Aredil Sultur

Lawrence Grimes's page

31 posts. Alias of -Karma-.


Full Name

Lawrence Grimes

Race

Male LN Human | HP: 51/51 | AC: 23 (14 Tch,19 Fl) 19 (14 Tch,15 Fl) | CMB: +6, CMD: 17 | F: +9, R: +12, W: +12 F: +7, R: +10, W: +10 (+2 vs illusion, curse, fear, and emotion) | Init: +4 | Perc: +15+1d6, SM: +15+1d6

Classes/Levels

| Active conditions: shield, heroism

About Lawrence Grimes

Lawrence Grimes
Male human investigator (empiricist) 6/occultist 1 (Pathfinder RPG Advanced Class Guide 30, 100, Pathfinder RPG Occult Adventures 46)
LN Medium humanoid (human)
Init +4; Senses Perception +15
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Defense
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AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 51 (7d8+13)
Fort +7, Ref +10, Will +10 (+2 save vs. illusion and disbelievable effects); +2 trait bonus vs. curse, fear, and emotion effects while wielding a firearm
Defensive Abilities trap sense +2; Resist unfailing logic
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Offense
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Speed 30 ft.
Melee sword cane +6 (1d6-1 plus 3 melee precision damage)
Ranged
. +2 revolver, deadly aim +10 (1d8+6/×4)
. rapid shot -2 to hit
. PBS +2 atk / +2 dmg
. Studied combat +3 atk / +3 precision dmg
. +2 revolver, DA, RS, PBS, SC +13/+13 (1d8+8/×4 +3 precision)
Special Attacks studied combat (+3, 5 rounds), studied strike +2d6
Implement Schools (3 generic focus)
. . Divination (0 points) Resonant—third eye; Focus—sudden insight
. . Transmutation (3 points) Resonant—physical enhancement (dexterity); Focus—legacy weapon, size alteration
Occultist Spells Known (CL 1st; concentration +6)
. . 1st (3/day)—liberating command[UC], longshot[UC]
. . 0 (at will)—detect magic, mending
Investigator (Empiricist) Extracts Prepared (CL 6th; concentration +11)
. . 2nd—alchemical allocation[APG] (3), invisibility
. . 1st—longshot[UC] (2), shield (3), tears to wine (DC 16)
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Statistics
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Str 8, Dex 18, Con 12, Int 20, Wis 14, Cha 8
Base Atk +4; CMB +6; CMD 17
Feats Deadly Aim, Exotic Weapon Proficiency (firearms)[UC], Gunsmithing[UC], Point-Blank Shot, Precise Shot, Ranged Study[ACG], Rapid Shot, Weapon Focus (revolver)
Traits black powder fortune, life of toil
Skills Acrobatics +8, Appraise +9, Craft (alchemy) +9 (+15 to create alchemical items), Craft (firearms) +7, Diplomacy +9 (+15 to gather information (You can use your Intelligence Modifier instead of Charisma)), Disable Device +20, Heal +6, Knowledge (arcana) +15, Knowledge (dungeoneering) +15, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +15, Knowledge (local) +15, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +15, Knowledge (religion) +15, Linguistics +9, Perception +15, Sense Motive +15, Spellcraft +15, Stealth +8, Use Magic Device +15
Languages Abyssal, Aklo, Celestial, Common, Elder Thing, Infernal, Mi-go
SQ alchemy (alchemy crafting +6), ceaseless observation, implements 2, inspiration (8/day), investigator talents (expanded inspiration[ACG], quick study[ACG]), keen recollection, mental focus (6/day), trapfinding +3
Combat Gear potion of fly, potion of heroism; Other Gear +1 mithral chain shirt, +2 revolver[UC], adamantine bullet[UC] (10), metal cartridge[UC] (30), silver bullet[UC] (10), sword cane[APG], cloak of resistance +1, handy haversack, headband of vast intelligence +2, ioun torch ioun stone[APG], alchemy crafting kit[APG], gunsmith's kit[UC], investigator starting formula book, masterwork thieves' tools, 2,029 gp
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Special Abilities
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Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+6)
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Divination (????) Implements of the divination school grant powers related to foresight and remote viewing.

Implements: Book, crystal ball, goggles, harrow deck, headband, lenses, planchette.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Implements (Su) Gain a series of items which grant access to schools and powers.
Inspiration (+1d6, 8/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Legacy Weapon +1 (Su) 1 focus: weapon touched gains enhancement bonus plus a special ability.
Mental Focus (6/day) (Su) You have a pool of points that activate your focus powers.
Physical Enhancement +2 (Dexterity) (Su) Implement grants bearer enhancement to one physical attribute.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Study (Ex) Use studied combat as a swift action.
Ranged Study (Revolver) Gain bonuses and can use studied combat and studied strike with chosen weapon.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Size Alteration (Sp) 1 focus: increase or decrease a creature's size by one step.
Studied Combat (+3, 5 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +2d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Sudden Insight +1 (Sp) Swift action & 1 focus: Gain insight bonus to one abil. or skill check, or attack before end of turn.
Third Eye (Su) Gain enhanced senses while implement stores focus.
Transmutation (????) Transmutation implements can alter the properties of both objects and creatures.

Implements: Belt, boots, sandals, vest, weapon.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Unfailing Logic +2 (Ex) +2 save vs. illusion and disbelievable effects