Pathfinder Campaign Setting: Inner Sea Combat (PFRPG)

Kaitlyn Deathsbane's page

486 posts. Organized Play character for UncleFroggy.


Full Name

Kaitlyn Deathsbane

Race

HP 80/80 | AC 25 | F/R/W: 12/14/13 | Perc +13 Lowlight | 35 feet | Class DC 22 | Focus Points: 1/2 |

Classes/Levels

Acrobatics(E): +14, Medicine(E): +13, Stealth/Crafting(E): +12, Nature/Survival: +11, Athletics/Lore (PFS, Warfare): +10, | Exploration Activity: Avoid Notice | Hero Points: 1/3 | ◆◇↺ |

Gender

2396852-2015 | LG Female Half-Elf | Field Medic | Monk Lvl 6 | Medic Dedication | Crossbow Bolts: 21/21 |

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

About Kaitlyn Deathsbane

Female Half-Elf Monk 6
LG, Medium, Human, Elf, Humanoid
Heritage: Half-Elf
Background: Field Medic
Perception: +13 Lowlight
Languages: Common, Elven, Draconic
STR 14 (+2), DEX 18 (+4), CON 14 (+2), INT 12 (+1), WIS 16 (+3), CHA 10 (+0)
AC 25, HP 80, F/R/W: 12/14/13
Class DC: 22
Speed: 35 feet
Resistance: Void 1

PFS Info:

PFS#: 2396852-2015
PFS Provision Item: Moderate Healing Potion

Skills/Offense:

Please see the Botting Spoiler

Feats and Abilities:

Ancestry Feats:
* Natural Ambition - Gain a 1st level class feat
* Otherworldly Magic - Gain one arcane cantrip

Heritage: Half Elf

Skill Feats:
Battle Medicine - 1 action attempt a DC 15 Medicine check to regain 2d8 HP
Risky Surgery - On Treat Wounds, deal 1d8 damage to patient for +2 on check, and treat success as a critical success.
Assurance (Medicine) - Forego rolling a Medicine check to instead use a result of 20.
Treat Condition - You treat an adjacent creature in an attempt to reduce the clumsy, enfeebled, or sickened condition. If a creature has multiple conditions from this list, choose one. Attempt a counteract check against the condition using your Medicine modifier as your counteract modifier and the condition’s source to determine the DC. You can’t treat a condition that came from an artifact or effect above 20th level unless you have Legendary Medic; even if you do, the counteract DC increases by 10. Treating a Condition that is continually applied under certain circumstances (for instance, the enfeebled condition a holy character gains from carrying a weapon with the unholy rune) has no effect as long as the circumstances continue.

CS: Reduce the condition by 2
S: Reduce the condition by 1
CF: Increase the condition by 1

Class Features:
Flurry of Blows - Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally.
Powerful Fist - You don't take the -2 penalty when making a lethal attack with a nonlethal unarmed attack

Class Feats:
Ki Strike
Medic Dedication - You become an expert in Medicine. When you succeed with Battle Medicine or Treat Wounds, the target regains 5 additional HP at DC 20, 10 HP at DC 30, or 15 HP at DC 40. Once per day, you can use Battle Medicine on a creature that's temporarily immune. If you're a master in Medicine, you can do so once per hour.
Wholeness of Body
Doctor's Visitation - You move to provide immediate care to those who need it. You Stride, then use Battle Medicine or Treat Poison. You can spend 2 actions for Doctor’s Visitation to instead Stride and then use either Administer First Aid or Treat Condition (if you have that feat).

General Feats:
Continual Recovery - Cooldown for Treat Wounds is 10 minutes instead of 1 hour.

Bonus Feats:
Tiger Stance - Can Step 10' as long as your Speed is at least 20', claws do persistent bleed damage on critical.

Other Abilities: Radiant Oath Champion

Focus Spells:

Focus Points: 2/2
Focus Spells:
Ki Strike
You focus your ki into magical attacks. Make an unarmed Strike or Flurry of Blows (this doesn't change the limit on using only one flourish per turn). You gain a +1 status bonus to your attack rolls with the Strikes, and the Strikes deal 1d6 extra damage. This damage can be any of the following types of your choice, chosen each time you Strike: force, lawful (only if you're lawful), negative, or positive.

Wholeness of Body
You heal yourself in one of the following ways, chosen by you when you cast the spell. Either regain 16hp or attempt to cure 1 poison/disease; attempt to counteract the affliction.

Spells:
Electric Arc (DC 18 Reflex; 2d4 Electricity Damage)

Equipment:

Combat Gear: Dagger(1), +1 Striking Hand Crossbow (21 bolts), Throwing Knife (7)
Armor: +1 Explorer's Clothing
Other Gear: backpack, bedroll, chalk (10), flint and steel, rations (2 weeks), rope 50', soap, waterskin, Healers tools, Lesser smokestick, Winter Clothing
Magic Items: +1 Striking Handwraps of Mighty Blows, Wayfinder
Magic Items (Consumables): Minor Healing Potion (2), Lesser Healing Potion (2)
Wayfinder: Pearly White Spindle Aeon Stone
Bulk: 4 (Encumbered at: 6; Maximum at: 11)
Coins: 251.58 gp

Botting:

Kat will not usually close with the enemy unless she has to. She will usually stay at range and engage with her crossbow. That said, if any of her comrades are injured, she will try to get close to perform Battle Medicine. If she needs to engage in combat, unless the enemy is resistant to slashing damage, she will almost always assume Tiger Stance to take advantage of the 10' step. Her usual tactic would be to Step close, do a flurry of blows, then step back.

SAVES / PERCEPTION
[dice=Fortitude]d20+12[/dice]
[dice=Reflex]d20+14[/dice]
[dice=Will]d20+13[/dice]
[dice=Perception]d20+13[/dice]

INITIATIVE
[dice=Kat Init; Perception]d20+13[/dice]

SKILLS
[dice=Acrobatics(E)]d20+14[/dice]
[dice=Arcana(U)]d20+2[/dice]
[dice=Athletics(T)]d20+10[/dice]
[dice=Crafting(E)]d20+12[/dice]
[dice=Deception(U)]d20[/dice]
[dice=Diplomacy(U)]d20[/dice]
[dice=Intimidation(U)]d20[/dice]
[dice=Medicine(E)]d20+13[/dice]
[dice=Nature(T)]d20+11[/dice]
[dice=Occultism(U)]d20+2[/dice]
[dice=PFS Lore]d20+10[/dice]
[dice=Performance(U)]d20[/dice]
[dice=Religion(U)]d20+3[/dice]
[dice=Society(U)]d20+2[/dice]
[dice=Stealth(E)]d20+12[/dice]
[dice=Survival(T)]d20+11[/dice]
[dice=Thievery(U)]d20+4[/dice]
[dice=Warfare Lore]d20+10[/dice]

MELEE
Tiger claw attacks have to be in Tiger stance
[dice=Tiger Claw (Agile, Finesse), 1st attack]1d20+15[/dice] for [dice=Tiger Claw Damage (Slashing)]2d8+2[/dice] [ooc]Crit: Double Damage + 1d4 Persistent Bleed[/ooc]
[dice=Tiger Claw (Agile, Finesse), 2nd attack]1d20+11[/dice] for [dice=Tiger Claw Damage (Slashing)]2d8+2[/dice] [ooc]Crit: Double Damage + 1d4 Persistent Bleed[/ooc]
[dice=Tiger Claw (Agile, Finesse), 3rd attack]1d20+7[/dice] for [dice=Tiger Claw Damage (Slashing)]2d8+2[/dice] [ooc]Crit: Double Damage + 1d4 Persistent Bleed[/ooc]

[dice=Fist]1d20+15[/dice]
[dice=Fist, MAP, Agile]1d20+11[/dice]
[dice=Fist, MAP 2+, Agile]1d20+7[/dice]
[dice=Fist Damage, Bludgeoning]2d6+1[/dice]

**If either unarmed attack is done as part of a Flurry of Blows, combine the damage before adding weaknesses or resistances**

[dice=Throwing Knife]d20+14[/dice] for [dice=Piercing Damage]1d4+2[/dice] Doubled on Crit
[dice=Throwing Knife, MAP, Agile]d20+10[/dice] for [dice=Piercing Damage]1d4+2[/dice] Doubled on Crit
[dice=Throwing Knife, MAP 2+, Agile]d20+6[/dice] for [dice=Piercing Damage]1d4+2[/dice] Doubled on Crit

[dice=Dagger]d20+14[/dice] for [dice=Piercing Damage]1d4+2[/dice] Doubled on Crit
[dice=Dagger, MAP, Agile]d20+10[/dice] for [dice=Piercing Damage]1d4+2[/dice] Doubled on Crit
[dice=Dagger, MAP 2+, Agile]d20+6[/dice] for [dice=Piercing Damage]1d4+2[/dice] Doubled on Crit

[dice=+1 Striking Hand Crossbow]d20+15[/dice] for [dice=Piercing Damage]2d6[/dice] Doubled on Crit
[dice=+1 Striking Hand Crossbow, MAP]d20+10[/dice] for [dice=Piercing Damage]2d6[/dice] Doubled on Crit

RANGED
[dice=Throwing Knife, 20' range]d20+14[/dice] for [dice=Piercing Damage]1d4+2[/dice] Doubled on Crit
[dice=Throwing Knife, MAP, Agile, 20' range]d20+10[/dice] for [dice=Piercing Damage]1d4+2[/dice] Doubled on Crit
[dice=Throwing Knife, MAP 2+, Agile, 20' range]d20+6[/dice] for [dice=Piercing Damage]1d4+2[/dice] Doubled on Crit

HEALING
[dice=Healing, Assurance Medicine]2d8[/dice]
[dice=Battle Medicine, DC 20]d20+12[/dice]
[dice=Healing, DC 20]2d8+10[/dice]
[dice=Treat Wounds, Risky Surgery, Assurance]4d8-1d8[/dice]

[dice=Risky Surgery Damage]1d8[/dice]
[dice=Treat Wounds, Risky Surgery, DC 20]d20+12+2[/dice]
[dice=Healing]4d8+10[/dice] Subtract the damage done above

SPELLS
[dice=Electric Arc, DC 18 Basic Reflex]2d4[/dice]