Belevius Grimm

Known as a Recluse by the people but to his heart and family an amazing adventurer


’’’Belevius Grimm’’’
Male Rakshasa-Spawn Tiefling Sorcerer 9 (‘’Pathfinder RPG Advanced Race Guide 0’‘)
CN Medium outsider (native)
’’‘Hero Points ’’‘0
’’‘Init ’’‘+3; ’’‘Senses ’’‘darkvision 60 ft.; Perception +12
’’’AC ’’’23, touch 15, flat-footed 19 (4 armor, +4 shield, +3 Dex, +1 deflection, +1 dodge)
’’’hp ’’’60 (9d6
’’’Fort ’’’+5, ’’’Ref ’’’+8, ’’’Will ’’’+6; 1 morale vs. fear
’’’Resist ’’’cold 5, electricity 5, fire 5
’’’Speed ’’’60 ft.
’’’Melee ‘’’
1 rapier 8/8 (1d6+2/18-20) and
:unarmed strike 7/7 (1d3+1 nonlethal)
’’’Spell-Like Abilities’’’ (CL 9th; concentration 16)
:—’’hide aura (constant)‘’
’’‘Sorcerer Spells Known ’’‘(CL 11th; concentration +19):
:4th (6/day)—detect scrying, dimension door, ice storm
:3rd (8/day)—fireball (DC 21), fly, lightning bolt (DC 21), stinking cloud (DC 21), suggestion (DC 21)
:2nd (8/day)—acid arrow, create pit{super}APG{/super} (DC 20), invisibility, see invisibility, steal breath{super}ARG{/super} (DC 20), web (DC 20)
:1st (8/day)—charm person (DC 19), ear-piercing scream{super}UM{/super} (DC 19), mage armor, magic missile, ray of the eclipse, shield
:0 (at will)—arcane mark, daze (DC 18), detect magic, ghost sound (DC 18), haunted fey aspect{super}UC{/super}, message, resistance, scrivener’s chant
’’’Str ’’’12, ’’’Dex ’’’16, ’’’Con ’’’12, ’’’Int ’’’15, ’’’Wis ’’’9, ’’’Cha ’’’24
’’’Base Atk ‘’’
4; ’’’CMB ’’’+6; ’’’CMD ’’’20
’’’Feats ’’’Combat Casting, Craft Wand, Dimensional AgilityUC, Eschew Materials, Expanded ArcanaAPG, Improved Fiendish Sorcery, Skill Focus (Stealth), Spell Penetration
’’’Traits ’’’bandit (river kingdoms), seeker
’’’Skills ’’’Acrobatics 8, Bluff +15, Disguise +30, Fly +8, Handle Animal +10, Intimidate +11, Knowledge (arcana) +6, Knowledge (planes) +6, Perception +12, Ride +4, Sense Motive +10, Spellcraft +6, Stealth +24, Survival -1 (1 to avoid becoming lost), Use Magic Device 11
’’’Languages ’’’Abyssal, Common, Gnome
’’’SQ ’’’bloodlines (rakshasa), expanded arcana 2nd spell, hero points, mind reader, silver tongue
’’’Combat Gear ’’’’’silent metamagic rod (lesser)‘’, ’’wand of ice storm (3 charges)‘’, ’’wand of invisibility’’, ‘’wand of knock’‘, ’’wand of magic missile’’, caltrops (7); ’’’Other Gear ’’’’’
1 rapier’’, ‘’armband of alluring charisma +2’‘, ’’belt of giant strength +2’’, ‘’boots of elvenkind’‘, ’’bracers of armor +4’’, ‘’cloak of elvenkind’‘, ’’cloak of resistance +1’’, ‘’figurine (silver raven)’‘, ’’hat of disguise’’, ‘’headband of inspired wisdom +2’‘, ’’ring of mind shielding’’, ‘’ring of protection +1’‘, ’’wayfinder’’, chalk (6), dice, tattoo, tattoo, ink, colored (2), inkpen (2), journal (2), tattoo, loaded dice, superior, spellbook, compact, spellbook, compact, stationery (10), tattoo, fox, heavy horse (combat trained), caltrops, caltrops, journal, journal, spellbook, compact, light horse (combat trained), gem (worth 1,000 gp) (3), 3,529 gp, 292 sp, 7 cp
Disguise Self (At will) – 0/0
Figurine (silver raven, 24 hours/week) – 0/24
Light (At will) – 0/0
Mind Reader (2/day, DC 21) (Sp) – 0/2
Silent metamagic rod (lesser, 3/day) – 0/3
Silver Tongue (11/day) (Su) – 0/11
Wand of ice storm (3 charges) – 2/3
Wand of invisibility – 0/50
Wand of knock – 23/50
Wand of magic missile – 4/50
’’’Special Abilities’’’
’’’Bandit (River Kingdoms, Stealth)‘’’ +1 to Stealth checks, Stealth is always a class skill for you.
’’’Brothel girl’’’ This contact could be a bartender, tavern owner, servant, prostitute, or stable hand who regularly encounters all sorts of individuals. Gregarious and chatty, the gossip leaks you information about various patrons or stories. Unlike a rumormonger, a gossip doesn’t actively seek to distribute information for money, and his knowledge is based on what he hears directly from others. Though a gossip provides useful information, rarely is it anything unusual or covert. Things a gossip might know include the type of person a certain noble fancies, the day of the week merchant ships usually sail into port, or reports of a wild beast savaging the surrounding lands.
’’’Combat Casting’’’ +4 to Concentration checks to cast while on the defensive.
’’’Darkvision (60 feet)‘’’ You can see in the dark (black and white vision only).
’’’Dimensional Agility’’’ May take any additional actions remaining after using dimension door or abundant step
’’’Energy Resistance, Cold (5)‘’’ You have the specified Energy Resistance against Cold attacks.
’’’Energy Resistance, Electricity (5)‘’’ You have the specified Energy Resistance against Electricity attacks.
’’’Energy Resistance, Fire (5)‘’’ You have the specified Energy Resistance against Fire attacks.
’’’Eschew Materials’’’ Cast spells without materials, if component cost is 1 gp or less.
’’’Hero Points (0)‘’’ Hero Points can be spent at any time to grant a variety of bonuses.
’’’Hide Aura (constant) (Sp)‘’’ At 9th level, you can conceal yourself from prying magic. This ability acts like a constant nondetection spell cast upon yourself. You can end or restore this protection as a move action.
’’’Improved Fiendish Sorcery’’’ Your skill with foul sorcery is even more potent than that of others of your race.

Prerequisites: Fiendish sorcery racial trait, tiefling.

Benefit: If you are a sorcerer and possess the Rakshasa bloodline (Pathfinder RPG Ultima
’’’Mary Grimm’’’ Whether a progenitor or a parental figure (like a mentor or teacher), a parent often embodies the sense of debt and responsibility a character has for his origins and past.

Adventure Hooks: For younger characters, parents might represent an authority of some kind, with power to bring them back home or to any other place where the parent needs some kind of service or duty performed. For older characters, parents can represent the need to repay all the debts and kindnesses of being reared. Some adventure hooks include:

• Your father calls you back home from the frivolity of adventuring to mind the family lands or to take over for the family business.

• Your retired adventurer mother asks you to settle one last quest that she failed to complete.

• Your elderly grandfather is facing death (whether from a curse, disease, or natural causes), spurring you to quest for a cure or locate lore on extending life. This may be an altruistic choice or to spare you the burden of inheriting his responsibilities.

Roleplaying Advice: Most parents are driven to guide their children – even well into adulthood sometimes. If you learned magic by studying your father’s spellbooks and have now surpassed his ability, he might still offer advice and “lessons” on the proper use of magic. If your mother is knowledgeable about world events, she might withhold key information to prevent you from taking on a dangerous quest. A competitor parent might walk the line between maintaining the relationship and manipulating you for some ultimate goal.

Growing the Relationship: One of the easiest ways to show growth is for a parent to become less directly involved in your life. As you achieve higher levels and more prestige, your parents may come to accept that you’re a competent adult. Her acknowledgment of your skill could lead to a mother shifting from guardian to mentor. Your parents could become well-meaning but exasperating antagonists who constantly test you. A competitor father whose talent is surpassed by yours might oppose you because he believes you’re ungrateful, or even become a villain in the campaign.
’’’Mind Reader (2/day, DC 21) (Sp)‘’’ At 3rd level, you can read minds as a spell-like ability. This ability acts like detect thoughts, except it lasts only 1 round, you use it on a single target as a standard action, and if the target fails its Will save, you gain information as
’’’Rakshasa’’’ At some point in your family’s history, one of your ancestors was tainted by the influence of a rakshasa. Though most of your family seem entirely normal, you have always felt your own skin is a prison from which magic allows you to escape. Your birt
’’’Ring of mind shielding’’’ This ring is usually of fine workmanship and wrought from heavy gold. The wearer is continually immune to detect thoughts, discern lies, and any attempt to magically discern her alignment.

Requirements: Forge Ring, nondetection; Cost 4,000 gp
’’’Silent metamagic rod (lesser, 3/day)‘’’ Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day without verbal components as though using the Silent Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.

Requirements: Craft Rod, Silent Spell feat; Cost 1,500 gp
’’’Silver Tongue (11/day) (Su)‘’’ At 1st level, you can draw upon your outsider heritage to spin amazingly convincing lies. Activating this ability is a swift action. You gain a +5 bonus on one Bluff check made to convince another of the truth of your words (similar to using glibn
’’’Wand of ice storm (3 charges)‘’’ Add this item to create a wand of a chosen spell.
’’’Wayfinder (empty)‘’’ A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250 gp for members of the Pathfinder Society

Requirements Craft Wondrous Item, light; Cost 250 gp
Son of a Monster hunter woman never married. She was out to hunt a Rakshasa-Spawn and was raped. She escaped and had Belevius and after the birth returned to kill and destroy the father. The family was to kill Belevius but a High Priestest prophecy said if he was to be killed it would bring a Dark curse to the family. Belevius was a recluse only to leave his room when no company was around leaving him to be highly educated and from training with the family a highly skilled Monster killer. His only wishes are to be excepted and to forget his darkness though it attempts to enter his life with every breath that he takes.


Belevius Grimm from a monster hunter family. Belevius was the offspring of his mother a Grimm and a hunted demon. though normal to to most when concealed his demon like features are. He has the furry legs of a fox for his true slain father was a fox demon. Belevius grew up as a recluse where his segregate father and real mother hid him away while company was around leaving him a lot of time to be very educated and while just his family remained, it made him an extremely skilled monster hunter.

Belevius was asked to assist the adventures of Fluviallis and against his parents will he left to finally see the world and assist in whatever way he can.

upon his arrival he was made spy captain and now commands 3 spies. His wishes are to make an academy and be the most abreast of the situations not only in Fluviallis but in the entire area.

Belevius Grimm

Lords of Fluviallis cypher82006