Grahl Foestrider

Hammer of Oskvauder

Description:

GRAHL CR 4
Male No Race Inquisitor 3 Magus (Staff Magus) 2
CG Medium
Init 7; Senses Perception +5
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DEFENSE
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AC 20, touch 13, flat-footed 18 (
7 armor, 2 Dex)
hp 35 (5d8
5); Judgement of Sacred Healing 2
Fort 7, Ref +5, Will +7
Defensive Abilities Judgement of Sacred Protection +1; DR Judgement of Sacred Resiliency 1: Magic; Resist Judgement of Sacred Purity +1, Judgement of Sacred Resistance 4 (Fire)
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OFFENSE
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Spd 40 ft.
Melee Darkwood Quarterstaff +2 (1d6
2/1d6+1/20/x2) and
Masterwork Warhammer 6 (1d82/20/x3) and
Unarmed Strike 5 (1d32/20/x2)
Special Attacks Judgement of Sacred Destruction 2, Judgement of Sacred Justice +1, Judgement of Sacred Piercing +2, Judgement of Sacred Smiting (Magic), Spellstrike
Spell-Like Abilities Detect Alignment (At will)
Inquisitor Spells Known (CL 3, +5 melee touch, +5 ranged touch):
1 (4/day) Inflict Light Wounds (DC 12), Shield of Faith (DC 12), Expeditious Retreat (DC 12), Lend Judgment (DC 12)
0 (at will) Read Magic (DC 11), Detect Magic, Brand (DC 11), Disrupt Undead, Guidance (DC 11), Sift
Magus (Staff Magus) Spells Known (CL 4, 5 melee touch, 5 ranged touch):
1 (3/day) Chill Touch (DC 14), Shocking Grasp, Shield (DC 14)
0 (at will) Mage Hand, Prestidigitation (DC 13), Read Magic (DC 13), Detect Magic
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STATISTICS
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Str 14, Dex 14, Con 12, Int 16, Wis 12, Cha 8
Base Atk +3; CMB +5; CMD 20
Feats Additional Traits, Combat Casting, Coordinated Defense, Defensive Combat Training, Improved Initiative, Lightning Reflexes, Quarterstaff Master
Traits Courageous, Fast-Talker, Framed (Family Honor), Magical Knack: Magus (Staff Magus)
Skills Acrobatics +1, Bluff +10, Climb +5, Diplomacy +9, Escape Artist +1, Fly +1, Heal +5, Intimidate +10, Knowledge (Arcana) +10, Knowledge (Dungeoneering) +10, Knowledge (Planes) +10, Knowledge (Religion) +10, Perception +5, Ride +1, Sense Motive +10, Spellcraft +7, Stealth +1, Swim +5, Use Magic Device +3 Modifiers Monster Lore
Languages Castaigne, Common, Khemetian, Mahjiq
SQ Arcane Pool (
1) (4/day) (Su), Hot Weather Outfit, Inquisitor Domain: Conversion Inquisition, Judgement (1/day) (Su), Leeching Kit, Solo Tactics (Ex), Spell Combat (Ex), Teamwork Feat (change 1/day), Track 1
Combat Gear Darkwood Quarterstaff, Masterwork Warhammer, Warden’s Honor; Other Gear Adventurer’s Sash (3 @ 7 lbs), Backpack, Masterwork (5 @ 15 lbs), Hot Weather Outfit, Leeching Kit, Mask, Spell component pouch, Traveler’s outfit, Travelling Spellbook (blank), Wand of Shocking Grasp
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SPECIAL ABILITIES
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Arcane Pool (
1) (4/day) (Su) At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The poo
Combat Casting +4 to Concentration checks to cast while on the defensive.
Coordinated Defense +2 CMD if you are adjacent to an ally with this feat.
Courageous +2 save vs. fear.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Hot Weather Outfit +2 Fort vs. Hot Weather (does not stack with Survival skill’s bonuses)
Inquisitor Domain: Conversion Inquisition Deities: Any deity.

Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Judgement (1/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 +1 (Su) Attack bonus
Judgement of Sacred Piercing +2 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 4: Fire (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Leeching Kit +2 Heal to treat poison.
Magical Knack: Magus (Staff Magus) +2 CL for a specific class, to a max of your HD.
Monster Lore +1 (Ex) +1 to Knowledge checks when identifying the weaknessess of creatures.
Quarterstaff Master Use a quarterstaff one-handed
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Spell Combat (Ex) Use a weapon with one hand at 2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Teamwork Feat (change 1/day) Swap your most recent Teamwork feat for another
Track +1 +1 to survival checks to track.
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Flaws:
Glutton
& considering outlaw, ex-comminicated or nightblind

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Bio:

Grahl Foestrider

Blightfest 2011 whittknight