Cutthroat Lawyer

Miren Carasu's page

4 posts. Alias of rdknight.


Full Name

Miren Carasu

Race

Elf

Classes/Levels

Investigator (Empiricist) 1

Gender

Female

Size

Medium

Age

131

Alignment

CG

Deity

Desna / Black Butterfly

Languages

Taldane, Elven, Draconic, Celestial, Abyssal, Varisian

Occupation

Librarian

Strength 11
Dexterity 18
Constitution 12
Intelligence 17
Wisdom 12
Charisma 10

About Miren Carasu

Statistics:
Female Elven Investigator (Empiricist) 1
NG Medium Humanoid (Elf)
Init +4; Senses Perception +7
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DEFENSE
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AC 18, touch 14, flat-footed 14 (+4 armor, +4 dex)
hp 13
Fort +2, Ref +6, Will +3 (+2 vs enchantments)
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OFFENSE
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Speed 30 ft.

Melee 0 (Rapier +1)

Ranged +4
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STATISTICS
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Str 11, Dex 18, Con 12, Int 17, Wis 12, Cha 10
Base Atk +0; CMB 0; CMD 14
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TRAITS

Methodical Mind (Campaign):
When you awake with nothing but hazy memories, you begin carefully cataloging your thoughts to determine the reasons for your condition and where you might be. This comforts you, and you know deep down that you have always relied on your ordered mind and pragmatic approach to face challenges. You use this focus and sensibility to your advantage as you investigate your current dire situation.
Benefit: Choose three Knowledge skills: K Arcana, K Planes, K Religion. You gain a +1 trait bonus on Knowledge checks of these kinds and on concentration checks. In addition, choose one Knowledge skill: K Planes. When researching, you are considered to have Skill Focus for that Knowledge skill when determining what die you roll to reduce a library’s knowledge points (kp). See Pathfinder RPG Ultimate Intrigue for more information on research rules.

Forlorn (Race):
Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak.
Benefit: You gain a +1 trait bonus on Fortitude saving throws.

Accelerated Drinker:
You know how to drink a potion efficiently, such as by not using your hands, tossing it in the air and catching it in your mouth, or opening it with your teeth. You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.

Rich Parents:
You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure, you enjoy a one-time benefit to your initial finances—your starting wealth increases to 900 gp.

FEATS

Additional Traits:
You have more traits than normal.
Benefit: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose — this feat cannot enable you to select a dwarf character trait if you are an elf, for example.

Skill Focus (Linguistics):
Choose a skill. You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

SKILLS (11 points; 6 class, 3 INT, 2 Background)

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Acrobatics* +4 = DEX 4+0+0
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Appraise +3 = INT 3+0+0
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Bluff +0 = CHA 0+0+0
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Climb* 0 = STR 0+0+0
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Craft +3 = INT 3+0+0
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Diplomacy +0 = CHA 0+0+0
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Disable Device*† +8 = DEX 4+1+3
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Disguise +0 = CHA 0+0+0
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Escape Artist* +4 = DEX 4+0+0
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Fly* +4 = DEX 4+0+0
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Handle Animal† +0 = CHA 0+0+0
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Heal +1 = WIS 1+0+0
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Intimidate +0 = CHA 0+0+0
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K (Arcana)† +8 = INT 3+1+3+1 (+1 Trait)
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K (Dungeoneering)† +3 = INT 3+0+0
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K (Engineering)† +3 = INT 3+0+0
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K (Geography)† +3 = INT 3+0+0
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K (History)† +7 = INT 3+1+3 (+1 Background)
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K (Local)† +3 = INT 3+0+0
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K (Nature)† +3 = INT 3+0+0
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K (Nobility)† +3 = INT 3+0+0
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K (Planes)† +8 = INT 3+1+3+1 (+1 Trait)
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K (Religion)† +8 = INT 3+1+3 (+1 Trait)
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Linguistics† +10 = INT 3+1+3+3 (+3 Feat)
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Perception +7 = WIS 1+1+3+2 [+2 elf]
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Perform +0 = CHA 0+0+0
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Profession (Librarian)† +5 = WIS 1+1+3 (+1 Background)
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Ride +4 = DEX 4+0+0
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Sense Motive +1 = WIS 1+0+0
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Sleight of Hand*† +4 = DEX 4+0+0
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Spellcraft† +7 = INT 3+1+3
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Stealth* +8 = DEX 4+1+3
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Survival +1 = WIS 1+0+0
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Swim* +0 = STR 0+0+0
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Use Magic Device† +0 = CHA 0+0+0
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ACP -0

*ACP applies to these skills
Non-Standard Skill Bonuses

+2 Perception (Elf)
+2 Spellcraft for Magic Item Properties (Elf)
+1 Perception (Trait)
+1 Appraise (Trait)
+1 Sense Motive & In Class (Trait)

Languages Elven, Taldane, Sylvan, Draconic, Celestial, Abyssal, Varisian

Special Abilities:

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SPECIAL ABILITIES
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ELF

Low-Light Vision

Elven Immunities: Immune to magic sleep effects. +2 to saves vs. enchantment

Human Raised: Forlorn—elves raised outside of elven communities—are accustomed to other races’ brevity of life. Although they lose the opportunity to train in traditional elven arts, these elves pick up a bit of their adoptive parents’ skills. They gain Skill Focus as a bonus feat. This racial trait replaces elven magic and weapon familiarity.

Keen Senses: +2 Perception

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Investigator (Empiricist)
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Weapon and Armor Proficiency:
Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword caneUE. They are proficient in light armors, but not shields.

Alchemy (Su):
Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike 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 1–8: 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 formula list to determine the extracts he can know. An investigator can prepare an extract of any formula 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 1stlevel 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 f lashes 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.

Formulae:

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Formulae
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1st 2/Day

Blend
Cure Light Wounds
Expeditious Retreat
Heightened Awareness
Shield

Gear/Possessions:

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GEAR/POSSESSIONS
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MWK Rapier
Dagger
Light Crossbow
20 Crossbow Bolts
MWK Chain Shirt
MWK Thieves Tools
Traveller's Outfit
Belt Pouch
Backpack
Candle x4
Vial of Ink
Pen
Journal
Parchment x5
Scroll Case
Sealing Wax
Grooming Kit
Soap

Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 18 lb.

Money 13 GP 8 SP 3 CP

Background:

Miren remembers almost no elves in her past. She lived with humans when she was young. Later she remembers spending most of her time around books and other types of items held in libraries.

There was a man who was important to her. She remembers his face, and feels that she was in love with him. They worked together on projects. She is quite sure what they were doing was very important for some reason.

Appearance and Personality:

Height: 5'10" Weight: 114 Hair: Black Eyes: Green

Miren is of average height for an elf, but since she only has human women to compare herself to she considers herself to be quite tall. She has the radically thin and willowy build typical of elves. Although she has tried at times to put on some weight to look more normal, she can't seem to eat enough to make it happen.

If she lived in Kyonin, Miren would not be counted among its greatest beauties. In Lepidstadt she is graceful and striking, one of the more recognizable residents.

Miren's response to the attention she receives, which is mostly eyes on her but little accompanying personal engagement from people, is to try to be as unobtrusive as possible. She dresses plainly and presents a mild personality to the world. She is more inclined toward introversion in any case.

If Miren is not comfortable with her body or good at socializing with strangers, she is absolutely confident about her intellectual abilities. Anyone who challenges her intelligence will see a biting, sardonic side of her. She will not hesitate to put such people in their place quickly, and sometimes brutally.

Despite all the time she has spent around humans, Miren finds it difficult to recognize how the difference in life spans affects human concepts of time. She tends to see humans as impatient, selfish short-term thinkers. Though she tries to keep it to herself, there is an underlying tone of human inferiority to this.

In those cases where Miren knows someone well enough to relax around them, Miren is quite pleasant. She has a fine sense of humor, which tends to lean toward sarcasm and absurdism. She is giving and supportive, very willing to put friendship before personal gain.