Half-Orc

Simon Hollybaker's page

1,919 posts. Alias of brunoreturns.


Full Name

Simon Hollybaker

Race

Half-Orc Investigator 17 | HP 146/190 | AC 23(35)(+2 vs Evil) T 14(17) FF 20(31) | Fort +15(20) Ref +18(19)(+5 vs. Traps) Will +16(Immune vs. Illusion) | CMB +18(25) CMD 31(41)| Init +3 Perc +25 (+2 Hidden, +10 Traps) |

Classes/Levels

Effects: Mutagen, Barkskin, Heroism, Resinous Skin, Resist Energy (Electricity), PvE, Delay Poison, Transformation | Insp 13/13 |

Gender

Male

Age

17

Alignment

NG

Deity

Desna

Strength 20
Dexterity 16
Constitution 15
Intelligence 20
Wisdom 10
Charisma 12

About Simon Hollybaker

Statblock:
Simon Hollybaker
Male half-orc investigator (empiricist) 17 (Pathfinder RPG Advanced Class Guide 30, 100)
NG Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft., deathwatch (constant); Perception +25 (+27 to find hidden objects (inc. secret doors and traps), determine if food is spoiled, or identify a potion by taste)
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Defense
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AC 23, touch 14, flat-footed 20 (+7 armor, +3 Dex, +1 insight, +2 natural; +2 deflection vs. evil)
hp 190 (17d8+102)
Fort +15, Ref +18, Will +16; +2 resistance vs. evil
Defensive Abilities fortification 25%, orc ferocity, trap sense +5; Immune unfailing logic (immune to illusions)
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Offense
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Speed 30 ft.
Melee +1 undead-bane inspired longspear +18/+13/+8 (1d8+8/×3 plus 2d6 vs. Undead) or
. . +2 keen thundering longsword +19/+14/+9 (1d8+9/17-20) or
. . dagger +17/+12/+7 (1d4+5/19-20) or
. . mwk whip +18/+13/+8 (1d3+5 nonlethal) or
. . seaspike +20/+15/+10 (1d6+8 plus 2d6 vs. aberrations)
Ranged underwater light crossbow +15 (1d8/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork whip, 10 ft. with +1 undead-bane inspired longspear)
Special Attacks studied combat (+8, 5 rounds), studied strike +7d6
Investigator (Empiricist) Extracts Prepared (CL 17th; concentration +22)
. . 6th—transformation, true seeing
. . 5th—beast shape III (2), monstrous physique III[UM] (2), spell resistance
. . 4th—arcane eye, cure critical wounds, fluid form[APG], greater invisibility, monstrous physique II[UM]
. . 3rd—displacement, elemental aura[APG] (DC 18), heroism (3), resinous skin[UC]
. . 2nd—barkskin, blur, cat's grace, invisibility, resist energy (2)
. . 1st—cure light wounds (2), enlarge person (2, DC 16), long arm[ACG], shield (2)
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Statistics
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Str 20, Dex 16, Con 18, Int 20, Wis 10, Cha 12
Base Atk +12; CMB +18; CMD 31
Feats Blind-fight, Great Fortitude, Improved Iron Will, Iron Will, Leadership, Nemesis, Power Attack, Stealthy, Toughness
Traits azlanti scholar, scholar of ruins
Skills Acrobatics +23, Appraise +11, Bluff +9, Climb +10, Craft (alchemy) +18 (+35 to create alchemical items), Diplomacy +6 (+10 to gather information (You can use your Intelligence Modifier instead of Charisma)), Disable Device +36, Escape Artist +27, Fly +10, Intimidate +5, Knowledge (arcana) +12, Knowledge (dungeoneering) +16, Knowledge (engineering) +15, Knowledge (geography) +12, Knowledge (history) +24, Knowledge (local) +28, Knowledge (nature) +25, Knowledge (nobility) +12, Knowledge (planes) +16, Knowledge (religion) +21, Linguistics +14, Perception +25 (+27 to find hidden objects (inc. secret doors and traps), determine if food is spoiled, or identify a potion by taste), Sense Motive +20, Spellcraft +25, Stealth +27, Swim +8, Use Magic Device +20; Racial Modifiers +2 Appraise, +2 Knowledge (local), scavenger[APG]
Languages Aboleth, Abyssal, Aquan, Azlanti, Common, Draconic, Elven, Giant, Goblin, Necril, Orc, Syrinx, Thassilonian, Undercommon
SQ alchemy (alchemy crafting +17), ceaseless observation, human investigator, inspiration (1d8, 13/day), investigator talents (amazing inspiration[ACG], blinding strike[ACG], combat inspiration[ACG], expanded inspiration[ACG], infusion, mutagen[UM], quick study[ACG], sickening offensive[ACG]), keen recollection, mutagen (+4/-2, +2 natural armor, 170 minutes), orc blood, trapfinding +8
Combat Gear mutagen[APG], oil of bless weapon (2), pirate's eye patch[UE], potion of cure moderate wounds (2), potion of invisibility (2), unfettered shirt[UE], alchemist's fire (3), alkali flask[APG] (3), antiplague[APG], antitoxin, smelling salts[APG], vermin repellent[UE] (4), wismuth salix[UE]; Other Gear +3 light fortification mithral chain shirt, enchanted eelskin[UE], +1 undead-bane inspired longspear, +2 keen thundering longsword, seaspike, crossbow bolts (10), dagger, mwk whip, underwater light crossbow[ARG], amulet of natural armor +2, belt of physical might +4 (Str, Con), cloak of resistance +4, deathwatch eyes[UE], deep red sphere ioun stone, dusty rose prism ioun stone, handy haversack, headband of twisted intellect +2, ioun gauntlet, pink rhomboid ioun stone, scholar's ring[UE], vest of escape, alchemy crafting kit[APG], bedroll, belt pouch, flint and steel, ink, inkpen, masterwork thieves' tools, potion sponge[ARG] (22), ring of keys, ring of protection from evil (worth 4,000 gp), silver azlanti pocketwatch / compass, skum alchemist[UE], soap, starting formula book, swarmsuit[APG], trail rations (4), waterskin, 3,535 gp, 8 sp, 8 cp
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Tracked Resources
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Alchemist's fire - 0/3
Alkali flask - 0/3
Antiplague - 0/1
Antitoxin - 0/1
Crossbow bolts - 0/10
Dagger - 0/1
Deathwatch (Constant) - 0/0
Improved Iron Will (1/day) - 0/1
Inspiration (+1d8, 13/day) (Ex) - 0/13
Legend Lore (on studied subject, 1/five days) - 0/1
Mutagen: +4 Str, -2 Int, +2 Nat AC - 0/1
Oil of bless weapon - 0/2
Orc Ferocity (1/day) - 0/1
Pirate's eye patch (1/day) - 0/1
Potion of cure moderate wounds - 0/2
Potion of invisibility - 0/2
Seaspike - 0/1
Smelling salts - 0/1
Trail rations - 0/4
Vermin repellent - 0/4
Wismuth salix - 0/1
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Special Abilities
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+2 formulas in formula book Add one extract formula from the investigator’s formula list to his formula book. This formula must be at least 1 formula level below the highest level the investigator can create.
Alchemy +17 (Su) +17 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Blind-Fight Re-roll misses because of concealment, other benefits.
Blinding Strike (DC 23) (Ex) Studied strike permanently blinds foe (Fort part).
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+4)
Combat Inspiration (Ex) Applying inspiration to attacks/saves only costs 1 point.
Darkvision (60 feet) You can see in the dark (black and white only).
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Fortification 25% You have a chance to negate critical hits on attacks.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Infusion Create an extract can be used by anyone but takes up a slot until used.
Inspiration (+1d8, 13/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Leadership (score 18) You attract loyal companions and devoted followers.
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 23) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 170 minutes.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Quick Study (Ex) Use studied combat as a swift action.
Scavenger +2 Perception to find hidden objects (inc. secret doors and traps), determine if food is spoiled or identify a potion by taste.
Sickening Offensive (Ex) Studied strike sickens foe for 1 rd.
Studied Combat (+8, 5 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +7d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Trap Sense +5 (Ex) +5 bonus on reflex saves and AC against traps.
Trapfinding +8 Gain a bonus to find or disable traps, including magical ones.
Unfailing Logic (immune to illusions) (Ex) Immune to illusion and disbeleivable effects
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Background:
Famed arcaeologist Richard Hollybaker was known as someone who would do absolutely anything in order to discover the secrets of lost ruins. When negotiating with the chief of an orc tribe for the right to pass through their lands, "anything" included taking the chief's runtish daughter, Glasha, as his wife.

The pairing proved beneficial for both parites. While love never really entered into the relationship, they both came to appreciate the other's strengths and worked together well on the road. Eventually, the marriage resulted in a single child with a sharp intellect and an innate desire to learn.

Richard instructed Simon in the scientific principals involved in researching and documenting past civilizations and included him in his research, taking advantage of his small size and natural darkvision. However, Richard often got distracted with his work, and
Glasha was always an outcast with the rest of the expedition. More often than not, the two were left to forage for what food and supplies they could find.

Eventually, Simon grew into a man. His size no longer afforded him an advantage over other members of his father's expidition and he had more and more trouble getting good assignments due to racial prejudices. He decided that it was time to set out on his own and try
to make a name for himself.

Wanting to move outside of his father's considerable shadow, he jumped at a chance to explore Azlant itself. Azlanti history had long been one of his father's primary areas of study, and they had spent much time in Thassalonian ruins, but the chance to actually explore Azlant is an unbelievably twist of luck.

Banked Capital:
3 Influence, 3 Labor
Library +10 to next Capital check

Portfolio Changes:
- 8 charge displacement

Power Attack -4/+8(+12)

Transformation: +4 BaB, 4th interative, PA -5/+10(+15)
AC: +5/+1/+4, CMB: +4, CMD: +5
Fort: +5, Ref: +1

Longspear +18/+13/+8 d8+8
w/Mutagen +20/+15/+10 d8+11
w/Enlarge +18/+13/+8 2d6+10
w/Both +20/+15/+10 2d6+13

Longsword (2H) +19/+14/+9 d8+9
w/Mutagen +21/+16/+11 d8+12
w/Enlarge +19/+14/+9 2d6+11
w/Both +21/+16/+11 2d6+14

Seaspike(2H) +20/+15/+10 d6+10 (+2 + 2d6 vs aberration)
w/Mutagen +21/+16/+11 d6+13
w/Enlarge +20/+15/+10 d8+12
w/Both +22/+17/+12 d8+15

Extracts:

. . 6th—transformation, true seeing
. . 5th—beast shape III (2), monstrous physique III[UM] (2), spell resistance
. . 4th—arcane eye, cure critical wounds, fluid form[APG], greater invisibility, monstrous physique II[UM]
. . 3rd—displacement, elemental aura[APG] (DC 18), heroism (3), resinous skin[UC]
. . 2nd—barkskin, blur, cat's grace, invisibility, resist energy (2)
. . 1st—cure light wounds (2), enlarge person (2, DC 16), long arm[ACG], shield (2)

Calikang Form:
+4 Str, -2 Dex, +4 natural armor (AC +2, -2, +3)
6 slams +18 d6+7
w/Mutagen +20 d6+9

Gegenees Form:
Gegenees Form
Slam attacks have grab +27(29)
AC +2/-4/+4
6 slams +18 (2d6+8) / +20 (2d6+10)
Longspear +19/+14/+9 (3d6+13) + 4 slams +13 (2d6+4) / +21/+17/+11 (3d6+16), +15 (2d6+5)

Giant Squid Form:
+6 Str, -4 Dex, +6 natural armor (AC -5, -4, -3)
Swim 60ft, Jet 260ft
Bite (15ft) +18 2d6+8
2 Arms (30ft) +18 1d6+8
Tentacles (30ft) +18 4d6+4/2, grab (+30)
Constrict 4d6+12

w/Mutagen +20 (+10/+5/+15)