Persival “Percy” Sterglus, middle son of Turch Sterglus
Investigator 1 (alchemical sciences methodology)
Background: Academy Dropout
Current Profession: Town Guard / "detective"
Languages Spoken:Common, Elven, Goblin, Orcish, Shoanti, Varisian
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Perception +6 (expert); AC 17 or 18 w/ shield spell; Move 25.
Saves Fort +7 / Reflex +7 / Will +6
HP: 18
Attacks:
{**NOTE: all of these attacks are -2 if using DEX instead of INT, such as attacking outside of Devise a Stratagem.}
dancer’s spear, aka “The Long Arm of the Law” +7/+2/-3, 1d6 P or B dmg (plus possible 1d6 strategic strike), backswing, finesse, reach, sweep, versatile B.
shortbow , aka “Dad’s Old Bow” +7/+2/-3, 1d6 P dmg (plus possible 1d6 strategic strike), range 60', deadly d10
versatile vial bomb, aka "Academy Brew" (+7/+2/-3 if used after Devise a Stratagem), 1d6 acid damage and 1 acid splash damage.
Other Equipment: Kilted breastplate, 1 militia uniform, alchemist’s toolkit, 30 arrows; backpack containing: alchemist’s formula book w/ 6 formulae, 1 regular clothing outfit, bedroll, 4 pieces of chalk, flint and steel, poor manacles, mug, soap, 2 weeks of rations, torches, waterskin.
Trained Skills
+7 | Arcana, Crafting, Lore: Academia, Occultism, Society
+5 | Acrobatics (armored or not), Stealth (unarmored)
+4 | Stealth (armored), Medicine, Religion, Survival
+3 | Athletics (armored or not), Diplomacy
Untrained Skills
+1 | Nature, Thievery
+0 | Deception, Intimidation, Performance
Innate spells: shield (at will)
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4 Versatile Vials per day for use with Quick Tincture (◆)
Alchemist formulae known:
cognitive mutagen (lesser), drakeheart mutagen (lesser), eagle eye elixir (lesser), elixir of life (minor), forensic dye, serene mutagen (minor)
Quick Tincture and Quaff (◆◆): Costs 1 versatile vial; Percy must know the formula, be wearing an alchemist's toolkit, and have a free hand.
Percy quickly brews a short-lived tincture, creating a single 1st level alchemical elixir that's in his formula book without spending the normal monetary cost in raw materials or needing a Crafting check. This item has the infused trait, but it remains potent only until the end of the current turn. Therefore, it's really a 2-action event.
Pursue a Lead: Percy spends 1 minute examining one detail he’s identified/discovered using Recall Knowledge, Sense Motive, Gather Information, or a similar action which may be part of a larger mystery. The GM either confirms there's a larger mystery or tells you there's nothing more to learn. If a larger mystery is at play, Percy can open an investigation but can’t Pursue a Lead again for 10 minutes. To do so, define the question at the heart of the mystery. He can give this investigation a name to better keep track of it (such as “The Case of the Cheated Goblin” or “The Skinsaw Murders”). He may have 2 active investigations.
Investigation Bonus Percy gains a +1 circumstance bonus to any Perception or skill check that attempts to get closer to answering the question at the heart of his active investigations. Checks to investigate are up to the GM but typically Perception checks or Int/Wis/Cha skill checks.
Devise a Stratagem (◆): Percy chooses a creature he can see; he can Devise a Stratagem as a free action if he knows that creature could help answer the question at the heart of his active investigations. Because of the Known Weaknesses feat, Percy can also Recall Knowledge as a free action (◇) as part of his Devise a Stratagem action, and does so before he rolls the d20. Because of the Eliminate Red Herrings feat, Percy can't critically fail this type of Recall Knowledge check; he fails instead (as long as the Recall Knowledge is about an open investigation of his). Because of the Dubious Knowledge feat, Percy can't get zero information on this type of Recall Knowledge check; a failure nets him 1 correct and 1 incorrect piece of information, and a success/critical success nets him correct information.
If Percy's Recall Knowledge check is a critical success, he notices a weakness and can convey the info to allies. This grants each of them (and Percy) a +1 circumstance bonus to their next attack roll against the subject as long as their attack is made before the beginning of Percy's next turn.
Roll a d20, then decide on an attack or skill stratagem.
Attack Stratagem If Percy Strikes this creature before the start of his next turn, he uses the result of the d20 roll for the Strike's attack roll instead of rolling. Make this substitution only for the first Strike made against the creature this round, not subsequent ones. When making this substitution, Percy adds +4 to his attack roll instead of his Dex modifier, because all of his weapons are agile/finesse or ranged weapons. When making such an attack, Percy adds 1d6 precision damage from Strategic Strike to the damage roll.
Skill Stratagem Percy can’t Strike the Devise a Stratagem target until the start of his next turn. He gains a +1 circumstance bonus to his next Int/Wis/Cha-based skill check or Perception check involving the target before the start of his next turn. If he’s gaining a Pursue a Lead investigation bonus to this check already, that bonus increases to +2 instead.
Clue In (↩)
Trigger: Another creature attempts a check that could help Percy answer the question at the heart of his active investigations.
Once every 10 minutes, Percy can information with the triggering creature. That creature gains a +1 circumstance bonus to their check.
Recall Knowledge (◆) or (◇): Whenever Persival makes a Recall Knowledge check and fails but doesn't critically fail, he learns the correct answer and an erroneous answer at the same time due to Dubious Knowledge. However, if this Recall Knowledge check is related to a question about one of his active investigations, Percy gets a failure instead (thanks to Eliminate Red Herrings, and triggering Dubious Knowledge). Recall Knowledge checks are free actions sometimes (see Devise a Stratagem).
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Versatile Human with Canny Acumen (Fortitude Saves)
Ancestry Feats: Natural Ambition (gaining Known Weakness Class Feat) and Arcane Tattoo (gaining shield spell)
Free Feats: Alchemical Crafting (from class ability) and Dubious Knowledge (from Background)
[All Feats]
Versatile Human
Canny Acumen (fortitude)
Natural Ambition
Known Weakness
Arcane Tattoos
Eliminate Red Herrings
Alchemical Crafting
Dubious Knowledge