Ekaym Smallcask

Hervey Simpkin's page

156 posts. Organized Play character for heavydisking.


Full Name

Hervey Simpkin

Race

male human spiritualist 3 (ectoplasmatist) | HP 24/24 | AC 19, T 14, FF 15 | F +4, R +5, W +6 | CMB +2, CMD 16 | Spd 30' | Perc +9 | Init +8

Strength 10
Dexterity 18
Constitution 12
Intelligence 12
Wisdom 16
Charisma 7

About Hervey Simpkin

Hervey Simpkin
male human spiritualist 3 (ectoplasmatist)
neutral good humanoid (human)

Init +8; Senses Perception +9

XP 7 Fame 14 Prestige 12
PFS # 161871-3 Faction Grand Lodge

DEFENSE
AC
19, touch 14, flat-footed 15 (+5 armor, +4 dex)
HP 24 (3d8 +3 Con +3 FC)
Fort +4, Ref +5, Will +6
Special Defenses

OFFENSE
Speed
30ft
Melee lash +7 (1d6+1, 19-20/x2, S) or lash +5 (1d6+1, 19-20/x2, S) and lash +5 (1d6+1, 19-20/x2, S) or mwk cold iron light mace +6 (1d6, B)
Ranged light crossbow +6 (1d8, 19-20/×2, range 80', P)
Special Attacks ectoplasmic lash, spiritual combat

STATISTICS
Str
10 (+0), Dex 18 (+4), Con 12 (+1), Int 12 (+1), Wis 16 (+3), Cha 7 (-2)
BAB +2, CMB +2, CMD 16

Feats
Proficiencies:
A spiritualist is proficient with all simple weapons, kukris, saps, and scythes, as well as with light armor.
Weapon Finesse: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Improved Initiative: You get a +4 bonus on initiative checks.
Two-Weapon Fighting: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

Traits
Observant:
It helps to pay attention to your surroundings and the people you meet. Choose either Perception or Sense Motive. You gain a +1 trait bonus on all checks with the chosen skill, and the chosen skill is a class skill for you.
Ease of Faith:
Your mentor, the person who invested your faith in you from an early age, took steps to ensure that you understood that what powers your divine magic is no different than that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

Skills 4 skill points/level +1/level (Int) +1/level (human)= 18
Diplomacy +4, Heal +7, Knowledge (arcana, dungeoneering, local, nature, planes, religion) +5, Linguistics +5, Perception +9, Sense Motive +7, Spellcraft +6, Use Magic Device +4 AC Penalty -1

Languages
Common, Necril, Cyclops

Racial Abilities
Bonus Feat:
Humans select one extra feat at 1st level.
Skilled:
Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

SQ
Spell Casting:
A spiritualist casts psychic spells drawn from the spiritualist spell list. She can cast any spell she knows without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell's level. To learn or cast a spell, a spiritualist must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a spiritualist's spell equals 10 + the spell level + the spiritualist's Wisdom modifier. A spiritualist can cast only a certain number of spells of each spell level per day. In addition, she receives bonus spells per day if she has a high Wisdom score. A spiritualist's selection of spells is limited. A spiritualist begins play knowing four 0-level spells and two 1st-level spells of the spiritualist's choice. At each new spiritualist level, she learns one or more new spells as indicated on Table: Spiritualist Spells Known. Unlike her number of spells per day, the number of spells a spiritualist knows does not affect her Wisdom score.
Knacks:
A spiritualist learns a number of knacks, or 0-level psychic spells. These spells are cast like any other spell, but they can be cast any number of times per day. Knacks prepared using another spell slot, because of metamagic feats applied to them, for example, consume spell slots as normal.
Ectoplasmic Lash:
At 1st level, as a full-round action an ectoplasmatist can manifest one or two lashes of ectoplasm tethered to her by wispy, ectoplasmic tendrils. If she manifests two lashes, she can wield them both as light melee weapons, each dealing 1d6 points of slashing damage (1d4 if the ectoplasmatist is Small) with a critical threat range and multiplier of 19–20/×2. If the ectoplasmatist manifests only one lash, she can manifest it either as a single one-handed melee weapon that deals 1d8 points of slashing damage (1d6 if the ectoplasmatist is Small) with a critical threat range and multiplier of 19–20/×2, or as a two-handed melee weapon that deals 2d6 points of bludgeoning damage (1d10 if the ectoplasmatist is Small) with a critical multiplier of ×2. Only the ectoplasmatist can wield or use these lashes. Dismissing any or all manifested lashes is a free action. At 2nd level, the ectoplasmatist’s lashes gain a +1 enhancement bonus on attack and damage rolls, and are treated as magic weapons.
Spiritual Combat: At 3rd level, as a full-round action, an ectoplasmatist can make all of her attacks with a single light or one-handed ectoplasmic lash wielded in one hand, and also cast a single spiritualist spell with a casting time of one standard action as a free action either before or after making the ectoplasmic lash attacks. The ectoplasmatist takes a –2 penalty on her attack rolls when using spiritual combat. If she decides to cast the spell defensively, she can choose to take an additional penalty on her attack rolls up to her Wisdom bonus, and add the same amount as a circumstance bonus on her concentration check. If the concentration check fails, the spell is wasted, but the attacks still take the penalty. Also, when the ectoplasmatist casts a spiritualist spell with a range of touch, she can deliver the spell through one of her ectoplasmic lashes. Instead of making the free melee touch attack she would normally use to deliver the spell, the ectoplasmatist can choose to make a free ectoplasmic lash attack at her highest base attack bonus. A successful lash attack deals damage normally and imparts the spell’s effects. The ectoplasmatist can’t hold the charge if her lash attack misses. This ability replaces bonded manifestation, phantom recall, and dual bond.

Spells Known
1 (4/day) - chill touch, expeditious retreat, inflict light wounds, touch of gracelessness
0 (at will) - detect magic, guidance, light, mage hand, resistance, telekenetic projectile
Caster Level: 3 Concentration: +6

GEAR
Combat Gear
+1 chain shirt, masterwork cold iron light mace, light crossbow, 20 bolts, 2 flasks of acid

Other Gear wand of cure light wounds (45 charges), wand of protection from evil (17 charges), wand of lesser restoration (6 charges), potion of invisibility, noble's outfit, signet ring, jewelry (worth 100 gp), explorer's outfit, monk's kit includes a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin

Money 1539 gp

FLUFF
Description
Hervey is a young man with a haunted appearance. His eyes are hollow and sunken from his time spent communing with spirits.

History Hervey was raised in a devoutly religious family and was sent as a young age to a temple to be trained as a paladin. He practiced his own form of "worship" (as far as he knew) and began to excel in swordplay and spellcasting, as well as calligraphy curiously enough. However, his mentor and teacher realized that Hervey was not receiving his powers from any deity but instead from spiritual essence which had learned to manipulate as ectoplasm. Horrified, he expelled Hervey from the temple and thus he began to travel around alone in search of meaning, using his skills with the quill to sustain himself. He could of course never return home to his family who views him as disgraced. In a last ditch effort to aid the world, he has joined the Pathfinder Society.

Age 17
Height 5'9
Weight 145

Chronicle Sheets

7-15: The Deepmarket Deception:
XP 1
Fame/PP 2
Gold 1293
Day Job 0

BOONS
Curious Pipefox:
Yrishi the pipefox wishes to continue adventuring with you. A spellcaster of at least 7th level may take Yrishi as a familiar with the Improved Familiar feat. You must provide a copy of Pathfinder RPG Bestiary 4 as if pipefoxes were available as in the Additional Resources document. Instead of taking Yrishi as a familiar, you can ask her to perform research for you. Cross the boon off your Chronicle sheet before attempting a Knowledge (history or religion) check to treat your result as if it were 25, even if you are not trained in the skill. Alternatively, you may gain a +5 bonus on the check.
Yekai Deathhand's Marvel: Yekai Deathhand invented the flask of reconcoction, a device that duplicates potions. With his notes, you can refine his invention over time. The flask grows in power as you gain levels. If you purchase this item, you earn less treasure to compensate for its increased abilities. So long as you own the flask, reduce all gold you earn on Chronicle sheets by 5% (rounded down) until you reach 14th level. The listed price assumes that you are 3rd or 4th level. If you purchase the item when you are higher level, pay the cost listed for your level in the bauble column on page 160 of Pathfinder RPG Pathfinder Unchained instead of 300 gp. Likewise, if you sell the item, use the corresponding value to calculate its effective market price. See page 160 of Pathfinder Unchained for information about scaling magic items.

ITEMS AVAILABLE FOR PURCHASE
antiplague (50 gp; Pathfinder RPG Advanced Player's Guide 182)
cloak of resistance +1 (1000 gp)
flask of reconcoction (price varies)
potion of remove disease (750 gp)
purple worm poison (700 gp; limit 1)
shadow essence (250 gp; limit 3)
smelling salts (25 gp; Advanced Player's Guide 182)
wand of shocking grasp (CL 4th; 12 charges; 720 gp; limit 1)

played as level 4 hunter pregen; not yet applied

0-06: Black Waters:
XP 1
Fame/PP 2
Gold 550
Day Job 0

ITEMS AVAILABLE FOR PURCHASE
ring of feather falling (2200 gp)
ring of sustenance (2500 gp)

7-05: School of Spirits:
XP 1
Fame/PP 2
Gold 504
Day Job 0

BOONS
New Recruit (J. Dacilane):
Your team of Pathfinders sponsored J. to join the Pathfinder Society. In exchange, she is eager to assist you on one of your future missions. You can direct J. to cast a spell from the spiritualist list (Pathfinder RPG Occult Adventures 76) as a standard action. The spell's level can be up to one third of your character level (minimum 0). J's caster level is equal to your character level - 3 (minimum 2), and her wisdom score is 17. J. is a noncombatant, and she is considered to be in your square for the purpose of determining the origin of her spell. When you use this boon, cross it off your Chronicle Sheet.

ITEMS AVAILABLE FOR PURCHASE
greenwood club (450 gp; Pathfinder RPG Ultimate Equipment 50)
greenwood heavy wooden shield (657 gp; Pathfinder RPG Ultimate Equipment 50)
haunt siphon (400 gp; limit 2)
potion of spider climb (300 gp)
scroll of remove disease (375 gp)
wand of lesser restoration (6 charges; 540 gp; limit 1) purchased
wand of protection from evil (18 charges; 270 gp; limit 1) purchased

6-05: Slave Ships of Absalom:
XP 1
Fame/PP 2
Gold 514
Day Job 0

BOONS
Budding Friendship:
You have done a favor for Lady Silviana in Absalom, and she is willing to repay the favor. If you would earn no Prestige Points at the end of an adventure that included one or more encounters in Absalom, you can cross this boon off your Chronicle sheet to earn 1 Prestige Point instead.

ITEMS AVAILABLE FOR PURCHASE
potion of cure moderate wounds (300 gp)
potion of invisibility (300 gp)

0-13: The Prince of Augustana:
XP 1
Fame/PP 2
Gold 462
Day Job 0

ITEMS AVAILABLE FOR PURCHASE
brooch of shielding (30 points remaining; 450 gp)
filth fever tonic (5 gp)
potion of enlarge person (250 gp)
screaming bolt (267 gp)

8-14: To Seal the Shadow:
XP 1
Fame/PP 2
Gold 524
Day Job 0

BOONS
Grace of Minatan Heroes:
You've earned the attention of powerful Minatan spirits, who now watch over your travels. As a standard action, you may cross this boon off your Chronicle sheet to gain the effects of greater magic fang or greater magic weapon (CL = your total HD). Regardless of which spell is selected, this effect only lasts for 1 minute per effective caster level.
2 boxes Inahiyi's Gratitude: By participating in the ritual of Inahiyi, you've become intertwined in the wayang's connection to the Shadow Plane. You may, as an immediate action, check a box that precedes this boon to treat positive and negative energy effects as though you were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts 1 minute once activated.

ITEMS AVAILABLE FOR PURCHASE
aegis of recovery (1500 gp; Pathfinder RPG Ultimate Equipment 254)
bracers of armor +1 (1000 gp)
haramaki (3 gp; Ultimate Equipment 11)
heavyload belt (2000 gp; Ultimate Equipment 212)
potion of cure light wounds (50 gp)
potion of mage armor (50 gp)
potion of remove fear (50 gp)
seer's tea (550 gp; Ultimate Equipment 319)
wand of charm person (6 charges; 360 gp; caster level 4th)

8-00: The Cosmic Captive (GM credit):
XP 1
Fame/PP 2
Gold 500
Day Job 0

BOONS
Elemental Conquest:
You have fought and fraternized with the guardians of Aucturn’s Tear, and although you triumphed, it is clear that this is not the last time you’ll clash with elemental forces. Choose one of the benefits below, and cross the other two off your Chronicle sheet. You may select an option only so long as you successfully completed at least one encounter in a region with that elemental affinity during this adventure.
▫ Earth: You gain a +1 insight bonus on saving throws against spells, spell-like abilities, and effects of creatures with the earth subtype and against spells with the acid or earth descriptors. While adventuring on the Plane of Earth, you instead gain a +1 insight bonus on all saving throws. As a swift action, you can check the box that precedes this boon in order to gain DR 5/adamantine for 1 minute; once the boon has prevented an amount of damage equal to 5 times your character level, the effect ends.
▫ Fire: You gain a +1 insight bonus on saving throws against spells, spell-like abilities, and effects of creatures with the fire subtype and against spells with the fire descriptor. While adventuring on the Plane of Fire, you instead gain a +1 insight bonus on all saving throws. As a swift action, you can check the box that precedes this boon in order to grant one weapon you wield the flaming weapon special ability for 1 minute; if the weapon already has the flaming special ability, it instead gains flaming burst for 1 minute.
▫ Water: You gain a +1 insight bonus on saving throws against spells, spell-like abilities, and effects of creatures with the water subtype and against spells with the cold or water descriptors. While adventuring on the Plane of Water, you instead gain a +1 insight bonus on all saving throws. As a swift action, you can check the box that precedes this boon in order to gain a +5 competence bonus on Swim checks and the ability to breath underwater for 1 minute.
▫▫ Ranginori’s Debt: You helped recover the Untouchable Opal, within which Ranginori, Elemental Lord of Air, is trapped. While imprisoned, his power is limited. Nonetheless, he has granted you an initial gift with the promise of greater rewards should the Society free him. You can activate this boon as a standard action by checking one of the boxes that precedes it, gaining one of the benefits based on your level when you activate the boon. For any spell-like ability, use your character level as your caster level.
Any Level: You can recall a spell slot or prepared spell you already cast that day. The spell is prepared again or the spell slot is available for use again, as if it had not been used already.
Levels 1–4: You cast cat’s grace, cure moderate wounds, lesser restoration, or shocking grasp as a spell-like ability.
Levels 5–8: Add cure serious wounds, fly, and lightning bolt to the list of spell-like abilities you can use.
Level 9–11: Add call lightning storm and cure critical wounds to the list of spell-like abilities you can use.
Level 12+: Add heal and whirlwind to the list of spell-like abilities you can use, though both of these spell-like abilities requires you to check both boxes.

8-99: The Solstice Scar, Version A:
XP 1
Fame/PP 2
Gold 1250
Day Job 0

BOONS
▫ Belkzen Veteran:
You have crossed the Hold of Belkzen, negotiated with the orc representatives, and clashed with opportunistic raiders. You can spend 2 Prestige Points to learn Orc as a bonus language. In addition, you can check the box that precedes this boon to gain the benefits of the orc ferocity half-orc racial trait for 1 round. If you already have this racial trait and activate that ability, you can check the box to act normally as though you did not have the disabled condition for 1 round.
▫ Martyr’s Shard 1: The paladin Ivvora wielded a powerful dagger in service to her angelic patron, Vildeis. In helping recover and restore the hilt, you are able to begin imbuing a facsimile of the blade to combat evil on your own terms. As a free action, you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus (does not stack with other enhancement bonuses) and the ability to overcome damage reduction and regeneration as a cold iron, good-aligned weapon for 1 minute. Future Martyr’s Shard boons may unlock additional benefits. If you are a paladin or lawful good character capable of casting divine spells, the +1 enhancement bonus stacks with the weapon’s existing enhancement bonus, if any (but not with similar additional enhancements, such as that granted by a paladin’s divine bond ability). Furthermore, you can check the box that precedes this boon to instead cast dispel magic as a spell-like ability using your character level as the spell’s caster level. Any character with this boon can choose to purchase an avenging dagger (120,604 gp; functions as a holy avenger but is a dagger rather than a longsword) as though her effective Fame were 10 higher. If this character has earned two, three, or all four Martyr’s Shard boons, reduce the cost of an avenging dagger to 110,604 gp, 100,604 gp, or 90,604 gp respectively.
▫ Scarred Champion: Vildeis grants the strength to endure pain to strike down evil, and in escorting Ivvora’s hilt back to the Twinhorn following, you now carry a spark of that empyreal lord’s divine resilience. When you would fail a saving throw against the spell or spell-like ability of an undead creature, you can check the box that precedes this boon to roll 1d6 and increase the saving throw result by that amount. If the bonus is enough to turn the failure into a success, the saving throw succeeds. This near-death experience leaves you with a hand-sized scar somewhere on your body—a reminder of Vildeis’s assistance.