Baron Galdur Vendikon

Winston Chareth's page

36 posts. Alias of garabbott.


About Winston Chareth

Winston Chareth, CG Human
Class: Inquisitor of Cayden Cailean (Heretic Archetype) 2
Faction: Andoran
Age: 51

Str: 12
Dex: 14
Con: 11
Int: 14
Wis: 18
Cha: 14

Background:
Winston was born and raised in Riddleport, a fitting place for someone who would eventually be condemned a pirate. He was a curious boy on the bustling streets, and his parents were very fond of him, though they still feared the dangerous city's potential effects on him. Their fears were confirmed, they thought, when the then-17-year-old Winston disappeared one night. He had taken with him a sack of food, a blanket, and a dagger, and left a note saying he was off into the real world and would return home one day with rich stories and pockets to share with them. His parents searched for him, and discovered he had signed up as a crewmember on the Huntress, a vessel notorious for its pirate activities. Heartbroken, they disowned their now-missing son, and announced to the world his tragic turn to piracy. Since then, he has been a wanted man on several accounts of savage piracy, though nobody actually has any direct memory of him ever committing such deeds.

What actually happened onboard the Huntress, however, was very different than what Winston's parents had imagined. He had heard the call of Cayden Cailean, the Lucky Drunk, and set off to do what he could in his patron deity's honor. Enlisting on a pirate ship seemed like a dangerous but good idea, for it would teach him much about the ways of the world, and would put him in a situation to help people who had lost all hope. Winston spent a lot of time with the crew's chef, and even more time under the deck scrubbing the floors, cleaning the holding cells, and earning his keep through more menial tasks. He was well-liked by the pirates, so none of them suspected that he had been the cause for the multiple slave escapes that took place. Then everything changed. One fateful night when he was in his mid-twenties, Winston hatched what he thought to be a perfect plan. His crew had just raided a seaside village and captured several strong-willed citizens, but Winston figured out how to jimmy the hinges of their cells loose so they could free themselves during the night. However, instead of simply slipping away and swimming for shore, like all the others had done, this group of captives consisted of several trained warriors who wanted blood. They raged onto the deck, wielding clubs and other various heavy equipment, and quickly subdued the few guards who were actually awake. Stealing their blades, the captives then led a pirate massacre that haunted Winston for many moons. He would be spared for his mercy, they told him afterwards, but he should abandon ship before they arrived at their new port of destination or he would be handed over to the law, to which mercy means nothing. Winston gathered his belongings and fled in one of the Huntress' rowboats, shaken by the quick, brutal end of that chapter of his life.

Since then, he has been searching for a new way to serve the Lucky Drunk--a new calling, as he likes to think of it. He's picked up several useful skills and even some knowledge in his many years, but has yet to accomplish something he considers worthy of his life's great adventure. His time left is dwindling, he knows, and it has driven him to a somewhat strange, enexpected, and eccentric outlook on life. Some call him crazy, some call him quirky, and most call him kind--but nobody who's met Winston can really put their finger down about the crafty, clever old man. He's either thinking several steps ahead of everyone else, or thinking about something completely unrelated and irrelevant. He's proven time and time again, however, that he is a good asset for any expedition, especially when avoiding the laws of the land might be more prudent than usual: Winston holds no fear of authority itself, but he is not ashamed to skirt legal confrontations if possible.

Description and Information:
Winston is getting up in his years, and he knows it and shows it: his shortly cropped hair has started to grey, and the once finely-tuned body of a young sailor has slowly lost it's edge, though his mind is as sharp as ever and he still has an uncanny knack for getting from one place to the next. He knows his way around the humanoid anatomy well enough to administer medical attention without the help of magic (though he does that sometimes, as well), and he's had to forge a few official documents in the past just to get into and out of ports where his vessel was overwhelmed by suspicion.

He loves people, and he understands people, and he knows that people are the most useful tools there are. While he refrains from manipulating his friends, he sees no wrong done if he manipulates the political, judicial, or economic system to gain a few favors or advantages. When he's not chatting with friends, crewmates, or friendly patrons at the local tavern, Winston is scribbling away in his journal: sometimes he writes about himself and his own life, but sometimes he writes solely to practice the art of writing. He understands that language links all of the races together, it is what created and runs this world in the fashion we see now. Winston generally prefers to avoid combat, but when faced with no other choice he is as determined to survive as the next sea-swaggering swashbuckler. He carries a sharp rapier into melee combat, but generally prefers to stay at a distance with his crossbow and rely on his magical abilities to help him and his friends survive the fight.

Stats:
Init: +8, Senses: Perception +9
Languages (4): Taldane, Varisian, Osiriani, Elven, Vudrani
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=====================DEFENSE=====================
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AC 15 or 17, Touch 12, Flat-footed 13 or 15, CMD 13
HP 18 (2d8, +2 favored class)
Fort: +3, Ref: +2, Will: +7
Spell Resistance: NA
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=====================OFFENSE=====================
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Speed: 40ft (8 Squares)
Orisons DC 14: Detect Magic, Read Magic, Guidance, Light, Create Water
1st Level Spells DC 15: Cure Light Wounds, Protection from Evil, Wrath
Domain Spells: Expeditious Retreat
Melee:
Rapier +2 vs AC (1d6+1)
Ranged:
Masterwood Repeating Crossbow +4 vs AC (1d8)*
Space: 5 ft. Reach: 5 ft.
Base Atk: +1, CMB: +2
* +1 when within 30 feet
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====================STATISTICS====================
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Abilities: Str 12 (+1), Dex 14 (+2), Con 11 (+0), Int 14 (+2), Wis 18 (+4), Cha 14 (+2)
Feats (2): Point Blank Shot, Precise Shot
Skills (18): Bluff +12; Diplomacy +6; Heal +9; Knowledge (local) +8; Knowledge (Nature) +6; Linguistics +8; Perception +9; Profession (sailor) +8; Sense Motive +9; Spellcraft +7; Stealth +11
Class Skills (3 Ranks per Level):
The inquisitor’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Nature) (Int), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Bonus class skills: Linguistics (Without a Pass trait), Knowledge (local) (World Traveler trait)
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=================SPECIAL ABILITIES=================
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+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).
Trait: Without a Past
Winston began his career working in the name of the Lucky Drunk as a young deck hand on a pirate ship. He earned his keep by scrubbing floors and serving food, but he was classified as a pirate and disowned by his family and hometown, where he is now a wanted man. He was always good at covering his tracks, so his crew didn't know his real mission: to learn the methods and manners of pirates, to understand how to fight and defeat them better. He also helped several captives escape the bonds of slavery during his time on the ship, though the law fails to recognize it. You knew you were going into a world where none go unscathed, and there is no turning back, so you decided to forsake your past in order to protect your loved ones. You have no old friends or family to go in times of need, yet at least they remain safe from your enemies finding and taking their wrath out on them. You earn +1 trait bonus to Bluff and Linguistics when used to forge documents, and choose one as a class skill.
Trait: World Traveller
Having served on dozens of vessels, Winston has visited countless foreign lands. Your family has taken the love of travel to an extreme, roaming the world extensively. You’ve seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus to that skill, and it is always a class skill for you.
Domain: Exploration (Travel Subdomain, +10 movement speed)
Domain Power - Door Sight: You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 6 inches plus 1 inch per cleric level you possess. You can use this power a number of times per day equal to 3 + your Wisdom modifier.
Judgment (1/day): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
Stern Gaze: 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).
Lore of Escape: At 1st level, the heretic uses every trick she knows to escape those now pursuing her. She adds her Wisdom modifier on Bluff and Stealth skill checks in addition to the normal ability score modifiers. This ability replaces monster lore.
Hide Tracks: At 1st level, a heretical inquisitor is adept at hiding her tracks. Creatures attempting to track her take a –5 penalty on rolls to find or follow her tracks.
Cunning Initiative: At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Track: At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Equipment and Possessions:
Light Load: 58 lbs. or less
Medium Load: 59-116 lbs.
Heavy Load: 117-175 lbs.

1000 gp
Possessions,
Travelers Outfit, free, 5 lbs.
Leather Armor, 10 gp, 15 lbs.
Armored Kilt, 20 gp, 10 lbs.
Sandals of the Lightest Step, 1/2 lb.
Rapier, 20 gp, 2 lbs.
Darkwood Shield, 257 gp, 5 lbs.
Masterwork Repeating Crossbow, 400 gp, 6 lbs.
Bolts (x50), 5 gp, 5 lbs.
Dagger, 1 gp, 1 lb.
Masterwork Backpack, 50 gp, 4 lbs.
Bedroll, 1 sp, 5 lbs.
Compass, 1 gp, 1/2 lb.
Flint and Steel, 1 gp, -- lbs.
Silver Flask (whiskey), 5 sp, 1/2 lb.
Healer's Kit x2 (20 uses), 100 gp, 2 lbs.
Surgeon’s Tools, 20 gp, 5 lbs.
Money Pouch, 1 gp, 1/2 lb.
9 pp, 523 gp, 4 sp

Total Weight: 67 lbs.