Kaigon the Miscreant

Grimm Sharpest's page

920 posts. Alias of STR Ranger.


Full Name

Grimm Sharpest

Race

Dwarf

Classes/Levels

Witchhunter16, Init +7, Percep+13, HP140/140 AC31/18/28+4 w/Judge+4SHIELD ,Save F17/R11/W17+4 Spells/Poison, +4 w/Know Def, +4 w/Judge , CMD+31+39vsTrip, 35Bullrush

Gender

M

Size

Med

Age

55

Alignment

Chaotic Neutral

Deity

Gorum

Location

Westcrown

Languages

Common Dwarven, Abyssal, Orc

Occupation

Merchant

Strength 22
Dexterity 16
Constitution 18
Intelligence 14
Wisdom 19
Charisma 8

About Grimm Sharpest

Grimm 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.
Grimm came from warrior stock and believes with utmost passion that he should die for his Patron and indeed he has once already.

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
Initiative: +7 (Cunning Initiative +4Wis,+3 Dex)
AC: 31 (2Dex, 1 dexenhance, 6Armor, 4Magic Armor, 2 natural ,2 deflection, 1kilt, 1Ioun Stone, +1Luck, +1Trait)/Touch: 18/Flat Footed: 28+4 to AC vs Giants, +3AC vs spells with successful check

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):
Amulet of Natural Armor +2
Ring of Protection +2
Armored Kilt +1
Dusty Rose Prism +1 Insight
Jingasa of the fortunate Soldier (+1Luck, +1 TraitAC)

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
Reflex: Base+5+3Dex+3 cloak=11
Will: Base+10+4Wis+3cloak=17

BAB: +12/+7/+2
CMB: +18 (+2 Trip- Gauntlets)+ Magic Attack bonuses
CMD: +31 +4 racial to resist bull rush or trip

[spoiler=Weapons:]
+1 to Attack vs Giants, +1 Competence from Ioun Stone

+2 Furious, Fortuitous, Mighty Cleaving, Courageous Cold Iron Greatsword 50000gp:
Attack Base+12/+7/+2 (+2Wpn,+6Str,+1 Ioun Stone)= +21/+16/+11
Damage: 2d6+9+2 Critical 19-20/x2

+2 Morningstar 8000gp
Attack Base+12/+7/+2 (+2Wpn,+6Str,+1 Ioun Stone)= +21/+16/+11
Damage:1d8+9+2 B or P

+1 Cold Iron Battleaxe:
Attack Base+12/+7/+2 (+1Wpn,+6Str,+1 Ioun Stone)= +20/+15/+10
Damage: 1d8+4+1 Critical 20/x3

Masterwork Heavy Pick
Attack Base+12/+7/+2 (+1Wpn,+6Str,+1 Ioun Stone)= +20/+15/+10
Damage: 1d8+9 Critical 20/x4 Type: P

Masterwork alchemical silver Warhammer
Attack Base+12/+7/+2 (+1Wpn,+6Str,+1 Ioun Stone)= +20/+15/+10
Damage: 1d8+9 Critical x3 Type: B

Masterwork Alchemical Silver Cestus R.hand or
Masterwork Cold Iron Cestus L.hand
Attack Base+12/+7/+2 (+1Wpn,+6Str,+1 Ioun Stone)= +20/+15/+10
Damage: 1d4+6 Critical 19-20/x2 Type: P or S

+1 Composite Longbow (+4)
Attack Base+12/+7/+2 (+1Wpn,+3Dex,+1 Ioun Stone)= +17/+12/+7
Damage: 1d8+4 Critical x3 Type: P Range: 120ft

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
All Str/Dex based skills take Armor Check Penalty -0, 0 for jump/climb

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
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 (+8 Current)
Knowledgeable Defence: At 2nd level, a witch hunter who identifies a spell with Spellcraft gains a bonus against its effects, either a +1 bonus on saving throws or a +1 dodge bonus to AC against this spell. This bonus increases every four levels (to a maximum of +5 at 18th level). At 20th level, once per day as a swift action, she can grant this bonus to all her allies within 60 feet, for 1 minute. The allies gain the bonus when the witch hunter identifies the spell, and those among the allies who have at least 1 rank in Spellcraft can aid the witch hunter’s next Spellcraft check as a swift action while under the effect of this ability.Current Bonus+4

Cunning Initiative: Add WIS to initiative
Solo Tactics:At 3rd level, all of the inquisitors 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 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.
As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.(4/day)

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
16 left.

Spell Scent
At 6th level, the witch hunter learns how to sense unique spell signatures, and can follow the trail of a cast spell or spell effect cast back to its source. Once per day, when the witch hunter comes into contact with or is exposed to a spell effect or a magic item, she can spend a full-round action to examine the spell effect or magic item, and then gains the effect of a locate creature spell. She can do this even if the spell effect was instantaneous, but must start her examination within 1 round after she experienced the spell’s effect. Instead of locating a known creature, the witch hunter locates the caster of the spell effect or magic item she examined. Doing so does not allow the witch hunter to gain any intelligence about the spellcaster other than its location.
This ability replaces track.

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.

Stalwart
At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability.

Greater Bane
At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.

Witch's Bane Judgement
At 14th level, a witch hunter gains the following judgment.

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
At 16th level, whenever an inquisitor uses her judgment ability, she selects three different judgments, instead of just two. This only consumes one use of her judgment ability. As a swift action, the inquisitor can change one of these judgments to another type.

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)
20 Arrows 1gp

Gauntlets of Skilled Maneuver (Trip+2) 4000gp
Amulet of Natural Armor+2 8000gp
Belt of Physical Might +4 STR/Con 36,000gp
Cloak of Resistance +3 9000gp
Ring of Protection +2 8000gp
Feather step slippers 2000gp
Pale Green Cracked Ioun Stone 4000gp [+1 competence to attack]
Dusty Rose Prism 5000gp (+1AC)
Deep red Sphere Ioun Stone +2 Dex enhancment 8000gp
Incandescent Blue Ioun Stone +2 Wis 8000gp
Jingasa of the fortunate soldier (+1Luck AC, +1Trait AC) 5000gp

Other Gear
Wand of Shield (USES UMD to ACTIVATE to charge the stone, failure does not expend a charge)+Vibrant Purple Cracked Ioun Stone 2750gp
Wand of CLW 32 charges 750gp
Wand of Enlarge Person(USES UMD to ACTIVATE, failure does not expend a charge) 50charges 750gp
Wand of Invisibility 4500gp
Wand of Keep Watch 44 charges 750gp
2x Alkali Flask 30gp
Holy symbol, steel
8 days trail rations.
4 waterskins
1 bedroll
4x Caltops
Backpack
Scroll case
Flint and Steel
Grapple hook
Hemp rope (50ft)
Signal Whistle (on a string around neck)
Torch
2 Flasks of oil
Whetstone
vial anti-toxin (1)
Haversack
Everfull Mug (3/day 12 ounces of fine beer or wine)
Blank Map book (roll d2, 1 =waterproof, 2=non-waterproof)
Scrivener’s kit
silk 50 ft.(1)
Grapple grapple arrow (1)
bandolier (1)
Candles (5)

Money:
CP:
SP:
GP: 121
PP:

Gems & Jewelry:

Magic

Spells:

Spells Known-6
0-Light, Create Water, Detect Magic, Guidance, Stabilize, Acid Splash

1st level,Spells Known-66per day
Comprehend Languages, Divine Favor, Burst Bonds, Lend Judgement, Expeditious Retreat, Wrath

2nd Level, Spells Known-66per day
Ghostbane Dirge, See Invisibility, Flames of the Faithful, Silence, Surmount Affliction, Lesser Restoration

3rd Level Spells Known-56per day
Righteous Vigor, Greater Stunning Barrier, Herosim, Greater Magic Weapon, Dimensional Anchor

4th level Spells Known-55per dayFreedom of Movt, Gtr Invis, Cure Critical Wounds, Divine Power, Stoneskin

5th level Spells Known-43per day
Banishment, Flame Strike, Chains of Light, Resounding Blow

6th level Spells Known-21per day
Blade Barrier, Cleanse

Player's notes:

When Scouting: Stealth Synergy let's me use the rogues roll if it's better than mine.

When Flanking:
Outflank +4 to flank attacks.

When adjacent to Desmond:
Paired Opportunists +Tandem Trip=Roll 2x trip and extra attacks when a foe stands.

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
.