yourself to prevent this.”

As the figure spoke, Vindlér came to recognize that this must be another of the visions he had experienced since he was a child. Thrice before these visions had proved true and had helped saved his own life and the lives of those around him. This vision was more vivid than any of the others, though, so it was with some apprehension that he saluted the figure and said, “My lord, I am proud to serve as a sentinel of Lastwall, protecting the realm from the undead and the savages of Belkzen. The crusaders of Mendev fight bravely to hold back the demonic horde and there are others like them throughout Golarion. What more could be done? We have our own threats here, while these other dangers lie leagues away.”
The young girl then stepped forward and spoke, “The threat of evil spreads, brave warrior. In my own home, we long thought ourselves safe from the demons. Yet we found out how close the threat truly is.” With those words, the girl’s face suddenly showed claw marks and terrible burns, while her clothes became tattered and bloody. Suddenly, the girl and the figure vanished, but her voice sang out in his mind once more, You will not have to look far to find the threats of the evil…
His mouth hanging open in horror, and finding himself suddenly alone in the dark and silence of the clearing, Vindlér turned toward camp. At that moment, the breeze changed direction and a smell reached his nostrils: smoke… and flesh.
Fearing that his comrades had been attacked by bandits in his absence, Vindlér rushed back to camp. The sight that greeted him was far worse than he had imagined. A dark, wiry creature smelling of blood and sulfur crouched over Golrin’s corpse, tearing out chunks of flesh with tooth and claw. Hearing Vindlér’s heavy breathing, the demon turned and sprang toward the dwarf. Following his first instinct, Vindlér raised his holy symbol and awaited death. Even with his eyes turned away, Vindlér could see the flash of brilliant light. When he heard the demon’s scream of pain and fury, he turned back to see a shining golden bolt in the beast’s chest. Vindlér looked down at his holy symbol and found his simple, iron key replaced with an intricately carved silver one, while in the air above the foul creature's body, a symbol of the Open Road hung in a golden mist.
Without hesitation, Vindlér gathered and donned the rest of his gear, gave his friends a proper burial, burned the demon’s body, and set out for Absalom, home of the Pathfinder Society. He had his calling.

Frontiers Defended:
6-10 The Wounded Wisp
5-08 The Confirmation
Module: Master of the Fallen Fortress
7-14 Faithless & Forgotten, Part 1: Let Bygones Be
7-16 Faithless & Forgotten, Part 2: Lost Colony of Taldor
7-18 Faithless and Forgotten, Part 3: The Infernal Inheritance (upcoming)
Module: Murder's Mark
0-03 Murder on the Silken Caravan
8-07 From the Tome of Righteous Repose
Pathfinder Module: Daughters of Fury (1)
Pathfinder Module: Daughters of Fury (2)
Pathfinder Module: Daughters of Fury (3)

Inquisitor 1 - +1 hp
Inquisitor 2 - +1/2 to the inquisitor's level for the purpose of determining the effects of one type of judgment (Justice)
Inquisitor 3 - +1/2 to the inquisitor's level for the purpose of determining the effects of one type of judgment (Justice)
Inquisitor 4 - +1/2 to the inquisitor's level for the purpose of determining the effects of one type of judgment (Smiting)
Inquisitor 5 - +1/2 to the inquisitor's level for the purpose of determining the effects of one type of judgment (Smiting)
Inquisitor 6 - +1 hp
Inquisitor 7 - +1/2 to the inquisitor's level for the purpose of determining the effects of one type of judgment (Destruction)
Inquisitor 8 - +1/2 to the inquisitor's level for the purpose of determining the effects of one type of judgment (Destruction)