About Verra VulcanFemale Changeling(witchborn)Investigator(Steelhound)-2
--Melee:
--Ranged:
-------------------------------=STATISTICS=-------------------------------
-------------------------=Traits=----------------------
----------------=Drawbacks=-----------------
----------------=Race Traits=-------------------
--------------=Feats=-----------------
---------------=Skills=- ---------------
ACP 0 *=ACP applies to these skills
-=Languages=- Common, Elven, Giant, Goblin, Necril
---===Special Abilities===---:
-------------------------------=SPECIAL/CLASS ABILITIES=---------------------------- Alchemy-can use Craft(Alchemy) to ID potions, competence bonus/level to create alchemical items Extracts-create magical extracts Inspiration:5/5-Free action, spend to add 1d6 to any skill, no cost for knowledge, linguistics and spellcraft if skill is known Trapfinding-An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (min. 1). An investigator can use Disable Device to disarm magical traps. Poison Resistance-+2 to all saves vs. Poison Grit(from Amateur Gunslinger):1/1 Deeds Quick Clear:At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action. ---===Spells/Extracts===---:
-------------------------------=Extracts=------------------------------- ------------------------------=1st(3/day)=---------------------------
---===Gear/Possessions===---:
-------------------------------=GEAR/POSSESSIONS=-------------------------- ----- Combat Gear:mw Hide shirt(170$,18#), mw buckler(155$,5#), mw battered revolver(300$,4#), rapier(20$,2#) Other gear: thieves' tools(30$,1#); spell pouch(5$,2#); formula book(3#); mw backpack(50$,4#) w/[chalk x10(.1$); ink (8$); pen x3(.1$); soap(.01$,.5#); compass(10$,.5#); flint/steel(1$); silk rope(10$,5#); steel mirror(10$,.5#); 60 bullets (6$)(-24 in cartridges); candle x10(.1$); journal(10$,1#)]; bandolier x2(1$); metal cartridge x4(loaded) (6$), bunch of vials for extracts light combat trained horse (110$), bit&bridle(2$,1#), military saddle and blanket(20$,30#), saddle bags(4$,8#)[w/alchemy crafting kit(25$,5#), healer's kit(50$,1#), gunsmith kit(15$,2#), bedroll(.1$,5#); blanket(.5$,3#), feed(.05$,10#/day)x6] -=Carrying Capacity=-
-=Money=- 466 GP 5 SP 5 CP
---===Background===---:
Verra was always an exceptional child. The first to raise her hand, the first to know the answer, the first to volunteer for danger. She was driven to be the best, and to make sure others KNEW she was the best. She was passionate, charismatic, and she found it easy to get others to do what she wanted them to do. She became one of the top new recruits to Brevoy's guard and was well on her way to being someone of importance. Then her brother died. That shouldn't be a problem, she thought. Death can't stop me. It was like a voice in her head, a voice which had always been there, but she didn't recognize. She knew something about alchemy; surely there should be a solution there. But try as she might, she couldn't unlock the secret. Seek out another, the voice whispered. She quickly went to the one other person she knew who might be able to help fix her brother's "condition." Using a carrot here and a stick there, she was able to convince a young mage in town to aid her, Quintis, one of the few men in town who's intelligence she respected. But something didn't go right. What rose from that table looked like her brother, but it wasn't him. The corpse strangled young Quintis and then came for her. She had to hack what had once been her brother to pieces to stop it. That's when she realized how twisted she had become, and that the voice in her head was not to be trusted. It called to her, telling her to do things. She left, left behind everything she had built, and rededicated her life, not to being the best, or proving anything to anyone, but to destroying the undead. Death comes to us all, and she plans to take as many unholy critters to hell with her as she can. And maybe then, the voice will stop.
---===Appearance and Personality===---:
Eyes: One Green, One Brown Hair: Red Skin: Pale Height: 6' Weight: 150 lbs Tall and willowy with fiery red hair. She spends much of her time alone, mostly working with various experiments.She doesn't get close to people easily, and sometimes seems to talk to herself. But she's quick-witted and agile, and pretty damn good in a scrap. What's next:
Verra is intended to stick with Steel Hound for the rest of her levels. I might go for a level of Inspired Blade swashbuckler to boost what little grit I have. |