Dr Davaulus

Bevek Verdade's page

356 posts. Organized Play character for Jon A.


Full Name

Bevek Verdade

Race

Current condition: two negative levels

Classes/Levels

Rogue 2/Inquisitor 2; HP 17/17 27; AC 18 (T 14 , FF 14); Init +8 ; Fort +5, Ref +6 , Will +6; Per +10

Gender

Spells:
1st: 2/3, Judgmt: 0/1, Ill touch: 5/5

Size

Medium

Age

28

Alignment

Neutral Good

Deity

Sarenrae

Location

Absalom

Languages

Common, Abyssal, Celestial, Infernal

Occupation

Ex-undercover cop, pathfinder

Strength 10
Dexterity 16
Constitution 10
Intelligence 14
Wisdom 16
Charisma 13

About Bevek Verdade

Male Human Rogue 2/Inquisitor 2
Neutral Good Medium humanoid (human)
PFS#128040-2
Favored Class Rogue
Initiative +8 (+3 Dex +2 trait +3 Wis); Senses Perception +10
-------
AC 18, touch 14, flat-footed 14 (+4 armor)
HP 27 (+4 Toughness)
Fort +5 (+2 feat, +3 base), Ref +6 (+3 base +3 Dex), Will +6 (+3 Wis, +3 base)
Str 10, Dex 16, Con 10, Int 14, Wis 16, Cha 13
BAB +2, CMB +2, CMD 15 (+2 BAB +3 Dex)
Speed 30 ft/x6 Light armor: leather

Melee
Short sword +3 (1d6) Piercing 19-20/x2
Dagger +2 (1d4) Piercing or slashing 19-20/x2
Dagger +5 (thrown) 10 ft range (1d4) Piercing or slashing 19-20/x2
Shortbow +5 (1d6) 60 ft range Piercing x3

Abilities
Sneak Attack: The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

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. (additional +3)

Stern Gaze (Ex): An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level.

Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Rogue Talents:
Finesse Rogue: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Illumination Inquisition
Illuminating Touch (Sp): You cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to 1/2 your inquisitor level on a single Will saving throw, Knowledge check, Perception check, or Sense Motive check. This ability lasts for 1 hour or until the creature chooses to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

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.

Judgments:

Judgment (Su): 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.
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
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. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
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. This bonus increases by +1 for every three inquisitor levels she possesses.
Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor's. If she is neutral, the inquisitor does not receive this increase.
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. The protection increases by 2 for every three inquisitor levels she possesses.
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. At 6th level, the inquisitor's weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor's alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor's weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Spells Known:
0-level: detect magic, disrupt undead, guidance, read magic, create water
1st-level: divine favor, shield of faith, comprehend languages

FEATS
Armor Proficiencies (Light, medium, shields) – Rogue, Inquisitor
Weapon Proficiencies (Simple, hand crossbow, longbow, repeating crossbow, rapier, sap, shortbow, short sword, scimitar) – Rogue, Inquisitor
Toughness – +3 hp + 1/level over 3 - 1st level
Great Fortitude - +2 to Fortitude saves- 1st level
Dodge - +1 AC - 3rd level

TRAITS
Reactionary: You gain a +2 trait bonus on Initiative checks.
Sacred Touch: As a standard action, you may automatically stabilize a dying creature merely by touching it.

SKILLS
42 ranks = (2x8 +2x6 +4x2 Int +4x1 racial +2x1 fav class)
(1) Acrobatics +7
(1) Appraise +6
(2) Bluff +6
(1) Climb +4
(4) Diplomacy +8* (+3 token)
(3) Disable Device +9 (+2 MWTT)
(1) Disguise +5
(2) Escape Artist +8
(1) Intimidate +6
(1) Knowledge (arcana) +6
(1) Knowledge (dungeoneering) +6
(1) Knowledge (nature) +6
(2) Knowledge (local) +7
(1) Knowledge (planes) +6
(2) Knowledge (religion) +7
(1) Linguistics +6
(4) Perception +10
(1) Profession (private investigator) +7
(1) Ride +7
(4) Sense Motive +11
(1) Sleight of Hand +7
(1) Spellcraft +6
(2) Stealth +8
(1) Survival +7 (+8 track)
(1) Swim +4
(1) Use Magic Device +5

Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

*Armor Check Penalty 0 for masterwork studded leather armor

Languages Common, Abyssal, Celestial, Infernal

EQUIPMENT:

Worn
Explorer’s Outfit
+1 Studded Leather Armor
Wayfinder (neck)
Iron Holy Symbol of Sarenrae
+1 Shortsword
Alchemical Silver Dagger (boot)
2x Dagger (belt)
Cold Iron Dagger (wrist sheath)
Masterwork Shortbow
Cold Iron Arrows (16)
Ready in belt/on person
Masterwork Thieves tools
Wand - Cure Light Wounds (36)
2x belt pouch
Chalk x8
Earplugs
Hip flask (brandy)
Flint and steel
Mirror
Whetstone
Thunderstone
Caltrops
Heavy mace
Bandolier
Vial of Acid x2
Potion of Cure Light Wounds
Potion of Invisibility
2x Flask, holy water
2x1x Flask, alchemist's fire
Vial, antitoxin
Flask, lamp oil
Masterwork Backpack –(47 lb total)
Mess kit
Iron pot
Trail rations x5
Bedroll
Soap
Hammer
Crowbar
Handaxe
2x sack (-)
Grappling hook
Pitons x10
50 ft rope
Waterskin
Scroll of lesser restoration
Scroll of remove disease
Cold weather outfit
Current Load 69 lb. Medium load (w/pack)
Currency 1,344 gp
Carrying Capacity Medium Load = 39–76 lbs.

==============================================
DESCRIPTION
Age 28 Height 5-ft, 8-in Weight 180 lb.
Hair brown Eyes blue

PERSONALITY
Bevek is quiet and dour. He grew up believing in law and order, but his recent experiences have soured him on those views. He understands that justice does not go to the deserving, but to the highest bidder. He continues to take great pride in his work, whatever it may be. And he holds a spark of hope that goodness and right will win out in the world, especially if individuals are willing to fight for it.

BACKGROUND:

Bevek never knew his parents. His earliest memories were of the orphanage in Almas, run by an offshoot of the Church of Sarenrae. During his early years, there was very little oversight of the children at the orphanage. They were given (barely) enough food to eat, they were clothed in others’ cast-offs, and they were provided a place to spend the night. But beyond that, the staff interacted very little with the children. In general, the orphans roamed the streets, getting into and out of trouble in whatever manner suited them. This life on the streets toughened him up, but didn’t do much for Bevek’s intellectual and moral development.

This all changed with the arrival of Brother Frederick, which occurred when Bevek was about eight years old. Brother Fredrick had a genuine love for the kids at the orphanage. He wanted it to be a place where they not only received enough to survive, but received what they needed to thrive and eventually become useful members of society. Under his direction, the rest of the staff made great strides in transforming the orphanage. Classes were started and discipline was introduced. Brother Frederick fought hard for his kids and was able to secure additional funding for more food, better clothing, and repairs for the building. During this time, Bevek grew close to Brother Frederick, who he looked up to as father figure. Under Brother Frederick’s tutelage, Bevek developed a sense of right and wrong, and was instilled with a solid work ethic.

Tragedy struck when Bevek was about thirteen. Brother Frederick developed a terrible wasting disease that rendered him bed ridden for several months. The Church’s best healers were brought in to try and cure Brother Frederick, but to no avail. As the disease wore on, Brother Frederick grew weaker and weaker and the staff, afraid of contracting the disease themselves, spent less and less time with him. Bevek, on the other hand, hardly ever left his side. He cared for Brother Frederick through the last terrible months of the disease’s progress. Bevek was by his side when Brother Frederick finally died, and he was devastated. However, agents of Sarenrae had noted Bevek’s devotion to the dying priest. At the moment of Brother Frederick’s passing, Sarenrae conferred her blessing on Bevek, giving him the power to heal the critically injured with a touch.

Bevek has spent most of his adult life working as an investigator in the city of Almas, of Andoran. During his early years on the streets, he develped many of the skills that allowed him to be successful. His area of expertise was investigating art thefts, and other crimes committed against the more well-to-do citizens of the city. He worked several stints undercover, and was instrumental in bringing down a gang who specialized in counterfeit Osirian artifacts. Recently, Bevek was caught up in a controversial scandal involving several members of the People’s Council and a ring of smugglers. Details are still sketchy, but Bevek’s reputation among most of the constabulary was ruined, and he was forced to resign.

Bevek had crossed paths with a local Venture Captain of the PFS on several of his cases. Impressed with his work, and knowing that Bevek was likely set-up as a scapegoat in the recent controversy, the VC offered to sponsor Bevek’s enrollment in the Society. Not having any other prospects lined up, and thinking now would be a good time to get out of town, Bevek accepted. He has since relocated to Absalom.

Bevek's first year as a Pathfinder was eventful. Even though he joined via a field commission, there was still a lot for him to learn. The VCs started him out with missions that were a good match for his skills, involving more deception and investigation, rather than physical confrontation. He spent his down time upgrading his gear and developing more of the physical skills and abilities that will come in to play outside the urban environment. (The exploding spider incident taught him the benefit of jumping out of the way.) He was also able to establish his private investigator practice, currently occupying an office on the 12th floor of the ACME Building in Absalom.

Year two in the Society took Bevek outside of Absalom for most of the year. It started with a diplomatic mission down in Qadira, escorting the remains of a deceased VC to his final resting place. Of course, things are never that easy, and Bevek learned never to take a simple song for granted. Following that, he was sent to Taldor to find a fellow Pathfinder who had gone missing. It turns out that the group had blundered into the machinations of the cult of a minor death god, Zyphus. During the course of clearing out the cult from the Opera House in Oppara, Bevek was almost killed by an undead abomination. However, Sarenrae had other plans for Bevek, and prevented him from passing on. His next assignment involved clearing the blasphemous cult from a former temple of Sarenrae. The Dawnflower was pleased with his service, and bestowed further blessings upon him, so that he might continue serving as an instrument of her will.

ADVANCEMENT :

Scenarios Played: #4-11 The Disappeared, #5-11 Library of the Lion, #0-13 The Prince of Augustana, #0-03 Murder on the Silken Caravan, #0-07 Among the Living, #1-49 Among the Dead, #3-08 Among the Gods, #1-29 Devil We Know, Pt 1: Shipyard Rats, #1-30 Devil We Know, Pt 2: Cassomir's Locker
XP: 9
Fame: 18
Prestige(earned/spent): 18/2

Boons and Extras

  • Lingering Resonance: A recent encounter with an enemy spellcaster left your body strangely receptive to spell effects. At the beginning of a scenario, you may announce that you are using this boon. The next time you fail a saving throw against any spell or spell-like ability from an enemy spellcaster, have your GM write the name of the spell below. When you roll a saving throw against the listed spell, you gain a +4 bons on the save. You may use this bonus once for free, each additonal use of the selected benefit costs 1 PP.

  • House Thrune's Favor: You have earned a token that grants a +3 circumstance bonus to Diplomacy check to influence high-standing members of House Thrune, the Chelish government, or a Hellknight order in good standing. The bonus remains in effect as long as the token remains on your person, and the token imparts the bonus only to you.

  • Moment of Glory: Whether it is by fate, fortune, or circumstance, you are able to tap into a hidden reserve of power at just the right moment to perform a truly extraordinary feat. By activating this boon as a free action, you become a mythic character (1st mythic tier) for 3 rounds. If you fall unconscious due to hit point loss during this time, you automatically stabilize without needing to attempt a Constitution check. In addition, once before this effect ends, you may use the surge mythic ability to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using the surge is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.
    When you use this boon, cross it off your Chronicle sheet; however, anytime you successfully complete (earning the maximum possible number of Prestige Points) a scenario that using the “hard mode” option, you may have the GM sign this boon. You may use this boon one additional time for each such signature you receive.

  • Harvestman's Bane: You gain +2 bonus on Intimidate checks against worshipers of Zyphus.