About Kaleb VesperraPatriarch of the Heaven's Shadow Holy Church | Portrait | Miniature |
Spells:
Mystery Cultist:
Channel Energy:
-------------------- - Lesser Extended Rod (3/day) + Extended Rod (3/day) Orisons:
Level 1: (7/day)
Level 2: (6/day)
Level 3: (6/day)
Level 4: (5/day)
Level 5: (5/day)
Level 6: (2/day)
-------------------- 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)
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)
Disguise +23 (+1 rank +3 skill +2 class +1 cha +3 item +1 guidance +10 as spell +2 luck)
Diplomacy +27 (+18 rank +3 skill +1 cha +3 item +2 luck)
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)
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)
Knowledge (Locals) +8 (+1 rank +3 skill +2 int +2 luck)
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 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.
Special Qualities:
-------------------- Sacred Weapon: +2 bonus or Ghost Touch, Flaming (1d6), Frost (1d6), Shock (1d6), Keen, Holy (2d6) --------------------
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. --------------------
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. -------------------- Tongues & Traits:
Racial: Focused Study, Skilled
Inventory:
Inventory: Lesser Extended Rod - 3000 Wand of CMW - 4500 [21/50]
+6 Buckler - 48 000 (9155 - 1155 as gift from Zarta)
Bone Scythe - 18 gp +1 Cruel Merciful Brilliant Energy Cold Iron Kukri (Dual Balanced) - 75308
Cloak of Resistance +5 - 25000 Ring of Feather Falling - 2200
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)
Incandescent Blue Sphere (Ioun Stone) - 8 000 (in wayfinder)
Swirling Smoke Tattoo - 12 500 Rod of Metamagic, Extend - 11 000
Potion of Negate Aroma [7] - 350 Impenetrable Veil [3] - 9000
Lesser Talisman of Freedom - 900 Healer's Kit - 50
------- Sold: +1 Amulet of Natural Armor - 1000
------- Spend: Book, Manual of Bodily Health (+1) - 27500
------- Current: 1172 GP x 30 PP ------- 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)
- 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
Advancement:
0 XP - 150 gp
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
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. |