Welton Grompus

Maruccio d'Sall's page

1 post. Alias of Veshly.


About Maruccio d'Sall

Name: Maruccio d'Sall
Race: Human (Chelaxian)
Player: Veshly
Classes: Inquisitor2
Hit Points: 10
Experience: 2000 / 5000
Alignment: Neutral
Vision:
Speed: Walk 20 ft.
Languages: Chelaxian, Common, Varisian

Stats:

Stat Score Mod
STR 14 (+2)
DEX 10 (+0)
CON 10 (+0)
INT 14 (+2)
WIS 16 (+3)
CHA 14 (+2)

Skills:

--------------------------Skills---------------------------
Skill--------------------Total---Rnk-----Stat----Msc
Acrobatics----------------6-------0.0------0---------6
Acrobatics-(Jump)---------10------0.0------0---------10
Appraise-----------------2--------0.0------2--------0
Bluff--------------------7--------2.0------2--------3
Climb---------------------4-------0.0------2---------6
Craft-(Untrained)--------2--------0.0------2--------0
Diplomacy----------------9--------2.0------2--------5
Disguise-----------------2--------0.0------2--------0
Escape-Artist-------------6-------0.0------0---------6
Fly-----------------------6-------0.0------0---------6
Heal---------------------3--------0.0------3--------0
Intimidate---------------10-------2.0------2--------6
Knowledge-(Local)--------9--------2.0------2--------5
Knowledge-(Local/ID-monster)--11-------2.0------2---7
Knowledge-(Nobility)-----7--------2.0------2--------3
Knowledge-(Religion)-----7--------2.0------2--------3
Knowledge-(Religion/ID-monster)--9--------2.0------2--5
Perception---------------10-------2.0------3--------5
Perform-(Untrained)------2--------0.0------2--------0
Profession-(Barrister)---8--------2.0------3--------3
Profession-(Soldier)-----8--------2.0------3--------3
Ride----------------------6-------0.0------0---------6
Sense-Motive-------------12-------2.0------3--------7
Stealth-------------------6-------0.0------0---------6
Survival-----------------3--------0.0------3--------0
Survival-(Follow-or-identify-tracks)--5--------0.0------3--------2
Swim----------------------4-------0.0------2---------6
----------------------------------------------------

Feats:

-------------------------- Feats ---------------------------
Alertness
You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or
more ranks in one of these skills, the bonus increases to +4 for that skill.

Persuasive
You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or
more ranks in one of these skills, the bonus increases to +4 for that skill

Armor Proficiency, Light [Paizo Publishing - Core
Rulebook, p.118]
When you wear a type of armor with which you are proficient, the armor check
penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Armor Proficiency, Medium [Paizo Publishing - Core
Rulebook, p.118]
When you wear a type of armor with which you are proficient, the armor check
penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Shield Proficiency [Paizo Publishing - Core
Rulebook, p.133]
When you use a shield (except a tower shield), the shield's armor check penalty
only applies to Strength- and Dexterity-based skills.

Simple Weapon Proficiency [Paizo Publishing - Core
Rulebook, p.133]
You make attack rolls with simple weapons without penalty.

Traits:

------------------------ Traits ----------------------------
Suspicious [Paizo Publishing LLC -Advanced Player's Guide,p.330]

You discovered at an early age that someone you trusted, perhaps an older sibling
or a parent, had lied to you, and often, about something you had taken for granted,
leaving you quick to question the claims of others. You gain a +1 trait bonus on
Sense Motive checks, and Sense Motive is always a class skill for you.

Drug Addict in background: Knowledge(Local)
Addicted Friend: The addict is a friend or lover who
might or might not have survived the overdose. Your
research into the drug scene and local politics has given you
a respectable education in street knowledge. You gain a +2
bonus on Knowledge (local) checks or Gather Information
checks (choose one when selecting this trait).

Combat:

-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 17 / 11 / 17

Initiative: +3
BAB: +1
Melee tohit: +3
Ranged tohit: +1

Fortitude: +3
Reflex: +0
Will: +6

Unarmed attack:
to hit: +3
damage: 1d3+2
critical: 20/x2

Morningstar:
to hit: +3
damage: 1d8+2
critical: 20/x2

Crossbow, Hand:
to hit: +1
damage: 1d4
critical: 19-20/x2
range: 30 ft.

Dagger:
to hit: +3
damage: 1d4+2
critical: 19-20/x2

Dagger (Thrown):
to hit: +1
damage: 1d4
critical: 19-20/x2
range: 10 ft.

Special Qualities Racial:

--------------------- Special Qualities Racial --------------------
Bonus Feat [Paizo Publishing - Core
Rulebook, p.27]
Humans select one extra feat at 1st level.
Skilled [Paizo Publishing - Core
Rulebook, p.27]
Humans gain an additional skill rank at first level and one additional rank whenever
they gain a level

Special Qualities Inquisitor:

--------------------- Special Qualities Inquisitor --------------------
Judgment (Sacred) (Su) [Paizo Publishing LLC -Advanced Player's Guide,
p.38]
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. An inquisitor can use this ability 1 times 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

Judgment / Destruction [Paizo Publishing LLC -Advanced Player's Guide,
p.39]
The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon
damage rolls.
Judgment / Healing [Paizo Publishing LLC -Advanced Player's Guide,
p.39]
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.
Judgment / Justice [Paizo Publishing LLC -Advanced Player's Guide,
p.39]
This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all
attack rolls.
Judgment / Piercing [Paizo Publishing LLC -Advanced Player's Guide,
p.39]
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.
Judgment / Protection [Paizo Publishing LLC -Advanced Player's Guide,
p.39]
The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to
Armor Class.
Judgment / Purity [Paizo Publishing LLC -Advanced Player's Guide,
p.39]
The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus
on all saving throws.
Judgment / Resiliency [Paizo Publishing LLC -Advanced Player's Guide,
p.39]
This judgment makes the inquisitor resistant to harm, granting DR 1/magic.
Judgment / Resistance [Paizo Publishing LLC -Advanced Player's Guide,
p.39]
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.
Judgment / Smiting [Paizo Publishing LLC -Advanced Player's Guide,
p.39]
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.

Lore Keeper (Sp) [Paizo Publishing - Core
Rulebook, p.45]
You can touch a creature to learn about its abilities and weaknesses. With a
successfull touch attack, you gain information as if you made the appropriate
Knowledge skill check with a result equal to 20.

Stern Gaze (Ex) [Paizo Publishing LLC -Advanced Player's Guide,
p.40]
Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor
receives a +1 morale bonus on all Intimidate and Sense Motive checks

Monster Lore (Ex) [Paizo Publishing LLC -Advanced Player's Guide, p.40]
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.

Cunning Initiative (Ex) [Paizo Publishing LLC -Advanced Player's Guide,
p.40]
An inquisitor adds her Wisdom modifier on initiative checks, in addition to her
Dexterity modifier.

Detect Alignment (Sp) [Paizo Publishing LLC -Advanced Player's Guide, p.40]
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

Track (Ex) [Paizo Publishing LLC -Advanced Player's Guide,
p.40]
An inquisitor adds half her level on Survival skill checks made to follow or identify
tracks

Equipment:

--------------------------Equipment-------------------------
Name--------------------------------------------QTY LBS
Bolts-(Crossbow/10)------------------------------1**1lbs
Holy-Symbol-(Silver)-----------------------------1**1lbs
Outfit-(Traveler's)------------------------------1**5lbs
Signal-Whistle-----------------------------------1**0lbs
Signet-Ring--------------------------------------1**0lbs
Waterskin-(Filled)-------------------------------1**4lbs
Manacles-(Masterwork/Medium)---------------------1**2lbs
Manacles-(Masterwork/Small)----------------------1**2lbs
Wine-(Fine/Bottle)-------------------------------1**1lbs
Gold-Chain-of-the-Counselor----------------------1**0lbs
Flask-(Empty)-(1.5-lbs.)
Pouch-(Belt)-(6-lbs.)
---Sunrod----------------------------------------2**2lbs
---Whetstone-------------------------------------1**1lbs
---Flint-and-Steel-------------------------------1**0lbs
---Weapon-Blanch-(Silver)------------------------5**2lbs
---Tindertwig------------------------------------1**0lbs
Spell-Component-Pouch-(2-lbs.)
Crossbow-(Hand)-(2-lbs.)
Total-weight-carried:-
Current-load:---------Medium
Encumbrance
Light:--58---
Medium:-116---
Heavy:--175

Inquisitor Spells:

Inquisitor Spells

SPELLBOOKNAME0

Level 0
Brand (Transmutation)
Saves: Fortitude negates DC: 13 Casting: 1 standard action
Duration: 2 days Range: Touch Components: V, S, DF
SR: Yes Effect: Creates permanent brand on target creature. Target: creature touched
DESC: Creates permanent brand on target creature.
DESC 2: Creates permanent brand on target creature.
Detect Magic (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Concentration, up to 2 minutes [D] Range: 60 ft. Components: V, S
SR: No Effect: You detect magical auras. Target: Cone-shaped emanation
DESC: You detect magical auras.
DESC 2: You detect magical auras.
Light (Evocation)
Saves: None DC: Casting: 1 standard action
Duration: 20 minutes Range: Touch Components: V, M/DF
SR: No Effect: This spell causes a touched object to glow like a torch. Target: Object touched
DESC: This spell causes a touched object to glow like a torch.
DESC 2: This spell causes a touched object to glow like a torch.
Read Magic (Divination)
Saves: DC: Casting: 1 standard action
Duration: 20 minutes Range: Personal Components: V, S, F
SR: Effect: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible. Target: You
DESC: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.
DESC 2: You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.
Stabilize (Conjuration)
Saves: Will negates (harmless) DC: 13 Casting: 1 standard action
Duration: Instantaneous Range: Close (30 ft.) Components: V, S
SR: Yes (harmless) Effect: Upon casting this spell, you target a living creature that has -1 or fewer hit points. Target: One living creature
DESC: Upon casting this spell, you target a living creature that has -1 or fewer hit points.
DESC 2: Upon casting this spell, you target a living creature that has -1 or fewer hit points.

Level 1
Cure Light Wounds (Conjuration)
Saves: Will half (harmless); see text DC: 14 Casting: 1 standard action
Duration: Instantaneous Range: Touch Components: V, S
SR: Yes (harmless); see text Effect: When laying your hand upon a living creature, you channel positive energy that cures 1d8+2 points of damage. Target: Creature touched
DESC: When laying your hand upon a living creature, you channel positive energy that cures 1d8+(min(5,CASTERLEVEL)) points of damage.
DESC 2: When laying your hand upon a living creature, you channel positive energy that cures 1d8+2 points of damage.
Expeditious Retreat (Transmutation)
Saves: DC: Casting: 1 standard action
Duration: 2 minutes [D] Range: Personal Components: V, S
SR: Effect: This spell increases your base land speed by 30 feet. Target: You
DESC: This spell increases your base land speed by 30 feet.
DESC 2: This spell increases your base land speed by 30 feet.
Tireless Pursuit (Transmutation)
Saves: DC: Casting: 1 standard action
Duration: 2 hours [D] Range: Personal Components: V, S, M (a hard biscuit)
SR: Effect: Ignore fatigue while hustling. Target: You
DESC: Ignore fatigue while hustling.
DESC 2: Ignore fatigue while hustling.

Description:

------------------------ Description -----------------------
Height: 5' 7" Weight: 145 lbs. Gender: Male
Eyes: Dark Brown Hair: Black,Neat Skin: Fair
Dominant Hand: Right Quirks: Organized, Headstrong
Speech style: Long-winded Quotable: There is no problem so difficult that it cannot be made worse by brute strength and ignorance.
Full Description
Average Chelexian in height and appearance, clean-shaven, wearing Guard chain with buckler, with black and silver overtunic marked with the emblems of the Korvosan Guard and the "Black Rose of Pharamsa", and a silver necklace with the Spiral of Pharasma on it; to those in the know, an Inquisitor.

Background:

Background:

Shared. (campaign trait -Drug Addict - Sister - Murdered - +2 to Knowledge(Local)).

Proud parents, Antonius d'Sall, barrister to the magistrates, and Zenobia d'Sall, mortician, lay sister of Pharasma, have a beautiful girl, followed a bit later by identical twin boys. Airsenda grew up the envy of all the other girls, capable and smart as well as the fairest. The twins worshipped their older sister. An ideal family till the darkness entered. Airsenda changed, grew pale, became rebellious, bad associates, lying, and stealing. She was a shiver addict. The twin followed her to see how she was getting her supply, children were delivering it. Investigating, the twins heard a name, Lamm, Gaedren Lamm. They try to pry out of Airsenda more on this shadowy figure, shortly thereafter she is murdered. In her despair and anger Airsenda rises from the dead, a danger to all, stopped in the end by resourceful followers of Pharasma. This changes the lives of the twins forever.

Twin Maruccio.
Following in the footsteps of his father, Maruccio studies law, and the dogma of Abadar, assisting in the offices of the arbiters and the magistracies. The loss of his sister drives him from Abadar, that wouldn't or couldn't help, to his mother's faith in Pharasma. He completes his legal studies, at the University, acquiring his J.D., but then plunges into training with Pharamsa's elite, the Black Roses, the Inquisition. After this rare training, he joins the Guards in a part-time special capacity for unusual crimes, mostly murders. His time is split between church and state, and hunting the killer of his sister. Average Chelexian in height and appearance, clean-shaven, wearing Guard chain with buckler, with black and silver overtunic marked with the emblems of the Korvosan Guard and the "Black Rose of Pharamsa", and a silver necklace with the Spiral of Pharasma on it; to those in the know, an Inquisitor.