Zarek grew up on the streets of Westcrown as a fierce, proud, and dangerous young boy. His father, Darren Price, owned a bar for much of his childhood, and his mother wasn't around any more. Zarek heard several rumors about her being demon spawn, a Tiefling, but never met her. When he was young he enjoyed sitting in the bar while his father managed the crowds; Zarek would pray and pray that some drunkard would take offense at some other drunkard's misbehavior, and that a brawl would start. It was his favorite spectacle: pure, unadulterated combat. Darren was always too busy trying to break up the fights that he never noticed the huge, toothy grin that eventually broke out across Zarek's face. It wasn't until a ten-year-old Zarek threw himself into one of these brawls with a gleeful war cry that Darren decided something should be done.
Zarek was banned from his father's bar.
Stats:
Zarek Price, Human Inquisitor
Init: +2, Senses: Perception +6
Languages (2): Common, Infernal Deity: Gorum
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=====================DEFENSE=====================
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AC 12, Touch 12, Flat-footed 10, CMD15
HP 37 (4d8+2d10+6+3 favored class)
Fort: +4, Ref: +2, Will: +4
Spell Resistance: NA
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=====================OFFENSE=====================
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Speed: 30ft (6 Squares)
Melee:
Greatsword +3 (2d6+4)
Dagger +3 (1d4+3)
Ranged: Space: 5 ft. Reach: 5 ft.
Base Atk: +0, CMB: +3
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====================STATISTICS====================
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Abilities: Str 16 (+3), Dex 14 (+2), Con 14 (+2), Int 12 (+1), Wis 14 (+2), Cha 8 (-1)
Feats (2): Power Attack, Combat Reflexes
Skills (8): +7 Climb (1 rank), +6 Heal (1 rank), +6 Knowledge (local) (1 rank), +5 Knowledge (religion) (1 rank), +6 Perception (1 rank), +7 Sense Motive (1 rank), +6 Survival (1 rank), +7 Swim (1 rank).
Class Skills: The inquisitor’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (Religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Favored Class: Inquisitor
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=================SPECIAL ABILITIES=================
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Trait: Conspiracy Hunter Conspiracy Hunter: You’ve long heard rumors of dark deeds afoot in Westcrown. Shipments of valuable cargo that go missing with nary a trace or question asked. People who disappear as though they never existed. Lords of business and nobles who speak in veiled references and accidental slips of masters even they must obey. What lords rule the Westcrown underworld? Do the tales of far-reaching criminal organizations hold a hint of truth? Could the fabled Council of Thieves, said to have been purged from the city ages ago, have somehow survived or reformed? And what hold do they hold over the city today? You don’t know, but you’re determined to find out! Choose one of the following skills: Bluff, Diplomacy, Knowledge (local), Perception, Sense Motive, or Stealth. You gain a +1 trait bonus on this skill and it is always considered a class skill for you.
Trait: Armor Expert You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.
Gear & Money:
Gear
Backpack, 2 gp, 2 lbs.
Belt Pouch, 1 gp, 1/2 lbs.
Light Load: 76 lbs. Medium Load: 77-153 lbs. Heavy Load: 154-230 lbs.
Current Total Weight: 2.5