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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:
Statistics:
Male human (Korvosan) inquisitor 6
CN medium humanoid (human) Init +7; Senses Perception +10 ------------------------------ DEFENSE ------------------------------ 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 ------------------------------ OFFENSE ------------------------------ Speed 30 ft. Melee
Ranged
Traits
Feats
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)
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)
CURRENTLY +2 (1 + 1/5 levels)
OTHER
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.
Spells:
----------------------------------------------- Level (times/day) Save DC: known ----------------------------------------------- 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:
------------------------------ GEAR WORN ------------------------------ Mithril shirt +1 Darkwood buckler +1 Headband of Wisdom +2 Rapier +1, ghost touch Besmara's bicorne ------------------------------
Healing Kit (2) (200GP)
Money 0 PP / 3500 GP / 0 SP / 0 CP ------------------------------
Current Encumbrance Level: Light Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
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