About Meira SilanusStatistics:
Meira Silanus
Female Human Investigator (Lamplighter) 4 NG Medium Humanoid (Human) Init +3, +1d6; Senses: Perception +7/+9 -------------------- Defense -------------------- AC 17, touch 13, flat-footed 15 (+2 DEX, +4 armor, +1 deflection) HP 30 (4d8) Fort +3, Ref +6 Will +4 -------------------- Offense -------------------- Melee Masterwork Lantern Staff + 7 (1d6 + 3 + 1 fire, x3) Ranged Light Crossbow + 3 (1d8 + 0, 19-20/x1) -------------------- Other Statistics -------------------- Str 17, Dex 14, Con 12, Int 16, Wis 10, Cha 8 Base Atk +3; CMB +6; CMD 18 Special Abilities:
Feat Taxes:
Granted via Feat Taxes: Martial Mastery: Combat feats can be applied to all weapons in the same group. Weapons Finesse: Use Dex instead of Str on attack rolls with light weapons Agile Maneuvers: May use your Dex bonus when calculating your CMB Combat Expertise: Trade attack bonus for AC bonus Power Attack: Trade melee attack bonus for damage Point-Blank Shot: Considered to have as a prerequisite for other feats Deadly Aim: Trade ranged attack bonus for damage Chosen Feats:
Traits
Skills:
Acrobatics [1]: +6 (+1 rank, +3 class skill, +2 DEX)
Languages
Class and Racial Features:
-------------------- Investigator Class Features: -------------------- 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. Alchemy: Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts. They can brew extracts each day from their formula book (like preparing spells), but only they can gain their benefit. 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. Inspiration: An 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 an investigator can spend 1 use of inspiration to add 1d6 to a skill check after rolling. For any trained Knowledge, Linguistics, or Spellcraft skill check, he can add the 1d6 for free. He can also spend two uses to add to an attack roll or saving throw after rolling. For saving throws, this takes an immediate 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. Studied Combat: An investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit. Studied Strike: At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike. Swift Alchemy: At 4th level, an investigator can create alchemical items with astounding speed. It takes an investigator half the normal amount of time to create alchemical items. He can also apply poison to a weapon as a move action instead of a standard action. Selected Investigator Talents: Infusion: When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects. Mutagen: This discovery gives the alchemist the mutagen class ability. When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma. --------------------
Alchemical Illumination: At 2nd level, as a standard action, a lamplighter can cast certain light spells by burning a magic extract, infusion, or potion of a spell of the same or greater level than the light spell in a lit lantern or torch. If the spell has a range of touch, the lantern or torch counts as the object touched. The spell’s DC, if any, equals 10 + spell level + the lamplighter’s Intelligence modifier. At 2nd level, the lamplighter can cast light and continual flame (24 hour duration). At 5th level, the lamplighter can cast daylight and discovery torch. At 8th level, the lamplighter can cast searing light. At 11th level, the lamplighter can cast judgment light. The lamplighter need not have an active judgment to cast this spell, can choose what color of judgment light is created, can use his alignment for golden light, and can select any element for copper light. This ability replaces poison lore, poison resistance, and poison immunity. Ready for the Revelation: At 3rd level, a lamplighter can use inspiration on initiative checks without spending a use of inspiration. He can use his Intelligence modifier in place of his Dexterity modifier on initiative checks. At 6th level, if the lamplighter has Quick Draw, he can draw a weapon as part of his initiative check. At 9th level, the lamplighter isn’t flat-footed before he acts in the first round of combat. At 12th level, the lamplighter adds his Intelligence bonus as well as his Dexterity bonus to initiative checks. At 15th level, the lamplighter can act last during the surprise round even if he is otherwise unaware combat has started. At 18th level, the lamplighter is not limited to just a move or standard action during the surprise round—he can act normally. This ability replaces keen recollection and trap sense.
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Formula Book:
Level 1:
Alleviate Addiction: Ignore the effects of addictions. Comprehend Languages: You understand all languages. Cure Light Wounds: Cures 1d8 damage + 1/level (max +5). Endure Elements: Exist comfortably in hot or cold regions. Enlarge Person: Humanoid creature doubles in size. Expeditious Retreat: Your base land speed increases by 30 ft. Heightened Awareness: Your recall and ability to process information improve. Long Arm: Your arms lengthen, giving you extra reach. Monkey Fish: Gain a climb speed and a swim speed of 10 ft. for a time. Reduce Person: Humanoid creature halves in size. Shield: Invisible disc gives +4 to AC, blocks magic missiles. Tears to Wine: Turn non-magic liquids into special mead or wine, enhancing the intelligence and wisdom of those who drink. Level 2:
Prepared:
Level 1 Extracts (4/day):
1st slot: Expeditious Retreat 2nd slot: Shield 3rd slot: Long Arm 4th slot: Empty Level 2 Extracts (2/day):
An extract can be created with one minute of work, provided there is an empty slot. Mutagen (1/day, 10 minutes/level): +4 STR, +2 natural armor, -2 INT Equipment:
Combat Gear: Masterwork Lantern Staff: 315gp Masterwork Chain Shirt: 250gp Light Crossbow: 35gp Crossbow Bolts (10): 1gp Magic Items:
Other Equipment:
33gp, 4sp, 0cp Backstory:
Meira Silanus was born into a family of magicians. Her father, Petro, was widely renowned as an alchemical genius. Her mother, Laila, was one of the most popular abjuration instructors at the Stone of the Seers. Both loved her dearly, but had busy lives and often left Meira to her own devices. Like many other adolescents left alone, she started acting out as a way to get the attention she craved. Negative attention was better than none at all.
She started small. Skipping classes. Hanging out in the wrong parts of town. Staying with various ‘friends’ for days at a time. Things started escalating rapidly when she discovered a small cache of Shiver in the basement of her father’s alchemical shop. Feeling vindicated in her own misbehavior by this discovery of her father’s dirty little secret, she began stealing some of the drug for herself. What she didn’t know at the time was that Petro was being blackmailed into making the drug for the local crime boss, Rassimeri Jaijarko. When Petro found out that his own daughter had gotten addicted to the drug he was creating, he tried to back out of the deal he’d made. Unfortunately, Jaijarko had no intention of letting him go. Late one night a group of thugs broke into their home and burned the place to the ground as punishment for his defection. Meira wasn’t there, having slipped out to spend the night with a friend, but neither Petro nor Laila survived. A tragic accident. How flammable certain alchemical ingredients could be. At least that was the conclusion come to by the local guard. Meira’s ‘friends’ knew better, and one of them bluntly warned her that she should leave before Jaijarko decided to kill her too. That was how she learned the truth about why Petro had started creating the drug...and why he’d stopped. The next few days passed in a blur. Meira knew she needed to leave, but couldn’t summon the energy to care. It was her fault her parents were dead. Why should she be the only one to survive? What finally made her move was not the threat to her life, but the pangs of withdrawal from the drug. She wanted, more than almost anything, to get another fix. Knowing that she would find it in Magnimar, she dragged herself to her feet and made her way to the caravans. Dirty, penniless, and shaking from withdrawal, she tried to find someone, anyone, who would take her away from that temptation. Whether by coincidence or fate, she found Aranor. Aranor was a middle-aged priestess of Sarenrae, working as a healer while she slowly made her way to Korvosa. She saw Meira begging for passage, and out of compassion offered to pay her way. When it became clear Meira was suffering from withdrawal, she used the goddess’ gifts to get her through it. Without Aranor, Meira would have no doubt died in Magnimar. Not only did Aranor get Meira to Korvosa, she also used her influence within the church to get the girl a small room at the Pantheon of Many. There Meira slowly began to heal. She spent a few years in the temple, creating alchemical remedies and generally helping out wherever she could. As time passed though she became restless. Although healing the sick and wounded was a noble cause, surely something could be done to prevent them from getting hurt at all? It was Aranor again who came to her rescue by introducing her to Cressida Kroft. As a member of the Korvosa Guard, she could still use her talents to help people. She was assured she would always have a home at the Pantheon of Many if she wanted it, but perhaps it was time to try a new path in life. Appearance:
Meira has black, wavy hair that she keeps tightly braided at almost all times. Her brown eyes are clear and focused. Her skin tone is dark enough to mark her as foreign despite her also possessing the prominent brows and high forehead common to those of Chelaxian heritage. Her nose has obviously been broken at least once, and there's a faint scar running along her cheek. Someone trying to be kind might call her handsome, but no one would call her beautiful.
When on duty she tends to wear dark colors underneath her chain shirt, simply because she's found it much easier to get stains out of darker clothing. Off duty her clothing is quite a bit brighter, with yellows, oranges, and bright reds all prominently featured. |