Shadowcount Sial

Symington Smythe's page

36 posts. Alias of Ragadolf.

Full Name

Symington Smythe

About Symington Smythe

Symington Smythe
Human, Male
Wiz 2
Next lvl:

Current Effects


-Cast Comprehend languages



Male, Human(Medium)
Alignment: NG
Human Stats: +2 to any 1 (20Pt Buy)
STR: 10 (+0)
DEX: 14 (+2)
CON: 13 (+1)
INT: 17 (+3)
WIS: 13 (+1)
CHA: 12 (+1)
+2 (Human Bonus) to Int at 1st level



Acrobatics: (Dex)(cc) Y +
Appraise: (Int)(C) Y +
Bluff: (Cha)(cc) Y +1 (1, [0r])
Climb: (Str)(cc) Y +
Craft: (Alchemy) (Int)(C) Y +4 (4, C +3, [0r])
Diplomacy: (Cha)(cc) Y +1 (1, [0r])
Disable Device: (Int)(cc) N +
Disguise: (Cha)(cc) Y +1 (1, [0r])
Escape Artist: (Dex)(cc) Y +2
Fly: (Dex)(C) N +2 (2, C +3 [0r])
Handle Animal: (Cha)(cc) N +
Heal: (Wis)(cc) Y +
Intimidate: (Cha)(cc) Y +1 (1, [0r])
Knowledge (Arcana):(C)(Int) Y +9 (3, C +3, T +1, [2r])
Knowledge (Dungeoneering):(C) Y +7 (3, C +3, [1r])
Knowledge (Engineering):(C) Y +8 (3, C +3, T +1, [1r])
Knowledge (Geography):(C) Y +7 (3, C +3, [1r])
Knowledge (History):(C) Y +7 (3, C +3, [1r])
Knowledge (Local):(C) Y +7 (3, C +3, [1r])
Knowledge (Nature):(C)(Int) Y +7 (3, C +3, [1r])
Knowledge (Nobility):(C)(Int) Y +
Knowledge (Planes):(C)(Int) Y +7 (3, C +3, [1r])
Knowledge (Religion):(C) Y +7 (3, C +3, [1r])
Linguistics: (Int)(C) N +6 (3, C +3, [0r])
Perception: (Wis)(C) Y +9 (1, C +3, F +2, T +1 [2r])
(+2 from Alertness only w/ Familiar)
Perform: (Cha)(cc) Y +
Profession:(C)(Int) Y +
Ride: (Dex)(cc) Y +
Sense Motive:(cc)(Wis) Y +3 (1, F +2) (+2 from Alertness only w/ Familiar)
Slight of Hand:(cc)(Dex) N
Spellcraft: (C)(Int) Y +8 (3, C +3, [2r])
Stealth:(Dex)(cc) Y +2
Survival: (Wis)(cc) Y +
Swim: (Str)(cc) Y +
Theft: (Dex)(cc) N
Use Magic Device:(Cha)(cc) N +

1st level: 7 (2, +3 Int, + 1 Human, +1 Favored Class)
2nd level: 7 (2, +3 Int, +1 Human, +1 Favored Class)

*Armor Check Penalty
Bold=skill studied (taken)
C=Class Skill (+3 once ranks spent on it)
cc=cross class
F= Affected by Feat
T= Affected by Trait
s=Synergy bonus



-Investigator: You either have an incurable curiosity, or you have been specially trained. Either way, you are more likely to notice things that others would glance over.
+1 to Perception rolls, and Perception is always a class skill for you.
-Mathematical Prodigy: +1 Trait bonus to both K:Arcana & K:Engineering, and one is always a class skill for you.



1st lvl: 2 (1 +1 Human)
-Scribe Scroll (Free-Wiz)
-Alertness: +2 to Per and Sense Motive checks (Free-only when Familiar near)
-Collegiate Wizard-Gain double spells at each lvl (6 +Int bonus 1st, 4 each lvl)
-Spell Focus (Conjuration)
(Future choices= Thematic Caster, Varisian Tattoo(Conj), Enhanced Summoning)



Common, Elvish, Draconic, Abyssmal,



AC:12 ; Touch AC:12 ; Flat Footed:10 ;
(16/16/14 w/+4 Mage Armor)
*+2 Dodge bonus to AC when Fighting Defensively (-4 to att)
*+4 Dodge bonus to AC when using the Total Defense Standard Action

HP: 12
Current HP: 12
BAB: +1
Initiative: +2
Speed: 30'
CMB: +1 (BAB + Str + Size)
CMD: 13 (10+ BAB+ Str+ Dex+ Size)
Concentration: +6 (d20+ Caster Level + Int)

Fort: +1 (+0, +1 Con)
Ref: +2 (+0, +2 Dex)
Will: +4 (+3, +1 Wis)

Cane (as Club): +1/(+3 Thrown) (Dmg: 1d6, x2, 10 ft, 3 lbs, Blunt)
Dagger: (Normal/Silver) +1/(+3 thrown) (Dmg:1d4, 19-20/×2, 10 ft., 1 lb, Piercing or slashing)
Hand of Apprentice: +5 to hit (30' range w/ melee weapon, dmg by weapon, Int+BAB to hit)
-usable 7/day (3+ Int Mod)
Ranged Touch Spells: +3 to hit (+1 BAB, +2 Dex)

Wiz MAGIC info:


Caster Level:2

Arcane Bond: Familiar-Raven "Seraph"

School/Powers: Universalist
1st lvl-Hand of the Apprentice: 7/day (3 + Int mod) 30' ranged attack with Melee weapon, returns instantly to hand.

8th lvl- Metamagic Mastery: Apply any one Metamagic Feat you know to spell you cast without adjusting lvl. 1/day at 8th, +1/day every +2 Wiz lvls beyond 8.

Spells/Day: (Includes bonus from Int)
0= 4; 1= 3

Spells Memorized:
0= Detect Magic. Prestidigitation, Daze, Ray of Frost
1= Mage Armor, Summon Monster 1, Beneficial Transposition,

Cane: Comprehend Languages

Spells in Spellbook:
0= All (PHB)
1= Pattern Recognition(SG), Prot/Evil, Mage Armor, Summon Monster 1, Comprehend Languages, Charm Person, Magic Missile, Color Spray, Disguise Self, Silent Image, Ray of Enfeeblement, Enlarge Person, Beneficial Transposition(SC), Orb of cold, MInor (SC),
2= (Raiment of Command(SG),-When I get to 3rd lvl)

(SC= Spell Compendium)
(SG= Spells of Golarion)
*Conjuration Spells (+1 DC from Spell Focus, +1 CL from Tattoo [3rd lvl])

Save DC's For Spells Cast: 0= 14; 1= 15;
Save DC's for Conjuration spells: 0=15; 1=16;

Virtual Spellbook: (Some spells listed here for easy reference)


1st Level

Pattern Recognition
School transmutation; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 10 min./level
Pattern recognition allows you to notice unusual breaks in the patterns of stones in a wall, boards in a floor, cracks in glass, trees in a forest, or similar interruptions. You gain an insight bonus equal to one-half your caster level (minimum +1, maximum +10) on Search checks.
You gain the same bonus on Survival checks made to follow tracks. Pattern recognition does not grant you the Track feat, a rogue’s trapfinding ability, or the ability to disable traps. You can use it in conjunction with those abilities if you possess them, though.
Source: Pathfinder Companion: Second Darkness (OGL)

2nd Level

Raiment of Command
School illusion (glamer); Level bard 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 hour/level
Saving Throw Will; Spell Resistance no

You are cloaked in an illusion of authority. others perceive you to be a legitimate figure of authority—a higher-ranking official, a religious figure, a more powerful warrior. this illusion grants you a +5 bonus on all Diplomacy and intimidate checks. if you attempt to disguise yourself as a specific authority figure, you gain a +10 competence bonus on the Disguise check and any Bluff check related to impersonating that authority figure.
In addition, others are uncomfortable acting against you. creatures with an intelligence of 4 or more must make a Will save or take a –2 penalty on all opposed checks against you.
Source: Pathfinder #5—Rise of the Runelords Chapter 5: "Sins of the Saviors" (OGL)

Human Traits:


+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

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.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Familiar: Raven, "Seraph"


SIze/Type: Tiny Magical Creature
Hit Dice: 2 (Master's Character Level)
HP: 6 (1/2 of Master's)
Initiative: +2
Speed: 10'/ Fly 40' (average)
AC: 15 (+2 Size, +2 Dex, +1 Nat Armor) Touch: 14, Flat footed: 12
Base Att: +1 (Master's BAB)
Attack: Claws +5 Melee, Dmg: 1d4
Full Attack: Claws +5 Melee, Dmg 1d4
CMB: +1 (BAB[+1]+Dex[+2]+Size[-2])
CMD: 11 (10+BAB[+1]+Str[+0]+Dex[+2]+Size[-2])
Space/Reach: 2-1/2' /0'
Special Attacks: Familiar abilities
Special Qualities: Low-Light Vision, Share Spells, Empathic Link
Saves: Fort: +2, Ref: +4, Will: +5 (Fam's base -Fort/Ref, Master's Will Base)
Abilities: Str:1, Dex:15, Con:10, Int:6, Wis:14, Cha:6
Feats: Alertness, Weapon Finesse(Claws), Improved Evasion
Skills: Perception: +7



Cane (as Club), Dagger, Silver Dagger, Crossbow, 40 bolts,

Backpack, Bedroll, Blanket, Traveler's Clothes , 50' hemp rope, grappling hook, waterskin, 7 days trail rations, 6 candles, flint/steel, 6 sheets parchment, 2 charcoal sticks, 5 pieces Chalk, Sack(Empty),

2 Sunrods, 1 Acid(Flask), 2 Tindertwigs, wolfsbane(1 sprig), 1 vial Holy Water, Hooded Lantern, 3 flasks oil, Whetstone, 2 torches,
Belt pouch, 1 Caltrops bag,
Spell Component Pouch, Wooden Holy Symbol, (Both worn on sash/belt)
Traveling Spellbook (Contains all spells known)

Magic Items:


Appearance & Mannerisms:


Symington Smythe is a youthful looking (20-30ish?) Human male. He is just over 6' tall, slender build, with a slightly too-large nose and a shoulder-length shock of blond, curly hair. He currently usually wears his hair into a barely manageable ponytail, and his face clean-shaven.
He has adopted an outfit that looks like a cross between Errol Flynn and Phantom of the Opera. He wears his heavy black traveling pants tucked into knee-high black leather boots, which have been polished to a shine and folded down in the 'swashbuckler' style. He wears a black, hip-length jacket of expensive three-piled velvet, and from the open chest and sleeves explode the large fluffy ruffles of his white dress shirt, which would make a peacock proud. Over all of this he throws an expensive-looking black overcloak/cape that hangs to his calves. He usually throws the sides of his cloak back to reveal the garishly bright, deep red lining. In his hand he carries a heavy stick, too small to call a staff, too large to call a cane. This is his Club

Smythe speaks in proper, cultured common. His accent that of the 'upper crust' Aristocratic elite, and his speech reveals his highly educated background. He never uses a single syllable where a sentence will suffice. When he speaks his mannerisms, speech and habit of looking along his nose always make it seem like he is talking down to the person he is talking to, even when he doesn't mean to. (And he often DOES talk down to others, but when he does he makes it obvious!) He is highly intelligent, and automatically presumes that others are not as intelligent as he is. He takes great pleasure in explaining himself to others (in terms that they most likely can't understand), and then smiles condescendingly, as if talking to a child, if they don't get it.

Smythe has recently (partially) recovered from a massive mental trauma, and does not have full memories of his past. And the memories he does have give him nightmares. But while he does not have full recollection of his personal history, he knows a lot about everything else! There are few things you can ask him about that he will not be able to dredge up some info on. (And he will have an opinion, even if he has no info!) Smythe is sharp-eyed and quick to notice small details, and usually combines that talent with his considerable knowledge to be able to jump to a conclusion about something. (Sometimes, his conclusions are even correct!)

Tactics- In his 'former' life he was, among other things, a Conjurer. And this is reflected in his tendency to memorize and use Conjuration/summoning spells in battle.
As most casters, he attempts to prevent getting into close combat if at all possible. And he uses his Transposition spells to get him OUT of it when it happens!
Time permitting, he casts Mage Armor/Prot-evil/etc. before combat, and summons creatures to aid in battle. He tries to place the conjured creatures where they can flank and otherwise best aid the fighters. For particularly tough opponents, he has a variety of spells that he will use to aid in taking down tough guys, and uses his Hand of the Apprentice with his cane (club) to take care of any that are getting too close, or when he runs out of spells.