Lantern Bearer

Aston Sabroque's page

131 posts. Alias of Budd the C.H.U.D..


Full Name

Aston Sabroque

Classes/Levels

-INACTIVE-

Age

150

Alignment

Neutral

Deity

Pharasma

Location

Kaer Maga

Languages

Common

Occupation

Agent of the Church, Man-About-Town

Strength 14
Dexterity 16
Constitution 11
Intelligence 10
Wisdom 14
Charisma 14

About Aston Sabroque

Crunch (cleanup in process):
Male dhampir inquisitor 2
N Medium humanoid (dhampir)
Init +5; Senses darkvision 60 ft., low-light vision, Perception +8
- - DEFENSE - -
AC 17, touch 13, flat-footed 14 (+3 armor, +3 Dex, +1 shield)
hp 15 (2d8+2)
Fort +3, Ref +3, Will +5
- - OFFENSE - -
Speed 30 ft.
Ranged light crossbow +4 (1d8/19-20)
Melee dagger +3 (1d4+2/19-20)
Ranged dagger (thrown) +4 (1d4/19-20)
Melee light mace +3 (1d6+2)
Melee morningstar +3 (1d8+2)
Special Attacks fire of belief, judgments, stern gaze
Innate Spell-Like Abilities detect undead ( 1/day)
Known Inquisitor Spells (CL 1st, concentration +3):
1st (2/day)—bless, divine favor, shield of faith
0 (at will)—detect magic, disrupt undead, guidance, read magic, stabilize
- - STATISTICS - -
Str 14, Dex 16, Con 11, Int 10, Wis 14, Cha 14
Base Atk +1; CMB +3; CMD 16
Feats Point-Blank Shot
Skills Bluff +8 , Bluff (Potentially Sexually Attracted) +9 , Diplomacy +6 , Diplomacy (Potentially Sexually Attracted) +7 , Intimidate +7 , Knowledge (Religion) +4 , Knowledge (Religion) (ID monster) +6 , Perception +8 , Sense Motive +3 , Stealth +7
Languages Common
SQ judgment (sacred), manipulative, monster lore, spell-like ability,
Gear studded leather, light crossbow, dagger (2), light mace, morningstar, buckler, crossbow bolts (20), backpack, acid flask (2), alchemist's fire, chalk (1), crowbar, flint and steel, rope (50 ft. - hemp), waterskin, holy symbol of Pharasma (wooden), *potion of inflict light wounds, *holy water (1), 7 GP
- - SPECIAL ABILITIES - -
Cunning Initiative (Ex) At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
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.
Fervor Inquisition
Fire of Belief (Sp) You can unleash a gout of holy or unholy flame that sears one target within 30 feet as a ranged touch attack. The target takes 1d6+1 points of fire damage. If you are good, the flames only harm nongood targets. If you are evil, the flames only harm nonevil targets. If you are neither good nor evil, when you gain this ability you must decide whether the flames harm only nongood or nonevil targets; once you make this decision, it cannot be changed (though if your alignment changes, the effect of the flames changes appropriately). You can use this ability 5 times per day.
Judgment (Sacred) (Su) 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. An inquisitor can use this ability 1 times 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.
Light Sensitivity
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Manipulative (Ex) Dhampirs receive a +2 racial bonus on Bluff and Perception checks.
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.
Resist Level Drain
Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a +1 morale bonus on all Intimidate and Sense Motive checks.
Track (Ex) At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Undead Resistance
- - TRAITS - -
Charming Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Undead Slayer (Pharasma) Instructed at a young age in the tenets of the faith of Pharasma, you view the undead as abominations that must be destroyed, so their souls can journey beyond to be judged. You gain a +1 trait bonus on weapon damage against undead.

Judgments:

Destruction The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls.
Healing 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.
Justice This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls.
Piercing 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.
Protection The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class.
Purity The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws.
Resiliency This judgment makes the inquisitor resistant to harm, granting DR 1/magic.
Resistance 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.
Smiting 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.

Backstory/Personality:
One hundred years ago, a team of Duskwardens, accompanied by a priest of Pharasma named Calban Sabroque, descended deep into Kaer Maga's Undercity, searching for the perpetrator of a string of grisly murders and disappearances across the City of Strangers' various districts. Expecting to find some horrid cult or a cluster of rogue Caulborns behind the attacks, they were startled to find instead the lair of a wild vampire. In the battle that followed, the vampire was slain and his vast crimes exposed- revealing evils done as far back as two hundred years- but what surprised the party the most was the presence of a young Dhampir, locked in a cage within the vampire's twisted underground dwelling. This Dhampir knew only that the vampire was his father, and that his human mother had been kept as a thrall... a thrall slain in the battle only minutes before.
Rather than exterminate the young Dhampir, Calban Sabroque took pity on the half-living boy and took him into his custody. As time passed, he would come to think of the Dhampir as his son- and Aston, as he would come to be called, would even take the priest's family name for his own.

But a human's life is painfully short compared to that of a Dhampir, and by the time Aston reached physical maturity, Calban was an old, dying man. Calban left the Dhampir in the care of his fellow Pharasmins at Kaer Maga's Godsmouth Ossuary, where his training in the faith and practices of the Lady of Graves could continue. Seeing the Dhampir's potential as an agent of the Church, and wishing to honor good Calban's legacy, they agreed to keep the Dhampir on in secret, training him as an inquisitor, rather than a cleric as Aston might have expected. After all, prowling about in secret and silently eliminating the enemies of the faith was a far better fit for a half-undead being than being a public face...

That said, Aston Sabroque is hardly the grim, scowling agent of death and destruction one might expect from an Inquisitor of the goddess of fate and death. Rather, he is a laid-back, often lazy cad who has a history of shirking his studies to frequent Kaer Maga's centers of pleasure and entertainment, working his charms on any person that catches his interest. He grows bored easily and seems impatient, though when called upon to perform some task for the church, he knows when to put his game face on. Although a specialist in ranged combat, he always keeps his Pharasmin dagger handy, both as a symbol of strength and comfort and in case an enemy gets too close.

Trained specially to detect and destroy the undead, he seems a natural fit to tackle the mystery of the missing bodies from the crypts of the Ossuary.

Aston's various trysts have failed to blossom into any meaningful relationships, though about a decade ago he was approached by a young woman named Abigail, who shook Aston's world to its very foundation by revealing herself to be his daughter. Now thirty years old, Abigail is a human sorceress (Undead bloodline), and has become Aston's most trusted friend and only real loved one. When bored, restless, or looking for advice, Aston often turns to his daughter- even if she now appears to be older than him.