Pirate Queen

Tanaterra Tibeth's page

40 posts. Alias of Sarabian.


Full Name

Tanaterra Tibeth #491

Race

Halfling

Classes/Levels

Investigator 2 | ♥️ 22/22 | ☘️ 3/3 | ⚕: Ok | AC 17 | Leads 1/2 | ✋: Pursue a Lead (Hendrid Pratchett, open) or Investigate | Passive Senses: Watchful Halfling, That's Odd

Gender

Female

Age

20

Alignment

LG

Deity

Atheist (former Sarenrite)

About Tanaterra Tibeth

Backstory
- born in slavery in Katapesh in 4700
- family shipped to Cheliax
- rescued in-transit by Gray Corsairs in 4705
- picked up basics of many languages while on the ship, developed love of language
- dropped off in Absalom, cared for by the Church of Sarenrae
- self-educated at the city's libraries (medicine, linguistics)
- wanted to become healer, but no particular magical talent
- started noticing similar behaviors from church superiors that had also been demonstrated by slave masters
- amateur sleuthing led to discovery of a for-profit orphan-to-indentured laborer pipeline; the abbot was being blackmailed by a Chelaxian agent
- recruited by Graycloaks when she presented a fully-documented caseload
- after basic training, was transferred to Edgewatch to avoid retribution, badge #491
- Tanaterra is quiet and serious, often keeps her hands clasped behind her back under her cloak
- She prefers tea, but will occasionally have a bit of brandy to wind down. She carries her father's pipe as a memento, and has a smoke once a year, on the anniversary of his death

Tanaterra Tibeth Investigator 2
LG; Small Halfling; Gutsy Halfling; Humanoid; Godless Greyclock
Perception +9;
Languages Aklo, Common, Dwarven, Elven, Gnomish, Goblin, Halfling, Orcish, Undercommon, Ysoki
Skills Acrobatics +6, Arcana +8, Athletics -1, Crafting +8, Deception +5, Diplomacy +5, Lore: Sarenrae Religion +8, Medicine +9, Occultism +8, Religion +7, Society +10, Stealth +6, Thievery +6
Str -1, Dex +2, Con +0, Int +4, Wis +3, Cha +1
Items Padded Armor, Cloak of Feline Rest, Artisan's Tools, Clothing (Ordinary), Crowbar, Disguise Kit, Lantern (Hooded), Healer's Tools, Rubbing Set, Thieves' Tools, 5sp
AC 17, Fort +4, Ref +8, Will +9
HP 22
Clue In ↺
Speed 25 feet
Melee Dagger +6 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4-1 (P); +8 with Devise a Stratagem
Ranged Hand Crossbow +6 (Crossbow), Damage 1d6 (P); +8 with Devise a Stratagem
Battle Medicine ◆
Devise a Stratagem ◆
Precision Damage Strategic Strike 1d6
Additional Feats Forensic Acumen, Glean Contents, Gutsy Halfling, Linguist Dedication (Multilingual x2), Quick Identification, Shared Stratagem, That's Odd, Watchful Halfling
Additional Specials Methodology (Forensic Medicine), On the Case, Pursue a Lead, Strategic Strike

Feat Descriptions/Uses:

Godless Greycloak - You gain a +1 circumstance bonus to Deception, Diplomacy, and Intimidation checks to interact with Graycloaks, priests, and clerics.

Gutsy Halfling - When you roll a success on a saving throw against an emotion effect, you get a critical success instead.

Watchful Halfling - Your communal lifestyle causes you to pay close attention to the people around you, allowing you to more easily notice when they act out of character. You gain a +2 circumstance bonus to Perception checks when using the Sense Motive basic action to notice enchanted or possessed characters. If you aren’t actively using Sense Motive on an enchanted or possessed character, the GM rolls a secret check, without the usual circumstance and with a –2 circumstance penalty, for you to potentially notice the enchantment or possession anyway.In addition to using it for skill checks, you can use the Aid basic action to grant a bonus to another creature’s saving throw or other check to overcome enchantment or possession.As usual for Aid, you need to prepare by using an action on your turn to encourage the creature to fight against the effect.

That's Odd - When you enter a new location, such as a room or corridor, you immediately notice one thing out of the ordinary. The GM determines what it is, or whether there's nothing reasonable to pick up, skipping obvious clues that can be easily noticed without a check or specifically looking for them. You learn only that an area or object is suspicious, but not why it's suspicious. For example, if you entered a study with a large bloodstain on the ground, the bloodstain is so obviously suspicious it's evident to you already, so the GM might note that there's something suspicious about the desk drawer instead. You would then need to investigate the drawer further to find out what specifically is out of the ordinary. That's Odd doesn't reveal whether creatures are suspicious.You don't typically get any benefit when you leave and come back to a place, though if a major change has happened there and time has passed, the GM might determine that you do.

Battle Medicine - Requirements You are holding or wearing healer's tools.
You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points + your level; this does not remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 hour (immune time & healing amount modified by Forensic Medicine).

Clue In (reaction) - Frequency once per 10 minutes
Trigger Another creature attempts a check to investigate a lead you're pursuing.
You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you're conveying information verbally.

Devise a Stratagem - Concentrate Fortune Investigator
Frequency once per round
You assess a foe's weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a d20. If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike's attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent attacks.

When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your Strike uses an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it's a melee weapon with the thrown trait), or a sap.

Pursue a Lead
Concentrate Exploration Investigator
Frequency once per 10 minutes
You spend 1 minute examining the details of one potential clue, designating the subject related to that clue as the target of your active investigation. This subject is typically a single creature, item, or small location (such as a room or corridor), but the GM might allow a different scope for your investigation. You don't need to know the identity, purpose, or nature of the subject, but you do need to be aware of its existence. For instance, finding a footprint is enough to investigate the creature that left it, and seeing a hasty sketch of an item or location can be enough to start your investigation of that subject.

Whenever you attempt a Perception or skill check to investigate a designated subject, you gain a +1 circumstance bonus to the check. The exact checks this applies to depend on the actions you use to investigate and are determined by the GM, but checks to investigate are typically Perception checks or skill checks that use Intelligence, Wisdom, or Charisma.

You can maintain two active investigations at a time. If you Pursue another Lead after that, the subject must be different from any of your current investigations (or rather, they must be different as far as you know), and you give up on a current subject of your choice. Once you've given up pursuit of a subject, you can't Pursue that Lead again until after the next time you make your daily preparations.

Strategic Strike

When you strike carefully and with forethought, you deal a telling blow. When making a Strike that adds your Intelligence modifier on your attack roll due to Devising a Stratagem, you deal an additional 1d6 precision damage.

As your investigator level increases, so too does the deadliness of your strategic strike. Increase the number of dice by one at 5th, 9th, 13th, and 17th levels.

Quick Identification - General Skill

You can Identify Magic swiftly. You take only 1 minute when using Identify Magic to determine the properties of an item, ongoing effect, or location, rather than 10 minutes. If you’re a master, it takes a 3-action activity, and if you’re legendary, it takes 1 action.

Forensic Acumen - General Skill

You understand the principles of forensic medicine, making you better at examining a body to determine the cause of death or injury. You can perform a forensic examination on a body, as described under Recall Knowledge in the Medicine skill, in half the normal amount of time it would take (to a minimum of 5 minutes). If you succeed at your check, you can attempt an immediate check to Recall Knowledge to follow up on something you found, with a +2 circumstance bonus. This check is usually related to the cause of injury or death, such as a Crafting check to identify a poison or weapon that was used or an additional Medicine check to identify a specific disease. If you prefer, you can instead attempt to Recall Knowledge about the type of creature whose body you were examining, using the appropriate skill and gaining the same circumstance bonus.

Shared Stratagem

The plans you make include your allies as well as yourself. When you hit a creature with an attack on which you substituted your attack roll due to Devising a Stratagem, designate one ally. The creature you hit is flat-footed to that ally on the next attack the designated ally makes against that creature before the start of your next turn.

Glean Contents - General Skill

You are adept at quickly scanning loose papers and carefully discerning the contents of sealed letters without damaging the seal. You can attempt Society checks to Decipher Writing on a message that is only partially glimpsed, upside down or reversed from your perspective, or even sealed. However, on a critical failure, the recipient is made aware of your efforts (for instance, you damage the seal or disturb the papers in some way). When using this feat to decipher sealed letters, your attempt to Decipher Writing gains the manipulate trait. This feat doesn't prevent witnesses from noticing your efforts, particularly with sealed letters which you must manipulate directly in order to read; you might need to attempt Deception or Stealth checks to avoid being noticed.

Linguist Dedication - Archetype Dedication

Archetype Linguist
Prerequisites you speak at least three languages
You have studied languages and their development. You become trained in Society; if you were already trained in Society, you instead become an expert in Society. You gain the Multilingual skill feat twice.

Special You can't select another dedication feat until you have gained two other feats from the linguist archetype.

Multilingual - General Skill

You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary.

Special You can select this feat multiple times. Each time, you learn additional languages.

Language Translation at funtranslations.com
Goblin = Vulcan
Gnomish = Mandalorian