Catfolk

Hercule Purroit's page

80 posts. Organized Play character for BretI.


Race

| HP 16/32 | AC 18 | F +5 R +9 W +8

Classes/Levels

| Case Fola’s Dignitaries, Safa’s Master | Conditions: Sickened 1

Gender

M Catfolk Investigator 3 | 25’

About Hercule Purroit

Male catfolk Chaotic Good Investigator 3
CG medium humanoid (catfolk)
Senses Perception +8 E; low-light vision, scent (imprecise) 30’
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Defense
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HP 32
AC 18 (10 +2 Dex +1 armor +0 runes +2 Trained +3 Level)
Speed 25’
Fort +5 T Reflex +9 E Will +8 E
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Offense
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Investigator Class DC 18 T

Melee
Paw +7 (1d4 B) Agile, Finesse, non-lethal, unarmed
Dagger +7 (d4 P) Agile, Finesse, thrown 10’, versatile S
Sword cane +7 (d6 P) Agile, concealable, finesse
Sap +5 (1d6 B) Agile, Non-Lethal

Ranged
+1 Hand Crossbow +8 (d6 P) 60’, reload 1

Special Attacks:
Devise a stratagem +3
Strategic Strike +d6

Total +8 w/ finesse and ranged weapons
Total +9 w/ hand crossbow

Specialization effects:
None yet.

Reactions

Clue In reaction]
Concentrate Investigator
Frequency: once per 10 minutes
Trigger: Another creature attempts a check to investigate a lead you’re pursuing.

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.

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Statistics
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Str 10 Dex 14 Con 10 Int 16 Wis 12 Cha 16

Skills
Acrobatics T +7
Arcana U +4 Hat of the Magi
Arcana to Recall Knowledge, Keen Recollection U +7
Athletics T +5
Crafting to Recall Knowledge, Keen Recollection U +6
Deception T +8
Diplomacy E +10
Intimidation T +8
Medicine to Recall Knowledge, Keen Recollection U +4
Nature to Recall Knowledge, Keen Recollection U +4
Occultism T +8
Performance T +8
Religion T +6
Society E +10
Survival T +6 +2 circumstance to track if smelled it before
Thievery T +7

Accounting Lore T +8
Scribing Lore T +8
Underworld Lore T +8
Other Lores, Keen Recollection U +6

Languages: Common, Amurrun, Vudrani, Draconic, Sylvan, Elven, Celestial, Aklo
Background: Translator
Pathfinder Training: Scrolls
Patron Deity:
Home Region: Jalmeray

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Gear
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Leather Armor
Explorer’s Clothing
Swordcane
Sap
+1 Hand Crossbow
Crossbow bolts (20)
Thieve’s Tools
Adventurer’s Pack
Rations (1 week)
Dagger
Fine Clothes

Invested items:
Wayfinder with Aeon Stone (Pearly White Spindle)
Hat of the Magi

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Feat and Class Abilities
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Hunting
You come from a long line of skilled hunters and trackers and have a particularly keen sense of smell. You gain imprecise scent with a range of 30 feet. This means you can use your sense of smell to determine a creature's location, as explained on page 465 of the Core Rulebook. The GM will usually double the range if you're downwind from the creature or halve the range if you're upwind. In addition, you gain a +2 circumstance bonus to Track a creature or object if you've smelled it before.

Catfolk Dance [one-action]
FEAT 1 CATFOLK
You have a habit of always being in the way when other creatures attempt to move. Attempt an Acrobatics check against an adjacent creature’s Reflex DC.
Critical Success The target creature gains a –2 circumstance penalty to Reflex saves
and is flat-footed until the start of your next turn.
Success The target creature gains a –2 circumstance penalty to Reflex saves until
the start of your next turn.

Translator
In your youth, you learned to transcribe books and translate scrolls to preserve knowledge or perhaps to aid wealthy merchants and politicians. Whether you set out to make your own fortune or are drawn to decipher the strangest codes, your linguistic training will guide your discoveries.

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
General Skill
Prerequisite trained in Society

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]
Concentrate Fortune Investigator
Frequency: once per round

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]
Auditory Concentrate Investigator Linguistic Mental

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.
Success: As critical success, but the circumstance bonus is +2.
Failure: The target can refuse to answer you as normal.
Critical Failure: The target can refuse to answer you as normal, and its attitude toward you decreases by one step due to your aggravating attention.

No Cause for Alarm [three actions]
Auditory Concentrate Emotion General Linguistic Mental SKill
Prerequisite: trained in Diplomacy

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.
Critical Success: Reduce the creature’s frightened value by 2.
Success: Reduce the creature’s frightened value by 1.

Pursue a Lead
Concentrate Exploration Investigator

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
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
Investigator

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
General Skill
Prerequisites trained in Society
You were raised among the nobility or have learned proper etiquette and bearing, allowing you to present yourself as a noble and play games of influence and politics. You can use Society to Make an Impression on a noble, as well as with Impersonate to pretend to be a noble if you aren’t one. If you want to impersonate a specific noble, you still need to use Deception to Impersonate normally, and to Lie when necessary.

Keen Recollection 3RD
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.

Discreet Inquiry FEAT 2
General Skill
Prerequisites expert in Deception or Diplomacy
You are subtle in your efforts to learn the things you need to know. When Gathering Information, you can hide the true subject of your inquiry among other topics of little interest to you without increasing the difficulty of the check or taking more time to Gather Information. Anyone trying to Gather Information to determine if someone else was asking around about the topic in question must exceed your Deception DC or the normal DC to Gather Information about your inquiries, whichever is higher, or else they don't learn of your efforts.

Botting:

[spoiler=Botting]

Perception and Saves

[dice=Fortitude (T)]1d20+5[/dice]
[dice=Reflex (E)]1d20+9[/dice]
[dice=Will (E)]1d20+8[/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=Piercing damage, strategic strike]d6+d6[/dice]

[dice=Strategic Strike, Dagger]roll +5+3[/dice] Agile, Finesse, thrown 10’, versatile S
[dice=Piercing damage, strategic strike]d4+d6[/dice]
[dice=Slashing damage, strategic strike]d4+d6[/dice]

[dice=Strategic Strike, Sap]roll +5+3[/dice] Agile, Non-Lethal
[dice=Nonlethal Bludgeoning damage, strategic strike]d6+d6[/dice]

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
[dice=Piercing damage, strategic strike]d6+d6[/dice]

Regular melee

[dice=Sword cane]d20 +7[/dice] Agile, concealable, finesse
[dice=Piercing damage]d6[/dice]

[dice=Sword cane, MAP]d20 +7-4[/dice] Agile, concealable, finesse
[dice=Piercing damage]d6[/dice]

[dice=Dagger]d20 +7[/dice] Agile, Finesse, thrown 10’, versatile S
[dice=Piercing damage]d4[/dice]
[dice=Slashing damage]d4[/dice]

[dice=Dagger, MAP]d20 +7-4[/dice] Agile, Finesse, thrown 10’, versatile S
[dice=Piercing damage]d4[/dice]
[dice=Slashing damage]d4[/dice]

[dice=Paw]d20 +7[/dice] Agile, Finesse, non-lethal, unarmed
[dice=Nonlethal Bludgeoning damage]d4[/dice]

[dice=Paw, MAP]d20 +7-4[/dice] (1d4 B) Agile, Finesse, non-lethal, unarmed
[dice=Nonlethal Bludgeoning damage]d4[/dice]

[dice=Sap]d20 +5[/dice] (1d6 B) Agile, Non-Lethal
[dice=Nonlethal Bludgeoning damage]d6[/dice]

Ranged
[dice=+1 Hand Crossbow]d20 +8[/dice] 60’, reload 1
[dice=Piercing damage]d6[/dice]

Skills

[dice=Acrobatics (T)]1d20+7[/dice]
[dice=Arcana (U)]1d20+7[/dice] Only for Recall Knowledge
[dice=Athletics (T)]1d20+5[/dice]
[dice=Crafting (U)]1d20+6[/dice] Only for Recall Knowledge
[dice=Deception (T)]1d20+8[/dice]
[dice=Diplomacy (E)]1d20+10[/dice]
[dice=Intimidation (T)]1d20+8[/dice]
[dice=Medicine (U)]1d20+4[/dice] Only for Recall Knowledge
[dice=Nature (U)]1d20+4[/dice] Only for Recall Knowledge
[dice=Occultism (T)]1d20+8[/dice]
[dice=Performance (T)]1d20+8[/dice]
[dice=Religion (T)]1d20+6[/dice]
[dice=Society (E)]1d20+10[/dice]
[dice=Survival (T)]1d20+6[/dice] +2 circumstance to track if smelled it before
[dice=Thievery (T)]1d20+7[/dice]
[dice=Thievery, Pursue a Lead (T)]1d20+7+1[/dice]

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Character Creation
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Str 10
Dex 14 AF
Con 10
Int 16 ACF
Wis 12 A-BF
Cha 16 ABF

Ancestry: Catfolk (Hunter)
Catfolk Dance
Background:
Translator: Multilingual, Lore (Scribing)
Class: Investigator (Interrogation)
Devise a Stratagem
Strategic Attack +1d6
Underworld Investigator
Takedown Expert
Skill feats:
Courtly Graces
Discreet Inquiry
General
Skill Training
Pathfinder Training
Scrolls, Accounting Lore