Fighter

Asta Odimmadu's page

180 posts. Alias of Dennis Muldoon.


Race

| Hero Points: 2/3 | Exploration Mode: | [ooc]Battle Medicine Used: Asta,

Classes/Levels

Yuturr, Fuchsia[/ooc] | Healer's gloves: 0/1 | Conditions: | ◇ ◆

Gender

Male shoony investigator 7 | hp 31/76 | AC 25, Fort +10, Ref +15, Will +13 | Speed 25ft | Percept +15, LLV, Scent (Imp.) 30 ft

About Asta Odimmadu

Asta Odimmadu
Male bloodhound shoony investigator (empiricism) 7
LG, Small, Humanoid, Shoony

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Senses Perception +15 (+16 when using Pursue a Lead, +16 to investigate a crime scene, a clue, or similar details); low-light vision, scent (imprecise) 30 feet
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DEFENSE
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AC 25
HP 76
Fort +10 (T), Ref +15 (E), Will +13 (E)
Blunt snout One degree of success higher than rolled on save against inhaled threats and olfactory effects
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OFFENSE
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Melee
...+1 striking ghost touch sword cane +16 (agile, concealable, finesse, magical), Damage 2d6+3 Pier
...dagger +15 (versatile Slsh, thrown 10 ft., agile, finesse), Damage 1d4+3 Pier
...light mace +15 (shove, agile, finesse), Damage 1d4+3 Blud
...monkey's fist +15 (nonlethal, monk, finesse, reach 5 feet), Damage 1d4+3 Blud+nonlethal
Ranged
...lesser alchemist's fire +15 (thrown 20 ft., alchemical, bomb,consumable,fire,splash), Damage 1d8+2 Fire+1 persistent Fire+1 Fire splash
...dagger +15 (versatile Slsh, thrown 10 ft., agile, finesse), Damage 1d4+3 Pier
...lesser ghost charge +15 (thrown 20 ft., alchemical, bomb,consumable,positive,splash), Damage 1d8+2 Pos+enfeebled 1 until the start of your next turn+1 Positive splash
...hand crossbow +15 (range increment 60 feet, reload 1), Damage 1d6+2 Pier
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STATISTICS
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Str 12 (+1), Dex 18 (+4), Con 12 (+1), Int 18 (+4), Wis 14 (+2), Cha 12 (+1)
Speed 25 feet
Languages Abyssal, Celestial, Common, Goblin, Halfling, Mwangi, Shoony, Terran
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SKILLS
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Skill Feats & Skillful Lessons Assurance (Medicine), ◆Battle Medicine, Forensic Acumen, Glean Contents, Multilingual, ◆◆◆No Cause for Alarm, ◆◆◆Quick Identification, Robust Recovery

Acrobatics +15(E)
Arcana +15(E)
Athletics +10(T)
Crafting +13(T)
Diplomacy +10(T)
Kibwe Lore +13(T)
Medicine +14(E) (Assurance 21; +13 to investigate a crime scene, a clue, or similar details)
Nature +11(T)
Occultism +17(M)
Religion +11(T)
Shoony Lore +13(T)
Society +15(E)
Stealth +13(T)
Survival +11(T) (+13 to Track creatures previously sensed with your scent)
Thievery +13(T)
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FEATS & ABILITIES[/b]
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Acestry Feats & Abilities
...◆◆Dig Quickly You dig a shallow pit in the square you currently occupy, turning the square into difficult terrain (including for you). In addition, you also kick up a cloud of grit in a direction of your choice. The cloud extinguishes small, unattended, non-magical fires and helps smother the flames on burning creatures located within the cone; creatures in this cone that are taking persistent fire damage can immediately attempt an additional flat DC 15 check to end the persistent damage.
Class Feats & Abilities
...[R]Clue In (concentrate, investigator) Frequency once per 10 minutes Trigger Another creature attempts a check to investigate a lead you’re pursuing. Effect 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.
...Detective's Readiness When you're on a case, you stay watchful and resolute to avoid tricks your suspect might pull. You gain your circumstance bonus from Pursue a Lead on saving throws (and their DCs, as normal) against the subject of a lead, and you can use Clue In to assist an ally's saving throw against that subject.
...Devise A Stratagem (concentrate, fortune, investigator) Frequency once per round Effect 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.
If you’re aware that the creature you choose is the subject of a lead you’re pursuing, you can use this ability as a free action.
...Keen Recollection You can recall pertinent facts on topics that aren’t your specialty. Your proficiency bonus to untrained skill checks to Recall Knowledge is equal to your level instead of +0.
...Known Weakness (investigator) Whenever you Devise a Stratagem, you can also attempt a check to Recall Knowledge as part of that action. If you critically succeed at the Recall Knowledge check, you notice a weakness and gain a +1 circumstance bonus to your attack roll from Devise a Stratagem. If you immediately convey this information to your allies as part of the check, each ally gains a +1 circumstance bonus to their next attack roll against the subject, as long as their attack is made before the beginning of your next turn.
...Ongoing Investigation You're always investigating what's around you, even as you perform other activities. You can move at full Speed while using the Investigate exploration activity, and you can use another exploration activity while Investigating.
...Pursue A Lead (concentrate, exploration, investigator) Frequency once per 10 minutes Effect 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.

General Feats
...Toughness Gain extra hit points.
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Gear +1 studded leather, +1 striking ghost touch sword cane, +1 striking light mace, dagger, hand crossbow, lesser alchemist's fire, lesser ghost charge, monkey's fist, backpack, bedroll, belt pouch, belt pouch, bird feather token, bolts (20), chalks (10), chest feather token, detective's kit, doubling rings, flint and steel, healer’s gloves, healer's tools, ladder feather token, lesser darkvision elixir, lesser healing potion, minor healing potion, rations (1 week)s (2), repair kit, rope (foot)s (50), silversheen, simple manacles, soap, sunrods (2), thieves' tools, torchs (5), waterskin, purse (3 gp)

[dice=+1 striking ghost touch sword cane]1d20+16[/dice]
[dice=P damage]2d6+3[/dice]

[dice=+1 striking light mace]1d20+16[/dice]
[dice=B damage]2d4+3[/dice]

[dice=+1 striking dagger]1d20+16[/dice]
[dice=S damage]2d4+3[/dice]

◆ Action (Cast a spell ◆◆ then strike ◆)
◇ Free action (Attempt Lingering Performance ◇ then Inpire Courage ◆)
↺ Reaction (I use Shield Block ↺ and reduce the damage by 5)