Quinn

Nomadical's pregen 2's page

25 posts. Alias of Nomadical.


Race

| HP 53 / 53 | AC 21 | F +10 R +11 W +10 | Perc +10 (+11 w/ Pursue a lead | Default Exploration (Investigate)

Classes/Levels

| Speed 25ft |Active Conditions: Pursuing a Lead (Barrows)

Gender

Quinn | Male LG Medium Human Investigator 5 pregen

About Nomadical's pregen 2

Quinn - Level 5
Human investigator 5 (pregen)
LG, Medium, Human, Humanoid
Perception +10 (+11 when using Pursue a Lead, +11 to Perception checks to notice minute details of documents, fabric, and the like.) [Trained]
Languages Common, Kellish, Mwangi, Osiriani, Varisian, Vudrani

Skills Acrobatics +4, Arcana +11*, Athletics +4, Crafting +13**, Deception +11**, Diplomacy +11**, Intimidation +4, Legal Lore +11*, Lore (Other) +9, Medicine +8*, Nature +8*, Occultism +11*, Performance +9*, Religion +8*, Society +13** Stealth +11**, Survival +3, Thievery +9*
* = Trained, ** = Expert
Recall Knowledge with Lore (Other) = +9 (CL +5, INT +4) due to Keen Recollection

Str 14 (+2), Dex 14 (+2), Con 12 (+1), Int 19 (+4), Wis 12 (+1), Cha 14 (+2)

Other Items studded leather, +1 striking sword cane, crossbow, moderate acid flasks (2), moderate ghost charges (2), backpack, bedroll, bolts (10), chalks (10), flint and steel, forensic dyes (2), magnifying glass, moderate cognitive mutagen, origin unguents (2), rations (1 week)s (2), rope (foot)s (50), soap, torch, waterskin, purse (15 gp; 3 sp)
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AC 21; Fort +10; Ref +11; Will +10
HP 53 Hero Points 1
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Speed 25 feet
Melee [1] +1 striking sword cane +12 (agile, concealable, finesse, magical), Damage 2d6+2 P [With Devise a stratagem: +14, +2d6 extra precision damage]

Ranged [1] moderate acid flask +12 (thrown 20 ft., acid, alchemical, bomb, consumable, splash), Damage 1 A +2d6 persistent Acid +2 Acid splash
Ranged [1] crossbow +11 (range increment 120 feet, reload 1), Damage 1d8 P
Ranged [1] moderate ghost charge +12 (thrown 20 ft., alchemical, bomb,consumable, positive,splash), Damage 2d8 Pos +enfeebled 1 until the start of your next turn +2 Positive splash

Devise A Stratagem [1] (concentrate, fortune, investigator) Frequency once per round Effect You can play out a battle in your head, using brains rather than brawn to execute an attack.
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.

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 1d6 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.

Ancestry Abilities:
Clever Improviser: You can attempt skill actions that normally require you to be trained, even if you’re untrained.

Cooperative Nature: The short human life span lends perspective and has taught you from a young age to set aside differences and work with others to achieve greatness. You gain a +4 circumstance bonus to checks to Aid.

Class Feats:

Known Weaknesses (investigator): 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 Stratagem: 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.

Strategic Assessment: You learn your foes’ strengths and weaknesses by watching them move. When you critically hit a creature with a Strike on which you substituted your attack roll due to Devising a Stratagem, the GM chooses one of the following pieces of information about the enemy to tell you.
• Which of the enemy’s weaknesses is highest
• Which of the enemy’s resistances is highest
• Which of the enemy’s saving throws is lowest
• One immunity the enemy has
The GM can choose deliberately or at random, but they can’t choose information that doesn’t apply (such as choosing an immunity for an enemy that has no immunities). This applies only the first time you critically hit a given creature.

That’s Odd (investigator): When you enter a new location, the GM should give you a hint about any hidden passageways (such as scuff marks near a bookcase that’s actually a swinging door), creatures or hazards (such as drippage on the floor from an unseen fungus growing on the rafters), or valuables (such as bunched carpet over a secret compartment in the floor that contains a bag of coins) in the location. The GM doesn’t need to provide clues for rooms that have no significant secret or hidden features. You learn only that an area or object is suspicious, but not why it’s suspicious. That’s Odd doesn’t reveal whether creatures are suspicious.
You don’t typically get any benefit when you leave and come back to a place, though if a major change has happened there and time has passed, the GM might determine that you do.

General Feats:

Canny Acumen (Fortitude) Choose Fortitude saves, Reflex saves, Will saves, or Perception. You become an expert in your choice.

Untrained Improvisation: You’ve learned how to handle situations when you’re out of your depth. Your proficiency bonus to untrained skill checks is equal to +2 instead of +0.

Skill Feats:

Eye for Numbers [1] (general, skill) You’ve learned to subitize, quickly estimating the number of items in a group with relative accuracy at only a glance. You immediately learn the number of visually similar items in a group you can see (such as coins, books, or people), rounded to the first digit in the total number. For example, you could look at a case of potion vials and learn that it held about 30 vials, but you wouldn’t know that it was exactly 33 vials, how many different types of potions there were, or how many of which type. You can use this ability only on items that can typically be counted, so you can’t use it on grains of sand or stars in the sky, for example. In addition, when you attempt to Decipher Writing that is primarily numerical or mathematical, you gain a +2 circumstance bonus to your check.

Group Impression: When you Make an Impression, you can compare your Diplomacy check result to the Will DCs of two targets instead of one. It’s possible to get a different degree of success for each target.

Lie to Me: You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it’s higher than your Perception DC to determine whether they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.

Quiet Allies: You’re skilled at moving with a group. When you’re Avoiding Notice and your allies Follow the Expert, you and those allies can roll a single Stealth check, using the lowest modifier, instead of rolling separately. This doesn’t apply for initiative rolls.

Read Lips: When you’re at your leisure, you can do this automatically. In encounter mode or when attempting a more difficult feat of lipreading, you’re fascinated and flat-footed during each round in which you focus on lip movements, and you must succeed at a Society check (DC determined by the GM) to successfully read someone’s lips. In either case, the language read must be one that you know.

Class Abilities:

Clue In [R] (concentrate, investigator) Frequency once per 10 minutes Trigger Another creature attempts a check to investigate a lead you’re pursuing. Effect 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 Statagem (See above in Offense)

Expeditious Inspection [Free] (investigator); Frequency once per 10 minutes; Effect You observe and assess your surroundings with great speed. You Recall Knowledge, Seek, or Sense Motive.

Keen Recollection 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.

Pursue A Lead (concentrate, exploration, investigator) Frequency once per 10 minutes Effect 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.