Laere Milav's page

26 posts. Alias of Lapyd.

Full Name

Laere Milav


| HP 10/10 | AC 18 TO 12 FF 16 | F +3 R +2 W +4 (+2 vs. disease & mind, +4 vs. emotion & fear, -1 vs. damage, drain or reduce physical) | CMD 15 | Init +2 | Perc +7 DV LLV | Resist Level Drain


| Judgment 1/1 Charm 1/1 Command 1/1 Sudden Shift 5/5 | Spells 1st 2/2


Female Dhampir Inquisitor (Royal Accuser) 1


True Neutral







About Laere Milav


Laere Milav never met her parents or family, but always believed they were somehow part of the Ustalavian aristocracy. She was raised by the servants of Lord and Lady Harestor, a recluse elder couple who owned a small keep by the mountains. The servants weren't fully aware of what she was, but were always somewhat afraid of the small pale, fanged girl who hated the sunlight.

She was home schooled, but yet had opportunities to meet and live with other children - those from the servants, which lived with her adoptive parents in the keep - and from such kids she became aware of what was the life beyond those walls. She almost didn't see her adoptive father, but her adoptive mother was a gentle woman that, despite her advanced age, carried the fiery spirit of a Calistrian.

From the halls, Laere didn't fully grasp the truth about her adoptive parents, but the rumors were that Lady Harestor had been a "lady of the night", and that somehow Lord Harestor fell in love with her several decades ago. They could never have children, which is why they adopted Laere from the local orphanage. Neither of them carried the "curse" of being dhampirs, like Laere, but yet they were comfortable with adapting their lives to give her comfort.

The Harestors wealth gave Laere the best of schooling, and their connections linked her directly to the Prince of Ustalav and his aristocracy, and by a young age Laere was already acting as a Royal Accuser for them. The specialized investigator would brave the nights covered in leather, with a scorpion whip by her belt and a dangerous, intimidating attitude that slowly built her a small reputation. She was stoic, confident, and good at what she did; but they liked her because she wasn't truly afraid of the job, and carried her own flexible code of morale.

As the years passed she was trained with different masters of the Ustalavian crown, and her specialization became that of dealing with the strange and the unknown. She was herself an agent of fear, yet she knew her path was surrounded by it. She never lost contact with her parents, but she somewhat imagined they wouldn't be as comfortable as she was with her line of work, so she avoided bringing both lives together.

And it was when trying to keep it like that when a given night, by her parents' keep, she felt eyes over them - otherwordly eyes - and pushed herself awake to investigate without disturbing them. While she was tired, walking down the steps to the dungeons, it wasn't really sleep that overcame her - but a different feeling of blankness, which rispidly took her conscience and her memories as she violently succumbed and rolled down the stairs...

Character Sheet:

Laere Milav
Female nosferatu-born dhampir (ancient-born) inquisitor (royal accuser) of Calistria 1/barbarian* (Pathfinder Player Companion: Blood of the Night 21, Pathfinder Campaign Setting: Inner Sea Intrigue 45, Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Bestiary 2 89)
N Medium humanoid (dhampir)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +7
AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield)
hp 10 (1d8+2)
Fort +3, Ref +2, Will +4; +2 vs. disease and mind-affecting effects, -1 vs. effects that damage, drain, or reduce physical ability scores, +2 trait bonus vs. fear and emotion effects
Defensive Abilities negative energy affinity; Resist undead resistance
Weaknesses weakness to ability damage
Speed 30 ft.
Melee heavy shield bash -1 (1d4+3) or
. . scorpion whip (aa) +3 (1d4+3) or
. . unarmed strike +3 (1d3+3 nonlethal) or
. . bite +3 (1d4+4)
Ranged dart +2 (1d4+3) or
. . heavy crossbow +2 (1d10/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with scorpion whip (aa))
Special Attacks judgment 1/day, sudden shift
Spell-Like Abilities (CL 1st; concentration +2)
. . 1/day—charm person (DC 12), command (DC 12)
Inquisitor (Royal Accuser) Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—inflict light wounds (DC 13), shield of faith
. . 0 (at will)—create water, detect magic, guidance, read magic
. . Domain Trickery (Deception[APG] subdomain)
Str 16, Dex 14, Con 12, Int 10, Wis 15, Cha 12
Base Atk +0; CMB +3; CMD 15
Feats Unusual Origin (dhampir)
Traits dangerously curious, enduring stoicism
Skills Acrobatics -1, Intimidate +6, Linguistics +1, Perception +7, Profession (investigator) +6, Sense Motive +6, Spellcraft +4, Use Magic Device +6
Languages Aklo, Common
SQ heir to undying nobility, meticulous inspection +1, monster lore +2, resist level drain, vampiric empathy[ARG]
Other Gear lamellar (leather) armor[UC], heavy wooden shield, crossbow bolts (30), dart, heavy crossbow, scorpion whip (aa), backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (Calistria)[UE], mess kit[UE], spell component pouch, trail rations (5), waterskin, wooden holy symbol of Calistria, wrist sheath, spring loaded, 35 gp, 5 sp, 1 cp
Tracked Resources
Charm Person (1/day) - 0/1
Command (1/day) - 0/1
Crossbow bolts - 0/30
Dart - 0/1
Judgment (1/day) (Su) - 0/1
Sudden Shift (5/day) (Su) - 0/5
Trail rations - 0/5
Unusual Origin (Dhampir, 1/day) - 0/1
Special Abilities
Darkvision (60 feet) You can see in the dark (black and white only).
Heir to Undying Nobility Can use command and charm person each once per day.
Inquisitor (Royal Accuser) Domain (Deception) Bluff, Disguise, and Stealth are class skills.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Meticulous Inspection +1 (Ex) +1/2 level to Perception
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknesses of creatures.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Sudden Shift (5/day) (Su) As an immediate action after being missed by a melee attack, teleport up to 10' away, within the reach of the attacker.
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.
Unusual Origin (Dhampir, 1/day) Deal additional 1d4 bleed damage to target struck by natural bite attack.
Vampiric Empathy Speak with bats, rats, and wolves and +2 Diplomacy dealing with them.
Weakness to Ability Damage -1 to save vs. effects that damage, drain, or reduce physical ability scores.