About Vivian Deberth
Fort +4 +2 +1 Con=+7
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.
Weapon and Armor Proficiency:
Skills (8 rogue+1 Int+1 Human+1 Favored class=11;
6 Inquisitor+1 Int+1 Human=8)
Acrobatics (Rank 5, bonus +11)
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
Spell per day
Judgment (2/day) choose one effect for one fight
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
+1 Keen Longsword
Composite short bow (Str 12)
Holy water, 5 vial (25GP)
First aid kit (50Gp)
thieves tool (30GP)
Msw Thieves tools
10 sling ammo (0.1GP)
Msw backpack (Str 13 for carrying capacity)
2 sacks (0.2 gp)
2 torchs (.02 GP)
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
Spider climb potion
Alchemist fire (3)
Liquid Ice (3)
Smoke pellet (2)
Ring of protection +1
Cloak of Resistance +1
Boots of the Cat
(spend money so far: 135.32)
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.
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.
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.
Chosen campaign trait: