Winter Klazcka

Simra Fierarus's page

4 posts. Alias of Ever_Anon.

Full Name

Taila Fierarus


Tiefling (Pass for Human)


Investigator (Psychic Detective) 4










Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Infernal

Strength 8
Dexterity 16
Constitution 12
Intelligence 20
Wisdom 10
Charisma 14

About Simra Fierarus


Taila Fierarus
Female Tiefling Investigator (Psychic Detective) 4/Sorcerer (Daemon Bloodline) VMC
NE Medium Outsider (Native)/Humanoid (Human)
Init +3; Senses: Darkvision 60ft; Perception +7
AC 13, touch 13, flat-footed 10 (+3 dex)
HP 27 (4d8)
Fort +2, Ref +7, Will +4
Saving Throw Bonuses: +1 vs psychic spells and spell-like abilities
Resistances: Cold 5, Electricity 5, Fire 5
Speed 30ft
Melee Unarmed Strike + 3 (1d3 - 1, x2)
Other Statistics
Str 8, Dex 16, Con 12, Int 20, Wis 10, Cha 14
Base Atk +3; CMB +2; CMD 15

Special Abilities:

Deceitful (Level 1): +2 bonus on Bluff and Disguise checks
Extra Investigator Talent (Level 3): Gain an additional investigator talent

Extortion (Campaign): You receive a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.
Clever Wordplay (Social): Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier. (Bluff)
Malign Instrument (Race): Select a good-aligned deity. Add 1 to the DCs of your spells’ saves when targeting a good-aligned outsider or divine spellcaster who serves that deity. (Mitra)

15 skill ranks per level (6 class, +5 INT, +2 campaign, +2 background) +4 FCBs
*Skill qualifies for free inspiration
Background skills are in italics.

Bluff: +14 (+4 ranks, +3 class skill, +5 INT, +2 feat)
*Diplomacy: +9 (+4 ranks, +3 class skill, +2 CHA)
Disable Device: +14 (+4 ranks, +3 class skill, +3 DEX, +2 racial, +2 class feature)
Disguise: +11 (+4 ranks, +3 class skill, +2 CHA, +2 feat)
Intimidate: +11 (+4 ranks, +3 class skill, +2 CHA, +2 trait bonus)
*Knowledge Arcana: +12 (+4 ranks, +3 class skill, +5 INT)
*Knowledge Engineering: +9 (+1 rank, +3 class skill, +5 INT)
*Knowledge Geography: +9 (+1 rank, +3 class skill, +5 INT)
*Knowledge History: +10 (+2 ranks, +3 class skill, +5 INT)
*Knowledge Local: +12 (+4 ranks, +3 class skill, +5 INT)
*Knowledge Nobility: +9 (+1 rank, +3 class skill, +5 INT)
*Knowledge Planes: +12 (+4 ranks, +3 class skill, +5 INT)
*Knowledge Religion: +12 (+4 ranks, +3 class skill, +5 INT)
*Linguistics: +9 (+1 rank, +3 class skill, +5 INT)
*Perception: +7 (+4 ranks, +3 class skill) (+9 vs traps)
*Sense Motive: +7 (+4 ranks, +3 class skill)
Sleight of Hand: +12 (+2 ranks, +3 class skill, +5 INT, +2 racial)
*Spellcraft: +12 (+4 ranks, +3 class skill, +5 INT)
Stealth: +10 (+4 ranks, +3 class skill, +3 DEX)
Use Magic Device: +9 (+4 ranks, +3 class skill, +2 CHA)

Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Infernal

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.

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.

Keen Recollection: At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

Trap Sense: At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).

Studied Combat: 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.

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.
Psychic Detective Archetype:
Class Skills: The psychic detective does not receive Acrobatics, Climb, or Perform as class skills. This alters the investigator’s class skills.

Spells: A psychic detective casts psychic spells drawn from the psychic class spell list and augmented by a select set of additional spells. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a psychic detective must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC against a questioner’s spell is equal to 10 + the spell’s level + the questioner’s Intelligence modifier. He knows the same number of spells and receives the same number of spell slots per day as a bard of his investigator level. In addition, he receives bonus spells per day if he has a high Intelligence score. He can cast any psychic spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level. This ability replaces alchemy.

Psychic Meddler: At 2nd level, a psychic detective receives a +1 bonus on saves against psychic spells and spell-like abilities. This bonus increases by 1 at 5th level and every 3 levels thereafter, to a maximum of +6 at 17th level. Starting at 5th level, the psychic investigator adds half this bonus on caster level checks to dispel psychic effects. This ability replaces poison lore, poison resistance, swift alchemy, and poison immunity.

Phrenic Dabbler: At 3rd level, a psychic detective gains a small pool of phrenic points equal to 1/2 her psychic detective level, as well as one phrenic amplification, as the psychic class feature. This does not allow the psychic detective to qualify for the Extra Amplification feat. This ability replaces the investigator talent gained at 3rd level.

Phrenic Amplification (Relentless Casting): The psychic can spend 1 point from her phrenic pool to roll twice on any caster level checks to overcome spell resistance required for the linked spell and take the better result. Because she must decide to spend points from her phrenic pool when she starts casting a spell, the psychic must decide to use this ability before the GM calls for the caster level check.
Selected Investigator Talents:
Expanded Inspiration: An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he’s trained in the skill.
VMC - Sorcerer (Daemon Bloodline):
Wasting Ray (1st bloodline power): At 1st level, as a standard action, you can impose either starvation or thirst upon a living creature you can see within 30 feet. This requires the creature to make a Constitution check each round (DC 10 + 1 for each previous check) to avoid taking 1d6 points of nonlethal damage. The creature must continue to make these checks until, as a full-round action, it quenches its thirst or sates its hunger. You can use this ability a number of times per day equal to 3 + your Charisma modifier, but can only apply it once every 24 hours to any given creature. Creatures that do not need to eat are immune to this effect.
Tiefling Racial Traits:
+2 Dexterity, +2 Intelligence, –2 Wisdom:
Native Outsider: Tieflings are outsiders with the native subtype.
Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Tieflings have a base speed of 30 feet.
Darkvision: Tieflings see in the dark for up to 60 feet.
Skilled: Grimspawn gain a +2 racial bonus on Disable Device and Sleight of Hand checks.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following languages: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.
Smite Good (Alternate Racial Trait): Once per day, a tiefling with this racial trait can smite a good-aligned creature. As a swift action, the tiefling chooses one target within sight to smite. If this target is good, the tiefling adds her Charisma bonus (if any) to attack rolls against the target and gains a bonus on damage rolls against the target equal to her number of Hit Dice. This effect lasts until the first time the tiefling successfully hits her designated target. This racial trait replaces fiendish sorcery and the tiefling’s spell-like ability.
Pass for Human (Alternate Racial Trait): Such a tiefling doesn’t need to succeed at a Disguise check to appear to be human and count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells like charm person or enlarge person). The tiefling does not automatically gain his associated outsider language (but may select it as a bonus language if his Intelligence score is high enough), and he may not select other racial traits that would grant him obviously fiendish features (such as the fiendish sprinter, maw or claw, prehensile tail, scaled skin, or vestigial wings alternate racial traits listed in the Advanced Race Guide). This ability alters the tiefling’s type, subtype, and languages.
Favored Class Bonuses (Investigator):
Level 1-4: +1 sp

Spells Known:

Detect Magic: Detect spells and magic items within 60ft.
Ghost Sound: Figment sounds
Mage Hand: 5-pound telekinesis.
Prestidigitation: Perform minor tricks
Read Magic: Read scrolls and spellbooks.
Telekinetic Projectile: Telekinetically hurl an object, dealing 1d6 points of damage to the target and object.

Level 1 (5/day) (DC16):
Charm Person: Makes one person your friend.
Detect Thoughts: Allows “listening” to surface thoughts.
Disguise Self: Changes your appearance.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).

Level 2 (2/day) (DC17):
Oneiric Horror: Distract and fatigue the target with a creature from its nightmares.
Silence: Negates sound in 20-ft. radius.

Flickering torchlight is all that illuminates the small cell. Inside, a young woman sits. Her hands are manacled together, her feet chained to the wall. She looks up, and as the firelight is reflected in her amber-colored eyes they almost seem to flash red.

“You want to know my story?” Her lips curve into a smile even as she shifts on the hard stone. “It’s a long one. You see, apparently one of my ancestors got involved with a cult known as The Sons of the Pale Horseman. Personally I can’t imagine why anyone would worship the Horselord of Pestilence; it seems to be rather a waste. But worship they did, and that sort of thing has consequences. Curses that last unto the seventh generation, or something like that. Although my parents are human, as far as I know.” Her smile widens, revealing teeth slightly more pointed than they should have been. “I’m not.”

“Oh I can pass for human. Most people don’t look twice at my eyes, or teeth, or nails. But some do, and when you’re stuck in one place, let’s say because you’re a child, then ‘some’ is enough to give a girl a reputation. ‘Devil-spawn!’ That was one of the more polite nicknames I was given as a child.” She snorts. “It’s not even accurate.”

“I put up with it for years. Good, holy, righteous Mitrans calling me an abomination, all the while acting like I should be grateful they weren’t slaying me on the spot. For having unusually-colored eyes! You’d think my parents at least would be more understanding, but no. I was living proof of dark secrets they would have rather forgotten, and no one likes being reminded of dark secrets.”

She shifts again, chains clinking against the stone. “They could at least give a girl a cushion,” she mutters before continuing. “So there I was, stuck in a town that hated me. As I got older, I decided to get unstuck. Head out for greener pastures, as it were. I grabbed the small stash of gold my parents thought I didn’t know about, and left without a backwards glance.”

“Of course, stash of gold or no, I still needed to earn a living. I worked as a waitress for a while, didn’t pay much but it was enough to get by. Not a single person looked at me twice, or if they did, it was with admiration rather than disgust. I figured I’d keep that job until I figured out something better. Well, it didn’t take too long before ‘better’ landed in my lap.”

“A man came in, wanting to talk to the staff. He’d been off on some kind of business trip, and the neighbors had told him his wife spent a lot of time in our tavern. He was worried she was cheating on him.” Taila rolls her eyes. “She wasn’t. She was just lonely and wanted people to talk to. He tipped us all handsomely for that information. But that got me thinking. I have a few...talents, let’s say. I’m smart. I’m good with people. And I’m very, very good at knowing what people are thinking. While this man’s wife wasn’t cheating on him, other men’s wives were. How much might they be willing to pay?”

“That was the start of a new career. No matter what questions people asked I could find out the truth...for a small fee of course. I even worked with the Church of Mitra a time or two, helping them root out local ‘witches.’ Put a bad taste in my mouth to do so, but a job’s a job, and they paid well.”

“So, how did I go from a respected investigator to this?” She gestures to the cell around her with manacled hands. “A miscalculation on my part. See, I’d made my way to Aldencross with a merchant caravan. We weren’t going to be here long, but I thought maybe I could earn some extra coin during the stop. I went snooping around to see if there were any secrets people might be willing to pay for, and I found one.” She leans forward with a wicked smirk and mock-whispers, “Kaitlyn Mott is cheating on her dear husband with Captain Eddarly.”

She shakes her head in fake disappointment and returns to her normal tone of voice. “A juicy secret indeed, but the problem with discovering infidelity I haven’t been hired to investigate is how to get paid for it. Sometimes the cuckolded husband is willing to pay for the information. Sometimes they aren’t. And sometimes, if I’m particularly unlucky, they decide to attack the messenger. So I decided to try something different this time. Instead of going to the husband, I went to the wife. Told her I knew her secret, and it would take coin for me to keep my mouth shut about it.”

She sighs. “That’s where I miscalculated. Kaitlyn told me she needed an afternoon to get the funds together. I should have made sure she was telling the truth, but I was overconfident. I figured there was no way she'd risk exposure. Unfortunately I was wrong. While I was waiting patiently at The Lord's Dalliance, she was crying to her husband about how this stranger was making up the most terrible lies. Next thing I knew, a squad of soldiers was marching into the inn and arresting me for extortion.”

“I tried to tell people about the affair. Wouldn’t have gotten me out of the extortion charge, but it would have gotten me some revenge on that conniving little witch. Unfortunately, well, it’s like I told you at the beginning. Most people don’t look close, but some do. Turns out that’s particularly true when one’s just been arrested. So it’s not just Kaitlyn’s word against mine. It’s a sweet innocent little Mitran’s word against that of a thrice-damned ‘Devil-Spawn.’ I doubt anyone’s given what I said a second thought.”

“Now here we are. Don’t know if extortion is serious enough to warrant being shipped to Brandescar, but it’s definitely going to keep me occupied for the next few years.” She leans forward again, her eyes glinting in the firelight. “Or it would, if I had any intention of staying in this cell.”

“Unfortunately for dear Kaitlyn, Captain Moss, and this whole damned town, I don’t.