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RPG Superstar 7 Season Star Voter. Organized Play Member. 23 posts. No reviews. No lists. No wishlists. 7 Organized Play characters.


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Stupid wights and level drain. I doubt I'll make both saves; be lucky to make 1.

1000 gold for the sale of the dragon hide, as we all got 200gp from the sale of it.


And thusly did a small tribe of wild elves come into the possession of many items of war... to what end will they use the trove of weapons and armor sold to them by 5 wayward mercenaries who would walk/canoe towards what could be a watery grave? :)


The merchants of Brindol are going to hate us.....

:)


Items sold from last session (Feel free to check my math)
2600 -- +1 Mithril Breastplate
1500 -- 12 Banded Mail
130 -- 13 Heavy Steel Shields
1890 -- 12 Mwk Longswords
315 -- 2 Mwk Scimitars
1175 -- 2 +1 Studded Leather
375 -- 2 Mwk Composite Shortbows (no rating)
3325 -- 13 Mwk Composite Longbows (+2 Str rating)
179 -- Mwk Morningstar
192.5 -- Mwk Bastard Sword
600 - 6 Pearls

Total mundane equipment: 12,281.5
Total gold accrued: 2,287
Total everything: 14,568.5

Per person: 2,913 gold and 7 silver


Harrowing first couple of encounters to say the least!

Notable Moments:

-- Battle Peacock! (Our Gnome-ling Beastmorph Alchemist)
-- Half the bad guys incapacitated by either Color Spray, Hypnotic Pattern or Glitterdust
-- Shutting down our Spellslingers lecherous ways

Looking forward to the next session!

Star Voter Season 7

ThatEvilGuy wrote:
Starslayer57 wrote:
ThatEvilGuy wrote:
Starslayer57 wrote:


Umbral Cord
[[Item description]]

Just as an aside, I was working through an item almost exactly like this in my brainstorming process, down to the possession. The main difference was that you became ethereal, instead of a shadow.

Eerie.

That, as you said, is eerie. But interesting. If you get the chance I'd like to see what you were working on, might give me some insight as to where I went wrong.

I'd love to throw the notes at you but, unfortunately, it was mentally developed, and rejected, while I was at work.

Basically to get my version-remove the dim light and shadow prerequisites. Your "spirit" comes forth as an ethereal version of you. You could travel the ethereal plane and attempt to possess folk (their soul gets held in the noose while you were riding). You got shunted back into your own body based on the same criteria, minus the exposure to bright sunlight, and add if your body is attacked/harmed to the conditions, and when you were shunted back into your body, you were just staggered.

My main issue, besides it being an item that only someone who is absolutely bug-nuts crazy would use (ever been strangled? It's very unpleasant), the cost would be stupidly high for something pretty niche since I used ethereal jaunt and magic jar as prerequisites.

Ah, no worries. Sounds interesting. Yes, there was a bit of dark flavoring going on with the item (strangulation isn't fun, for sure). I figured having your conscience potentially traveling a great distance from your body and then "rubber banding" back doing a bit more than just staggering you, but I confess that my penalties may have been a bit harsh.

Star Voter Season 7

ThatEvilGuy wrote:
Starslayer57 wrote:


Umbral Cord
[[Item description]]

Just as an aside, I was working through an item almost exactly like this in my brainstorming process, down to the possession. The main difference was that you became ethereal, instead of a shadow.

Eerie.

That, as you said, is eerie. But interesting. If you get the chance I'd like to see what you were working on, might give me some insight as to where I went wrong.

Star Voter Season 7

First time entrant, so be gentle :)

I'm going to figure that it was mechanics and potentially the penalties imposed that really doomed my item, because I know I worried about that after I posted it.

Umbral Cord
Aura faint necromancy and illusion; CL 4th
Slot Neck; Price 10,500 gp; Weight 1 lb.
Description

This frayed and tattered black hemp rope is tied in the style of a hangman's noose. Once per day as a standard action in dim light, the noose can be placed around the neck and tightened, as if preparing the wearer for hanging. The wearer is then suspended, limp and comatose, his consciousness transferred into his shadow. This creates a sentient shade controlled by the wearer. In this form the shade loses access to any spells or supernatural abilities of its physical form and cannot physically handle or operate objects in any way.

The shade can travel in any shadow that exists, excluding magical darkness, for up to one hour. While traveling in the shadow of a creature with an Intelligence of 3 or greater, the shade can attempt to possess the owner as a standard action, granting it a Will save to resist (DC 16). This is a mind-affecting effect. If the save fails, the shade gains total control over the body for the remaining duration. Any attempt to place the possessed body in a hostile or dangerous environment results in an immediate Will save at a cumulative +2 bonus for each attempt.

A standard action within 5ft of the physical body ends the effect with no penalty. Exposure to direct light while not in shadow, a failed possession attempt, exceeding the time limit or damage dealt to the physical body forces the consciousness back into its physical form, ending the effect. This deals 2 points of Constitution damage and confers the staggered condition for 1d4+4 rounds.

Construction
Requirements Craft Wondrous Item, shadow projection, shadow step; Cost 5,250 gp


Three registered and played for me.

Merrik Trilvar, Human Fighter 11
-- Merrik very much enjoys having two clerics in his usual party (They know who they are :))
Llianna Everseer, Half-Elf Monk of the Four Winds 4
-- Two modules and 4 sessions, but yet to really establish the character's personality
Cael Flynt, Human Pistolero 1/Chirugeon 1 (soon to be 3rd)
-- One module, one gm credit, one session. But this one I have the personality down pat.

I have another concept that's somewhat finalized, but won't see play time any time soon I don't think.


Hello all, sorry if this gets into something that's been asked/bandied about before, but I have a question. On the chronicle sheet for Scenario 26, Lost at Bitter End, there is an item on it, specifically

Spoiler:
Gauntlets of Ogre Power
that isn't in the core rule book. I figure this is because this scenario was done during the 3.5 days, but I can't be 100% certain of that. The question I have is, since these are not in the core book but are on a chronicle, that should make them legal for purchase, but, do they function as a
Spoiler:
Belt of Giant Strength +2
the only core item they resemble (at least from my recollection of 3.5 material), only in a different "item slot"? Trying to help a fellow Pathfinder who has also done this scenario with gear and some of her empty item slots.


Try to answer what I can

1) Not sure, would have to look at the event registration to check.

2) Never been to Gencon, but from what I've heard, the dealer hall at Origins isn't as large. Not to say it doesn't have its selection of stuff, but it might not have the breadth of items you're looking for. It always pays to at least take a walk-through of it, just to see if there isn't something there for you.

3) There are plenty of other things going on. You might want to head to the Origins website and download the master events list from the events tab on the left. I think there are over 4k events going on for the five days.

4) Not I, sorry.


There's always something with Origins registration. Not their system this year, but my friend gave me the wrong password for her account, so I couldn't put us down for the games we wanted at the same time. This caused us to miss out on four games in total, all full before 1pm this afternoon. Luckily, we did get both our PFS games that we wanted, Forbidden Furnace of Forgotten Kor and Dalsine Affair (as Midnight Mauler was full for Sunday morning). And with some finagling, managed 13 events in total for the 5 days.

So, everybody else get what they wanted?


I shall be at Origins, will be my fourth year. Last year got in on City of Strangers Part 1, this year looking to play The Forgotten Furnace of Forgotten Kor with my fighter and my friends cleric, and potentially Midnight Mauler with my monk/inquisitor (if I can get one more xp, stupid uber monster in Cult of the Ebon Destroyers and triple criting) and her witch. We tend to try to get into all sorts of RPGs that neither of us get much chance to play, so PFS games we only look to do one or two sessions for the con. But I can say we had a good time with it last year, and look forward to another good time this year.


Andrew Besso wrote:
Starslayer57 wrote:
I tend to like Reactionary as a trait, the bonus to initiative is nice if you're planning on acting before anyone else. However, since you already took anatomist, you can't take reactionary, as they are both Combat traits. Which faction are you going with for PFS? There may be something in there. If you have the APG, look at Veteran of Battle, a religion trait for those who worship Gorum; you get a +1 to initiative, and if you can act during a surprise round you can draw a weapon for free, if you're interested in the initiative bonus. Otherwise, pick something that flavors your character a bit. It's what I did taking Vagabond Child for Disable Device.
I like Reactionary, too. I may take it instead of Anatomist. Anatomist is really a vestige from my original build, a Hungry Ghost monk. I had a great background story, but I really would rather play the Weapon Adept. I think I'll take Wisdom in the Flesh as a second trait. My monk will be Osirion, and Irori seems to be a good fit both for the faction and for a monk. The trait allows me to use my WIS bonus on any one skill instead of STR, DEX or CON. Combining good Escape Artist (in case a grapple goes wrong) with good Acrobatics (get around without provoking) should make him a formidable foe, both armed (temple sword) and unarmed (strike or grapple). All I need now is a chance to play...

Ah yes, I saw that trait when I was perusing for my own. Had I not been attached to the character's concept of worshiping Sarenrae and multiclassing into Cleric, I may have done that as well. I've played Osirion with my Fighter, which can be a bit interesting at times as I almost never have the skills for one of the faction missions. But it works. Hopefully you get a chance to play soon, I get my first chance with my monk this Sunday.


I tend to like Reactionary as a trait, the bonus to initiative is nice if you're planning on acting before anyone else. However, since you already took anatomist, you can't take reactionary, as they are both Combat traits. Which faction are you going with for PFS? There may be something in there. If you have the APG, look at Veteran of Battle, a religion trait for those who worship Gorum; you get a +1 to initiative, and if you can act during a surprise round you can draw a weapon for free, if you're interested in the initiative bonus. Otherwise, pick something that flavors your character a bit. It's what I did taking Vagabond Child for Disable Device.


Yeah, that was the one reason for the shuriken, the ability to flurry with them. It might do very little damage in the long run, but at first level and such it's probably not a bad idea.

So, I think now I may take my racial bonus and put it into Str, which makes it a wash between Str and Dex in terms of bonus, so I'll free up my feat choice that I would have used for Weapon Finesse. Now to figure out what to take instead.


RE: Weapon Focus. Duh, knew that. Don't know what I was thinking posting that as an option.

Point Blank is probably not a bad idea, in the grand scheme of things. It would mitigate the loss of the extra point on the attack roll from lowering Dex, and since shuriken are only good within 10ft without a penalty, means I'd always be getting it. Although that's a good question, do thrown ranged weapons use Dex instead of Str to add to the attack roll?

I must sound new-ish to all this, though I'm really not. Just too used to Fighters and Rangers, and never used thrown weapons with either archetype. Branching out with this character a bit, which means going oddball and multiclassing into Cleric. If it doesn't survive, it's a valuable learning experience at the end of it all.


ciretose wrote:
Starslayer57 wrote:

So here's what I ended up with for my Half Elven Monk of the Four Winds/Cleric of Sarenrae (Fire/Sun) combo, at level 1, for PFS.

Str: 13
Dex: 16
Con: 14
Int: 10
Wis: 15
Cha: 10

Feats: Weapon Finesse, Deflect Arrows
Specials: Flurry, Elemental Fist(Fire)

HP: 10 (favored class bonus to skill at 1st, HP thereafter)
AC: 15

Skils: Acrobatics
Disable Device (from Vagabond Child)
Perception
Profession (I like the extra bit of gold from Day Job)
Sense Motive

Traits: Elven Reflexes
Vagabond Child

At 2nd I'll take Dodge, 3rd, I'm debating between Quick Draw and Deadly Aim (for the shuriken). 5 may be Toughness, and at 9 I'll probably take Wind Stance, but I'm unsure what I might take at 7 and 11 to try to round her out. Possibly Extra Channeling at 7, though without Selective Channeling I won't be using my channels in combat except to harm undead, or if I'm still on the outer reaches. Once I get into Cleric levels and get some of the self-buffing spells, I can be a force in melee combat, but before I'll probably stick more to the edges of combat.

I would lighten up on the Dex and bump Strength and Wisdom. You get AC from Wisdom, so that breaks even and would raise the save DC of your stunning fist. Strength you need for attack and damage, and if you do that you can dump weapon finesse for something else.

Monk Dex is over rated.

Hmm, I can take out the racial +2 I put into Dex and put it into Wisdom, though I'll still lose out on any more points in strength as I don't want to lower anything else. This would give the ability to bump Wisdom to 18 at 4, meaning saves against my cleric spells would be higher as well as my AC, though I plan mostly on buff spells save for the domain ones. At that point it's kind of a wash between Dex and Str to help my attack bonus, so if I were to do it, what feat other than say weapon focus would be beneficial to have at 1st?


So here's what I ended up with for my Half Elven Monk of the Four Winds/Cleric of Sarenrae (Fire/Sun) combo, at level 1, for PFS.

Str: 13
Dex: 16
Con: 14
Int: 10
Wis: 15
Cha: 10

Feats: Weapon Finesse, Deflect Arrows
Specials: Flurry, Elemental Fist(Fire)

HP: 10 (favored class bonus to skill at 1st, HP thereafter)
AC: 15

Skils: Acrobatics
Disable Device (from Vagabond Child)
Perception
Profession (I like the extra bit of gold from Day Job)
Sense Motive

Traits: Elven Reflexes
Vagabond Child

At 2nd I'll take Dodge, 3rd, I'm debating between Quick Draw and Deadly Aim (for the shuriken). 5 may be Toughness, and at 9 I'll probably take Wind Stance, but I'm unsure what I might take at 7 and 11 to try to round her out. Possibly Extra Channeling at 7, though without Selective Channeling I won't be using my channels in combat except to harm undead, or if I'm still on the outer reaches. Once I get into Cleric levels and get some of the self-buffing spells, I can be a force in melee combat, but before I'll probably stick more to the edges of combat.


AdAstraGames wrote:
Starslayer57 wrote:

I took the Magical Knack Trait(Cleric)--I believe this is ok?-- so that my cleric spells will function at a higher level as soon as I get them. Open to opinions still if anyone has any more.

Magical Knack is specifically excluded from PFS play, per the latest version of the PFS rules. Gifted Adept and Magical Lineage are NOT excluded, both are both tied to a specific spell. Magical knack is much more powerful than either of those two.

While relatively minor, be aware that you are giving up a BAB because of when you make the transition from Monk to Cleric.

Aha, should have read the guide a bit more, thanks for pointing that out. And yes, I know that I lose a BAB when I transition to Cleric. In the long run, I think that will be ok, as I can get that back with a buff or two from my spell list.


Well, after looking things over (and consulting the carrying capacity chart), I decided to go with this stat block instead. It cuts out my ability for bonus channeling due to charisma, but it gives me some extra damage with my attacks and helps attack bonus with the temple sword I picked up.

Str: 13
Dex: 16 (+2 Racial)
Con: 14
Int: 10
Wis: 15
Cha: 10

Again, this will be for a Half Elven Monk of the Four Winds 5/Cleric of Sarenrae(Fire, Sun) 7 for PFS. I think this will work out pretty well, as the focus will be on self-buffs and ranged attacks to start out combat and then working enemies on the outside. Channels will be for harming undead or healing the group outside of combat. I took the Magical Knack Trait(Cleric)--I believe this is ok?-- so that my cleric spells will function at a higher level as soon as I get them. Open to opinions still if anyone has any more.


Andrew Besso wrote:
Starslayer57 wrote:

I am also considering a monk for PFS (which will only be my second PFS character), only I'm going slightly crazy, and considering making it a Half-Elven Monk of the Four Winds 5/Cleric of Sarenrae 7. The stats of said character at level 1 (no stat dumping)

Str: 10
Dex: 16
Con: 14
Int: 10
Wis: 15
Cha: 13

I plan on taking Monk for the first two levels, alternating until Monk 5, and then 4 straight levels of Cleric. Domains would be Fire and Sun. I kind of imagine this character staying more towards the edge of battle rather than wading into the thick of it, but still not opposed to barreling straight in.

Anyone have any suggestions for feats? Would I be silly to stick with Unarmed Strike as my main attack for the life of the character? I may be slightly crazy, but I think my overall idea from 1-12 could work and am open to constructive help (please no flat out "Pfft, stupid", etc.). I can post my whole idea if need be.

That sounds like a potent combination. The way the monk is designed, unarmed strike should be your primary melee weapon at high levels, but at low levels you might prefer something with better crit stats. It's unfortunate that you need to go with such a low STR, but I can't really think of a good way to boost it, other than dropping INT, which I don't like to do. It might be worth it, though. You would lose a skill rank per level, and take some penalties on some skill checks, but you would gain combat and weight bonuses. Your WIS and DEX bonuses, combined with some of the cleric's shield spells, would protect you adequately, at least at low levels. I highly recommend Deflect Arrows for a monk bonus feat, since staying at the fringe of combat makes you more likely to get shot. I would also recommend Dodge as a monk bonus feat at 2nd level.

Thanks. I could drop my Charisma to 10 to up Strength to 13, though I'm hesitant to do so, for losing out on the bonus channeling and the ability to heal only my allies in combat through it (Selective Channeling, even though it would only be 1 enemy). I did plan on a majority of self-buffing spells once I got into Cleric, and the Fire Domain has some nice offensive ranged spells in its repertoire. Dodge and Deflect Arrows was my one-two combo of monk feats, though I had Dodge coming first, and I figured on Weapon Finesse as the base level one feat to help my flurry. Ranged weapon would probably be shuriken so it can be flurried as well, though I'm not opposed to having something better. Though I might be getting ahead of myself, this character has to survive The Godsmouth Heresy first.


I am also considering a monk for PFS (which will only be my second PFS character), only I'm going slightly crazy, and considering making it a Half-Elven Monk of the Four Winds 5/Cleric of Sarenrae 7. The stats of said character at level 1 (no stat dumping)

Str: 10
Dex: 16
Con: 14
Int: 10
Wis: 15
Cha: 13

I plan on taking Monk for the first two levels, alternating until Monk 5, and then 4 straight levels of Cleric. Domains would be Fire and Sun. I kind of imagine this character staying more towards the edge of battle rather than wading into the thick of it, but still not opposed to barreling straight in.

Anyone have any suggestions for feats? Would I be silly to stick with Unarmed Strike as my main attack for the life of the character? I may be slightly crazy, but I think my overall idea from 1-12 could work and am open to constructive help (please no flat out "Pfft, stupid", etc.). I can post my whole idea if need be.

Full Name

Bevek Verdade

Race

Current condition: two negative levels

Classes/Levels

Rogue 2/Inquisitor 2; HP 17/17 27; AC 18 (T 14 , FF 14); Init +8 ; Fort +5, Ref +6 , Will +6; Per +10

Gender

Spells:
1st: 2/3, Judgmt: 0/1, Ill touch: 5/5

Size

Medium

Age

28

Alignment

Neutral Good

Deity

Sarenrae

Location

Absalom

Languages

Common, Abyssal, Celestial, Infernal

Occupation

Ex-undercover cop, pathfinder

Strength 10
Dexterity 16
Constitution 10
Intelligence 14
Wisdom 16
Charisma 13

About Bevek Verdade

Male Human Rogue 2/Inquisitor 2
Neutral Good Medium humanoid (human)
PFS#128040-2
Favored Class Rogue
Initiative +8 (+3 Dex +2 trait +3 Wis); Senses Perception +10
-------
AC 18, touch 14, flat-footed 14 (+4 armor)
HP 27 (+4 Toughness)
Fort +5 (+2 feat, +3 base), Ref +6 (+3 base +3 Dex), Will +6 (+3 Wis, +3 base)
Str 10, Dex 16, Con 10, Int 14, Wis 16, Cha 13
BAB +2, CMB +2, CMD 15 (+2 BAB +3 Dex)
Speed 30 ft/x6 Light armor: leather

Melee
Short sword +3 (1d6) Piercing 19-20/x2
Dagger +2 (1d4) Piercing or slashing 19-20/x2
Dagger +5 (thrown) 10 ft range (1d4) Piercing or slashing 19-20/x2
Shortbow +5 (1d6) 60 ft range Piercing x3

Abilities
Sneak Attack: The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Monster Lore (Ex): 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. (additional +3)

Stern Gaze (Ex): An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level.

Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Rogue Talents:
Finesse Rogue: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Illumination Inquisition
Illuminating Touch (Sp): You cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to 1/2 your inquisitor level on a single Will saving throw, Knowledge check, Perception check, or Sense Motive check. This ability lasts for 1 hour or until the creature chooses to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Detect Alignment (Sp): 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.

Judgments:

Judgment (Su): Starting at 1st level, 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.
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time 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. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
Healing: 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. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Piercing: 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. This bonus increases by +1 for every three inquisitor levels she possesses.
Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor's. If she is neutral, the inquisitor does not receive this increase.
Resistance: 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. The protection increases by 2 for every three inquisitor levels she possesses.
Smiting: 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. At 6th level, the inquisitor's weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor's alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor's weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Spells Known:
0-level: detect magic, disrupt undead, guidance, read magic, create water
1st-level: divine favor, shield of faith, comprehend languages

FEATS
Armor Proficiencies (Light, medium, shields) – Rogue, Inquisitor
Weapon Proficiencies (Simple, hand crossbow, longbow, repeating crossbow, rapier, sap, shortbow, short sword, scimitar) – Rogue, Inquisitor
Toughness – +3 hp + 1/level over 3 - 1st level
Great Fortitude - +2 to Fortitude saves- 1st level
Dodge - +1 AC - 3rd level

TRAITS
Reactionary: You gain a +2 trait bonus on Initiative checks.
Sacred Touch: As a standard action, you may automatically stabilize a dying creature merely by touching it.

SKILLS
42 ranks = (2x8 +2x6 +4x2 Int +4x1 racial +2x1 fav class)
(1) Acrobatics +7
(1) Appraise +6
(2) Bluff +6
(1) Climb +4
(4) Diplomacy +8* (+3 token)
(3) Disable Device +9 (+2 MWTT)
(1) Disguise +5
(2) Escape Artist +8
(1) Intimidate +6
(1) Knowledge (arcana) +6
(1) Knowledge (dungeoneering) +6
(1) Knowledge (nature) +6
(2) Knowledge (local) +7
(1) Knowledge (planes) +6
(2) Knowledge (religion) +7
(1) Linguistics +6
(4) Perception +10
(1) Profession (private investigator) +7
(1) Ride +7
(4) Sense Motive +11
(1) Sleight of Hand +7
(1) Spellcraft +6
(2) Stealth +8
(1) Survival +7 (+8 track)
(1) Swim +4
(1) Use Magic Device +5

Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

*Armor Check Penalty 0 for masterwork studded leather armor

Languages Common, Abyssal, Celestial, Infernal

EQUIPMENT:

Worn
Explorer’s Outfit
+1 Studded Leather Armor
Wayfinder (neck)
Iron Holy Symbol of Sarenrae
+1 Shortsword
Alchemical Silver Dagger (boot)
2x Dagger (belt)
Cold Iron Dagger (wrist sheath)
Masterwork Shortbow
Cold Iron Arrows (16)
Ready in belt/on person
Masterwork Thieves tools
Wand - Cure Light Wounds (36)
2x belt pouch
Chalk x8
Earplugs
Hip flask (brandy)
Flint and steel
Mirror
Whetstone
Thunderstone
Caltrops
Heavy mace
Bandolier
Vial of Acid x2
Potion of Cure Light Wounds
Potion of Invisibility
2x Flask, holy water
2x1x Flask, alchemist's fire
Vial, antitoxin
Flask, lamp oil
Masterwork Backpack –(47 lb total)
Mess kit
Iron pot
Trail rations x5
Bedroll
Soap
Hammer
Crowbar
Handaxe
2x sack (-)
Grappling hook
Pitons x10
50 ft rope
Waterskin
Scroll of lesser restoration
Scroll of remove disease
Cold weather outfit
Current Load 69 lb. Medium load (w/pack)
Currency 1,344 gp
Carrying Capacity Medium Load = 39–76 lbs.

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DESCRIPTION
Age 28 Height 5-ft, 8-in Weight 180 lb.
Hair brown Eyes blue

PERSONALITY
Bevek is quiet and dour. He grew up believing in law and order, but his recent experiences have soured him on those views. He understands that justice does not go to the deserving, but to the highest bidder. He continues to take great pride in his work, whatever it may be. And he holds a spark of hope that goodness and right will win out in the world, especially if individuals are willing to fight for it.

BACKGROUND:

Bevek never knew his parents. His earliest memories were of the orphanage in Almas, run by an offshoot of the Church of Sarenrae. During his early years, there was very little oversight of the children at the orphanage. They were given (barely) enough food to eat, they were clothed in others’ cast-offs, and they were provided a place to spend the night. But beyond that, the staff interacted very little with the children. In general, the orphans roamed the streets, getting into and out of trouble in whatever manner suited them. This life on the streets toughened him up, but didn’t do much for Bevek’s intellectual and moral development.

This all changed with the arrival of Brother Frederick, which occurred when Bevek was about eight years old. Brother Fredrick had a genuine love for the kids at the orphanage. He wanted it to be a place where they not only received enough to survive, but received what they needed to thrive and eventually become useful members of society. Under his direction, the rest of the staff made great strides in transforming the orphanage. Classes were started and discipline was introduced. Brother Frederick fought hard for his kids and was able to secure additional funding for more food, better clothing, and repairs for the building. During this time, Bevek grew close to Brother Frederick, who he looked up to as father figure. Under Brother Frederick’s tutelage, Bevek developed a sense of right and wrong, and was instilled with a solid work ethic.

Tragedy struck when Bevek was about thirteen. Brother Frederick developed a terrible wasting disease that rendered him bed ridden for several months. The Church’s best healers were brought in to try and cure Brother Frederick, but to no avail. As the disease wore on, Brother Frederick grew weaker and weaker and the staff, afraid of contracting the disease themselves, spent less and less time with him. Bevek, on the other hand, hardly ever left his side. He cared for Brother Frederick through the last terrible months of the disease’s progress. Bevek was by his side when Brother Frederick finally died, and he was devastated. However, agents of Sarenrae had noted Bevek’s devotion to the dying priest. At the moment of Brother Frederick’s passing, Sarenrae conferred her blessing on Bevek, giving him the power to heal the critically injured with a touch.

Bevek has spent most of his adult life working as an investigator in the city of Almas, of Andoran. During his early years on the streets, he develped many of the skills that allowed him to be successful. His area of expertise was investigating art thefts, and other crimes committed against the more well-to-do citizens of the city. He worked several stints undercover, and was instrumental in bringing down a gang who specialized in counterfeit Osirian artifacts. Recently, Bevek was caught up in a controversial scandal involving several members of the People’s Council and a ring of smugglers. Details are still sketchy, but Bevek’s reputation among most of the constabulary was ruined, and he was forced to resign.

Bevek had crossed paths with a local Venture Captain of the PFS on several of his cases. Impressed with his work, and knowing that Bevek was likely set-up as a scapegoat in the recent controversy, the VC offered to sponsor Bevek’s enrollment in the Society. Not having any other prospects lined up, and thinking now would be a good time to get out of town, Bevek accepted. He has since relocated to Absalom.

Bevek's first year as a Pathfinder was eventful. Even though he joined via a field commission, there was still a lot for him to learn. The VCs started him out with missions that were a good match for his skills, involving more deception and investigation, rather than physical confrontation. He spent his down time upgrading his gear and developing more of the physical skills and abilities that will come in to play outside the urban environment. (The exploding spider incident taught him the benefit of jumping out of the way.) He was also able to establish his private investigator practice, currently occupying an office on the 12th floor of the ACME Building in Absalom.

Year two in the Society took Bevek outside of Absalom for most of the year. It started with a diplomatic mission down in Qadira, escorting the remains of a deceased VC to his final resting place. Of course, things are never that easy, and Bevek learned never to take a simple song for granted. Following that, he was sent to Taldor to find a fellow Pathfinder who had gone missing. It turns out that the group had blundered into the machinations of the cult of a minor death god, Zyphus. During the course of clearing out the cult from the Opera House in Oppara, Bevek was almost killed by an undead abomination. However, Sarenrae had other plans for Bevek, and prevented him from passing on. His next assignment involved clearing the blasphemous cult from a former temple of Sarenrae. The Dawnflower was pleased with his service, and bestowed further blessings upon him, so that he might continue serving as an instrument of her will.

ADVANCEMENT :

Scenarios Played: #4-11 The Disappeared, #5-11 Library of the Lion, #0-13 The Prince of Augustana, #0-03 Murder on the Silken Caravan, #0-07 Among the Living, #1-49 Among the Dead, #3-08 Among the Gods, #1-29 Devil We Know, Pt 1: Shipyard Rats, #1-30 Devil We Know, Pt 2: Cassomir's Locker
XP: 9
Fame: 18
Prestige(earned/spent): 18/2

Boons and Extras

  • Lingering Resonance: A recent encounter with an enemy spellcaster left your body strangely receptive to spell effects. At the beginning of a scenario, you may announce that you are using this boon. The next time you fail a saving throw against any spell or spell-like ability from an enemy spellcaster, have your GM write the name of the spell below. When you roll a saving throw against the listed spell, you gain a +4 bons on the save. You may use this bonus once for free, each additonal use of the selected benefit costs 1 PP.

  • House Thrune's Favor: You have earned a token that grants a +3 circumstance bonus to Diplomacy check to influence high-standing members of House Thrune, the Chelish government, or a Hellknight order in good standing. The bonus remains in effect as long as the token remains on your person, and the token imparts the bonus only to you.

  • Moment of Glory: Whether it is by fate, fortune, or circumstance, you are able to tap into a hidden reserve of power at just the right moment to perform a truly extraordinary feat. By activating this boon as a free action, you become a mythic character (1st mythic tier) for 3 rounds. If you fall unconscious due to hit point loss during this time, you automatically stabilize without needing to attempt a Constitution check. In addition, once before this effect ends, you may use the surge mythic ability to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using the surge is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.
    When you use this boon, cross it off your Chronicle sheet; however, anytime you successfully complete (earning the maximum possible number of Prestige Points) a scenario that using the “hard mode” option, you may have the GM sign this boon. You may use this boon one additional time for each such signature you receive.

  • Harvestman's Bane: You gain +2 bonus on Intimidate checks against worshipers of Zyphus.