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Wilbert Goldenaxe's page

3 posts. Organized Play character for Diaz Ex Machina.


Full Name

Wilbert Goldenaxe

Race

HP: 10/10 | AC: 18 (12 Tch, 16 Fl) | CMB: +2, CMD: 14 | Fort: +4, Ref: +2, Will: +4; +2 vs. poison, spells, and spell-like abilities |

Classes/Levels

Init: +2 | Perc: +6*, SM: +7* | Speed 20ft | Judgment: 1/1 | Spells: 1st 2/2 |  Active conditions: None.

Gender

Male LN Dwarf Inquisitor (Urban Infiltrator) of Abadar 1 |

About Wilbert Goldenaxe

Background:

Member of a wealthy merchant caravan that traveled throughout Northern Avistan, Wilbert's family brought him up to become the rightful heir of their fortune. In anticipation of this day the young dwarf decided to hone his abilities as a merchant and as a disciple of Abadar by traveling All of Golarion, and thought that doing so with some companions would make everything easier and more enjoyable. So he joined the Pathfinder Society, the perfect group to achieve his goals,

Statblock:

Wilbert Goldenaxe
Male dwarf inquisitor (urban infiltrator) of Abadar 1 (Pathfinder Player Companion: Magic Tactics Toolbox 18, Pathfinder RPG Advanced Player's Guide 38)
LN Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +6 (+8 to notice unusual stonework, +8 on checks related to metals, jewels, and gemstones)
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Defense
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AC 18, touch 12, flat-footed 16 (+5 armor, +2 Dex, +1 shield)
hp 10 (1d8+2)
Fort +4, Ref +2, Will +4; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee battleaxe +2 (1d8+2/×3)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks hatred, judgment 1/day
Inquisitor (Urban Infiltrator) Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—comprehend languages, cure light wounds
. . 0 (at will)—acid splash, create water, guidance, sift[APG]
. . Domain Politics inquisition
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Statistics
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Str 15, Dex 14, Con 14, Int 11, Wis 15, Cha 10
Base Atk +0; CMB +2; CMD 14 (18 vs. bull rush, 18 vs. trip)
Feats Improved Day Job
Traits goldsniffer, merchant
Skills Acrobatics -3 (-7 to jump), Appraise +4 (+5 when bargaining for the price of goods, +6 on items valued by weight when using scales, +6 to assess nonmagical metals or gemstones), Bluff +2 (+4 to lie), Diplomacy +4 (+6 when gathering information, +6 to influence other creatures), Disguise +2, Intimidate +1, Knowledge (local) +4, Knowledge (religion) +4, Perception +6 (+8 to notice unusual stonework, +8 on checks related to metals, jewels, and gemstones), Profession (merchant) +6 (+9 to Day Job checks), Sense Motive +7 (+8 when bargaining for the price of goods); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ gifted detective, labyrinthine words, stern gaze +1
Other Gear scale mail, buckler, battleaxe, dagger, light crossbow with 20 bolts, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (The Order of Numbers)[UE], manacles, merchant's scale, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Abadar, 14 gp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Gifted Detective (Ex) Gathering information never takes an urban infiltrator more than 1 hour.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Improved Day Job (Profession [merchant]) +3 bonus to Day Job checks with chosen skill.
Inquisitor (Urban Infiltrator) Domain (Politics Inquisition) Deities: Abadar, Asmodeus, Calistria, Norgorber.

Granted Powers: Your divine guidance twists agreements, laws, and policies to suit the interests of the faith.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Labyrinthine Words (Ex, Sp) You add your Wisdom modifier in addition to your Charisma modifier on Bluff checks to lie and Diplomacy checks to influence other creatures.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.


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