Carmilla Caliphvaso

Vivian Deberth's page

1,135 posts. Alias of Escharid Blackrose.

Full Name

Vivian Deberth




Rogue/Inquisitor (4/4)-AC 20 T 15 FF 16 HP 59/59 -Ini+5-BaB+6 (+8 ranged) CMB +6 CMD 19- Fort +8 Ref+9 Will+8 -Per+13 Move 30




5'9" 165 lbs



Special Abilities

Judgment 2/day, Sneak attack +2d6






Ustalav, born in Karcau


Common, Aquan

Strength 12
Dexterity 17
Constitution 14
Intelligence 12
Wisdom 14
Charisma 13

About Vivian Deberth


Neutral Good
Worship Pharasma

Hp (59/59)
Base attack bonus +5 (+6 hand held weapon,+8 ranged attack)
Initiative +5 (cunning Initiative)
AC 20 (+1 msw chain shirt armor, Dex, Dodge, Ring+1), Touch 15 flat footed 16
CMB +6
CMD 19


Fort +4 +2 +1 Con=+7
Ref +5 +3 +1 Dex=+9
Will +4 +2 +1 Wis=+7

dagger (P) +6, 1d4+1, Crit 19 (*2)
+1 keen longsword (S)+7, 1d8+2,Crit 17-20 (*2)
Morningstar (B) +6, 1d8+1, Crit 20 (*2)

Comp Short bow (P)+8, 1d6+1, Crit 20 (*3)

Deft hands (+2 Disable Device/Sleight of hand)
Dodge (+1 AC)
L3: Martial weapon proficiency (Longsword)
L5: Persuasive (+2 to Diplomacy/Intimidate)

Caretaker (+1 Heal, Heal becomes class skill)
Campaign Trait (Carrion Crown) :Object of Study (+1 dmg vs Undead)

Rogue talents:
L2:Combat Trick (Blind Fight feat)
Trap Spotter (perception roll if 10 feet from a trap)

Rogue abilities
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

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.

Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Inquisitor abilities:
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 (+2 to Know checks)
Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity 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.
Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks. (+2)

Rogue abilities:
Evasion: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.

Weapon and Armor Proficiency:
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).


Skills (8 rogue+1 Int+1 Human+1 Favored class=11;
6 Inquisitor+1 Int+1 Human=8)

Acrobatics (Rank 5, bonus +11)
Appraise (rank 2; bonus+6)
Bluff (rank 3; bonus+7)
Climb (Rank 4; +8)
Diplomacy (5; +11[Persuasive Feat])
Disable device (4; +12[Deft hands feat])
Escape Artist (2;+8)
Intimidate (3;+9 (Stern gaze))
Heal (2; +8 [Caretaker trait])
Perception (8; +13)
Perform (singing)(1;+5)
Sleight of Hand (3; +11 [Deft hands feat])
Stealth (5; +11)
Swim (2; +6)
Know Dungeonering (Rank 2;+6)
Know Local (3;+7)
Know Religion (3;+7)
Know Planes (3;+7)
Know Arcana (3;+7)
Know Nature (3;+7)
Profession-Midwife (1;+6)
Sense Motive (2;+7) (+8 with Stern Gaze)
Spellcraft (2;+6)
Survival (3;+8)
Use Magic Device (1;+5)


Domain: Healing
Granted Power: Rebuke Death cure 1d4+1 Hp on creature at 0 or less Hp, 5/day

Orisons known(5) Dc 12: Disrupt Undead, Acid Splash, Light, Stabilise, Detect Magic
Spells Known (3)DC 13: Magic Weapon, Shield of Faith, Cure Light Wounds
L2 Cure Moderate wounds, Lesser Restoration

Spell per day
L1: 4
L2: 2

Judgment (2/day) choose one effect for one fight
Destruction: The inquisitor is filled with divine wrath, gaining a +2 sacred bonus on all weapon damage rolls.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 2. This causes the inquisitor to heal 2 point of damage each round as long as the inquisitor is alive and the judgment lasts.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +2 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic.

Resistance: The inquisitor is shielded by a flickering aura, gaining 4 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.

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.


Starting Money 140 gold pieces
Msw Chain shirt+1
Dagger (2GP)
+1 Keen Longsword
Composite short bow (Str 12)
Holy water, 5 vial (25GP)
First aid kit (50Gp)
thieves tool (30GP)
Msw Thieves tools
sling (-)
10 sling ammo (0.1GP)
Msw backpack (Str 13 for carrying capacity)
2 sacks (0.2 gp)
2 torchs (.02 GP)
2 sunrods
flintstone (1 Gp)
4 days rations (2 GP)
Belt pouch (1 Gp)
waterskin (1 Gp)
Holy symbol of Pharasma, wooden (1 GP)
2 used Haunt syphons
4 CLW potions
1 CMD potion
Rope of climbing
Acid flask
Spider climb potion
Alchemist fire (3)
Antitoxin (2)
Liquid Ice (3)
Smoke pellet (2)
Smokestick (2)
Ring of protection +1
Cloak of Resistance +1
Boots of the Cat

12 Alchemical silver arrows
10 +1 arrows
5 +1 Ghost touch arrows
2 +1 Undead bane arrows
20 regular arrows

(spend money so far: 135.32)
GP 309
SP 14
CP 8

Total weight 37.5 lbs/43


Vivian Deberth is a young woman of barely 20 years, with red hair and green eyes, and a slender figure. Her mother was a priest in the Pharasman temple of Karcau in Ustalav, and she hoped her daughter will follow the same path. Vivian has dim memories of her father, a soldier who died when she was only a child.
And the teenager had other plans than becoming a priest.

First, becoming a priest was so... dull. Sure , you got to sing from time to time, but not the lovely,lively,rowdy songs Vivian heard in the taverns, when she manages to sneak out of the temple.
Then, becoming a priest of Pharasma, you are stuck between the newborn and the dying, but where is your OWN life?
And the lessons about Pharasma, and religion, and stuff like that... Vivian had an hard time remembering all the prayers, the legends, the codes, the omens... Especially on warm, sunny days.

A few days ago, Vivian mother's grew really pale reading a letter: one of her old friends, Professor Lorrimar, was dead. As her mother was caught by her duties in the temple, she asked solemnly her daughter to go to Ravengro and "represent" the Deberth family and the local church of Pharasma.
At first, Vivian didn't want to go to yet another funeral, then she saw the real, profound sadness in her mother's eyes, and accepted.
It was an opportunity to go out of the Church for a few days, after all.
On the day Vivian was ready to get in the coach for a long trip, some inner instincts send her praying on the floor of the church.
Her mother, seeing her, half joked that maybe,it was her Fate to leave as a good willed scoundrel, and come back as a wise priest.
Vivian made a face at this though. Yuuuuuck...

Vivian is a two faced girl: she is a good natured rogue,an happy go lucky scoundrel and jester, always with a smile on her lips and a joke to tell. At other times, she can be , if not serious, but at least wise and far seeing.
She loves to sing, play hide and seek, put things in people pockets, snatching things from RICH people pockets.
She has a natural fear from Undead, knowing a few things about the evil they can do, but its more an healthy fear than a full fledged terror.
She has respect for the dead, the old, the poor and down trotten, and doesn't judge people by their looks but by their deeds.
She have seen more people dying, and babies coming to life, than most young girls of her age.

Chosen campaign trait:
Subject of Study: Vivian doesn't fully remember this, but when she was younger, she was the object of research from Professor Lorrimor after a few encounters with restless spirits into the Temple of Pharasma. (+1 dmg versus Undead)

L1 +2 Dex (Racial)
L4 +1 Con (14)