Pirate

Augustus Murillo's page

160 posts. Alias of goodwicki.


Race

| Hp 40/45 | AC 19 ( T 12, FF 17) | F+6 R+4 W+10 | Perception +10 | Intitiative +7 | Spells Remaining: 1st 6/6; 2nd 3/4

Classes/Levels

| Active effects: none

Gender

The Queensman | Ship's Chaplain | CN Human (Korvosan) Inquisitor of Besmara 5

About Augustus Murillo

”You’re not wrong, Murillo; you’re just an @#$%^*!”

Background Summary:

The Murillos were one of the 21 aristocratic “Dock Families” of Korvosa and had steadily grown in wealth and influence in recent generations, primarily through extensive smuggling, tax evasion, and occasional assassination. Their family motto “Speak Not Ill Of Us” originally inspired their ancestors to noble deeds, but had become a threat to those who might expose them. Their illicit trade bypassed not only the Korvosan government but also the city’s thieves’ guild, the Cerulean Society. When their operations began to seriously infringe on those of the latter organization, the family’s fortunes took a turn for the worse: their monies and holdings were seized, split between the state and the Society, and all the family arrested, tried, and sentenced. Those who weren’t executed outright met their ends in prison at the hands of Cerulean agents - a warning to any who would defy their guild.

All the family, that is, save one. The youngest Murillo scion, one Augustus Murillo, was spared arrest and declared a ward of the state. He wasn’t sure why as, despite his relative youth, he’d certainly been involved in the family trade for years. But he wasn’t keen to stick around for an explanation, and at his earliest opportunity the teen snuck down to the docks and stowed away on the first disreputable-looking vessel he found. Thus began Augustus’s pirating career.

Once on the high seas he was exposed to Besmara’s Code and learned Her ideals matched his family’s: exploitation of volatile markets, aggressive acquisition of resources, violently free trade, ruthless competition with rivals, and most of all the defiance of laws imposed rather than agreed to. He soon learned many claimed to be pirates but betrayed the code: simple murderers, bounty hunters, and worst of all privateers. He devoted himself to the Pirate Queen, compensating in zeal for what he lacked in charm, and swore to punish those who dare betray Her principles whilst flying Her colors and calling themselves a pirate. His devotion and success in his endeavors have earned him the moniker ‘The Queensman.’

Personality Highlights:

  • Murillo persuades through zeal and will rather than charm or charisma. Even those who believe in him and respect him rarely actually like him.
  • True to his family motto, he exacts revenge against any who would “besmirch” his name. Given his values, remarks meant as compliments can often lead to conflict.

  • Statistics:
    Male human (Korvosan) inquisitor 6
    CN medium humanoid (human)
    Init +7; Senses Perception +10
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    DEFENSE
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    AC 19, touch 12, flat-footed 17 (+5 armor, +2 dex, +2 shield)
    hp 45 (10@1st + [5 class + 1 Con + 1 favored class]/level)
    Fort +6, Ref +4, Will +10
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    OFFENSE
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    Speed 30 ft.

    Melee
    Rapier +8 (1d6+3, 18-20/x2)
    Flanking: rapier +12 (1d6+3+1d6, 18-20/x2)

    Ranged
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    STATISTICS
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    Str 14, Dex 14, Con 13, Int 12, Wis 18(20), Cha 8
    Base Atk +4; CMB +6; CMD 18

    Traits
    Gentleman of Leisure (Campaign)
    Soaring Sprinter (Combat??)

    Feats
    Human Bonus - Weapon Focus (rapier)
    L1 - Favored Judgment (human)
    L3 - Judgment Surge
    L3 - Bonus Feat - Precise Strike
    L5 - Extended Bane
    Default Solo Tactics - Outflank

    Skills (54 points; 36 class levels + 6 INT + 12 *background)

    TAKE 10!!!

    Acrobatics +11/+13 (4 ranks + 3 class + 2 Dex + 2 competence + 2 trait/balance, jump)
    Bluff +15 (6 ranks + 3 class + 5 Wis + 1 trait)
    Climb +10 (3 ranks + 3 class + 2 Str + 2 competence)
    Diplomacy +15 (6 ranks + 3 class + 5 Wis + 1 trait)
    Heal +10 (2 ranks + 3 class + 5 Wis)
    Intimidate +18 (6 ranks + 3 class + 5 Wis + 1 trait + 3 stern gaze)
    Knowledge (arcana) +5/+10 (1 ranks + 3 class + 1 Int + 5 monster lore)
    Knowledge (religion) +8/+13 (4 ranks + 3 class + 1 Int + 5 monster lore)
    *Lore (pirates!) +10 (6 ranks + 3 class + 1 Int)
    Perception +10 (2 ranks + 3 class + 5 Wis)
    *Profession (sailor) +16 (6 ranks + 3 class + 5 Wis + 2 racial)
    Sense Motive +13 (2 ranks + 3 class + 5 Wis + 3 stern gaze)
    Survival +10/+13 (2 ranks + 3 class + 5 Wis + 3 track)
    Swim +12 (5 ranks + 3 class + 2 Str + 2 racial)

    ACP of 0 applies to these skills: Acrobatics, Climb, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, Stealth, Swim.

    Languages Common, Aquan

    Judgments:

    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.

    CURRENTLY +3 (1 + 1/3 levels)

  • Destruction: +weapon damage rolls.
  • Healing: Fast healing This causes the inquisitor to heal damage each round as long as the inquisitor is alive and the judgment lasts.
  • Piercing: concentration and spell penetration checks.
  • CURRENTLY +2 (1 + 1/5 levels)

  • Justice: +attack rolls. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
  • Protection: +Armor Class. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
  • Purity: +all saving throws.At 10th level, the bonus is doubled against curses, diseases, and poisons.
  • Resiliency: DR/magic. At 10th level, this changes to DR/lawful.
  • OTHER

  • Resistance: 6 energy resistance (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. Increases by 2/3 levels.
  • Smiting: This judgment bathes the inquisitor’s weapons in a divine light. Weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as lawful; at 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).


  • Other Inquisitorial Abilities:

    Inquisition: Conversion
    Charm of Wisdom (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.
    Swaying Word (Sp): At 8th level, once per day you may speak a word of divinely inspired wisdom that causes a single creature to switch its alliance to you. The target must be within line of sight and able to hear you. If he fails his Will save, he is affected by dominate person, except the duration is only 1 minute.

    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) +5 At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
    Detect Alignment (Sp) At 2nd level, 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.
    Teamwork Feat 5 changes/day At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat. As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.
    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) 6rds/day 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.

    Spells:

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    Level (times/day) Save DC: known
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    0th (at will): acid splash, brand, create water, light, sift, stabilize

    1st (6/day): burst bonds, cure light wounds, divine favor, lend judgment

    2nd (4/day): blistering invective, confess, cure moderate wounds, lesser restoration

    Equipment & Encumbrance:

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    GEAR WORN
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    Mithril shirt +1
    Darkwood buckler +1
    Headband of Wisdom +2
    Rapier +1, ghost touch
    Besmara's bicorne

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    POSSESSIONS
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    Healing Kit (2) (200GP)
    Wand, cure light wounds (x50)

    Money 0 PP / 3500 GP / 0 SP / 0 CP

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    ENCUMBRANCE
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    Current Encumbrance Level: Light

    Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
    Current Load Carried 0 lb.