Cleric of Brigh

Rebecca Mavern's page

183 posts. Alias of The Emerald Duke.


Race

Aasimar

Classes/Levels

Investigator (Sleuth) / 2 | AC 14 T 11 FF 13 | HP 16/16 | 2 / 5 Inspiration | 5 / 5 Luck | 4 Harrow | F +0 R +4 W +6 | Init +3 (+1 if 0 Luck) | Perc +9 / +10 on trap location

Gender

Female

Size

Medium

Age

27

Special Abilities

Acid Resist 5, Cold Resist 5, Electricity Resist 5; Poison Resistance +2

Alignment

NG

Deity

Sarenrae

Languages

Common, Celestial, Dwarven, Elven, Gnome, Halfling, Varisian, Orcish

Strength 12
Dexterity 12
Constitution 10
Intelligence 18
Wisdom 14
Charisma 18

About Rebecca Mavern

Physical Description:

Height: 5'6"
Weight: 140 LBs
Eyes: Green with a slightly golden tint.
Hair Color & Length: Sandy red, running about to the middle of her shoulder blades when down.
Skin Color: White with a slight hint of copper undertones.
Other Features: Typically she keeps her hair in a simple braid.

Skills:

  • Bluff (Bonus=9)
  • Diplomacy (Bonus=11)
  • Disable Device (Bonus=7)
  • Disguise (Bonus=9)
  • Intimidate (Bonus=9)
  • Knowledge: History (Bonus=9)
  • Knowledge: Local (Bonus=10)
  • Knowledge: Nobility (Bonus=10)
  • Linguistics (Bonus=9)
  • Perception (Bonus=9 normal/10 to find traps)
  • Perfom: Wind Instruments (Bonus=11)
  • Sense Motive (Bonus=7)
  • Stealth (Bonus=6)


Feats:

Weapon and Armor Proficiencies: Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.
Amateur Swashbuckler: Although you're not a swashbuckler, you have and can use panache.
Prerequisite: No levels in a class that has the panache class feature.
Benefit: You gain a small amount of panache and the ability to perform a single 1st-level swashbuckler deed. Choose a 1st-level deed from the swashbuckler's deeds class feature (Dodging Panache). Once chosen, this deed can't be changed.
At the start of each day, you gain 1 panache point. Throughout the day, you can gain a number of panache points, up to a maximum equal to your Charisma modifier (minimum 1). You can regain panache points as the swashbuckler's panache class feature. You can spend these points to perform the 1st-level deed you chose upon taking this feat as well as any other deeds you have gained through feats or magic items.
Special: If you later gain levels in a class that has the panache class feature, you can immediately trade this feat for the Extra Panache feat.
Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her CHA modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from her previous square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can perform this deed only while wearing light armor or no armor, and while carrying no heavier than a light load.
Regaining Panache:
Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache.
Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler's character level to 0 or fewer hit points doesn't restore panache.
Grit and Panache: The gunslinger's grit and the swashbuckler's panache represent two paths to gain access to the same heroic pool. Characters with both grit and panache class features combine the two resources into a larger pool of both grit points and panache points.
For the purposes of feat prerequisites, a character with the panache class feature satisfies the prerequisites as if she were a grit user, and vice versa. Swashbuckler levels stack with gunslinger levels for the purpose of satisfying Signature Deed's level requirement. For feats, magic items, and other effects, a panache user can spend and gain panache points in place of grit points, and vice versa.

Traits:

Missing Child (Missing Son or Daughter): You suspect that a child you know has been abducted by Gaedren Lamm. Whatever the relationship, you've heard rumors about "Lamm's Lambs," and of how the old man uses children as pickpockets and agents for his crimes. You've even heard rumors that the child you're looking for has been spotted in the marketplaces in the company of known cutpurses and pickpockets. Although the Korvosan Guard has been understanding of your plight, it has its hands full with "more important" matters these days, it seems, and has not yet been able to learn anything more about Gaedren. No one else is interested in bringing Gaedren down and rescuing his victims—that task falls to you. Yet where could the old scoundrel be hiding?
The missing child is your own son or daughter, a niece or nephew, or a child you were charged with protecting. The child was abducted during a trip to the market or other daily event. Your stubbornness and long hours spent searching for rumors grant you a +1 trait bonus on Will saves.
Civilized: You are well versed in the local laws, customs, and politics. You gain a +1 trait bonus on Knowledge (nobility) checks and Knowledge (local) checks. Knowledge (local) is always a class skill for you.

Class Feats & Features:

Inspiration: An investigator is beyond knowledgeable and skilled - she also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.
An investigator has the ability to augment skill checks and ability checks through her brilliant inspiration. The investigator has an inspiration pool equal to 1/2 her investigator level + her INT modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after she gets a restful night's sleep. As a free action, she can expend one use of inspiration from her pool to add 1d6 to the result of a check, including any on which she takes a 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided she's trained in the skill.
Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Trapfinding: An investigator adds 1/2 her level to Perception checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.
Sleuth's Luck (Ex): At 1st level, a sleuth gains a pool of luck, measuring her ability to get out of scrapes. At the start of each day, a sleuth has a number of luck points equal to her CHA modifier (minimum 1). Her luck goes up or down throughout the day, but usually cannot go higher than her CHA modifier (minimum 1), though feats, magic items, and spells that grant either grit points or panache points can also grant a sleuth an equal number of luck points. A sleuth spends luck to accomplish deeds (see below), and regains luck in the following ways.
Rolling a Natural 20 on a Knowledge or Sense Motive Check: While on an investigation, a sleuth regains luck by uncovering secrets. Rolling a natural 20 on these skill checks while actively investigating causes the sleuth to regain 1 luck point. Such skill checks made for more mundane reasons (such as normal research or using Sense Motive to gain information during normal bargaining or while gambling) do not cause the sleuth to regain luck. Determining which skill checks qualify is up to the GM.
Rolling a 6 or Higher on an Inspiration Die: When a sleuth rolls an inspiration die while on an investigation and the result is 6 or higher, she regains 1 luck point. (If she rolls multiple inspiration dice at a time, she regains 1 luck point if the total is 6 or higher.) Like regaining luck via a natural 20 on a qualifying skill check, uses of inspiration for more mundane reasons don't qualify for regaining luck. The GM is the final arbitrator for what rolls qualify. It's possible for an investigator to regain 2 luck points on the same skill check if the qualifying skill check is a natural 20 and any inspiration die roll made results in a 6 or higher.
This ability and the 1st-level deeds described below replace alchemy. A sleuth cannot take the alchemist discovery talent or any investigator talent that affects alchemy.
Deeds: Sleuths spend luck points to accomplish deeds. Most deeds grant a sleuth some momentary bonus or effect, but some provide longer-lasting effects. Some deeds stay in effect as long as a sleuth has at least 1 luck point.
At 1st level, a sleuth gains the following deeds.
Daring: A sleuth can spend 1 luck point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll d6 and add the result to the check. She can choose to add this die after she attempts the check, but must to do before the result is revealed. If the d6 roll is a natural 6, she rolls another d6 and adds it to the result. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her INT modifier (minimum 1).
Opportunistic Evasion: When a sleuth succeeds at a Reflex saving throw against an effect that still deals damage on a successful save, she can spend 1 luck point as an immediate action to instead take no damage from that effect.
Sleuth's Initiative: As long as the sleuth has at least 1 luck point, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the weapon is not hidden, then she can draw a single light or one-handed melee weapon as part of the initiative check. (Unlike with swashbuckler deeds, this does not have to be a piercing weapon.)
Note on Grit, Luck, and Panache: Grit, luck, and panache represent three different means by which heroes can gain access to the same heroic pool, using it to accomplish fantastic feats. For characters with a mix of grit, luck, and panache, they pool the three resources together into a combined pool. (Those who use panache and luck gain twice their CHA bonuses in their pools.) For feats, magic items, and other effects, a panache user can spend and gain luck points in place of grit points or panache points, and vice versa.
A luck user does not count as a grit or panache user for the purpose of meeting feat prerequisites.
Poison Lore (Ex): An investigator has a deep understanding of and appreciation for poisons. At 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator spends 1 minute physically examining a poison, he can attempt a Knowledge (nature) check to identify any natural poison or a Knowledge (arcana) check to identify any magical poison (DC = the poison's saving throw DC). Lastly, once a poison is identified, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison's saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. The investigator has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.
Poison Resistance (Ex): At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level and to +6 at 8th level. At 11th level, the investigator gains immunity to poison.

Race Specific:

+2 WIS, +2 CHA: Aasimars are insightful, confident, and personable.
Native Outsider: Aasimars are outsiders with the native subtype.
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet. (Replaced by Halo.)
Halo: Some aasimars possess the ability to manifest halos. An aasimar with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces the Darkvision racial trait.
Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
Spell-Like Ability: Aasimars can use Daylight once per day as a spell-like ability (caster level equal to the aasimar's class level). (Replaced by Variant Ability roll.)
Variant Ability 37: You gain a +2 racial bonus on checks made using any one Perform skill. (Wind instruments chosen.)
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high INT scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

Random Crunch:

Hit Points: 16/16
Hit Dice: 2d8
Favored Class: Investigator
Inspiration Pool: 2/5
Luck/Panache Pool: 5/5
Harrow Points: 4
Armor Class: 14
Touch Armor Class: 11
Flat-Footed Armor Class: 13
Saving Throws: (+2 vs Poisons)
Fortitude: 0
Reflex: 4
Will: 6
Initiative Bonus: 1 (Normal) / 3 (with at least 1 point in luck pool)
Base Attack Bonus: 1
MAB: 2
RAB: 2
CMB: 2
CMD: 12
Spell Resistance: Acid Resist 5; Cold Resist 5; Electric Resist 5
Speed:
Base Speed: 30
Armored Speed: 20
Lift/Push:
Light Load: 43 lb or less
Medium Load: 44 - 86 lb
Heavy Load: 87 - 130 lb
Lift Over Head: 130 lb
Lift Off Ground: 260 lb
Drag or Push: 650 lb

Items Equipped:

Parade Armor: AC: +3; Max DEX: +5; Armor Check: -1; Spell Failure: 15%; Movement Speed: 30 FT; Description: The Korvosan Guard's formal parade armor, however rank insignia has been removed.
Rapier: DMG: 1d6; Crit: 18-20/x2; Type: P; Special: Qualifies for Weapon Finesse feat, cannot use two handed for extra damage.
Light Crossbow: DMG: 1d8; Crit: 19-20/x2; Type: P; Range: 80 FT.

Items Owned:

NAME: VALUE; WEIGHT
Parade Armor (Korvosan Guard): 25 GP; 20 LBs
Rapier: 20 GP; 2 LBs
Light Crossbow: 35 GP; 4 LBs
Crossbow Bolts (20): 2 GP; 2 LBs
Common Flute: 5 GP; 3 LBs
Common Thieves Tools: 30 GP; 1 LB
Signet Ring: 5 GP; Negligible
Courtier's Outfit: 30 GP; 6 LBs
Common Backpack: 2 GP; 2 LBs
Belt Pouch: 1 GP; 1/2 LB
Bedroll: 1 SP; 5 LBs
Blanket: 5 SP; 3 LBs
Mess Kit: 2 SP; 1 LB
Flint & Steel: 1 GP; Negligible
Inkpen (2): 2 SP; Negligible
Ink (Black): 8 GP; Negligible
Journal: 10 GP; 1 LB
Soldier's Uniform (Korvosan Guard): 1 GP; 5 LBs
Traveler's Outfit: 1 GP; 5 LBs

Currency:

0 PP 4 GP 0 SP 0 CP

Backstory:

Childhood and Adolescence:
Rebecca was born 27 years ago to her parents, Jaren and Rachel Mavern. The fourth of seven children, she was the only one to exhibit her great grandmother's angelic origins. Though she often passes for human, as a child she would often manifest a glowing halo around her head without realizing it. While she still has the ability to radiate this heavenly halo, her parents forced her to learn how to control it better.
Though her family was once well off, generations of less fiscally responsible members had left House Mavern under the cusp of proper nobility. As such, her mother spent much of Rebecca's youth trying to make her more eligible for marriage to another well off family. Her days were spent learning language, etiquette, history, customs, and charm. Her evenings saw her practicing the flute and other wind instruments. While she took to these lessons well, the idea of merely being the wife to some lesser noble for the rest of her days chaffed at some previously undiscovered part of her being.
This feeling came to a head when she turned 16. Rebecca's mother announced to her that they had finally found a suitable match for her, and that they would commence the planning of her wedding day. Rebecca roundly refused, announcing that instead she would be leaving the home and enlisting in the Korvosan Guard. The ensuing screaming match between the two eventually attracted the attention of her father, who sent his wife from the room and sat down to talk with Rebecca.
After several hours of talking about her motives and her familial duties, Jaren finally emerged and told his wife that a compromise had been reached. Rebecca would stay for one more year, during which time Rebecca would continue to learn her lessons as before, with the addition of basic fencing and crossbow accuracy. If she still had the desire to join the Guard at the end of that time, she would be allowed to join with their understanding and blessing. If not, she would marry as Rachel had previously intended.
Life in the Korvosan Guard:
After the end of the year of preparation negotiated by her father, Rebecca found that her resolve to "do something positive for Korvosa with her life" had not waivered or changed. With her father's approval, and her mother's acceptance, she was admitted into the Korvosan Guard. While she was not able to master the use of heavier armor, or more conventional weapons, she found that her previous training with the rapier gave her the edge to make it through the training. Her instructors helped her to hone her abilities to dodge and maneuver while wearing lighter armor, and hammered home the notion that not every fight had to be won with blades or spells.
After her initial training she was assigned to patrol the East Shore district. She earned a reputation over the three years she served the district as being relentless yet fair. Rebecca still looks back fondly on these years. Eventually she was promoted and transferred to the South Shore district.
Three more years she spent serving Korvosa in her new district. These three years, however, were less pleasant. She often found herself forced to pick and choose between crimes to investigate and criminals to apprehend. Often these choices were influenced by the internal politics of the local guard as opposed to the severity of the crimes, and too often she found her hands tied by legal red tape in the face of the visible suffering of those she tried to help.
Toward the end of her final year one name kept popping up in so called "minor crimes": Gaedren Lamm. No matter how many times she heard his name, however, she could never find anyone willing or able to testify to any crime he committed. The last straw was her superior's insistence that he was too minor of a player to "waste" resources on investigating properly. Disgusted, Rebecca resigned from the Guard a mere seven years after her enlisting with them. She parted with the guard on decent terms and she has the authority to wear the uniform when aiding the guard, though her rank insignia was turned in when she retired.
Private Investigations and Recent History:
Rebecca was 24 when she resigned from the Korvosan Guard. In the ensuing years she opened up her own private investigators office in the East Shore district. Business has mostly been brisk, ranging from missing person's cases to aiding her former colleagues in the Guard with murder investigations. While many of these investigations have been successful, not one case over the three years since she has opened up shop has yielded sufficient evidence to bring Lamm to justice.
Two weeks ago Preet Pollas, a wealthy merchant visiting from the island of Hermea, came into her office. After verifying that she was, in fact, Rebecca Mavern the merchant begged her for help. His seven year old daughter had been abducted while he had been negotiating the prices for his ship's wares. Though the Guard was sympathetic, they were too swamped with other cases deemed "more serious" to really be able to properly look into the matter. A former colleague of hers had recommended that he look up her offices, which he promptly did. At that time, poor little Varisa Pollas had been missing for almost a week, and the merchant's crew had been getting restless sitting in port for so long. He was loathe to leave his daughter behind, but he also had financial obligations to attend to in other port cities. Rebecca assured him that she would do all in her power to find his daughter by the time he had returned again.
What rumors she has heard in the following weeks since taking the case have only confirmed the sinking suspicion she had in her gut upon hearing Preet's tale. A child matching her description has been seen in fleeting glimpses, but not alone and dressed much more humbly than her father's description. Many of these other children seen with her are known or suspected of being in Gaedren's so called "Little Lamms" band of cutpurses. It now falls to Rebecca to both rescue the child and prove beyond a shadow of doubt Gaedren's involvement.