Friendly Fighter

Jacobus Varadin's page

560 posts. Alias of Fabian Benavente.


Race

| CMB: 4, CMD: 16 | F: +5, R: +4, W: +6 | Init: +5 | Perc: +9, SM +10

Classes/Levels

| Speed 40ft (30ft in armor) |

Gender

Male N Human Inquisitor 3

About Jacobus Varadin

Jacobus Varadin
Male human inquisitor 3
N Medium Type
Init +5; Perception +9
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DEFENSE
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AC 21, touch 12, flat-footed 19
HP 30
Fort +5, Ref +4, Will +6
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OFFENSE
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Speed 40 ft., (30 ft in armor)
Melee
Melee (heavy mace): +4 = +2(base) +2 (STR)
Melee Damage (heavy mace): 1d8+2, x2
Melee (dagger): +4 = +2(base) +2 (STR)
Melee Damage (dagger): 1d4+2, 19-20, x2

Ranged
Ranged (crossbow): +4 = +2 (base) +2(DEX)
Ranged Damage (crossbow): 1d8, 19-20, x2

Space 5 ft., Reach 5 ft.
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SPECIAL ABILITIES
Travel domain: 10' to base speed, agile feet (ignore difficult terrain for 1 round, 3+WIS mod (3)=6/day)
Orisons, Spells
Judgement (1/day): some of them… destruction (+1 dam/3 lvls); healing (fast healing 1/3 lvls); resistance (energy resistance 2/3 lvls)
Monster lore (add WIS mod to identify creature’s weaknesses)
Stern gaze (lvl/2 on intimidate and sense motive)
Cunning initiative (add WIS mod to initiative);
Detect alignment (at will);
Track (add level/2 to survival-track);
Teamwork feat (precise strike: +1d6 when flanking); teamwork feat may be changed as standard action for wis mod=3/day;
Solo tactics (assume allies have teamwork feats);

SPELLS
Level 0, 6 known, DC=13
Create water
Detect Magic
Dancing Light
Guidance
Read magic
detect poison

Level 1, 4/day, 4 known, DC=14
Command
Cure light wounds
Ear piercing scream (1d6/lvl +daze, fort save halves damage and negates daze)
Keep watch

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STATISTICS
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Str 14, Dex 14, Con 14, Int 12, Wis 16, Cha 13
Base Atk +2; CMB +4; CMD 16

Traits:
Deft Dodger: +1 on reflex saves
World Traveler: +1 on knowledge local and class skill

Feats:
Toughness
Judgement surge (1/day as if 3 levels higher)
Power Attack

Skills 8/lvl +2/lvl (background):
Diplomacy +7 = 3r +3(class)+ 1(cha)
Intimidate +8 = 3r +3(class)+lvl/2(abi)+ 1(cha)
Knowledge dungeoneering +5 = 1r +3(class)+1(int)
Knowledge local +8 = 3r +3(class)+1(int)+1(trait)
Knowledge religion +6 = 2r +3(class)+1(int)
Perception +9 = 3r +3 (WIS) +3(class)
Ride +7 = 2r+3(class)+2(dex)
Sense motive +10 = 3r +3 (WIS) +3(class) +lvl/2(abi)
Spellcraft +5 = 1r +3(class)+1(int)
Stealth +6 = 1r+3(class)+2(dex)
Survival +8 = 2r +3 (WIS) +3(class) (+lvl/2 for track)

Knowledge geography +3 = 2r (background skill)+1(int)
Knowledge history +3 = 2r (background skill)+1(int)
Profession-trader +8 = 2r+3(class)+3(wis) (background skill)

Racial Modifiers:
+2 on WIS
Extra feat
Extra skill rank/level

Languages: Common, ONE MORE
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GEAR/POSSESSIONS
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heavy mace (12 gp)
light crossbow (35 gp)
chain mail (150 gp)
shield (20 gp)
inquisitor kit (30 gp) (backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, manacles, a mess kit, rope, soap, a spell component pouch, torches (10), a waterskin, and a wooden holy symbol)
Trail rations (11 man-days)
ring of protection +1
MW dagger
potion of darkvision

HEALING STUFF FOR PARTY
2 potions of cure light wounds
1 potion of cure moderate wounds
3 vials of antitoxin
2 vials of antiplague

Cash left = 3 gp

stats:

HP 30/30
AC 21, touch 12, flat-footed 19
Conditions: n/a
Melee (heavy mace): +4 = +2(base) +2 (STR)
Melee Damage (heavy mace): 1d8+2, x2
-1 to hit / +2 damage with power attack
1/1 judgment with surge, 6/6 agile feet, 4/4 1st level spells

Description, Background, and Personality:

DESCRIPTION

Jacobus is a young man who seems to take life too seriously. Sun-tanned skin and with short, brown hair highlighted by lighter streaks, his forehead is creased well beyond his young 25 years and his manner reminds one of a much older man. Nonetheless, he is very conscientious about his work and, although blessed with great strength, works hard to stay fit.

Dressed in scale mail, and a short white cape, impeccably trimmed in gold, Jacobus looks like an honest man that enjoys the finer things of life. He has a light crossbow strapped to his back as befits any clergy of Abadar and a heavy mace on his belt. A beautiful golden key hangs from his neck.

BACKGROUND

Jacobus Varadin is the youngest son of Joseph Varadin, founder and sole proprietor of Varadin & Sons, a transportation company that made the Varadins a fairly well-to-do merchant family. Based out of New Stetven, the company’s main business is the transport of goods (grain, fish, timber, and ore) from their base city of New Stetven to all of Brevoy and surrounding territories.

As befits a fledgling merchant, Jacobus found himself involved in his family business from a young age. Now at 25, he’s an important part of the business and is usually found leading caravan somewhere in Brevoy.

His father, a sympathizer of Abadar, encouraged young Jacobus to train in the faith of merchants, even allowing him time off to dedicate himself full time to the deity for a few years. Now that his initial training was finished, he was urged by Abadar’s clergy to explore the world and bring laws and civilization to where they are most needed. That seemed to tell Jacobus to go back to his family’s business and continue traveling all over Brevoy. However, having learned of a great uncle who had worked as a justicar for Abadar in the Stolen Lands, Jacobus yearns to travel beyond Brevoy.
His father was initially opposed to this as their last trek outside of Brevoy to the Stolen Lands had ended in disaster as their caravan was ambushed by bandits and his daughter was killed. This was the only time that Jacobus traveled outside of Brevoy; this ill-fated trip took him briefly to Pitax in the River Kingdoms.

However, knowing what was in his youngest son’s heart, his father looked for ways to help his son. The elder Varadin learned of the teams that were being formed to explore the Stolen Lands and thought that this was a great way to kill three birds with one stone: allow his son his calling to travel beyond Brevoy, help expand laws and civilization, and perhaps obtain new commercial advantages for Varadin & Sons.

Knowing that caravan travel was dangerous, Jacobus employed guards and also local trackers to help him pass through the more difficult areas in Brevoy.

Jacobus also wants to find out what happened to his maternal uncle, Maegar Varn, who departed to the Stolen Lands some months ago. He was the leader of an expedition bound to explore and map the Nomen Peaks.

PERSONALITY

Taught to obey laws, comply with contracts, and treat people fairly, it is no wonder that Jacobus despises bandits and any who break laws for personal gains. A firm believer that good things come to those who do things right, Jacobus is a patient man who first tries to deal with people and things in a civilized manner. However, he has had to resort to firmer means to have laws obeyed.

Jacobus is described as cautious and sometimes dull. He only partakes in light drinking and does not gamble. He firmly believes that as a representative of Abadar, he is the agent of civilization, turning trails into roads and towns into cities while always enforcing law. He is supposed to eliminate monsters and troublemakers in urban and rural areas, adjudicate disputes, make legal rulings, and reassure law-abiding people that the forces of order are watching over them. He has also been told that in wilder areas, he’s supposed to act as judge and jury, seeking out threats to civilization and eliminating them.

Serious and quiet, interested in security, traditions, and peaceful living. Extremely thorough, responsible, and dependable. Usually interested in supporting and promoting traditions and establishments. Well-organized and hardworking, he works steadily towards identified goals. Usually puts the needs of others above his own needs. Rich inner world of observations about people. Extremely perceptive of other's feelings. Likes to be in charge. Exceptionally capable in organizing and running activities.

Brevoy and Abadar:

Abadar: The Master of the First Vault is the unifying religious power in Brevoy, favored of the merchant and tradesman class, as well as those nobles more interested in prosperity through trade and the rule of law than the iron fist of battle. Temples of Abadar are places of judgment and trade, and the bearers of his golden key are often invested as neutral judges or arbiters.

The people of Brevoy are known for their somewhat pessimistic (they would say “realistic”) view of life, summed up in the many expressions on the lips of every farmer, trader, traveler, and tavern regular. Common Brevic sayings include:
“When the wolf shows you his teeth, he’s not smiling.”
“Riders at night carry no glad tidings.”
“Winter always follows spring.”
“As the stars see me” (a common oath asserting the truth)
“The stars see all.”
“The dragon has two heads” (referring to both the crest of the Conqueror and the duplicity of the nobility).
“The temple is close, but the night is cold. The tavern is far, but I have a cloak.”
“Fire is everyone’s ally, but no one’s friend.”
“Pharasma makes cradles for us all.”
“No man dies wishing he had worked more.”