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About Bevek VerdadeMale Human Rogue 2/Inquisitor 2
Melee
Abilities
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:
Illumination Inquisition
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:
FEATS
TRAITS
SKILLS
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 2x Flask, holy water 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
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
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