Cressida

Meera Chedwik's page

36 posts. Alias of Spazmodeus.


Full Name

Meera Chedwik

Race

Sabine deVentigny Invesigator (Empiricist) 6 HP: 11/37 AC: 19 FF:16 T: 14 F:+3 R:+8 W:+5 Init:+3 Perc: +13 Inspiration: 1/7 +1d6

About Meera Chedwik

Meera Chedwik
Female human investigator (empiricist) 6
LN Medium humanoid (human)
Init +3; Senses Perception +13
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Defense
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AC 19, touch 14, flat-footed 16 (+5 armor, +1 deflection, +3 Dex)
hp 37 (6d8+6)
Fort +3, Ref +8, Will +5 (+2 save vs. illusion and disbelievable effects)

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Offense
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Speed 30 ft. (20 ft. in armor)
Melee
short sword +4 (1d6/19-20)

Ranged
+1 pistol +9 (1d8+1/×4) or
+1 pistol +5 (1d8+1/×4) and +5 pistol +5 (1d8+1/×4) (draw and attack) or
+1 pistol +3 (1d8+1/×4) and -1 pistol +5 (1d8+1/×4) (normal two handed)

Investigator (Empiricist) Extracts Prepared (CL 6th; concentration +10)
. . 2nd—acute senses[UM] (DC 16), cure moderate wounds, investigative mind[ACG], lesser restoration
. . 1st—endure elements, heightened awareness[ACG], shield, true strike, urban grace[ARG]

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Statistics
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Str 10, Dex 16, Con 12, Int 18, Wis 10, Cha 14
Base Atk +4; CMB +4; CMD 18
Feats
Exotic Weapon Proficiency (firearms)
Ranged Study
Rapid Reload
Weapon Focus (pistol)
The Man with Two Guns is God (Theme Feat)
You have discovered the coolest-looking fighting style in the world.
Benefit: You can draw and attack with firearms as if you had the Quick Draw and
Two-Weapon Fighting feats. If you attack with a firearm in the same turn you draw it,
the attack doesn’t provoke attacks of opportunity

Traits
Black Powder Fortune +2 vs curse, fear and emotion effects while weilding gun
Hardly a Fool +1 Sense Motive, +1 vs illusion

Skills
Acrobatics +0 (-4 to jump)
Appraise +4
Bluff +10
Climb -3
Craft (alchemy) +8 ( +6 to craft alchemical items)
Diplomacy +10 (+12 to gather information (You can use your Intelligence Modifier instead of Charisma))
Disable Device +14
Disguise +2
Escape Artist +0
Fly +0
Heal +0
Intimidate +6
Knowledge (arcana) +10
Knowledge (engineering) +10
Knowledge (history) +10
Knowledge (local) +10
Knowledge (nobility) +10
Knowledge (religion) +10
Linguistics +8
Perception +13
Ride +0
Sense Motive +14
Sleight of Hand +9
Spellcraft +11
Stealth +9
Survival +0
Use Magic Device +13

Languages Common, Primoridial, Elvish, Giant, Dwarvish, Draconic

Gear

+1 mithral chain shirt
+1 pistol x2
shortsword

belt of incredible dexterity +2
ring of protection +1

alchemy crafting kit
backpack, masterwork
bedroll
belt pouch
flint and steel
ink
inkpen
formula book
messkit
pot
soap
torch (10)
trail rations (5)
water skin

Thieve's Tools, masterwork

180 gp

Formual Book
1st level
Endure Elements
Heightened Awareness
Shield
True Strike
Urban Grace

2nd level
Acute Senses
Barkskin
Bullet Shield
Cat's Grace
Cure Moderate Wounds
Focused Scrutiny
Investigative Mind
Invisility
Restoration,Lesser
See Invisibility
Twisted Innards

Extracts Prepared (CL 6th; concentration +10)
1st level
endure elements
heightened awareness
shield
true strike
urban grace

2nd level
acute senses (DC 16)
cure moderate wounds
investigative mind
lesser restoration

Talents
Coax Information Can use Bluff or Diplomacy to force an opponent to act friendly.
Hard to Fool (2/day) Can roll 2d20 for Sense Motive check and take the better result.

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Special Abilities
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alchemy +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
inspiration (+1d6, 7/day) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+2)
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Ranged Study (Pistol) Gain bonuses and can use studied combat and studied strike with chosen weapon.
Rapid Reload (Pistol) You can reload fast with one type of Crossbow or Firearm.
Studied Combat (+3, 4 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +2d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Unfailing Logic +2 (Ex) +2 save vs. illusion and disbelievable effects

Background:

Born in Flint, Meera was the daughter of Cassir and Miranda Cheswik, he as professor of Logica Arcanum , her a professor of Planar Topology at the University of Flint. A brilliant pair, they expected nothing less that so for thier only daughter. Constant instruction , debate and questions were Meera's environment from the moment she could talk. Her intelligence was obvious , and her parents saw a great future for her in academia. However, both parents were lost during a experiment at the University.

Meera went to live with her Uncle, Bernard, a gunsmith of quiet renown. Thoughts of academia soon disappeared once Meera was exposed to Bernard's craft and his clientel, soldiers and law enforcement. During numerous conersations with these individuals, especially the lawmen, Meera slowly came to the conclusion that such a career was for her. Seeing that she'd excel at whatever she chose to do, Bernard encouraged her to follow her dreams.

Appearance:

Meera is tall and spare, but fit. She usually dresses to impress; polished boots, buckles, freshly pressed shirts etc. She has a penetrating gaze, disconcertingly so for some.

Personality:

Meera is a seeker of truth. An early life exposed to constant debate and questioning, has led her to always look to the truth of things, often to her own detriment.