Lirianne

Verra Vulcan's page

59 posts. Alias of RobL8675309.


Full Name

Verra Vulcan

Race

Changeling (Witchborn)

Classes/Levels

Investigator (Steelhound)-2 | HP 14/15, AC 18(T13, FF15) | F+2,R+6,W+3,CMD14 | Init+3, Perc+5/+6 traps, Darkvision | Grit-1/1, Inspiration-2/5

Gender

F

Size

M

Age

27

Alignment

N

Strength 12
Dexterity 16
Constitution 12
Intelligence 18
Wisdom 10
Charisma 10

About Verra Vulcan

Female Changeling(witchborn)Investigator(Steelhound)-2
N Med Humanoid (changeling)
Init +3; Senses Perception +5(+6 traps)
-------------------------------=DEFENSE=-------------------------------
AC:18, Touch:13, Flat-Footed:15(+3armor, +3dex, +1shield,+1Natural Armor)
HP:15 {1d8+CON}TAKING AVG+1>Lvl1
Fort: +2{+Base,+1Con,+1Trait}
Reflex: +6{+3Base,+3Dex}
Will: +3{+3Base,+0Wis}
CMD14{10+1Str+3Dex}
-------------------------------=OFFENSE=-------------------------------
Speed: 30 ft.
CMB:+2; {+1Base,+1Str}
Base Atk: +1
Melee:+2{+1Base,+1Str}
Ranged:+4 {+1Base,+3Dex}

--Melee:
Claws-+2, 1d4+2, 20/x2
Rapier-+2, 1d6+2, 18-20/x2

--Ranged:
MW Revolver-+5/+6@30', 1d8+3/+4@30', 20/x4, 20', Misfire 1, 6/6 shots

-------------------------------=STATISTICS=-------------------------------
Str: 12, Dex: 16, Con: 12, Int: 18, Wis: 10, Cha: 10

-------------------------=Traits=----------------------
Local Ties-(Disable Device) You gain a +1 trait bonus on checks with this skill, and it is a class skill for you. In addition, you are treated as if you possessed the Technologist feat for the purposes of resolving checks associated with that skill.
Rostlander- Your hardy nature grants you a +1 trait bonus on all Fortitude saves.
Pragmatic Activator-Int modifier on UMD

----------------=Drawbacks=-----------------
Voices(As Haunting Regret)- –2 penalty on saving throws against the distraction ability of swarms and mind-affecting effects and on concentration checks.

----------------=Race Traits=-------------------
Witchborn Changeling:+2Int/Cha, -2Con
Darkvision 60'
Natural Armor: Changelings have a +1 natural armor bonus.
Claws: two claw attacks (1d4 points of damage each).
Hulking Changeling: The changeling gains a +1 racial bonus on melee damage.

--------------=Feats=-----------------
Proficiencies:Steel hounds are proficient with simple weapons, plus the rapier, the sap, and Revolver. They are proficient in light armor.
Point-Blank Shot-+1 attack/damage w/in 30'
Amateur Gunslinger-Start w/battered Revolver (masterworked), grit, 1 deed
Gun Training (Revolver)-add DEX to damage, misfire values goes up by 2 (not 4) on misfire

---------------=Skills=- ---------------
Acrobatics*^(Dex)____+7{+1rank,+3Dex}
Appraise^(Int)____+4{+0rank,+4Int}BACKGROUND
Bluff^(Cha)____+4{+1rank,+0Cha}
Climb*^(Str)____+1{+0rank,+1Str}
Craft:Alchemy^ (Int)____+8/10{+2rank,+3Int,+2class}BACKGROUND
Diplomacy^(Cha)____+4{+1rank,+0Cha}
Disable Device^____+10{+2rank,+3Dex,+1Trait,+1Trapfinding}
Disguise^ (Cha)____+0{+0rank,+0Cha}
Escape Artist*^(Dex)____+3{+0rank,+3Dex}
Fly*(Dex)____+3{+0rank,+3Dex}
Handle Animal (Cha)____+0{+0rank,+0Cha}BACKGROUND
Heal^(Wis)____+5{+2rank,+0Wis}
Intimidate^(Cha)____+4{+1rank,+0Cha}
Knowledge^ (Arcana)(Int)____+8{+1rank,+4Int}
Knowledge^ (Dungeoneering)(Int)____+8{+1rank,+4Int}
Knowledge^ (Engineering)(Int)____+0{+0rank,+4Int}BACKGROUND
Knowledge^ (Geography)(Int)____+0{+0rank,+4Int}BACKGROUND
Knowledge^ (History)(Int)____+8{+1rank,+4Int}BACKGROUND
Knowledge^ (Local)(Int)____+8{+1rank,+4Int}
Knowledge^ (Nature)(Int)____+8{+1rank,+4Int}
Knowledge^ (Nobility)(Int)____+0{+0rank,+4Int}BACKGROUND
Knowledge^ (Planes) (Int)____+8{+1rank,+4Int}
Knowledge^ (Religion) (Int)____+8{+1rank,+4Int}
Linguistics^(Int)____+{+0rank,+4Int}BACKGROUND
Perception^(Wis)____+5/6{+2rank,+0Wis, +Trapfinding}
Perform^(Cha)____+0{+0rank,+0Cha}BACKGROUND
Profession^(Wis)____+0{+0rank,+0Wis}BACKGROUND
Ride*(Dex)____+3{+0rank,+3Dex}
Sense Motive^(Wis)____+4{+1rank,+0Wis}
Sleight of Hand*^(Dex)____+7{+1rank,+3Dex}BACKGROUND
Spellcraft^(Int)____+8{+1rank,+4Int}
Stealth*^(Dex)____+8{+2rank,+3Dex}
Survival(Wis)____+0{+0rank,+0Wis}
Swim*(Str)____+1{+0rank,+1Str}
Use Magic Device^(Cha)____+9{+2rank,+4INT}

ACP 0

*=ACP applies to these skills
^=In Class Skill Bonus +3
-=Non-Standard Skill Bonuses=-

-=Languages=- Common, Elven, Giant, Goblin, Necril
FCB:Investigator-1)+1 skill; 2)+1 skill

---===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)=---------------------------
Extracts Known: Bomber's Eye, Cure Light Wounds, Disguise Self, Expeditious Retreat, Endure Elements, Heightened Awareness, Reduce Person, Shield, Targeted Bomb Admixture, True Strike
Extracts Prepared: Cure Light Wounds, Heightened awareness, True Strike

---===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=-
Light 0-43 lb. Medium44-86 lb. Heavy 87-130 lb.
-=Current Load Carried=-
Light load: 35# w/o pack, 42.5# w/pack (mw pack moves light to 50#)

-=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.