Vorrea Talminari

Veronica Belle's page

45 posts. Alias of TheoreticallyYours.


Full Name

Veronica Belle

Race

HP: 9/9 |AC: 17 (tch 13, ff 14) | CMB: 0, CMD +13 | F: +0 R: +5 W: +3 | Init +3 | Perc: +5, Darkvision 60ft.

Classes/Levels

| Spd: 30ft. | Active Conditions: None | Inspiration 3/4

Gender

Female Changeling Investigator (Empiricist) 1

Size

Medium Humanoind

Age

30

Special Abilities

Inspiration 4/4

Alignment

CN

Strength 10
Dexterity 16
Constitution 10
Intelligence 18
Wisdom 13
Charisma 14

About Veronica Belle

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BASIC STATS
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Veronica Belle
Medium Humanoid (Changeling)
CN Female Investigator (Empiricist) 1

Str 10 (+0) | Dex 16 (+3) | Con 10 (+0) |
Int 18 (+4) | Wis 13 (+1) | Cha 14 (+2) |

Senses; Perception +5; Darkvision 60ft
Inspiration: 4/4

DEFENSE:

Fort +0 (CON); Ref +5 (DEX); Will +3 (WIS)
Resistences:
Immune:
Conditional
AC 17, ff 14, touch 13; (+3 Armor, +3 Dex, +1 Natural)
HP 9 (HD: 1d8, +1 favoured)

Armor - Studded Leather – +3 AC | +5 DEX | -1 ACP | 15%


OFFENSE:

Init +3; Speed 30 ft.
BAB +0; CMB 0; CMD +13;
Concentration +?

Melee - Rapier +0 (1d6+0 | 18-20/x2 | P), Dagger +0 (1d4 +0 |19-20/x2 | P or S)

Ranged - Revolver +3 (1d8 | x4 | 20ft | 1 (5ft) misfire | 6 bullets | B and P)

Natural - 2x Claw (1d4)


FEATS AND TRAITS:

Traits
Clever Wordplay (Bluff) Social
Missing Child (Daughter) Campaign

Feats
Precise Shot (Combat)

SKILLS AND LANGUAGES:

Bold are class skills; Italic means the skills can’t be used untrained.
( 6+INT | 2 BG )

Adventuring Skills
Acrobatics (DEX)
Bluff (1) +7 (CHA)
Climb (STR)
Diplomacy (1) +7 (CHA)
Disable Device (1) +6 (DEX)
Disguise (CHA)
Escape Artist (DEX)
Fly (DEX)
Heal (WIS)
Intimidate (CHA)
Knowledge (arcana) (1) +8 (INT)
Knowledge (dungeoneering) (INT)
Knowledge (local) (1) +8 (INT)
Knowledge (nature) (INT)
Knowledge (planes) (INT)
Knowledge (religion) (INT)
Perception (1) +5 (WIS)
Ride (DEX)
Sense Motive (1) +5 (WIS)
Spellcraft (1) +8 (INT)
Stealth (1) +5 (DEX)
Survival (WIS)
Swim (STR)
Use Magic Device (1) +7 (CHA)

Background Skills
Appraise (INT)
Craft (Alchemy) (1) +8 (INT)
Handle Animal (CHA)
Knowledge (geography) (INT)
Knowledge (engineering) (INT)
Knowledge (history) (INT)
Knowledge (nobility) (INT)
Linguistics (INT)
Lore (INT)
Perform (CHA)
Profession (WIS)
Sleight of Hand (1) +5 (DEX)

Languages
Common, Dwarven, Elven, Gnome, Halfling


ADVANCEMENT:

Possible Feats (alchemy)
Instant Alchemy
Deft Hands [+2 Disable Device and Sleight of Hand]

General / Character
Alertness
Cunning
Mother’s Gift (Racial)

Ranged
Opening Volley (Combat)
Deadly Aim (Combat) [BAB +1 | Dex 13]
Precise Shot (Combat)
Rapid Shot (Combat) [Dex 13 | Precise-Shot]
Sword and Pistol (Combat) [BAB +6 (8th)]
Bullseye Shot (Combat) [BAB +5 (7th)]
Far Shot (Combat)
Lob Shot (Combat) [Far Shot | Precise Shot]
Circuitous Shot (Combat) [Dex 19 | Blind-Fight | Improved Precise Shot | BAB +11 (15th)]

Combat
Combat Reflexes (Combat)
Improved Initiative
Two-Weapon Fighting (Combat)


CLASS ABILITIES (SUMMARY):


  • Weapon Prof – Simple Weapons, Single Handed Guns, Hand Crossbow, Rapier, Sap, Shortbow, Short Sword, Sword Cane, Light Armor.
  • Alchemy (Su) - +LVL to Craft (Alchemy), Identify potions as Detect Magic
  • Inspiration – Inspiration Pool (1/2 level + INT mod), free action to add 1d6 to check result, can use on Knowledge (Any), Linguistics, and Spellcraft with expending use if trained, also be used on atk rolls and saving throws for 2 uses, saving uses are immediate rather than free action.
  • Trapfinding +1/2 level to Perception to locate traps and to Disable Device checks (min 1). Can use Disable Device on magic traps.


CLASS ABILITIES (DETAILED):

Weapon and Armor Proficiency
Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields. Also single handed guns.

Alchemy (Su)
Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts.

When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.

Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator’s level as the caster level.

An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table: Investigator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.

Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.

An investigator uses the alchemist formulae list to determine the extracts he can know. An investigator can prepare an extract of any formulae he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is equal to 10 + the extract’s level + the investigator’s Intelligence modifier.

An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator’s or an alchemist’s formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.

Inspiration (Ex)
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding
An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

RACIAL ABILITIES:

Standard Racial Traits
Ability Score Racial Traits (Witchborn) +2 INT, +2 CHA, -2 CON
Witchborn Alternate Racial Trait - Most changelings are talented witches. They gain a +2 bonus to Intelligence and Charisma instead of a +2 bonus to Wisdom and Charisma. This racial trait alters the changeling’s racial ability score modifiers.

Defense Racial Traits
Natural Armor +1 natural armor bonus

Offense Racial Traits
Claws Two claw attacks (1d4 ea)

Other Racial Traits
Green Widow (Green Hag) +2 racial bonus on Bluff checks against creatures that are sexually attracted to her.


FORMUALE:

1st – 2/2 | 2nd – 1/1 | 3rd – 1/1 | 4th – 1/1
Two 1st + Any other 4

1stCure Light Wounds, Detect Secret Doors

2ndSpider Climb

3rdDisplacement

4thArcane Eye, Detonate

5th –
6th –

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EQUIPMENT AND GOLD (SUMMARY)
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EQUIPMENT AND GOLD (DETAILED):

Remaining 6gp 8sp

Armor and Weapons
Studded Leather – 25gp | +3 AC | +5 DEX | -1 | 15% | 20lbs
Dagger – 2gp | 1d4 | 19-20/x2 | 10ft | 1lbs | P or S
Rapier – 20gp | 1d6 | 18-20/x2 | - | 2lbs | P
Revolver – 400gp | 1d8 | x4 | 20ft | 1 (5ft) misfire | 6 bullet | 4lbs | B and P
50x Metal Cartridge – 7gp 5sp

Gear
Backpack 2gp
Bandolier 5sp
2x Belt Pouch 2gp
Journal 10gp
Ink 8gp
Inkpen 1sp
Marbles 1sp
Wrist Sheath 1gp
Chirurgeon’s Kit 400gp
Skeleton Key 85gp
Gunsmith’s Kit 15gp
Smoked Goggles 10gp

Tools and Kits
Alchemy crafting kit 25gp | 50lbs
Thieves’ Tools 30gp | 1lb

ABOUT VERONICA:

Veronica was dropped off by her father at the nearest orphanage right after she had been dropped off to him by her mother.

A strange child, as most Changelings are, Veronica found that she was better at studying people than talking to them. Very intelligent, she could bluff her way out of situations using her mind rather than her personality Clever Wordplay.

Once she was old enough, she left and began working as an alchemist’s apprentice, saving to start her own detective agency. The city was surely in need of them. With the poor plagued by drugs, gangs, and human trafficking, it didn’t take the small and physically weak woman long to learn how to shoot a pistol with one hand and stab someone with another.

Business was good, and over the years, she began to know where to look, who to ask and ultimately who had done it. And it almost always lead back to one man - Geadren Lamm. He and his gang ran the streets in her neighbourhood, and across much of the slums.

She couldn’t go after him, it was too dangerous. The authorities didn’t care, and she couldn’t risk him getting off and coming after her. He had too much influence and power, so she simmered, with guilt and anger, as her business thrived so long as Lamm was doing well.

One day she was passing by her old orphanage and spotted a small, pale girl sitting alone on the stairs. She had to double take, for this girl almost looked exactly like she did when she was younger. Slender and eerily beautiful, she sat silently as she watched the other children play. It took more convincing than she had thought, since she was a single woman with no family to help support a child, but she persisted. She could tell that the caretaker’s were only covering bases, and once she provided the money, she took her newly adopted daughter, Megan, home.

Megan was shy, at first, but seemed equally amazed at this adult version of her, a self-made woman who solved crimes and made medicines. She took to her new life quickly, learning everything that Veronica believed she was ready to learn. So it was a surprise to them both when Megan showed magical talent. She seemed to thrive on being among people, and was much more charismatic than Veronica. Though Veronica herself was worried, as she knew nothing of how to help her daughter better understand and use her abilities, Megan seemed to be working it out in a safe and healthy way, so Veronica decided to keep an ear out for tutors and otherwise let her daughter do her own thing.

To this end, Veronica learn Elven and Gnomish as these races were said to have magical knowledge. She also began a fund to send Megan to the Acadamae when she was older.

And for 7 years that worked perfectly well. Having a child distracted her from the Call, and Megan grew up in a loving and supportive home. They were both happy and things were going well.

And then, just as she was about to sit the exam for entry into the Academae, Megan vanished. Missing Child

She was 12 years old and had gone out into the city like she normally did, to shop for school supplies and a nice outfit, and Veronica had lectured her on staying safe and knowing how to escape trouble like she normally did. But she never came home. It’s been 3 years, and Veronica has exhausted almost every resource, every contact, called in every favour. Her charming, intelligent, kind of creepy little girl is out there somewhere, and she knows with who.

It’s finally time for her to go after Geadren Lamm. This one’s on the house.

Secrets
Secret from the Party - Veronica

Secret from the Character - Megan is actually Veronica's half-sister, sired by the same Green Hag.

Development - Veronica is a woman driven by desperation and revenge. I'd like her to get closure, whether good or bad, and to find a way to channel her abilities for the better.

I want her to get stronger so she feels brave enough to take on the injustices and depravity that she has for so long just cleaned up after.