Uzbin Parault

AC Visurrian's page

45 posts. Alias of Brayden Green.


Full Name

AC Visurrian

About AC Visurrian

AC Visurrian CR 1/2
Male Half-Elf Inquisitor 1
NG Medium Humanoid (Elf, Human)
Init +0; Senses Low-Light Vision; Perception +9
Aura Deflection Aura (1 rounds) (1/day)
--------------------
DEFENSE
--------------------
AC 14, touch 10, flat-footed 14. . (+3 armor, +1 shield)
hp 9 (1d8+1); Judgement of Sacred Healing 1
Fort +4, Ref +1, Will +6
Defensive Abilities Judgement of Sacred Protection +1; DR Judgement of Sacred Resiliency 1: Magic; Immune sleep; Resist Elven Immunities, Judgement of Sacred Purity +1, Judgement of Sacred Resistance 2 (Acid)
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger -1 (1d4-1/19-20/x2) and
. . Unarmed Strike -1 (1d3-1/20/x2)
Ranged Mycroft (Hvy Rpt Cbow) +1 (1d10/19-20/x2)
Special Attacks Judgement of Sacred Destruction +1, Judgement of Sacred Justice +1, Judgement of Sacred Piercing +1, Judgement of Sacred Smiting (Magic)
Spell-Like Abilities Light (At will)
Inquisitor Spells Known (CL 1, -1 melee touch, +0 ranged touch):
1 (2/day) Comprehend Languages (DC 14), Detect Undead
0 (at will) Light, Read Magic (DC 13), Detect Magic, Disrupt Undead
--------------------
STATISTICS
--------------------
Str 9, Dex 10, Con 12, Int 17, Wis 17, Cha 9
Base Atk +0; CMB -1; CMD 9
Feats Point Blank Shot, Skill Focus: Knowledge (Nature) (Adaptability)
Traits Rich Parents, The Pathfinder's Exile
Skills Acrobatics -3, Climb -4, Escape Artist -3, Fly -3, Intimidate +0, Knowledge (Arcana) +7, Knowledge (Dungeoneering) +7, Knowledge (Local) +6 with book (+4 normal), Knowledge (Nature) +12 with PChron book +10 normal, Knowledge (Nobility) +4, Knowledge (Planes) +7, Knowledge (Religion) +7, Perception +9, Ride -3, Sense Motive +8, Spellcraft +7, Stealth -3, Swim -4 Modifiers Monster Lore
Languages Azlanti, Celestial, Common, Elven, Undercommon
SQ Elf Blood, Inquisitor Domain: Defense, Judgement (1/day) (Su), Wayfinder, Standard (empty)
Combat Gear Buckler, Cardenio (Hvy Rpt Cbow), Dagger, Studded Leather; 10 repeating bolt refills, Other Gear Backpack, Masterwork (5 @ 13.06 lbs), Bedroll, Pathfinder Chronicle: Knowledge (Local), Pathfinder Chronicle: Knowledge (Nature), Rope, silk (50 ft.), Wayfinder, Standard (empty)
--------------------
SPECIAL ABILITIES
--------------------
Deflection Aura (1 rounds) (1/day) (Su) 20'r aura grants +2 AC and +2 CMD
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Inquisitor Domain: Defense Associated Domain: Protection
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 1 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 2: Acid (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
The Pathfinder's Exile Receive a magic compass (+2 survival to avoid being getting lost, light on command)
Wayfinder, Standard (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
--------------------

Character backstory:
AC has been raised by his father his entire life. His mother was an elf, and a famous actress, and she left the family for months at a time touring the various countries of Golarion with the most famous play-actors guilds of the time. Eventually she fell in love with one of her co-actors, and left the family for good. The last thing that he can remember of his mother was sneaking in to a play when she was in town (his father strictly forbids plays of all types) and watching his mother light up the stage.

That was 7 years ago, before the drug problems started. His mother, Ariana Visurrian, got into an on stage "accident," where someone had swapped out a prop knife for a real one (it was actually a jealous understudy that never got caught) and with no magic healer in the small town they were traveling to, she was attended to by hand, and given flayleaf, by a "concerned" understudy. The drug was magical, and - to make a long story short - started her on a downward spiral into harder stuff. A few short years later, his mother having been kicked out of even the lowest local guilds because of her habit, decided to move to Cheliax and be "the mother she never was" to her only son. She however, didn't have the strength to tell him that she was his mother, and her face and features, so horribly twisted by years of hard drug use were unrecognizable by her son. She would watch him from afar, and write in her diary the things that she one day hoped to say to him face to face. She never got that chance, as one day in a terrible despair, she lost her 3 year battle to the drug and took her entire stash, and ending what was left of her life.

She was eventually found, and the the guards summoned. When it became public who she was, AC was visited by an official from Varisia. Apparently she had set aside some funds for him, and locked it in a trust that she couldn't touch, so that those funds couldn't go to her habit. Upon the widespread news of her death, this chain of motion kicked in. (Rich Parents)

AC was unsure of how to handle the news of his mothers death at the young age of 17, and the news that eventually came out that she had moved from Varisia to Cheliax, but had not wanted to contact him for some reason. Having some of her elven features, like blonde hair, green eyes, and somewhat pointed ears he tries to hide it as well as he can.

With no mother to raise him, and a father that flew into his own kind of depressed dejection, losing himself in his work (he was a chemist) he turned to the street, which isn't hard to in Cheliax. He wanted answers. Hell, he'd even settle for questions that he could find the answers to. He had nothing. Then he heard whispers of a society and an old building... a Path-finding one, that once upon a time challenged the authority of this drug ridden place. He dropped a couple messages here and there, half hoping they would be found by the authorites. But instead he was contacted by someone in the country, and told that the right questions and some of the answers lie in Delvehaven. He knew the place, and he spent the next few years training himself and getting whatever information he could absorb to set out on his own and rid cheliax of it's corruption once and for all. He has recently made contact with the subject again, and told his unknown contact that he is ready to help the pathfinder society in what he can, starting with Delvehaven (the pathfinders exile trait from the PG). Also explains the Pathfinder Chronicles books that he keeps with him, and reads as if his life depended on them. Which, I suppose, it may.

Now at the age of 21, eager to get out on his own, his father has given him the deed to his wealth, which was set to be given to him at the age of 21, along with the letter from his mother and the journal.

He is about to read it, as the story starts. He has figured out a few things in the last 4 years since he heard of his mothers death. She was so beautiful and full of life, to be destroyed by drugs.

That, and someone needs to pay...

Tactics::

Outside of combat: You will find him in with his nose in a book almost all hours of the day. He is constantly only catching the last half of interactions, or somewhat cutting his interruptions short, upon thinking of a new discovery, or new way of looking at things. He is a **knowledge** buff, and hopes to learn everything about everything. If he sees a potential threat, he would like to identify as soon as possible. He looks for weaknesses, and anything that might him get and his allies out of the situation with as little bloodshed.

In-combat: If this is a potentially lethal situation for him and his allies, he will use his defensive shield right off the bat. If he already doesn't know anything about the creatures he would like to know about them. Specifically: weaknesses (as in vulnerable to...), if the creature is resistant to anything (ie, damage or spell resistance), and he also would like to know anything that the creature does innately, or specifically (like a troll can regenerate itself if it isn't disposed of properly). He will do this as early in the combat as possible. The way I have seen this done is as either a standard or movement, and if I were to hit the DC, then normally I get one question. If I exceed the DC by 5 or more, then 2 questions. 10 or more, then I know most everything about said creature, item, or whatever I am looking at.

**This is what I am building my character around (knowledge) so be as flexible as you would like to be, as this goes :) **

AC will almost never, ever, find himself in melee, and if he ever is somehow, he will either withdraw to his allies, or cast defensively to stun, daze, or whatever will allow him to get away without being injured. He is a big fan of his crossbow, and is quite fond of using it, but only against those opposed to good.

After combat: He wants to mark down encounters and what creatures do and abilities they have for specific research. He would not have an opposition to looting things/bodies, and would be very curious about why creatures are where they are, and what motive they would have to be in a specific situation.