Holy Guide

Kaleb Vesperra's page

147 posts. Organized Play character for Mystery Cult.


About Kaleb Vesperra

Patriarch of the Heaven's Shadow Holy Church | Portrait | Miniature |
Official Pathfinder Society Venture-Capitan (Akiton Lodge)
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Male Human Cult Leader (Warpriest) VIII x Mystery Cultist X
NG Medium Humanoid (human)
Init +7 (& +1 in Cheliax, boon); Perception +35; Darkvision 60'
Special: Talisman of Freedom (FoM 3 rounds)
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Str 20 (+5) | Deх 20 (+5) | Con 22 (+6) | Int 14 (+2) | Wis 20 (+5) | Cha 12 (+1)
(+2 luck bonus on any ability checks!)
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Defense
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AC 30 touch 16, flat-footed 25
FORTIFICATION 50% !!
(+7 shield +4 deflection +7 armor +4 dex +1 insight +5 NA +1 Sacred)
Improved Blind-Fight: doesn't lose dex bonus! (see text)
hp 208 (18d8 + 108 con +2 fav.class +5 bonus)
Fort +22, Ref +17 [+4 & reroll*], Will +22 [+1 vs. illusion, +3 vs curse]
+2 vs disease and poison; EVASION !
+4 sacred bonus vs effects that would hinder sight or hearing
Special: *Swirling Smoke Tattoo (immediate; 3/day)
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Offense
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Speed: 30 ft.
Base Atk +13/+8/+3; CMB +16 (+21 with Divine Power); CMD 33 (37 with Shield of Faith)
Melee:
+4 Cruel Merciful Brilliant Energy Cold Iron Kukri +23/+18/+13 (1d8+9+1d6; 15-20x2; B/P/S)
+4 Adamantine Kukri +23/+18/+13 (1d8+9; 15-20x2; B/P/S)
FULL ATTACK: +22/+17/+12 & +22/+17 or +31/+31/+26/+21 & +31/+26 (1d8+1d6+18/+15)
+1 dmg vs demons (boon)
x Divine Power: +7 attack & dmg (luck), +19 temp HP, +1 'haste-like' attack
x Cultist Fervor: +2 attack & dmg (sacred), +2 CL, DR/5 evil; +10 speed
+ When Kaleb knocks unconscious or kills a creature with cruel kukri, he gains 5 temporary hit points for 10 minutes.
Special:
Improved Blind Fight, Sneak Attack 6d6+12 (33)
Warpriest Fervor 3d6 (swift, 9/day), Blessings (standard, 7/day)
Sacred Weapon (swift, 8/day), Sacred Armor (swift, 8 min/day)
Glorious Aura (standard/free, 10 rounds/day; DC 23 W), Cultist Fervor (10 rounds/day, free)
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Righteous Might:
AC 21 T 14 F 17 | F +26 R +15 W + 22 | 262 hp | Stealth +46 | СMB +18 (+25); CMD 35 (39) | DR/10 evil
+33/+33/+28/+23 & +33/+28 (2d6+1d6+20/+17)
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Spells:

Mystery Cultist:
Calm Animals [DC15, 2d4+18 hd] (3/day), Eagle Eye [1120 ft., 18 min] (2/day) or Deeper Darkness [180 min] (1/day)
Heal [DC 20; 180 HP]
+ Summon Monster VI [18 rounds]:
1 Lillend, 1d3 Bralanis, or 1d4+1 Hound Archon
+ Summon Monster VIII [18 rounds]:
1 Monadic Deva, or 1d3 Avoral Agathion, or 1d4 1 Lillend

Channel Energy:
Enthrall [DC 17] (2 Fervors)

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- Lesser Extended Rod (3/day) + Extended Rod (3/day)

Orisons:
Light, Read Magic, Guidance, Create Water, Stabilize

Level 1: (7/day)
Shield of Faith [+4 deflection, 17/34 min] (4) | Divine Favor [+4; 1 min] (2)
+1 FREE

Level 2: (6/day)
Lesser Restoration | Find Traps [+8; 17/34 min] (2) | Grace (2)
+1 FREE

Level 3: (6/day)
Magic Circle against Evil [170 min] (2) | Grater Magic Weapon [+4 bonus, 17 hours] (3)
+1 FREE

Level 4: (5/day)
Divine Power [19 rounds] (CL+2; boon) (4) | Dimensional Anchor

Level 5: (5/day)
Righteous Might [17 rounds] (3 or 4) | Life Bubble [34/68 hours; up to 17 creatures] | True Seeing [16/32 min]

Level 6: (2/day)
Enlightened Step [24/48 hour air walk] | Heal [170 hp]

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Skills:

+2 luck bonus on any skill check!

Stealth +51 (+18 rank +3 skill +2 class bonus +5 dex +6 skill focus +15 competence +2 luck)
Also: ignores blindsight and blindsense (feat)

Perception +35 (+18 rank +3 skill +5 wis + 6 skill focus +1 comp +2 luck)

Intimidate +32 (+18 rank +3 skill +1 cha +6 skill focus +3 item +2 luck)
Baffs: +2 Glorious Aura and -4 Cultist Fervor
(DC Demoralize: 10 + the target’s Hit Dice + the target’s Wisdom modifier)
Also: when Kaleb strikes a shaken, frightened or panicked creature, it becomes sickened for 1 round
Also: +2 with nobles on Isle of Kortos; +1 with crusaders of Mendev

Disguise +23 (+1 rank +3 skill +2 class +1 cha +3 item +1 guidance +10 as spell +2 luck)
Also: +2 with nobles on Isle of Kortos; +1 with crusaders of Mendev

Diplomacy +27 (+18 rank +3 skill +1 cha +3 item +2 luck)
Also: +2 with guards officials in Absalom & with nobles on Isle of Kortos; +1 with crusaders of Mendev

Sense Motive +22 (+10 rank +3 skill +5 wis +1 comp +2 luck +1 to identify a lie)

Bluff +19 (+10 rank +3 skill +1 cha +3 item +2 luck)
Also: +2 with nobles on Isle of Kortos; +1 with crusaders of Mendev

Heal +13 (+1 rank +3 skill +5 wis +2 kit +2 luck)

Knowledge (Religion & Planes) +11 (+4 [8] rank +3 class +2 int +2 luck)
Also: +2 once per adventure (Dark Archive boon); +2 on Darklands or +4 on duergars; +2 on Lissala and her cult

Knowledge (Locals) +8 (+1 rank +3 skill +2 int +2 luck)
Also: +2 on Consortium Aspid, +2 on Cheliax; +2 on Darklands or +4 on duergars

Spellcraft +8 (+1 rank +3 skill +2 int +2

Fly +8 (+1 rank +5 dex +2 luck)

Linguistics +6 (+2 rank +2 int +2 luck)

Feats:

Warpriest Bonus Feat: 6/6

Skill Focus [2]: Intimidate, Stealth, Perception (Focused Study Racial Trait) |
Weapon Focus (Kukri) +1 to attack. | Improved Two-Weapon Fighting: -2/-2 with light weapon & more attacks.

Weapon Versatility: When wielding a weapon with which you have Weapon Focus, you can shift your grip as a swift action so that your weapon deals bludgeoning, piercing, or slashing damage instead of the damage type normally dealt by that weapon. You may switch back to the weapon’s normal damage type or another damage type as a swift action. If your base attack bonus is +5 or higher, using this feat is a free action instead.

Improved Critical (Kukri): Attacks made with your chosen weapon are quite deadly. When using the weapon you selected, your threat range is doubled.

Enforcer: You are skilled at causing fear in those you brutalize. Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.

Improved Blind-Fight: Your melee attacks ignore the miss chance for less than total concealment. You may still reroll your miss chance percentile roll for total concealment. If you successfully pinpoint an invisible or hidden attacker within 30 feet, that attacker gets no advantages related to hitting you with ranged attacks. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible.

Accomplished Sneak Attacker: Your sneak attack damage increases by 1d6. Your number of sneak attack dice cannot exceed half your character level (rounded up).

Hellcat Stealth: You are difficult to see in the light. You may make Stealth checks in normal or bright light even when observed, but at a –10 penalty.

Dampen Presence: Your habitual stillness makes you difficult to perceive for creatures that use blindsight or blindsense. You may use the Stealth skill to hide from any creature attempting to perceive you using blindsight or blindsense, even if you are clearly in that creature’s perceptual field. This feat does not confer any advantages against other forms of perception, such as scent, vision, or tremorsense.

Celestial Obedience: Your reverence for an empyreal lord is so great that daily prayer and minor sacrifices grant you special boons. Tanagaar, The Aurulent Eye: Find and observe a mouse or rat from no more than 30 feet away. Continue watching the mouse, unseen, for 100 breaths. Catch the mouse and release it in an area where owls hunt. Gain a +4 sacred bonus on saving throws against effects that would hinder your sight or hearing.
- [1 Boon] Forest Dweller (Sp): Calm Animals 3/day, Eagle Eye 2/day, or Deeper Darkness 1/day
- [2 Boon] Owl's Eye (Su) You gain darkvision out to a range of 60 feet
- [3 Boon] Hunter's Edge (Su) You gain sneak attack +3d6. This increase to sneak attack damage stacks with sneak attack damage you may have from other sources. Whenever you deal sneak attack damage with a piercing weapon, you deal +2 points of damage per sneak attack die.

Special Qualities:

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Sacred Weapon: +2 bonus or Ghost Touch, Flaming (1d6), Frost (1d6), Shock (1d6), Keen, Holy (2d6)

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Mystery Cultist:
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Glorious Aura (Su): Starting at 2nd level, a mystery cultist can shroud herself in a glorious aura for 1 round per mystery cultist level. These rounds need not be consecutive. Her features radiate with divine beauty, but the force of her presence can be frightening to others. The mystery cultist gains a +4 sacred bonus to her Charisma score and radiates a 10-foot aura of terrible awe. Creatures within the aura must succeed at a Will save (DC 10 + the mystery cultist’s class level + the mystery cultist’s Charisma modifier) or become frightened for 1d4 rounds. Regardless of whether the save is successful, a creature cannot be affected by a mystery cultist’s glorious aura more than once in 24 hours. This is a fear effect.

Brand of Healing (Sp): At 4th level, the mystery cultist gains the ability to cast heal as a spell-like ability once per day. The target of this ability is branded on the forehead or another visible area with an incandescent tattoo of the holy symbol of the mystery cultist’s patron. The holy brand lasts for 24 hours before fading.

Fervor (Su): At 5th level, the mystery cultist can enter a religious fervor for a number of rounds per day equal to her class level, and can enter a fervor or end it as a free action. While in this fervor, the mystery cultist gains a +2 sacred bonus on all weapon attack and damage rolls, DR 5/evil, and a +2 bonus to her caster level for the purposes of determining the range, duration, and level-dependent effects of spells. In addition, her base speed increases by 10 feet.

A mystery cultist takes a –4 penalty on Charisma checks and Charisma-based skill checks during the fervor and for a number of minutes afterward equal to 2 × the number of rounds spent in the religious fervor.

Incorruptible (Su): At 7th level, the mystery cultist gains a +2 bonus on saving throws versus disease and poison. If the mystery cultist is killed, her body does not decompose, but stays pure and whole as if targeted by a permanent gentle repose spell. This effectively extends the period in which she can be affected by a raise dead spell indefinitely. Finally, this ability prevents the mystery cultist from ever being transformed into an undead creature by any means short of a wish or miracle.

Sacred Haven (Su): At 10th level, the mystery cultist earns a place at the side of her celestial patron. A room is set aside for her at her patron’s place of residence on the celestial planes (if her patron has no permanent residence, the room stands alone in a quiet spot on the celestial planes). Once per day, the mystery cultist can teleport herself and one willing creature per mystery cultist level to this sacred haven as per plane shift, except she always arrives exactly at the threshold of her haven. The room is outfitted with comfortable beds for everyone, a small research library, a shrine, and a chest or cupboard that functions as a portable hole but that cannot be removed from the room. The mystery cultist can teleport herself and her allies out of the sacred haven at will, but can only return to the spot from which they last left.

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Cult Leader:
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Warpriest Blessings: Good & Darkness

Holy Strike (minor): At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it’s treated as good for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the holy weapon special ability.

Enshrouding Darkness (minor): At 1st level, you can touch an ally and bestow a darkness blessing. For 1 minute, the ally becomes enshrouded in shadows while in combat, granting it concealment (20%). Creatures that are normally able to see in supernatural darkness ignore this concealment.

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Tongues & Traits:

Racial: Focused Study, Skilled
Traits: Reactionary, Fate's Favored
Tongues: Common, Varisian, Celestial, Abyssal, Infernal, Terran, Khiiralic;
+ Constant Comprehend Languages.

Inventory:

Inventory:

Lesser Extended Rod - 3000

Wand of CMW - 4500 [21/50]
Wand of CLW (Free; welcome PFS) [5/5]

+6 Buckler - 48 000 (9155 - 1155 as gift from Zarta)
+3 Moderate Fortification Mithral Grater Shadow Chainmail - 75 900

Bone Scythe - 18 gp

+1 Cruel Merciful Brilliant Energy Cold Iron Kukri (Dual Balanced) - 75308
Mwk Adamantine Kukri (Dual Balanced) - 5308
Mwk Adamantine Kukri (Dual Balanced) - 5308
Mwk Kukri - 308

Cloak of Resistance +5 - 25000

Ring of Feather Falling - 2200
Ring of Evasion - 25 000

Handy Haversack - 2000

Belt of Physical Perfection +6 - 144 000

Circlet of Persuasion - 4500

Headband of mental prowess +2 [CHA, INT; diplomacy] - 10 000

Stone of Good Luck - 20 000

Emerald Ellipsoid (Ioun Stone) +5 HP (free; boon)
Cracked Pale Green Prism (Ioun Stone) - 4000 gp [+1 attack & saves (competence)]
Cracked Dark Blue Rhomboid (Ioun Stone) - 400 gp [+1 pers & sense mot]
Cracked Dusty Rose Prism (Ioun Stone) - 500 gp [+1 init]
Dusty Rose Prism (Ioun Stone) - 5000 gp [+1 AC]
Eastern Star (Ioun Stone) - 4000 gp [comprehend languages]
Opalescent White Pyramid (ioun stone) - 10000 gp [weapon proficiency - exotic kukri]

Incandescent Blue Sphere (Ioun Stone) - 8 000 (in wayfinder)
Holy Symbol Wayfinder - 2PP + 250 gp (resonance power: blind-fight)

Swirling Smoke Tattoo - 12 500

Rod of Metamagic, Extend - 11 000
Spring-loaded Wrist Sheath [2] - 10
False Face - 1600 (disguise, no magic aura

Potion of Negate Aroma [7] - 350

Impenetrable Veil [3] - 9000
Scroll of Mind Blank [2] - 6000
Diamond Dust [10/10] - 2500
Scroll of Polymorph Any Object [2] - 6000
Scrolls of Barskin [6/10] - 1500
Eye Ointment [8/10] - 2500
Soothing Incense - [4/5] - 3000

Lesser Talisman of Freedom - 900

Healer's Kit - 50
Cleric's kit - 16

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Sold:

+1 Amulet of Natural Armor - 1000
+1 Vicious Cruel Scythe - 9184
Cloak of Elvenkind - 1250
Chain Shirt - 50
Masterwork Bukler - 155
Hat of Disguise - 900
Mwk Shortsword - 179
Lesser Luck Mail - 1875
Robe of Blending - 4200

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Spend:

Book, Manual of Bodily Health (+1) - 27500
Scroll of polymorph any object - 6000 [2]
lesser Talisman of Freedom - 1800 [2]
5 scrolls of Barskin - 750
Wand of Cure Light Wounds (0/50) - 2 PP
Potion of Aroma (2) - 100 gp
Retrain 2 class levels - 1260 GP + 14 PP
Retrain 3 feats - 1800 + 15 PP
Atonement (change patron) - 950
Caravan (5pp), Wayfinder (2pp)
Akiton Lodge - 25 PP

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Current: 1172 GP x 30 PP

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Boons:

- Ghalcor’s Spellcraft: can cast in PFS: burst with light, detect demon, righteous blood (Weapon in the Rift)

- [ ] Elixir of Renewal: 2d8+5 hp & lesser restoration (Welcome to PFS)
- [ ] Tattoo of Open Road: immediate; 10 temp HP & +5 max negative HP for 1 minute (Welcome to PFS)
- [x] New Recruit: standard; cast a spiritualist spell; 1/3 from HD to determinate max spell circle; HD -2 to caster lvl; wis 17 (+3) (School of Spirits)
- [ ] Imperium Initiate: free; reduce DR and hardness of all constructs and divs by 5 for 1 round against Kaleb's attacks (Faithless and Forgotten 2)
- [ ] The Great Goblin Kong: free; DC 15 perform vs creature who damaged Kaleb previous round; +2 morale bonus on attack and dmg for 1 round (We Be Goblins Free)
- [x][ ] Pathfinder’s Excellence (Resilience): swift; 1d8+(HDx2) HP; or standard for 1d2 ability damage (Siege of Serpents)
- [x][ ] Pathfinder’s Excellence (Skill): roll twice on skill check & +1/2 HD if it’s on Aspis (Siege of Serpents)
- [x][ ] Magic Boon: standard; regain any spell (Year of the Shadow Lodge)
- [ ] Zey’s Gratitude: standard; spell-like, CL=HD & Int/Cha is 20: Dispel Magic, Fireball, Greater Invisibility, Stoneskin (Abducted in Aether)
- [ ] Valais’s Wisdom: reroll after fail save vs demon’s compulsion or possession effects (Trails of the Shattered God)

- Signature Spell (Divine Power): choose one spell you can cast at the time of receiving this boon; you cast this spell as if you were a caster 2 levels higher when determining duration and level-bsed variables [The Ruby Phoenix Tournament] .

- Respect of the Nail: hellknights of the Nail will remember Kaleb in next encounters
- Acquainted with 322: 322 will remember Kaleb in next encounters
- Earth & Fire affinity: some role in future events

Advancement:

0 XP - 150 gp
1 XP - 500 gp +2 PP [Trouble in Tamran]
2 XP - 430 gp +2 PP [Consortium Compact]
3 XP - 479 gp +1 PP [Master of the Fallen Fortress]
4 XP - 505 gp +2 PP [Faithless and Forgotten 1]
5 XP - 517 gp +2 PP [The God's Market Gamble]
6 XP - 430 gp +2 PP [School of Spirits]
7 XP - 1077 gp +2 PP [Faithless and Forgotten 2]
8 XP - 1293 gp +2 PP [Traitors Lodge]
9 XP - 1250 gp +2 PP [The Dalsine Affair]
10 XP - 1179 gp +2 PP [Faithless and Forgotten 3]
11 XP - 1600 gp +1 PP [We be Goblins Free!]
12 XP - 1295 gp +2 PP [The Labyrinth of Hungry Ghosts]
13 XP - 2528 gp +1 PP [Weapon of the Rift]
14 XP - 2500 gp +2 PP [Siege of Serpents]
15 XP - 2575 gp +2 PP [Year of the Shadow Lodge]
16 XP - 3239 gp +2 PP [The Deepmarket Deception]
17 XP - 1625 gp +2 PP [Fortress of the Nail]
18 XP - 2700 gp +2 PP [Lords of Rust]
19 XP - 2050 gp +2 PP [Rebel’s Ransom]
20 XP - 4016 gp +1 PP [Captives of Toil]
21 XP - 2268 gp +1 PP [The Blakros Matrimony]
22 XP - 6240 gp +2 PP [Abducted in Aether]
23 XP - 5535 gp +2 PP [Trails of the Shattered God]
24 XP - 4476 gp +2 PP [Cultist Kiss]
25 XP - 4107 gp +2 PP [Hellknight’s Feast]
26 XP - 3975 gp +2 PP [Forged in Flame 1] 58539
27 XP - 6205 gp +2 PP [Ageless Ambitions]
28-30 XP - 17 776 gp +4 PP [Dance of the Damned]
31 XP - 7717 gp +2 PP [Siege of the Diamond Sity]
32 XP - 7828 gp +2 PP [Feast of Sigils]
33 XP - 7797 gp +2 PP [Refuges of the Weary Sky]
34 XP - 11 618 gp + 1 PP [Eyes of the Ten I] (GM; Slow)
34.5 XP - 5 398 gp + 1 PP [Eyes of the Ten II] (Slow)
35 XP - 5 964 gp + 1 PP [Eyes of the Ten III] (Slow)
35.5 XP - 12 064 + 1 PP [Eyes of the Ten IV] (Slow) + 5 bonus PP!
37 XP - 11 787 + 2 PP [The Ruby Phoenix Tournament] (GM; Slow)
38.5 XP - 27600 + 2 PP [Tomb of Iron Meduza] (Slow)
39 XP - 6755 + 1 PP [All for Immortality I] (Slow)
39.5 XP - 10711 + 1 PP [All for Immortality II] (Slow)
40 XP - 11850 + 1 PP [All for Immortality III] (Slow)
41 XP - 21766 + 2 PP [Unleashing the Untouchable]
44 XP - 75 000 + 4 PP [Giantslayer V] (GM)
47 XP - 95 000 + 4 PP [Giantslayer VI] (GM)
47 XP - 120 000 + 4 PP [Runelords 6]

Total: 499 609 x 89 PP

Profession:

Pathfinder Lodge (AKITON): The Decemvirate gave you the go-ahead to found your own lodge outside of Absalom. While in the same nation as your lodge, you may requisition one or more lower-ranked Pathfinders to assist you for a short time. At the beginning of an adventure, you gain 10 temporary Prestige Points you can spend only on purchasing follower vanities. At the end of the adventure, the followers return to their normal duties, and any unspent temporary Prestige Points are lost. If your character holds the title of venture-captain, this vanity costs only 25 PP.

Caravan (5 PP):

You own a controlling share in a caravan that makes regular trips through the Inner Sea region. You aren’t required to maintain a presence in the caravan, and thus do not need to accompany the caravan as it makes its journeys, but you do shoulder some of the responsibility of ownership. For the most part, this means handling things like representing the caravan’s interests to important merchants, politicians, and aristocrats. When you first purchase your caravan, you must decide how you wish to represent the caravan’s interests—this decides what additional skill you can use to make Day Job checks... Finally, if you want to have your caravan be especially well guarded and use blatant shows of force to get what you need, you can use Intimidate to make Day Job rolls.

Kaleb Vesperra is the owner of the caravan named "Lunar Crusade". It operates worldwide and sells a variety of useful equipment of "good religions", including holy water, good-aligned weapons, different scrolls and wands with spells that help in struggle against evil forces, etc. At the same time, the caravan buys a lot of valuable (but not always filled with magic) relics associated with the Empyreal Lords but never discloses about the goals of this purchases and what happens with that relics later. The "Lunar Crusade" is visually a lot like a real small crusade - banners, armed knights, heralds, etc. It seemed that this caravan not only engaged in trade but also looking for an opportunity to implement other, not commercial tasks. What kind of tasks it is not clear, but the appearance of the caravan and the manner to conduct business openly say to others - 'the strength is there, and it can be applied'.

Roll (Intimidate) - GP:

05 - 1 gp
10 - 5 gp
15 - 10 gp
20 - 20 gp
25 - 50 gp
30 - 75 gp
35 - 100 gp
40 - 150 gp

Kaleb's Story:

Kaleb Vesperra was born in Absalom, and never knew his mother - she died in childbirth. His father, Carlos Vesperra, was a professional mercenary, and began to take Kaleb in military operations from his 6 years old. Carlos served as a soldier all over the world, and together with his son has traveled many countries, from Mendev to Geb. While direct battles, Kaleb wasn’t on first lines, but he ferried combat materials between outposts and performed tasks assigned by senior solders... and took his first life at age of 12. Such a childhood left an imprint on his mind and soul, making him tough, but at the same time more indifferent to the pain of others.

At age of 14, after his father’s death in the battle in a regular local war, Kaleb returned in his home town. He didn't know exactly what he wanted, but understood that he don't want to be a soldier and a mercenary to end up like his father. Being left to himself and without livelihood, he began to look for a new family - and found it in the vicious arms of Absalom’s Bloody Barbers. He become a member of a thieves guild, but his youth shielded him from the guild’s most horrific activities. Kaleb’s young mind filled in those gaps with romanticized notions inspired by adventure stories and dreams.

As Kaleb grew older he became more distant from the affairs of his guild, looking for something bigger in life than simple survival and profit. He went to travel the world, looking for adventure and thrills, but it brought no relief to his soul. After 10 years of living in different countries, Kaleb again returned in Absalom.

The next part of the story was the most painful for Kaleb. He is small and rarely talks about it, but if he would speak, it would sound like this:

"If in short. I went back to Absolom. And fell in love. She was a charming blonde, with a stunning smile and blue eyes. A rogue - like I was, by the way. But what was worse... she worshipped the Lord of Demons, Nocticula. I tried to help her back to the light, but it was useless. Moreover, while we were together, I was pretending to share her vile faith. I tried to convince her gently, from the inside - so as not to lose. And slowly I watched how her mistakes mount and mount, ultimately leading my darling somewhere dark... I was so blinded by love that I didn't see - she became a true monster... In the end she achieved some serious influence in that sect. And you know what happened then? Nocticula herself or one of her highest succubus pointed at my beloved one and ordered to sacrifice. And she died. That's what it means to be at service of the Demon Lord."

The part about Kaleb is silent and tries not to think once again is the fact that he himself was not averse to be evil and rather accepted to serve the cult of Nocticula. He found in the cult even greater power than his girlfriend, whom he allegedly tried to rescue. And only when his sweetheart and he himself were sentenced to death, he realized at what he was mired. The difference was that he managed to miraculously escape but she can't. And deep down to the very end of his days he will feel guilty. Besides, he knows - cult of Nocticula never forgets about him, and a Unholy Sacrifice of his person still very welcome by Lady in Shadows. So, the evil sect in a strange way protects Kaleb from time to time - but only because its members are hoping to sooner or later grab him and ritual sacrifice in the name of their Dark Mistress.

Any way, frustrated by this terrible tragedy, Kaleb began to pray, not referring to any specific deity - and one day, surprisingly for him, his prayers had been answered. The power that gave him solace and new purpose became Kelinahat, She on Ebon Wings, the Empyreal Lord and patron of espionage and shadows. Feeling her divine presence and support, first time in his life he felt that he is not alone, that there is someone who infinitely loves him, cares for him, forgives him and shares his grief. Kaleb decided that his new goal - the struggle with demon worshippers and especially with the cult of Nocticula. Having received the divine power in his hands, Kaleb Vesperra swore to dedicate his life to Kelinahat and Heavens, and find a way to stop demons like Nocticula to become from a semi-gods to a true gods. His weapons in this fight will be espionage, intelligence and deception. His personal goal is to seek knowledge about current plans of demon cults and to prevent them. All his previous criminal experience was in favor of the new sacred purpose. Kaleb finally found the target and felt that all his past, even the death of the beloved, was not in vain.

Without the understanding and support among former criminal associates, he finally broke all ties with the Bloody Barbers and began to create his own secret cult. Realizing that on the one hand, his goal is complex and requires special knowledge, and on the other hand, his skills will be very useful, he decided to join the Pathfinder Society.

In his dreams, Kaleb Vesperra sees himself as a great champion of Heaven, dealing a crushing blow to the plans of Nocticula and other Demon Lords, but he realizes that before he reaches his goal, he will have a long and dangerous path on the edge of the abyss.