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.
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.
Height: 4'5" Weight: 200 lbs. Hair: Brown Eyes: Brown
Inquisitor (1/2 level to Judgements, 6 for Protection, 4 For Justice)
Hit Points: 10d8+(2Con per level)= 76
Armor/Protective Item:Magic +2 Agile Spiked Mithral Breastplate (Armor/Shield Bonus: +8; Max Dex: +5; Armor Check:-0 (0 for climb/jump); Arcane Spell Failure: 10%; Weight: 10 lbs )
Amulet of Natural Armor +2
Speed: 20' (4 squares)Not reduced by Armor or Encumberence
Saves: Add +4 racial to saves vs spells, +2 with spellcraft check
Fortitude: +7(2Con)=8+1 cloak
+1 Furious Cold Iron Greatsword:
+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)
+1 to any skill via Guidance
Acrobatics: 3ranks, 2dex: 5
Bluff 4ranks-1Cha: 3
Climb 4ranks, 4Str: 8
Craft (Armor)5 ranks+2 racial,2Int:9
Craft (Weapons) 5 ranks+2racial, 2Int: 9
Diplomacy 8 ranks -1 Cha: 7
Handle Animal :
Heal 5 ranks+ 3 Wis:8
Intimidate 11 ranks-1 Cha, 5 Stern Gaze: 15
Knowledge (arcana)*7 ranks, 2 Int:9
Knowledge (dungeoneering)* 7 ranks:, 2 Int 9
Knowledge (nature):6 ranks, 2 Int:8
Knowledge (planes)*: 5 ranks, 2 Int:7
Knowledge (religion)*6 ranks, 2 Int: :8
Perception 10 ranks, 3 Wis:13
Profession* (Blacksmith)5 ranks,2 racial+ 3 Wis:10
Profession (Guide) 5 ranks, 3 Wis: 8
Ride, 7 ranks, 2 Dex:9
Sense Motive 9 ranks, 3 Wis+5 Stern Gaze: 17
Sleight of Hand*:
Spellcraft*13 ranks, 2Int: 15+3 Wis mod to id spells, scrolls items
Stealth 13 ranks, 2Dex:15
Survival 9 ranks, 3Wis: 12 +2 to track Giant Subtype
Swim 8 ranks, 4Str: 12
Use Magic Device*:
Bold=Class Skill / * Trained only
•+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.
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
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)
Fates Favored: Whenever he is the subject of a luck bonus, add +1
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 5 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.6/day, 6 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.10 rounds left
Judgement 4/day,3 left
Spell Sage (add wis to spellcraft), Orisons
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 (10) lvl/rounds per day. These rounds do not need to be consecutive
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.
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.
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. (Current bonus= +4)
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= 4)
Justice: 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. (Current bonus +3, Considered 2 level higher from FB)
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. (+4)
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= 3, Considered 3 levels higher due to Favored Bonus)
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=3)
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=3)
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.(8)
Smiting: 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).
Gear & Money::
Arms and Armor:
+1 Furious Cold Iron Great Sword 10100gp (self for half)
+2 Morningstar 8000gp
+2 Agile Spiked Breastplate 4200gp
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 163gp
(self for 1/2)
Masterwork Cold Iron Cestus 155gp(self for 1/2)
+1 Composite Longbow 2500gp (+4 Pull)
Amulet of Natural Armor+2 8000gp
Gems & Jewelry:
0-Light, Create Water, Detect Magic, Guidance, Stabilize, Acid Splash
1st level, 6/day, 1 left
2nd Level, 5/day 4 left
3rd Level 4/day3 left
4th level 1/day0 leftFreedom of Movt, Gtr Invis
When Scouting: Stealth Synergy let's me use the rogues roll if it's better than mine.
When adjacent to Desmond:
Wand of Shield+Vibrant Purple Cracked Ioun Stone 2750gp
Dusty Rose Prism 5000gp (+1AC)
Jingasa of the Fortunate soldier 5000gp (+1AC, +1Trait)
Upgrade current belt of Giant STR+2 to a Belt Physical Might +4 STR/Con 36,000gp
Deep red Sphere Ioun Stone +2 Dex 8000gp
Gauntlets of Skilled Maneuver 4000gp
Incandescent Blue Ioun Stone +2 Wis 8000gp
Helm of the Mammoth Lord 8500gp (Grants A Gore that can be used as a Secondary Natural attack)
+2 Furious, Fortuitous, Mighty Cleaving, Courageous Greatsword
+4 Spiked Adamantine Breastplate $27,900 (Grants 2/- DR)
Upgrade Cloak +1 to Cloak +3, 8000gp difference.