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About Grimm SharpestGrimm is the typical 'failed' son. Born of a drunken union between a dwarven smith and a cleric of Torag, the erstwhile bastard grew to be a soldier and merchant guard below the surface. Possessing the charisma of his surely kind, this youths problem was being too friendly. He loves his drink (to the point he beds with his tankard) and is often thrown out of respectable taverns. Coming of age in various militias meant the call of battle sings to the boys soul. War and dwarven vendetta's are one of the few things the young warrior can ever be serious about. On his first venture to Westcrown he was disappointed to find his father (while being a fine warrior) was living his life as a smith in a devil worshiping city. The shame the young warrior felt was to much for him.
He follows his whim and his purse, with no great wars going on with Dwarven interest he has instead followed tales of an evil deep within a cavern complex. Seemed as good a place as any to smash something. He stands quite tall for his race (a whopping 4"5) and is as broad as one would expect. Clad in Dark Crimson Breastplate (to hide any blood loss) with a short leather clock flowing from under black spiked pauldrons, and studded leather leggings he is a walking armory despite his lack of (for a dwarf) heavy armor. His many blades, mammers, daggers and shield leaving little doubt as to this dwarves vocation. Grimm:
Grimm Sharpest Height: 4'5" Weight: 200 lbs. Hair: Brown Eyes: Brown Favored Class: Inquisitor (1/2 level (8)to Judgements divided equally, treated as 20th level Inquisitor for Destruction and Justice) Hit Points: 16d8+(Max die at level 1, 4Con per level)= 136
Armor/Protective Item:Magic +4 Spiked Adamantine Breastplate (Armor/Shield Bonus: +8; Max Dex: +5; Armor Check:-0 (0 for climb/jump); Arcane Spell Failure: 10%; Weight: 10 lbs ) Protective Item(Misc):
Speed: 20' (4 squares)Not reduced by Armor or Encumberence Saves: Add +4 racial to saves vs spells, +4 with spellcraft check Fortitude: Base+10+4Con+3 cloak=17
BAB: +12/+7/+2
[spoiler=Weapons:]
+2 Furious, Fortuitous, Mighty Cleaving, Courageous Cold Iron Greatsword 50000gp:
+2 Morningstar 8000gp
+1 Cold Iron Battleaxe:
Masterwork Heavy Pick
Masterwork alchemical silver Warhammer
Masterwork Alchemical Silver Cestus R.hand or
+1 Composite Longbow (+4)
Skills::
+1 to any skill via Guidance
Acrobatics: 1ranks, 3dex: 5 Appraise: Bluff 3base, 1ranks-1Cha: 3 Climb 3base, 2 ranks, 6Str: 11 Craft (Armor)3base, 5 ranks+2 racial,2Int:12 Craft (Weapons) 3base, 5ranks +2racial, 2Int: 12 Diplomacy 3base, 5 ranks -1 Cha: 7 Disguise 3base, 1ranks:4 Escape Artist: Fly: Handle Animal : Heal 3base, 1 ranks+ 4 Wis:9 Intimidate 3base, 10ranks -1 Cha, 8 Stern Gaze: 20 Knowledge (arcana)3base, 5 ranks, 2 Int:10 Knowledge (dungeoneering)3base, 6 ranks:, 2 Int 11 Knowledge (nature):3base, 1 ranks, 2 Int:6 Knowledge (planes):3base, 10 ranks, 2 Int:15 Knowledge (religion):3base, 10 ranks, 2 Int: :15 Perception: 3base, 10 ranks, 4 Wis:17 Profession(Blacksmith):3base, 5 ranks,2 racial+ 4 Wis:14 Profession (Guide) 3base, 1 ranks, 4 Wis: 8 Ride, 3base, 1 ranks, 3 Dex:7 Sense Motive 3base, 5 ranks, 4 Wis+8 Stern Gaze: 20 Sleight of Hand*: Spellcraft:3 base, 10 ranks, 2Int: 15+4 Wis mod to id spells, scrolls items Stealth 3base, 10 ranks, 3Dex:16 Survival 3base, 1 ranks, 4Wis: 8 +2 to track Giant Subtype Swim 3base, 5 ranks, 6Str: 14 Use Magic Device: 16ranks,-1 Cha= 15 Bold=Class Skill / * Trained only
Racial Traits::
•+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff. •Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size. •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. (see darkvision). •Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype. •Alt racial TraitCraftsman: Dwarves are known for their superior craftsmanship when it comes to metal and stone works. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks that create objects from metal or stone. •Alt racial Trait Giant Hunter Some dwarves train from a young age in the best tactics to fight against giants. As a result, giant hunter dwarves gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. •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. •Alt Racial TraitRock Stepper: Many dwarves can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning. •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. Class Progression:
1-Combat Relexes,Domain, judgement 1/day, spell sage, orisons, stern gaze
2- Cunning initiative, Knowledgeable Defense, Track 3- Combat Expertise, Solo tactics,Paired Opportunists- Teamwork feat 4-Judgement 2/day 5-Bane, discern lies,Power Attack 6-Spell ScentTandem Trip- Teamwork Feat 7- Judgement 3/day, Improved Trip 8- Second judgement 9- Cleave,Broken Wing Gambit- Teamwork feat 10- Judgement 4/day 11- Stalwart,Greater Trip 12- Greater bane,Outflank, RAGE POWER- Guarded Stance +2 Dodge to AC 13- Judgement 5/day, Cleaving Finish 14- Witch’s Bane Judgement (Ex) 15-Cleave Through, Teamwork Feat- Wild Flanking 16- Judgement 6/day, third judgement, RAGE POWER- Reckless Abandon (-3 to AC, +3 to attack) Traits::
Fates Favoured: Whenever he is the subject of a luck bonus, add +1 Special Abilities:
Destruction DomainDestructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (Current 8 damage). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.7/day, 7 left Rage (Su): At 8th level, you can enter a fearsome rage, like a barbarian, for a number of rounds per day equal to your cleric level. At 12th and 16th level, you can select one rage power. You cannot select any rage power that possesses a level requirement, but otherwise your barbarian level is equal to 1/2 your cleric level. These rounds of rage stack with any rounds of rage you might have from levels of barbarian.16 rounds left Judgement 6/day,6 left Spell Sage (add wis to spellcraft), Orisons
Cunning Initiative: Add WIS to initiative
Teamwork Feats: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.
Bane:Can imbue a weapon with the Bane ability as a swift action for (16) lvl/rounds per day. These rounds do not need to be consecutive
Spell Scent
Second Judgment (Ex)
Stalwart
Greater Bane
Witch's Bane Judgement
Witch’s Bane: Any creature that casts an arcane spell within 30 feet of the witch hunter takes a –2 penalty to AC against her attacks and a –2 penalty on saving throws against her spells while this judgment remains in effect. This ability replaces exploit weakness. Third Judgement
Judgments:
Destruction: 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. (Treated as 20th level from Favored Bonus, Current bonus= +7 damage) Healing: 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. (Current bonus= 6) Justice: This judgement 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. (Treated as 20th level from Favoured Bonus, current bonus=+5) Piercing: 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. (Current Bonus=6) Protection: 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. (Current Bonus=4) Purity: 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. (Current Bonus=4) Resiliency: 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.(Current Bonus=4) Resistance: 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.(Current Bonus=12) Smiting: This judgement 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).
Gear & Money::
Arms and Armor: +2 Furious, Fortuitous, Mighty Cleaving, Courageous Greatsword 50000gp +2 Morningstar 8000gp +4 Spiked Adamantine Breastplate $27,900 (Grants 2/- DR) Heavy Steel Shield 10gp (self for 1/2) Masterwork Heavy Pick (self for 1/2) Masterwork 3x Daggers (self for 1/2) 4x Wooden Stakes +1 Cold Iron Battleaxe/weapon cord 162gp (self for 1/2) Masterwork Alchemical Silver Warhammer/weapon cord 201gp (self for 1/2) Masterwork Alchemical Silver Cestus (Gauntlets of Skilled Manuver+2 Trip) 163gp (self for 1/2) Masterwork Cold Iron Cestus (Gauntlets of Skilled Manuver +2Trip) 155gp(self for 1/2) +1 Composite Longbow 2500gp (+4 Pull)
Gauntlets of Skilled Maneuver (Trip+2) 4000gp
Other Gear
Money:
Gems & Jewelry: Magic
Spells:
Spells Known-6 0-Light, Create Water, Detect Magic, Guidance, Stabilize, Acid Splash 1st level,Spells Known-66per day
2nd Level, Spells Known-66per day
3rd Level Spells Known-56per day
4th level Spells Known-55per dayFreedom of Movt, Gtr Invis, Cure Critical Wounds, Divine Power, Stoneskin 5th level Spells Known-43per day
6th level Spells Known-21per day
Player's notes:
When Scouting: Stealth Synergy let's me use the rogues roll if it's better than mine. When Flanking:
When adjacent to Desmond:
Ability Score Advancements:
Base STR 22 (15+3 level boost, +4 Belt) Dex 16 (14+2 Ioun Stone) Con 18 (14+4 Belt) Int 14 Wis 19 (16+1 Level Boost, +2 Ioun Stone) Cha 8 additional spells:
Savage Maw-2 . |