Seneka Volstadt

Piret Kersna's page

23 posts. Alias of rdknight.


Full Name

Piret Kersna

Race

Half-Elf

Classes/Levels

Investigator 1 | ♥️ 14/14 | AC: 16 (T: 12, F: 14 | CMB: +1, CMD: 14 | F: +3, R: +5, W: +3 (+2 vs Enchantments, +2 vs Charm, Compulsion)) | Init: +3 | Perc: +7, SM: +1 | Speed 30' | Inspiration 4/4

Gender

Female

Size

Medium

Age

21

Alignment

CG

Deity

Desna

Location

Restov, Brevoy

Languages

Taldane, Elven, Sylvan, Dwarven, Draconic, Hallit

Occupation

University Student

Strength 13
Dexterity 16
Constitution 14
Intelligence 16
Wisdom 12
Charisma 10

About Piret Kersna

Piret Character Art

Statistics:
Female Half-Elf Investigator (Cartographer / Natural Philosopher) 1
CG Medium Humanoid (Half-Elf)

Init +3; Senses Perception +7, Sense Motive +1

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DEFENSE
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 dex)
hp 14
Fort +3, Ref +5, Will +3 (+2 vs Enchantments) (+2 vs Charm & Compulsion Effects)
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OFFENSE
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Speed 30 ft.

Melee +3
Elven Branched Spear: 1d8 | x3
Kukri: 1d4 | 18-20/x2
Dagger: 1d4 | 19-20/x2
Light Mace: 1d6 | x2

Ranged +3
Sling: 1d4 | x2
Dagger: 1d4 | 19-20/x2

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STATISTICS
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Str 13, Dex 16, Con 14, Int 16, Wis 12, Cha 10
Base Atk +0; CMB +1; CMD 14
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TRAITS

Precise Treatment:
You treat others with a clear and calculating intellect. You gain a +1 trait bonus on all Heal checks, and you may use your Intelligence modifier when making Heal checks instead of your Wisdom modifier.

Resilient:
Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your constitution as a result, and gain a +1 trait bonus on Fortitude saves.

Child of Two Peoples:
Requirement(s) Half-Elf, Half-Orc, or Human
Your parents come from two visibly different cultures that maintain distinct identities regardless of their physical proximity (such as Tians and Ulfen). The tug of conflicting expectations has strengthened your sense of individuality and given you a gift for languages. You receive a +2 trait bonus on Will saves against charm and compulsion effects, and you automatically know the racial or ethnic languages of both your parents.

FEATS

Toughness:
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Skills (11 points; 6 class, 3 INT, 2 Background)
ACP -1

SKILL Total + Ability Mod. + Ranks + Misc.

Acrobatics* +7 = DEX 3+1+3
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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* +1 = STR 1+0+0
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Craft +3 = INT 3+0+0
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Diplomacy +4 = CHA 0+1+3
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Disable Device*† +3 = DEX 3+0+0
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Disguise +0 = CHA 0+0+0
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Escape Artist* +3 = DEX 3+0+0
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Fly* +3 = DEX 3+0+0
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Handle Animal† +0 = CHA 0+0+0
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Heal +4 = INT 3+0+0+1 (Trait: INT to Heal, +1)
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Intimidate +0 = CHA 0+0+0
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K (Arcana)† +3 = INT 3+0+0
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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)† +7 = INT 3+1+3 (+1 Background)
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K (History)† +3 = INT 3+0+0
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K (Local)† +7 = INT 3+1+3
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K (Nature)† +7 = INT 3+1+3
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K (Nobility)† +3 = INT 3+0+0
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K (Planes)† +3 = INT 3+0+0
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K (Religion)† +7 = INT 3+1+3
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Linguistics† +7 = INT 3+1+3 (+1 Background)
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Perception +7 = WIS 1+1+3+2 (+2 Half-Elf)
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Perform +0 = CHA 0+0+0
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Profession† +1 = WIS 1+0+0
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Ride +3 = DEX 3+0+0
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Sense Motive +1 = WIS 1+0+0
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Sleight of Hand*† +3 = DEX 3+0+0
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Spellcraft† +3 = INT 3+0+0
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Stealth* +7 = DEX 3+1+3
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Survival +6 = WIS 1+1+3+1 (+1 Class)
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Swim* +2 = STR 1+1+0
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Use Magic Device† +0 = CHA 0+0+0
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*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Taldane, Elven, Sylvan, Dwarven, Draconic, Hallit

Special Abilities:

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SPECIAL ABILITIES
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HALF-ELF

Low-Light Vision:
Half-elves can see twice as far as humans in conditions of dim light.

Ancestral Arms:
Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait. Elven Branched Spear

Elf Blood:
Half-elves count as both elves and humans for any effect related to race.

Elven Immunities:
Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses:
Half-elves receive a +2 racial bonus on Perception checks.

Multitalented:
Half-elves choose two favored classes at 1st level and gain 1 additional hit point or skill point whenever they take a level in either one of those classes.

Investigator:

Alchemy (Su):
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 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.

Studied Combat (Ex):
With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, 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.
An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator’s studied combat, he cannot become the target of the same investigator’s studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.

NATURAL PHILOSOPHER:

Weapon and Armor Proficiency:
A natural philosopher is proficient with simple weapons, plus the handaxe, kukri, shortbow, throwing axe, and whip. A natural philosopher is proficient with light armor but not with shields.
This replaces the investigator’s weapon and armor proficiency.

Class Skills:
A natural philosopher gains Survival as a class skill, but doesn’t gain Perform as a class skill.
This alters the investigator’s class skills.

Natural Philosopher’s Inspiration (Ex):
Natural philosophers employ a skill set suited to studying the natural world. A natural philosopher can use inspiration on Heal and Survival checks without expending a use of inspiration, provided he is trained in the skill, but cannot do so for Linguistics or Spellcraft checks. He can later trade an investigator talent for the ability to use inspiration on Linguistics and Spellcraft checks without expending a use of inspiration, provided he is trained in the skill.
This alters inspiration.

Track (Ex):
A natural philosopher adds half his level (minimum 1) on Survival checks to follow tracks.
This replaces trapfinding.

CARTOGRAPHER:

Visit the space again at 2nd level...


Alchemy:

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Extracts
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1st (5/day)

Blend
Comprehend Languages
Cure Light Wounds
Heightened Awareness
Monkey Fish
Shield

Gear/Possessions:

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GEAR/POSSESSIONS
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Carried:

Elven Branched Spear
Kukri
Dagger
Light Mace
Sling
Bullets (10)
Studded Leather Armor
Formula Book
Plain Silver Ring
Whetstone
Bandolier
Rope, Hemp 50'
Grooming Kit
Mirror
Journal
Oil Flasks (2)
Tinder Twig (2)
Candles (3)
Waterproof Bags (2)
Investigator's Kit
-Alchemy Crafting Kit
-Backpack
-Bedroll
-Belt Pouch
-Flint and Steel
-Ink and Inkpen
-Iron Pot
-Mess Kit
-Soap
-Torches (10)
-Trail rations (5 days)
-Waterskin

Carrying Capacity
Light 0-50 lb. Medium 51-100 lb. Heavy 101-150 lb.
Current Load Carried 44 lb.

Money 0 GP 3 SP 7 CP

Background:

Piret grew up on a large farm in the southern foothills of the Icerime Peaks. Her mother Miglė, a forlorn Elf, established the farm several decades ago. The farm has prospered even though it is at a higher altitude than usual for farming. The key to Miglė's success was to downplay crops in favor of sheep, with some goats as well.

Piret's father was a hired farmhand who stayed for a couple of years before moving on. She doesn't remember him and she couldn't say with complete honesty that she has ever really missed him. After all, there were plenty of hired hands on the ranch, almost exclusively human men, who were much like her father in most ways according to Miglė.

Despite the remoteness of the farm, or ranch if one prefers, Piret and Miglė had surprisingly genteel lives. Miglė had received some education at some point in her past, and believed it to be important for Piret to have an even better one. There was always at least one tutor in the house. Sometimes a dwarf from Brunderton, the nearest sttlement of note, would fill the position. Other times, a young scholar from Restov could be coaxed up with an excellent stipend offered. Mostly though Piret was outdoors. Everyone had to work, and Piret had always been given tasks and chores in accordance to her age. She learned a great deal about the natural world and later the wilds when she was old enough to take on the responsibility of moving sheep to new pastures and guarding them from predators.

At the age of 18, Miglė offered Piret the option to go to the university in Restov. Piret jumped at the chance, excited by the idea of going to a formal school as well as the opportunity to see more of the world. Her original intent was to study law. It's always good to have a lawyer in the family. But, taking a course in mechanical philosophy seduced her away to the sciences. Piret found she could wed her love of nature with her love of systematic knowledge.

Academically Piret excelled. She was very intelligent, curious, and diligent. Socially, Restov was a disaster for her. Not being human, her rustic background, and her lack of urban polish were three strikes against her. Most of the students at university were wealthy, many aristocratic. While her family had plenty of money, it had none of the things that one acquired in the city as markers of being properly elite. While she is not friendless, the constant mockery and degradations of have during her years at university have undermined her self-confidence considerably when it comes to interacting with others except when they share her narrow set in interests.

Originally Piret had planned to return to the family farm as soon as she obtained her degree. But she has decided to go further if she can, to pursue a doctorate in the sciences. However, if she hopes to do so she needs to find some way of standing out, of drawing the attention and support of the best mentors. While Jamandi Aldori's recruitment of adventurers for an expedition into the Stolen Lands isn't for scientific purposes, that doesn't mean she Piret can't put it to such uses. Carefully mapping a little known area, or perhaps identifying a new species of plant or animal would be just the kind of original research that would show her mettle. Besides she could be useful. Somebody needs to keeps the soldiers from getting hopelessly lost, or poisoned, or two dozen other possible outcomes that could derail the expedition.

Appearance and Personality:

Height: 5'7" Weight: 135 Hair: Honey Blonde Eyes: Blue