About Purrlock HolmesMale Catfolk Investigator 3
PFS Info:
PFS#: 2396852-2028 PFS Faction: Radiant Oath PFS Provision: Lesser Healing Potion (x1) Skills/Offense:
Please refer to the botting spoiler below Feats and Abilities:
Skill Feats: ** Battle Medicine (Methodology) - 1 action attempt a DC 15 Medicine check to regain 2d8+3 HP (4d8+3 on Crit); Target immune for 1 hour. ** Risky Surgery (Background) - On Treat Wounds, deal 1d8 damage to patient for +2 on check, and treat success as a critical success. ** Forensic Acumen (Methodology) - You understand the principles of forensic medicine, making you better at examining a body to determine the cause of death or injury. You can perform a forensic examination on a body, as described under Recall Knowledge in the Medicine skill, in half the normal amount of time it would take (to a minimum of 5 minutes). If you succeed at your check, you can attempt an immediate check to Recall Knowledge to follow up on something you found, with a +2 circumstance bonus. This check is usually related to the cause of injury or death, such as a Crafting check to identify a poison or weapon that was used or an additional Medicine check to identify a specific disease. If you prefer, you can instead attempt to Recall Knowledge about the type of creature whose body you were examining, using the appropriate skill and gaining the same circumstance bonus. The circumstance bonus increases to +3 if you have master proficiency in Medicine and +4 if you have legendary proficiency. ** Alchemical Crafting - You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book. ** Continual Recovery - Cooldown for Treat Wounds is 10 minutes instead of 1 hour Class Features:
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. Clue In
Pursue a Lead
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. Keen Recollection
Methodology:
You're trained in Medicine and gain the Forensic Acumen and Battle Medicine skill feats. When you use Battle Medicine, on a success the target recovers additional Hit Points equal to your level, and the target becomes temporarily immune for only 1 hour, not 1 day. Class Feats:
Crafting Formulas:
Alchemical Crafting Alchemist's Fire (up to Moderate)
Alchemical Dedication (Quick Alchemy) Bottled Sunlight (Lesser)
Other Abilities:
Land on your Feet - Half damage while falling and don't land prone Low-light Vision - See in dim light as well as in bright light Equipment:
Combat Gear: +1 Shortsword, Throwing Knife(3) Dueling Pistol (21 rds) Armor: Leather Armor Other Gear: backpack, bedroll, chalk (10), flint and steel, rations (2 weeks), rope 50', soap, waterskin, Healers tools Bulk: 4 (Encumbered at: 5; Maximum at: 10) Coins: 7.07 gp Botting:
SAVES / PERCEPTION
INITIATIVE
SKILLS
[dice=Catfolk(E) Lore]d20+10[/dice]
MELEE
[dice=Claw]d20+8[/dice] for [dice=Slashing Damage]1d6[/dice]
[dice=Fist]d20+8[/dice] for [dice=Bludgeoning Damage]1d4[/dice]
RANGED [dice=Dueling Pistol, 60' range, reload 1]d20+7[/dice] for [dice=Concussive]1d6[/dice]
[dice=Alchemical Bomb, 20' range]d20+19[/dice]
[dice=Frost Vial Damage, Cold]2d6[/dice] [ooc]2 Cold splash, -10 ft Speed; Critical Hit: Double Damage[/ooc]
DEVISE STRATEGEM [dice=Devise]d20[/dice]
[dice=Throwing Knife; Piercing Damage]1d4[/dice] with [dice=Strategic Strike]1d6[/dice]
[dice=Dueling Pistol; Concussive Damage]1d6[/dice] with [dice=Strategic Strike]1d6[/dice] [ooc]Critical Hit: See below[/ooc] DUELING PISTOL CRITICAL HIT
MEDICINE
[dice=Extra Healing]2d8[/dice] Risky Surgery
[dice=Treat Wounds, Risky Surgery, DC 20]d20+9+2[/dice]
[dice=Treat Wounds, Risky Surgery, Assurance DC 15]4d8[/dice] [ooc]Less the slashing damage above[/ooc]
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