Irabeth Tirabade

Tazra's page

102 posts. Organized Play character for Ever_Anon.


Full Name

Tazra

Race

Half-Orc

Classes/Levels

Investigator 1 | HP 9/9 | AC: 14 (T: 11, FF: 13)| Saves (+1 vs enchantment): F:+1, R:+3, W:+2 | BAB: +0, CMB: +2, CMD: 13, | Init: +1 | Perc. +4 (+2 to find hidden objects, +3 to find traps) | Extracts: (1st) 0/2 | Inspiration (3/5)

Gender

Female

Size

Medium

Age

18

Alignment

CG

Languages

Common, Abyssal, Draconic, Infernal, Giant, Goblin, and Orc

Occupation

Alchemist

Strength 14
Dexterity 13
Constitution 12
Intelligence 18
Wisdom 10
Charisma 10

About Tazra

Statistics:

Tazra
Female Half-Orc Investigator (Empiricist) 1
CG Medium Humanoid (Human/Orc)
Init +1; Senses: Darkvision 60ft; Perception +4
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Defense
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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)
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Offense
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Melee Heavy Flail +2 (1d10 +3, 19-20/x2)
Melee Dagger +2 (1d4 +2, 19-20/x2)
Ranged Shortbow +1 (1d6+0, x3)
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Other Statistics
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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
Indomitable (Faction): You gain a +1 trait bonus on saving throws versus enchantment spells and effects.
Outcast (Race): You gain a +1 trait bonus on Survival skill checks, and Survival is always a class skill for you.

Skills:
10 skill ranks per level (6 class, +4 INT) +1 FCB
Armor Check Penalty (Studded Leather Armor): -1

Appraise [0]: +6 (+4 INT, +2 racial bonus)
Craft (Alchemy) [1]: +8/+9 (+1 rank, +3 class skill, +4 INT, +1 competence bonus when crafting alchemical items)
Disable Device [1]: +6 (+1 rank, +3 class skill, +1 DEX, +1 class bonus)
Knowledge Local [1]: +8 (+1 rank, +3 class skill, +4 INT)
Knowledge Nature [1]: +8 (+1 rank, +3 class skill, +4 INT)
Linguistics [1]: +11 (+1 rank, +3 class skill, +3 feat, +4 INT)
Perception [1]: +4/+6/+7 (+1 rank, +3 class skill, +2 racial bonus to find hidden objects, +1 class bonus to detect traps)
Sense Motive [1]: +4 (+1 rank, +3 class skill)
Spellcraft [1]: +8 (+1 rank, +3 class skill, +4 INT)
Stealth [1]: +5 (+1 rank, +3 class skill, +1 DEX)
Survival [1]: +5 (+1 rank, +3 class skill, +1 trait bonus)
Use Magic Device [1]: +4 (+1 rank, +3 class skill)

Languages
Common, Abyssal, Draconic, Infernal, Giant, Goblin, and Orc

Class and Racial Features:

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Investigator Class Features:
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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 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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Empiricist Archetype:
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Champions of deductive reasoning and logical insight, empiricists put their faith in facts, data, confirmed observations, and consistently repeatable experiments—these things are their currency of truth.
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Half-Orc Racial Traits:
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+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to 1 or more hit points, he immediately falls unconscious and begins dying.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following languages: Abyssal, Draconic, Giant, Gnoll, and Goblin.
Scavenger (Alternate Racial Trait): Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating trait.
Chain Fighter (Alternate Racial Trait): Some half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This racial trait replaces weapon familiarity.

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Favored Class Bonuses (Investigator):
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Level 1: +1 skill point

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):
1st slot: Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
2nd slot: Shield: Invisible disc gives +4 to AC, blocks magic missiles.

An extract can be created with one minute of work, provided there is an empty slot.

Equipment:

Combat Gear:

Heavy Flail: 15gp
Dagger: 2gp
Shortbow: 30gp
Arrows (20): 1gp
Studded Leather Armor: 25gp

Other Gear:
Backpack (Common): 2gp
Bedroll: 1sp
Belt pouch: 1gp
Canteen: 2gp
Chalk: 1cp
Explorer’s Outfit: Free
Flint and steel: 1gp
Ink: 8gp
Inkpen: 1sp
Journal: 10gp
Mess kit: 2sp
Oil (1 pint): 1sp
Rope (Hemp): 1gp
Soap: 1cp
Thieves Tools (Common): 30gp
Trail Rations (10): 5gp
Traveler's Outfit (x2): 2gp
Waterproof Bag: 5sp

Total cost: 136gp, 2cp
Remaining gold: 521gp, 9sp, 8cp

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:
Remnant of the First World: An arrow bearing a coat of purple fur that regrows if shaved off.

Fame: 2
Prestige: 2

Chronicle sheets can be viewed here