Elessia

Pei Qata's page

1 post. Alias of Nomadical.


Race

HP 48 / 48 | AC xx (yy w/ shield) | F +7 R +14 W +13 | Perc +13 (Darkvision) |Active Conditions: none

Classes/Levels

| Speed 30 |

Gender

Female Elf (Changeling) Palatine Detective Investigator 6

About Pei Qata

Female Elf (Changeling) Investigator 6 {Palatine Detective}
Perception +13 (E) (Darkvision)
Initiative: Perception +13
Default Exploration Mode = Investigating or Searching

Str 0, Dex +4, Con -1, Int +4*, Wis +3, Cha +2
Languages: Common, Elven // Tien // Aklo, Necril, Fey, (+1 TBD)

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Defense

AC 24 (25 with shield bow in parry position)

HP 48

Fort +7 (T)
Ref +14 (E)
Will +13 (E)
+1 status bonus to saving throws against mental effects

Mystic Aegis reaction
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Offense
Speed: 30
Perception +13 (E)

Ranged ◆ +15 striking shield bow (2d6 P) [Deadly d8, Parry, Magical] Range 50
Melee ◆ +15 Hag’s Claws [Unarmed, Agile, Finesse, Magical] 1d4 S
Strategic Strike +2d6

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Class Features and Class Feats

Palatine Detective: (Investigator Class Archetype) You have delved into the study of the occult and divine, becoming exceptionally skilled at identifying when such forces are at work. Using this esoteric knowledge and your own ingenuity, you have crafted a small charm that soothes your mind and protects you against harm. This charm usually takes the form of a silver chain, a golden scarab, or a withered hand. While you wear this charm, you gain a +1 status bonus to saving throws against mental effects. In addition, you gain the Mystic Aegis reaction.

Mystic Aegis [reaction] (concentrate, magical) Trigger: A creature you have successfully Recalled Knowledge about would damage you
Requirements: You have a free hand
Effect: You brandish your charm, channeling and shaping the forces within it to protect you against harm. You gain resistance to all damage equal to 2 + half your level (5) rounded up against the triggering effect.

Esoterica Methodology: You become trained in Occultism or Religion, and you gain the Quick Identification skill feat. In addition, choose one common cantrip from the divine spell list and one common cantrip from the occult spell list. You can cast those spells as innate spells at will. You become trained in the spell attack modifier and spell DCs statistics. Intelligence is your spellcasting attribute.

Pursue a Lead::
You name one detail you've identified that you think is part of a larger mystery, then spend 1 minute examining it. The detail is typically either obvious or something you've already discovered using Recall Knowledge, Sense Motive, Gather Information, or a similar action. After the minute passes, the GM either confirms there's a larger mystery or tells you there's nothing more to learn (the detail is inconsequential or you know all the information already). If there is in fact a larger mystery at play, you can't Pursue a Lead again for 10 minutes, but you can choose to open an investigation. To do so, define the question at the heart of the mystery, such as “Where has the priceless work of art that was supposed to hang here been taken?” or “Who or what killed this priest?” Work with your GM to refine the question if need be. You can also give your investigation a name to better keep track of it (such as “The Case of the Cheated Goblin” or “The Skinsaw Murders”).

Investigation Bonus Whenever you attempt a Perception check or skill check to attempt to get closer to answering the question at the heart of an active investigation, 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.

Active Investigations You can maintain two active investigations at a time. If you Pursue another Lead after that, the case must be different from any of your current investigations (as far as you are aware), and you give up on a current investigation of your choice. Once you've given up pursuit of an investigation, you can't Pursue a Lead into it again until after the next time you make your daily preparations. Solving an Investigation If you answer the question at the heart of your investigation, the GM tells you that you've done so. You don't lose the bonus or other benefits until you choose to close the investigation by Pursuing a Lead again or voluntarily Dismissing it. If what you discover points to an even larger mystery, you can work with the GM to adapt the question and name of the investigation to the new information.=====

Clue In: [reaction] Frequency once per 10 minutes
Trigger Another creature attempts a check that could help get you closer to answering the question at the heart of one of your active investigations.
You share information with the triggering creature. They gain a circumstance bonus to their check equal to your investigation bonus 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 Stratagem::
You assess a foe's weaknesses in combat and use them to formulate a plan of attack. Choose a creature you can see. You can Devise a Stratagem as a free action if you're aware that creature could help answer the question at the heart of one of your active investigations. Roll a d20, then decide on an attack stratagem or skill stratagem.

Attack Stratagem If you Strike the chosen creature before the start of your next turn, you must use the result of the d20 roll 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 ones. When you make this substitution, you can add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided you Strike with 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.

Skill Stratagem You can't attempt to Strike the target until the start of your next turn. You gain a +1 circumstance bonus to your next Intelligence-, Wisdom-, or Charisma-based skill check or Perception check involving the target before the start of your next turn. If you would gain your Pursue a Lead investigation bonus to such a check, that bonus increases by 1 instead of you gaining the +1 bonus listed.===

Strategic Strike: When you strike carefully and with forethought, you deal a telling blow. When making a Strike that adds your Intelligence modifier to 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.

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.

Known Weakness: Whenever you Devise a Stratagem, you can also attempt a check to Recall Knowledge as part of that action before rolling the d20. If you critically succeed at the Recall Knowledge check, you notice a weakness and can convey the information to allies to grant each of them 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. If you choose an attack stratagem, this bonus applies to that attack roll too.

Strategic Assessment: You learn your foes' strengths and weaknesses by watching them move. When you 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 hit a given creature.

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.

Weapon Expertise: You’ve dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert.

Palatine Enchantment: You have found yourself facing supernatural beings often and have learned how to combat them. Whenever you Devise a Stratagem against a creature about which you could Recall Knowledge using Occultism or Religion, you can make the subsequent Strike against that creature as if the weapon has either a ghost touch or vitalizing property rune.

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Skills
Acrobatics +12
Arcana +14 E
Athletics 0
Crafting +12
Deception +2 U
Diplomacy +10
Intimidation +2 U
Medicine +13 (E)
Nature +11
Occultism +14 (E)
Performance +2 U
Religion +13
Society +14 E
Stealth +12
Survival +3 U
Thievery +12

Pathfinder Society Lore +12
Underworld Lore +12

Skill Feats:

Streetwise: You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.

Oddity Identification: When you become aware of a magical effect or see a spell being cast, you can immediately determine if it twists minds (with the mental trait), fights against fortune (with the fortune or misfortune trait), or reveals secrets (with the detection, prediction, revelation, or scrying traits). At the GM’s discretion, similar effects can also fall into these categories. When you Identify Magic or Recall Knowledge to learn more about these effects, you can always use Occultism without penalty and gain a +2 circumstance bonus.

Assured Identification: You rarely misidentify an item. When using Arcana, Nature, Occultism, or Religion checks to Identify Magic, if you roll a critical failure, you get a failure instead. If you would misidentify acursed item because you roll a success but not a critical success (GM Core 306), you simply can't identify it instead.

Battle Medicine: You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn’t remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day (except see Robust Health below.) This does not make them immune to, or otherwise count as, Treat Wounds.

Cognitive Crossover: Trigger You gain no information from a Recall Knowledge check (usually because you failed the secret check) using one of the two skills you chose for this feat.

Kreighton teaches his students that an agile mind can glean clues leading to the truth, even from the most unlikely of sources. You immediately reattempt the triggering check using the other chosen skill.

Special: When you gain this feat, choose two of the following skills: Arcana, Crafting, Lore (any one), Medicine, Nature, Occultism, Religion, or Society.

Eyes of the City: You can track down targets with the help of locals. You can use Diplomacy or Society, whichever you're trained in, to Track creatures in settlements. You chat with locals to help follow the trail of creatures you Track. At the GM's discretion, there might not be enough people to speak with to keep following the trail.

Text Decoder: Thanks to your constant involvement with cryptic texts, you have attained an almost-supernatural ability to decipher complex codes and understand ancient writings. You can always use Occultism or Religion when you Decipher Writing, no matter the subject matter. In addition, you can ignore language constraints when Deciphering Writing, and when y ou critically fail to Decipher Writing, you get a failure instead.

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General Feats, Ancestry Feats, and Misc Abilities

Background: Detective

Low Light Vision: You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.

Changeling Heritage: Your mother was a hag. Your eyes' heterochromia is the most obvious signifier of this parentage, but you likely also have a slighter build, paler skin, and darker hair than most members of your other parent's ancestry. You gain the changeling trait. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can select from changeling feats and feats from your other parent's ancestry whenever you gain an ancestry feat.

Darkvision: (granted by heritage) A creature with darkvision or greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-rank darkness spell, block normal darkvision. A creature with greater darkvision, however, can see through even these forms of magical darkness.

Robust Health: Your physiology responds well to first aid. You gain a circumstance bonus to the number of Hit Points you regain equal to your level from a successful attempt to Treat your Wounds or use Battle Medicine on you. After you or an ally use Battle Medicine on you, you become temporarily immune to that Battle Medicine for only 1 hour, instead of 1 day.

Ageless Patience: You work at a pace born from longevity that enhances your thoroughness. You can voluntarily spend twice as much time as normal on a Perception check or skill check that takes 1 action or longer. If you do, you gain a +2 circumstance bonus to the check and don't automatically reduce your degree of success on a natural 1 (you get a critical failure only if your result is 10 lower than the DC). For example, you could get these benefits if you spent 2 actions to Seek, which normally takes 1 action. You can get these benefits during exploration by taking twice as long exploring as normal, or in downtime by spending twice as much downtime. The GM might determine a situation doesn't grant you a benefit if a delay would be directly counterproductive to your success, such as a tense negotiation with an impatient creature.

Languages:
Ancestry: Common, Elven / INT (4): Aklo, Necril, Fey, (+1 TBD)
Granted Regional: Tien

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Spells:

DC 22; SA +12

Cantrips (Heightened Rank 3): divine lance, needle darts

Pathfinder Provisions: Rank 3 scroll of [I]heal

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Items:

Wayfinder with slotted pearly white spindle aeon stone, cold iron chunk. striking shield bow, healer’s toolkit, waterskin, +1 leather armor

Sleeves of Storage: bedroll, detective’s kit, 10 pieces chalk, marvelous miniature ladder, rations, rope, soap, thieves’ toolkit & replacement picks, spare (non-magical) shield bow