Simminick "Simmy" Olafthavul

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Simminick "Simmy" Olafthavul

Post  Admin on Sat Nov 12, 2011 11:31 am

Human Inquisitor 18
Lawful Good Sembite (LANGUAGES: Common, Damaran, Elven, Sharran)
Deity: Red Knight

Str 20 +5 (24 +7)
Dex 14 +2 (18 +4)
Con 16 +3 (20 +5)
Int 12 +1 (16 +3)
Wis 16 +3 (20 +5)
Cha 14 +2

21 Fort 11 5 5
15 Ref 6 4 5
21 Will 11 5 5

BAB 13/8/3
HP 232
AC 38 (10 + 14 Armor + 7 Shield + 3 Dex + 4 Natural) (+5 Deflection w/ Shield of Faith)
CMD 38 (10 + BAB 13 + 7 Str + 4 Dex + ? Def + 4 Feat) (+2 when adjacent to an ally, +4 if opponent is larger than me)
FULLY BUFFED CMD: 54 (10 + BAB 13 + 9 Str + 3 Dex + 5 Def + 4 Feat +1 Size +5 Luck +4 Sacred) (+2 when adjacent to an ally, +4 if opponent is larger than me) (+8 when concerned w/ Bane enhanced weapon)
Speed 30 (20 Armored)
Init 15

Heirloom Weapon

H Toughness
1 Advanced Defensive Techniques
3 Alertness
5 Exotic Weapon Proficiency: Falcatta
7 Weapon Focus: Falcatta
9 Heavy Armor Proficiency
11 Improved Critical: Falcatta
13 Improved Initiative
15 Combat Casting
17 Improved Monster Lore

Bonus Teamwork Feats:
3 Swap Places (move into adjacent ally's space as normal movement, they get to move into my space w/out provoking AoO, their move doesn't count against their round's movement)
6 Coordinated Defense (+2 to CMD ((+4 if opponent is larger)) when adjacent to ally)
9 Precise Strike (1d6 precision damage when flanking)
12 Shake It Off (+1 on saves/adjacent ally, max +4)
15 Coordinated Charge (charge when ally does)
18 Shielded Caster (+4 to Concentration, additional +1 if ally has buckler or small, +2 if large or tower. Halves bonus to enemies for feats such as Disruptive)

Class Abilities:
DOMAIN: WAR (Tactics)
--Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
--Weapon Master (Su): At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.
--JUDGMENT (Su) 3 at once, 6 encounters/day
Destruction: +7 sacred to damage (Slayer 8.)
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.
Healing: fast healing 7 (Slayer 8.)
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.
Justice: +4 sacred to AB, +8 for crit confirms (Slayer 5, 10 for crit confirms)
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.
Piercing: +7 sacred on concentration and caster level checks vs. SR (Slayer 8.)
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.
Protection: +4 Sacred to AC, +8 for crit confirms (Slayer 5, 10 for crit confirms)
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.
Purity: +4 Sacred to Saves, +8 vs. curse, disease, poison (Slayer 5, 10 for curse, disease, poison)
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.
Resiliency: DR 4/(evil/chaotic) (Slayer 5)
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.
Resistance: resist single element 14 (Slayer 16)
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.
Smiting: Weapons count as magic, lawful/good, and adamantine for bypassing DR
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).

--Monster Lore (Ex)
The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
--Stern Gaze (Ex)
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 (minimum +1).
--Cunning Initiative (Ex)
At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
--Detect Alignment (Sp)
At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
--Track (Ex)
At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
--Solo Tactics (Ex)
At 3rd level, all of the inquisitor’s 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.
--Bane (Su)
At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.
--Discern Lies (Sp)
At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.
--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 (Ex)
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 (Su)
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.
--Exploit Weakness (Ex)
At 14th level, the inquisitor learns to take advantage of any opportunity that presents itself. Whenever the inquisitor scores a critical hit, she ignores any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration on the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability. Finally, if the inquisitor deals energy damage to a creature with vulnerability to that energy type, she deals +1 point of damage per die rolled.
--Third Judgment (Ex)
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.
--Slayer (Ex)
At 17th level, an inquisitor learns to focus her judgment. Whenever an inquisitor uses her judgment ability, she must select one type of judgment. She is treated as if she were 5 levels higher for the purposes of determining the bonus granted by this judgment. Unlike other types of judgment, the one enhanced by this ability cannot be changed for the remainder of the judgment.

Last edited by Admin on Tue Jul 17, 2012 10:48 am; edited 39 times in total

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Post  Admin on Sat Nov 12, 2011 5:45 pm

Caster Level 17
Wisdom mod: 5
Concentration: 22
Concentration to cast defensively: d20+26 vs 15+(spell level X2)

Spells Known:
0 1 2 3 4 5 6
6 6 6 6 5 4 4

1 2 3 4 5 6
7 6 6 5 5 3

Level 0:
1 Brand
2 Detect Magic
3 Detect Poison
4 Light
5 Read Magic
6 Create Water

Level 1:
1: Divine Favor (+3 luck to AB and damage, 1 minute)
2: True Strike (Next attack +20 insight AB, no concealment)
3: Cure Light Wounds (1d8+5)
4: Expeditious Retreat (+30 enhancement bonus to land speed, 18 min)
5: Lend Judgment (ally gains use of one judgment ((i still get it, too)), 18 rounds)
6: Shield of Faith (+5 Deflection AC, 18 minutes)

Level 2:
1: See Invisibility (180 minutes)
2: Resist Energy (1 energy type, 30 resist, 180 minutes)
3: Follow Aura (track moderate or stronger alignment as w/ scent, 180 minutes)
4: Acute Senses (18 minutes, +20 enhancement to Perception)
5: Tongues (180 minutes, speak/comprehend languages)
6: Bloodhound (18 hours, +8 competence to perception, scent special ability, +4 competence to track by scent)

Level 3:
1: Dimensional Anchor (18 minutes, ray)
2: CoP:Evil (as ProFromEvil, 10' Emmanation, 180 minutes)
3: GMW (+4 enhancement, 18 hours)
4: Blood Biography (get answers about bleeder from its blood)
5: Daylight (bright light 60', existing light in another 60' increased one step, 180 minutes)
6: Witness (18 minutes, shift senses to target)

Level 4:
1: Divine Power (+6 luck to ab, damage, str checks, str based rolls. 18 temp hp, extra attack on full attack, 18 rounds)
2: Battlemind Link (share rolls/better or 2 rolls w/ ally, 18 minutes)
3: Greater Invisibility (18 rounds)
4: Judgement Light (30' burst, varies by active Judgements, 18 rounds)
5: Restoration

Level 5:
1: Righteous Might (+4 size to Str & Con, -2 size to Dex, +2 enhancement to NatArmor, DR 10/Evil, weapons increase in size as well, -1 AB & AC, 18 rounds)
2: Disrupting Weapon (18 rounds, undead struck Will save or die)
3: Spell Resistance (SR 30, 18 minutes)
4: Spell Immunity, Communal (18 10 minute intervals, split amongst allies, immunity to 4 specific spells of 4th or lower level that are affected by SR)

Level 6:
1: Heal
2: Dispel Magic, Greater
3: Heroe's Feast (1 hour to consume + 12 hours, cures sickness, nausea, poison, & disease, 1d8+9 temp HP, +1 morale to AB and Will, +4 to saves vs. poison, fear)
4: Dictum (Hopefully sends his Father-In-Law home.)

Last edited by Admin on Tue Jul 17, 2012 10:30 am; edited 26 times in total

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Post  Admin on Sat Nov 12, 2011 7:51 pm

Heirloom +1 Cold Iron Falcatta Vicious (+1) Ghost Touch (+1) Holy (+2) ((+5 total))
AB: +23 (13 BAB + 7 Str + 1 Heirloom + 1 Focus +1 Enhancement)
1d8+8 17-20 X3
Vicious: 2d6 extra, 1d6 to wielder
Holy: 2d6 to evil's hit
Greater Bane Ability: +2 to weapon enhancement, +4d6 damage, 18 rounds/day
Falcatta CMB: 23
AB: 39/39/34/29 (13 BAB + 9 Str((Righteous Might)) + 1 Heirloom +1 Focus + 4 Enhancement((GMW)) + 4 Sacred((Justice)) + 6 Luck((Divine Power)) -1 Size((Righteous Might)) +2 Bane)
Damage: 2d6 + (9 Str + 6 Enh + 7 Destruction + 6 Luck) 28 + 2d6 vicious + 4d6 bane + 2d6 holy, 17-20X3

+1 Morningstar (free from order)
+20/15/10 AB 1d8+8 20X2

+1 Light Crossbow
15/10/5 d8+1 19-20X2

Mithral Fullplate +5 of Determination
Large Steel Shield +5 (170 + 25k) 25.17k

2 Silver Holy Symbols
Ring of Sutenance
Cloak of Resistance +5
Headband of Mental Something Something +4 (Wis, Int)
Handy Haversack
Winged Boots
Metamagic Rod, Extend
Metamagic Rod, Extend (lesser)
Pearl of the Sirines
12k GP spell component pouch
Gloves of Storing
Ring of Freedom
Goggles of Night
Silversheen X2
Cure Moderate Wounds Potion X3
Remove Curse Potion
Remove Disease Potion
Amulet of Natural Armor +4
Flasks of Fey Water (8 restoration doses)
Random pair of awesome shoes
Wand of Cure Serious 10 charges
Stone Salve
Belt of Physical Perfection +4
Bag of Holding IV
Battlement Shield
Decanter of Endless Water
Ioun Stone, Irridescent Spindle (no air)
White Shard of Dragon Controlling Radicalness

backpack 2 gp 2 lbs*
bedroll 1 sp 5 lbs*
1-pint flask 3 cp 1.5 lbs
7 days' trail rations 3.5 gp 7 lbs*
healer's kit 50 gp 1 lb
hunting knife 2 gp 1 lb
whestone 2 cp 1 lb
bucket 5 sp 2 lbs
shovel 2 gp 8 lb
hammer 5 sp 2 lbs
2 square yards canvas 2 sp 2 lbs
fishing line and hook 1 sp
flint and steel 1 gp
iron pot 5 sp 10 lbs
signal whistle 8 sp
tent 10 gp 20 lbs*
waterskin 1 gp 4 lbs*
climber's kit 80 gp 5 lbs*
cold weather outfit 8 gp 7 lbs*
winter blanket 5 sp 3 lbs*
firewood 1 cp 20 lbs
everburning torch 110 gp 1 lb
crowbar 2 gp 5 lbs
5 pitons 5 sp 2.5 lbs
grappling hook 1 gp 4 lbs
50-foot silk rope 10 gp 5 lbs
3x chalk 3 cp
10-foot pole 2 sp 8 lbs
caltrops 1 gp 2 lbs
acid 10 gp 1 lb
alchemist's fire 20 gp 1 lb
5x candles 5 cp
5x tindertwigs 5 gp
black, red, and blue ink 40 gp
pen 1 sp
100 sheets of parchment 20 gp
sealing wax 1 gp 1 lb
signet ring 5 gp
soap 5 sp 1 lb
steel mirror 10 gp .5 lbs
bell 1 gp
hourglass 25 gp 1 lb
merchant's scale 2 gp 1 lb
2 flasks holy water 50 gp 2 lbs
sunrod 2 gp 1 lb
wooden holy symbol 1 gp

Fort School: 2129 yearly (12 faculty, 10 grunt-staff, 30 students)

75 GP 4 SP

Group Fund
39000 GP

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Post  Admin on Sat Nov 12, 2011 7:52 pm

SKILLS: (Total/Name/Ability/Ranks/Class/Others)

Armor Check Penalty: -3

13 Climb (Str 7) 3 3
6 Diplomacy (Cha 2) 1 3
5 Handle Animal (Cha 2) 3
9 Heal (Wis 5) 1 3
32 Intimidate (Cha 2) 18 3 9
5 Fly (Dex 4) 1
4 Linguistics (Int 3) 1
30 Perception (Wis 5) 18 3 4
9 Profession: Soldier (Wis 5) 1 3
8 Ride (Dex 4) 1 3
39 Sense Motive (Wis 5) 18 3 9 4
24 Spellcraft (Int 3) 18 3
26 Survival (Wis 5) 18 3 (+9 to follow/ID tracks)
11 Swim (Str 7) 1 3
KNOWLEDGES: (Add Wisdom & 1/2 Inquisitor Level ((+14)) when identifying monster's abilities/weaknesses)
11 Know Arcana (Int 3) 5 3
10 Know Dungeoneering (Int 3) 4 3
4 Know Geography (Int 3) 1
6 Know History (Int 3) 3
6 Know Local Sembia (Int 3) 3
12 Know Nature (Int 3) 6 3
11 Know Planes (Int 3) 5 3
13 Know Religion (Int 3) 7 3

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Post  Admin on Tue Nov 15, 2011 11:17 pm

"That's a fancy blade, Semmite. I'll take good care of it." Large man, staggered gait--likely from an ill-healed wound. Damarran tongue, of course, inflected with a jaw held tight. Possibly from another wound, more likely from a life along frigid seas of the Moonsea. His size would indicate, aside from familial traits, an excellent food supply through youth and adolesence. His grip is under hand with a ready palming of the pommel, indicative of training in the Citadel of the Raven. Pale skin, prevalence of furs...he's from the Ride.

"Well? You gonna just stand there? Scared, or weighed down by your purse?" Probably saw combat in the last campaign, the tail end when the Sembian Mercantile Force switched sides against his. Likely lost friends, holds a grudge. Hillsfar was the bloodiest for them...

Simmy backed away, his father's sword at a ready defense. There were many watching the spectacle at the dock, many more arriving. Nothing draws a crowd like anger ringing from a circle of onlookers. There were jeers and a shove at his back. His exit had been taken from him by the press of the throng. Shouldn't have let it get this far. "In peace, prepare for war--in war, prepare for peace."

The northerner's brow, already tensed, threatened to swallow his deep set eyes as he bellowed to the crowd. "Must the good folk of Thur bow to the invading coin lords of Sembia--here to profit from our blood?" There were a few, timid murmurs of agreement. Movement through the crowd, drab garb, low cowls. Big ones moving opposite their curl. A bump, a grab--

Simmy's falcatta flashed to his side, pointing straight at the man in the cowl as he was brushng past a book minder in the crowd. "He works for his money, cutpurse--drop it and run." The man attempted a look as if the sword, steady and sure, was pointed to another. Then his larger compatriot ruined the ruse-to-be as he bowled over a baker to make good his escape. The smaller man complied and followed suit.

The northerner spat and gnashed his teeth. He growled, "You think you can--"

Simmy cut him off, with a bellow of his own. "They work for you--this is a show. A blind. You cause a scene, draw a crowd, hold the eyes on you and the rakes pick them clean. YOU are the one who's in it for the money. You've had your fill of fighting and had no intention of clashing blades--and I'm certain I'm not the only one who can see the fear rising in your eyes."

The large man glanced about, blustering, "I'll gut you for your lies! How DARE you! Prepare to die, mercenary!"

Simmy nodded and held his sword, tip down, to his side. He held up his gauntletted left hand and motioned his opponent towards him. "And I'll send you back to Hillsfar, boy. I'll bring everything you've told yourself you forgot to bear against you. I'll leave you broken, shivering...and the ring of my steel will weep for your fallen comerades that their solemn afterlives will be disturbed by your pitiless passing." He snapped his fingers for emphasis, and a herald emblazened shield appeared upon his outstretched arm.

The big man sputtered, catcalls began in earnest, and the boy in him ran the man away.

Simmy sheathed his sword, sent his shield back into his magical gauntlet, and walked after him. The crowd heard him mutter as he passed, "Anti-Semmite."


Scents of surf, spice, and sweat roiled through the air of the bustling harbor. It was harder to track the northerner's trail than Simmy had hoped, but the trail led away from the docks and into the tennaments beyond. The air, though stifling and close, carried less distractions here and he knew, standing at the rotten threshold of a small-time tannery, he'd found his quarry. Urea, though common in the scent makeup of the great unwashed masses, always gave away a tanner's occupation.

He kept walking, doing his best to familiarize himself with the locale. Broken crates, shivered tent poles, torn canvass--this was once a thriving market. No rot--its decline was recent. No attempt to keep anything intact. Quite the opposite--deliberate destruction left as a warning. Bravado. Macho puffery. Small time thugs making a name for themselves. He filed it away and left, keeping his cloak held tightly around his wide frame.

He averted his eyes, kept his gaze low. This was their territory. He'd seen the signs. They were more than pick-pockets. They were branching out. It would end, he'd see to that, but now was not the time.

After taking in more of what Thur had to offer he made his way to his meeting at the palace. The castleman had arranged for his immediate entry into their order upon arrival, and paid handsomely to the Church of the Red Lady for his services. "No debts in the past--no debts in the future. Keep all accounts current. As far as Simminick was concerned, he'd been a Knight from the moment the paperwork went through.

The ceremony was brief--Thank the Lady--and his orders were immediate. He was to shed coin with the Order Wizards to procure gear for his mission and journey from there directly to the front. There was a crew of irregulars working there; a few had been together since the dawn of the conflict. Things great and grave were in store.

As he left, he inquired of the guardsmen about a ring of thieves and thugs that had been escalating in violence of late. He devised a strategum for them--observe the large braggart in the Dock Tennement Tannery from afar. His orders would likely be violent, easily noticed. Discern from where he gets his commands by his daily activities. Strike decisively away from civilians.

With that, he mounted the Order's horse and followed his guide through the city, to the gate, and beyond.

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