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About Hercule PurroitMale catfolk Chaotic Good Investigator 3
Melee
Ranged
Special Attacks:
Total +8 w/ finesse and ranged weapons
Specialization effects:
Reactions Clue In reaction]
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. ————
Skills
Accounting Lore T +8
Languages: Common, Amurrun, Vudrani, Draconic, Sylvan, Elven, Celestial, Aklo
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Invested items:
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Hunting
Catfolk Dance [one-action]
Translator
Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. You're trained in the Society skill and the Scribing Lore skill. You gain the Multilingual skill feat. Multilingual
You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become Legendary. You can select this feat multiple times. Each time, you learn additional languages. Devise a Stratagem [one-action]
You assess a foe’s weaknesses in combat and use them to formulate a plan of attack against your enemy. 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 traite), 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. Pointed Question [one-action]
You ask a question that charms or needles someone in just the right way. Ask a question of a non-allied creature that you can see and have been conversing with. Attempt a Diplomacy check against the creature’s Will DC. The creature is then temporarily immune for 1 hour. Critical Success: The target must directly answer you question. It doesn’t have to answer truthfully, but you gain a +4 circumstance bonus to your Perception DC if the creature attempts to Lie to you.
No Cause for Alarm [three actions]
You attempt to reduce panic. Attempt a Diplomacy check, comparing it to the Will DC of creatures in a 10-foot emanation around you who are frightened. Each of them is temporarily immune for 1 hour.
Pursue a Lead
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 Persue another Lead after that, the subject must be different from any of your current investigations (or rater, they must be different as far as you know), and you can 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. Underworld Investigator
Your work as an investigator makes you familiar with the criminal element. You might be a criminal yourself, or you might have gained an understanding of how they operate from the outside. You become trained in Underworld Lore, and you gain your Pursue a Lead circumstance bonus to Thievery checks to investigate the subject of your lead (such as checks to Steal a clue from a suspect or Pick a Lock to open a safe with damning documents). Takedown Expert FEAT 1
You’ve mastered combat practices that let you get up close and bring down perpetrators alive. You can use your Intelligence modifier on attack rolls when you Devise a Stratagem if you’re using a weapon of the club group in one hand (like a club, staff, or sap), in addition to the usual weapons, and those Strikes qualify for your strategic strike. Additionally, you can make any of your Strikes nonlethal without taking the normal –2 penalty. Courtly Graces FEAT 1
Keen Recollection 3RD
Discreet Inquiry FEAT 2
Botting:
[spoiler=Botting] Perception and Saves [dice=Fortitude (T)]1d20+5[/dice]
[dice=Perception (E)]1d20+8[/dice] Combat I will almost always want to start with Devise a Stratagem to target the creature I want to attack. I might make a second attack in the round, but it isn’t going to do much damage without the Strategic Strike. With Takedown Expert, I have little need of the sap anymore. I can make any of my Strikes nonlethal without taking the normal –2 penalty. Devise a Stratagem is normally one action. It is a free action if the target is the subject of one of my leads. [dice=Devise a Stratagem]d20[/dice] I must use that roll if I attack the creature I did the devise a stratagem check against. I could attack other creatures or do something else and not need to use the roll (if for example it was a 1) but then wouldn’t get the bonus damage. Use of Intimidate might be a good alternate action when the Devise a Stratagem roll is poor. Substitute the value of the Devise a Stratagem roll for the word ‘roll’ in the following. When a weapon is Versatile, I tend to have two damage expressions for the different types I can do. [dice=Strategic Strike, Sword Cane]roll + 5+3[/dice] Agile, concealable, finesse
[dice=Strategic Strike, Dagger]roll +5+3[/dice] Agile, Finesse, thrown 10’, versatile S
[dice=Strategic Strike, Sap]roll +5+3[/dice] Agile, Non-Lethal
I have no reason to use my paw with strategic strike. [dice=Strategic Strike, +1 Hand Crossbow]roll +5+3 +1[/dice] 60’, reload 1
Regular melee [dice=Sword cane]d20 +7[/dice] Agile, concealable, finesse
[dice=Sword cane, MAP]d20 +7-4[/dice] Agile, concealable, finesse
[dice=Dagger]d20 +7[/dice] Agile, Finesse, thrown 10’, versatile S
[dice=Dagger, MAP]d20 +7-4[/dice] Agile, Finesse, thrown 10’, versatile S
[dice=Paw]d20 +7[/dice] Agile, Finesse, non-lethal, unarmed
[dice=Paw, MAP]d20 +7-4[/dice] (1d4 B) Agile, Finesse, non-lethal, unarmed
[dice=Sap]d20 +5[/dice] (1d6 B) Agile, Non-Lethal
Ranged
Skills [dice=Acrobatics (T)]1d20+7[/dice]
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Ancestry: Catfolk (Hunter)
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