Count Lucinean Galdana

Isaku Beru's page

474 posts. Organized Play character for UncleFroggy.


Full Name

Isaku Beru

Race

HP 74/74 | AC 24 | F/R/W: 12/13/11 | Perc +11 (+12 Pursue a Lead/Detect Traps) | 25 feet | Class DC 21 | Exploration Activity: Scout | Hero Points: 1/3 |

Classes/Levels

Ammo: 50 | Throwing Knives: 2 | +1 SH: 14/14

Gender

2396852-2001 | LG Male Human | Detective | Investigator Lvl 6 | Psychic Dedication |◆◇↺ | Spells: -/1/0 |

Strength 14
Dexterity 16
Constitution 14
Intelligence 18
Wisdom 12
Charisma 12

About Isaku Beru

Male Human Investigator 6
LG, Medium, Human, Humanoid
Heritage: Versatile Heritage
Background: Detective
Perception: +11 (+12 when using Pursue a Lead, +12 to detect traps)
Languages: Common, Elven, Draconic, Goblin, Undercommon, Dwarven
STR 14 (+2), DEX 16 (+3), CON 14 (+2), INT 18 (+4), WIS 12 (+1), CHA 12 (+1)
AC 23, HP 74, F/R/W:12/13/11
Class DC: 21
Resistances: Negative 1, Electricity 2
Speed: 25 feet

PFS Info:

PFS#: 2396852-2001
PFS School: Generalist
PFS School Item: Lesser Healing Potion(2)
Chronicles

Skills/Offense:

Please see the 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:
Versatile Heritage - Gain a general feat. Must meet prereqs

Methodology:
Alchemical Sciences
Your methodology emphasizes chemical and alchemical analysis, collecting information from unusual particles and fluids found on the scene. You possess enough alchemical know-how to whip up a few tinctures to help you with your cases.

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:
** Alchemical Crafting - You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book.
** Cat Fall - Treat falls as 25 feet shorter
** Streetwise (Background) - Use Society to Gather Information or use Recall Knowledge in a settlement you frequent regularly
** Ward Medic - Treat Disease / Treat Wounds on 2 patients

Class Features:
Clue In
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.

Devise a Strategem
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 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: +12 (+13 w/ Dueling Pistol or Bayonet) - INT +4, LVL +6, Trained +2

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 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 2d6 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.

Skillful Lessons
At 3rd level and every odd-numbered level thereafter, you gain a skill feat. This feat must be for an Intelligence-, Wisdom-, or Charisma-based skill, or for the skill you gained from your methodology.

* Risky Surgery - On Treat Wounds, deal 1d8 damage to patient for +2 on check, and treat success as a critical success.
* Continual Recovery - Cooldown for Treat Wounds is 10 minutes instead of 1 hr.

General Feats:
** Canny Acumen (Fort Save) - Your avoidance or observation is beyond the ken of most in your profession. Choose Fortitude saves, Reflex saves, Will saves, or Perception. You become an expert in your choice. At 17th level, you become a master in your choice.
** Hefty Hauler - +2 to max and encumbered Bulk limits
** Assurance (Medicine) - Forego skill check to use a result of 19
** Toughness - Gain extra HP equal to level. DC for recovery check is 9 + dying value.

PFS School Training:
Battle Medicine - 1 action attempt a DC 15 Medicine check to regain 2d8 HP (4d8 on Crit). Target immune to your Battle Med for 1 day.

Class Feats:
Known Weakness
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.

Shared Strategem
The plans you make include your allies as well as yourself. When you hit a creature with an attack on which you substituted your attack roll due to Devising a Stratagem, designate one ally. The creature you hit is flat-footed to that ally on the next attack the designated ally makes against that creature before the start of your next turn.

Psychic Dedication
You've awoken the latent abilities of your mind, taking your first steps into wielding psychic magic.

Bonus Feats:
Trap Finder - Bonus to find traps and AC/saves vs. traps. Get a check as though Searching, and can disable as though master in Thievery (legendary if already master).

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
1st: Soothe
2nd: Sound Burst
Innate Spell: Light (from Wayfinder)
Signature Spell: Soothe

Alchemical Formulas:

Versatile Vials: 4

Lesser Antidote
Lesser Antiplague
Minor Elixir of Life
Lesser Elixir of Life
Lesser Alchemist Fire
Lesser Bottled Lightning
Lesser Frost Vial

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; 1x6d6, 1x4d6; DC 21), +1 Striking Thrower's Bandolier (14 Hatchets), Healer's Gloves, Jolt Coil (on armor)
Wayfinder: Pearly White Spindle Aeon Stone
Consumables: Minor Healing Potion(2), Lesser Healing Potion(3)
Bulk: 6 (Encumbered at: 9; Maximum at: 14)
Coins: 230.92 gp

Botting:

Isaku will almost always (when there's time) do a Devise Strategem with his Dueling Pistol.

SAVES / PERCEPTION
[dice=Fortitude]d20+12[/dice]
[dice=Reflex]d20+13[/dice]
[dice=Will]d20+11[/dice]
[dice=Perception]d20+11[/dice]

INITIATIVE
[dice=Isaku Init; Avoid Notice]d20+12[/dice]

SKILLS
[dice=Acrobatics(E)]d20+13[/dice]
[dice=Arcana(T)]d20+12[/dice]
[dice=Athletics(T)]d20+10[/dice]
[dice=Crafting(E)]d20+14[/dice]
[dice=Deception(U)]d20+1[/dice]
[dice=Diplomacy(T)]d20+9[/dice]
[dice=Intimidation(U)]d20+1[/dice]
[dice=Medicine(E)]d20+12[/dice]
[dice=Nature(T)]d20+6[/dice]
[dice=Occultism(T)]d20+12[/dice]
[dice=PFS Lore(T)]d20+12[/dice]
[dice=Performance(U)]d20+1[/dice]
[dice=Religion(U)]d20+1[/dice]
[dice=Society(E)]d20+14[/dice]
[dice=Stealth(T)]d20+11[/dice]
[dice=Survival(T)]d20+9[/dice]
[dice=Thievery(E)]d20+13[/dice]
[dice=Underworld Lore]d20+12[/dice]

MELEE
[dice=Throwing Knife]d20+13[/dice] for [dice=Piercing Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Throwing Knife, MAP, Agile]d20+9[/dice] for [dice=Piercing Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Throwing Knife, MAP 2+, Agile]d20+5[/dice] for [dice=Piercing Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]

[dice=Dagger]d20+13[/dice] for [dice=Piercing Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Dagger, MAP, Agile]d20+9[/dice] for [dice=Piercing Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Dagger, MAP 2+, Agile]d20+5[/dice] for [dice=Piercing Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]

[dice=Hatchet]d20+12[/dice] for [dice=Slashing Damage]1d6+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Hatchet, MAP, Agile]d20+8[/dice] for [dice=Slashing Damage]1d6+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Hatchet, MAP 2+, Agile]d20+4[/dice] for [dice=Slashing Damage]1d6+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]

[dice=+1 Bayonet]d20+14[/dice] for [dice=Piercing Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=+1 Bayonet, MAP, Agile]d20+10[/dice] for [dice=Piercing Damage Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=+1 Bayonet, MAP 2+, Agile]d20+4[/dice] for [dice=Piercing Damage Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]

RANGED
[dice=Throwing Knife, 20' range]d20+13[/dice] for [dice=Piercing Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Throwing Knife, MAP, Agile, 20' range]d20+9[/dice] for [dice=Piercing Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Throwing Knife, MAP 2+, Agile, 20' range]d20+5[/dice] for [dice=Piercing Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]

[dice=Dagger]d20+13[/dice] for [dice=Piercing Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]

[dice=+1 Striking Hatchet, 10' range]d20+15[/dice] for [dice=Slashing Damage]2d6+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=+1 Striking Hatchet, MAP, Agile, 10' range]d20+11[/dice] for [dice=Slashing Damage]2d6+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=+1 Striking Hatchet, MAP 2+, Agile, 10' range]d20+7[/dice] for [dice=Slashing Damage]2d6+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]

[dice=+1 Striking Dueling Pistol, 60' range, Reload 1]d20+14[/dice] for [dice=Concussive Damage]2d6[/dice]
[dice=+1 Striking Dueling Pistol, 60' range, Reload 1, MAP]d20+9[/dice] for [dice=Concussive Damage]2d6[/dice]

[dice=Moderate Bottled Lightning, 20' range]d20+14[/dice] for [dice=Electricity Damage]2d6[/dice] plus [dice=Splash Damage]2[/dice] [ooc]Target FF on hit; Critical Hit: Double Damage[/ooc]

[dice=Moderate Bottled Lightning, 20' range, MAP]d20+9[/dice] for [dice=Electricity Damage]2d6[/dice] plus [dice=Splash Damage]2[/dice] [ooc]Target FF on hit; Critical Hit: Double Damage[/ooc]

DEVISE STRATEGEM

[dice=Devise]d20[/dice]
Mods:
+14 (Throwing Knife, Dagger, Hatchet [Melee])
+15 (Dueling Pistol, Bayonet, Hatchet [Ranged])

[dice=Throwing Knife/Dagger/Bayonet; Piercing Damage]1d4+2[/dice] with [dice=Strategic Strike]2d6[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=+1 Striking Hatchet; Slashing Damage]2d6+2[/dice] with [dice=Strategic Strike]2d6[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=+1 Dueling Pistol; Concussive Damage]2d6[/dice] with [dice=Strategic Strike]2d6[/dice] [ooc]Critical Hit: See below[/ooc]

DUELING PISTOL CRITICAL HIT
[dice=Concussive, Crit]2d10[/dice] [ooc]Doubled to [/ooc]
[dice=Concussive, Crit]2d10[/dice] with [dice=Strategic Strike]2d6[/dice] [ooc]Doubled to [/ooc]
[dice=Fatal]d10[/dice]

SPELLS
[dice=Produce Flame, Melee]d20+12[/dice] for [dice=Fire Damage]3d6+4[/dice] [ooc]Double + 3d4 Persistent Fire[/ooc]
[dice=Produce Flame, Ranged]d20+12[/dice] for [dice=Fire Damage]3d4+4[/dice] [ooc]Double + 3d4 Persistent Fire[/ooc]
[dice=Soothe, Healer's Gloves]2d6+7[/dice]
[dice=Soothe, Lvl 1]d10+4[/dice]
[dice=Soothe, Lvl 2]2d10+8[/dice]
[dice=Sound Burst, Sonic Damage, DC 22 Fortitude]2d10[/dice]
[dice=Electric Arc, Electricity Damage, DC 17 Reflex]3d4+1[/dice]

MEDICINE
[dice=Battle Medicine, DC 20, Assurance]2d8+10[/dice]
[dice=Treat Wounds, Risky Surgery, DC 20, Assurance]4d8-1d8+10[/dice]

Inspiration: Isaac Bell, Van Dorn Detective (Clive Cussler Series)