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About Isaku BeruMale Human Investigator 6
PFS Info:
Skills/Offense:
Please see botting spoiler Feats and Abilities:
Ancestry Feats: Natural Ambition - Gain a 1st level Class Feat General Training - Gain a 1st level General Feat; must meet prereqs Heritage:
Methodology:
You're trained in Crafting and gain the Alchemical Crafting skill feat. In addition, you gain a standard formula book for free and learn the formulas for two additional common 1st-level alchemical items, which must be elixirs or tools. Each time you gain a level, you learn the formula for one common alchemical elixir or alchemical tool of any level of item you can create. During your daily preparations, you can create a number of versatile vials—alchemical concoctions that can quickly be turned into elixirs and tools— equal to your Intelligence modifier. You can use the Quick Tincture action to turn one of these vials into an elixir or alchemical tool for which you know the formula. Skill Feats:
Class Features:
Devise a Strategem
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. Devise Mod: +11 (+12 w/ Dueling Pistol or Bayonet) - INT +4, LVL +5, Trained +2 Pursue a Lead
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
Skillful Lessons
* Risky Surgery - On Treat Wounds, deal 1d8 damage to patient for +2 on check, and treat success as a critical success.
General Feats:
PFS School Training:
Class Feats:
Shared Strategem
Psychic Dedication
Bonus Feats:
Other Abilities: Radiant Oath Champion
Psychic Abilities:
Conscious Mind: The Oscillating Wave At the heart of all things is energy. Though it may change its form or resting place, it is eternal, fundamental, the purest of building blocks. Your powers let you shift energy—either concentrating it in a single point to explosive end or freezing objects by plundering it away— in an endless oscillation of temperature. Cantrip: Produce Flame Occult Spellcasting:
Spell DC: 22 Spell Attack: +12 Focus Points: 1 Psi Cantrip: Produce Flame (30' range; 3d6+4 Fire Melee dmg, 3d4+4 Fire Ranged dmg; 3d4 Persistent fire on crit) Amp: 1d10 Ranged dmg, 1d12 Melee. 1 splash damage Innate Spell: Light (from Wayfinder) Alchemical Formulas:
Versatile Vials: 4 Lesser Antidote
Equipment:
Combat Gear: Dagger(1), +1 Striking Dueling Pistol (50 rds), Throwing Knife(2), +1 Bayonet (attached to dueling pistol), Hatchet(14; Thrower's Bandolier) Armor: Studded Leather Other Gear: backpack, bedroll, chalk (10), flint and steel, rations (2 weeks), rope 50', soap, waterskin, Healers tools, Thieves tools, Alchemist Tools Magic Items: Wayfinder, Necklace of Fireballs (I; 0x6d6, 2x4d6; DC 21), +1 Striking Thrower's Bandolier (14 Hatchets) Wayfinder: Pearly White Spindle Aeon Stone Consumables: Minor Healing Potion(2), Lesser Healing Potion(3) Bulk: 5 (Encumbered at: 8; Maximum at: 13) Coins: 83.18 gp Botting:
Isaku will almost always (when there's time) do a Devise Strategem with his Dueling Pistol. SAVES / PERCEPTION
INITIATIVE
SKILLS
MELEE
[dice=Dagger]d20+13[/dice] for [dice=Piercing Damage]1d4+2[/dice] Doubled on Crit
[dice=Hatchet]d20+12[/dice] for [dice=Slashing Damage]1d6+2[/dice] Doubled on Crit
[dice=+1 Bayonet]d20+14[/dice] for [dice=Piercing Damage]1d4+2[/dice] Doubled on Crit
[dice=Devise Strategy Mods (Throwing Knife/Dagger)]d20+14[/dice] for [dice=Piercing Damage]1d4+2[/dice] with [dice=Strategic Strike]2d6[/dice]
RANGED
[dice=Dagger]d20+13[/dice] for [dice=Piercing Damage]1d4+2[/dice] Doubled on Crit [dice=+1 Striking Hatchet, 10' range]d20+15[/dice] for [dice=Slashing Damage]2d6+2[/dice] Doubled on Crit
[dice=+1 Striking Dueling Pistol, 60' range, Reload 1]d20+14[/dice] for [dice=Concussive Damage]2d6[/dice]
Dueling Pistol Critical Damage
Spoiler:
[dice=Concussive, Crit]2d10[/dice] [ooc]Doubled to[/ooc] [dice=Fatal]d10[/dice] [dice=Devise Strategy Mods (Throwing Knife/Dagger)]d20+14[/dice] for [dice=Piercing Damage]1d4+2[/dice] with [dice=Strategic Strike]2d6[/dice]
Dueling Pistol Critical Damage
Spoiler:
[dice=Concussive, Strategic Strike, Critical Hit]2d10+2d6[/dice] [ooc]Doubled to[/ooc] [dice=Fatal]d10[/dice] SPELLS
MEDICINE
Inspiration: Isaac Bell, Van Dorn Detective (Clive Cussler Series) |