About TazraStatistics:
Tazra Female Half-Orc Investigator (Empiricist) 1 CG Medium Humanoid (Human/Orc) Init +1; Senses: Darkvision 60ft; Perception +4 -------------------- Defense -------------------- AC 14, touch 11, flat-footed 13 (+1 DEX, +3 armor) HP 9 (1d8) Fort +1, Ref +3, Will +2 (+1 against enchantment spells/effects) -------------------- Offense -------------------- Melee Heavy Flail +2 (1d10 +3, 19-20/x2) Melee Dagger +2 (1d4 +2, 19-20/x2) Ranged Shortbow +1 (1d6+0, x3) -------------------- Other Statistics -------------------- Str 14, Dex 13, Con 12, Int 18, Wis 10, Cha 10 Base Atk +0; CMB 2; CMD 13 Special Abilities:
Feats: Skill Focus - Linguistics (Level 1): +3 bonus on one skill (+6 at 10 ranks) Traits
Skills:
Appraise [0]: +6 (+4 INT, +2 racial bonus)
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.
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Formula Book:
Level 1: Comprehend Languages: You understand all languages. Cure Light Wounds: Cures 1d8 damage + 1/level (max +5). Enlarge Person: Humanoid creature doubles in size. Heightened Awareness: Your recall and ability to process information improve. Identify: Gives +10 bonus to identify magic items. Shield: Invisible disc gives +4 to AC, blocks magic missiles. Extracts Prepared:
Level 1 (2/day): An extract can be created with one minute of work, provided there is an empty slot.
Equipment:
Combat Gear: Heavy Flail: 15gp
Other Gear:
Total cost: 136gp, 2cp
Character Background:
Tazra never knew her parents. Half-orcs were prized as slaves due to their unusual strength, and Tazra was no exception. Slavery was all she knew. But inevitably her masters would grow wary of the intelligence they could see in her eyes, and sell her on to someone else. Her childhood was spent constantly rotating between masters, eking out whatever living she could as an outcast on the edge of society. When she was 12, she found herself at yet another slave auction in Kaer Maga, being sold to a scruffy-looking human. As he led her away from the auction, he told her that she was free now. Free? He went on to explain that he was a member of the Freemen. Founded by runaway slaves, their organization sought to help free anyone they could. Sometimes this meant hiding an escaped slave, or helping them leave the city. Sometimes it simply meant attending an auction and buying a person’s freedom. For the first time in Tazra’s life, she could choose her own fate. The man, (whose name was Stefan Petrescu), told her she could do whatever she wanted. If she wanted to leave the city and strike out on her own, he would give her some money, what advice he could, and let her go. If she wanted to stay, he would arrange for an apprenticeship to teach her a trade. The Freemen worked together on such matters to help newly-freed slaves find their place in the world. Confused, too many options being thrown at her in such a short time, she stammered out a question. ”What trade would I learn if I apprenticed with you?” Stefan looked at her for a moment, then laughed. ”I’m an alchemist. If that’s the trade you wish to learn, then you’re certainly welcome.” His face sobered. ”But always remember, you’re free now. You’ll be paid for your work. And if you’re ever unhappy in my care, then you can leave. Understand?” Tazra wasn’t entirely sure she did, but she nodded anyway. Tazra spent the next six years working in Stefan’s little alchemy shop. She turned out to have a knack for the trade, and it wasn’t long before she was exhausting the limits of what Stefan could teach her. She learned other things too, working with the Freemen. How to disable a lock. How to forge a contract. How to slip a frightened ex-slave past the city guards and into the night. It was through working with the Freemen that she met her first Pathfinder. Operatives from the Liberty’s Edge faction occasionally came to the city looking for new recruits among the Freemen. Stefan wholeheartedly recommended his young apprentice for the role. Ready to see what good she could do in the wider world, Tazra shouldered her bag and left to formally join the Pathfinder Society. PFS Statistics:
Scenarios completed: #9–14: Down the Verdant Path Boons available:
Fame: 2
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