Catfolk

Purrlock Holmes's page

94 posts. Organized Play character for UncleFroggy.


Full Name

Purrlock Holmes

Race

HP 27/27 | AC 16 | F/R/W: 5/8/8 | Perc +8 Lowlight | 25 feet | Class DC 17 |

Classes/Levels

Arcana/Crafting/Occultism/Society/Lore (PFS, Underworld, Catfolk): +7, Acrobatics/Stealth/Survival/Nature/Medicine/Religion: +6, Diplomacy: +5, Athletics: +4, Thievery(U): +3, Performance(U)/Deception(U)/Intimidation(U): +2

Gender

LG Male Catfolk | Back-Alley Doctor | Investigator Lvl 1 | ◆◇↺ | Exploration Activity: Avoid Notice |

Strength 10
Dexterity 14
Constitution 12
Intelligence 16
Wisdom 14
Charisma 12

About Purrlock Holmes

Male Catfolk Investigator 1
NG, Medium, Catfolk, Humanoid
Heritage: Clawed Catfolk
Background: Back-Alley Doctor
Perception: +7, Low-light Vision
Languages: Common, Ammurun, Goblin, Elven, Draconic, Osiriani
STR 10 (+0), DEX 14 (+2), CON 12 (+1), INT 16 (+3), WIS 14 (+2), CHA 12 (+1)
AC 17, HP 17, Fort/Ref/Will +4/+7/+7
Class DC: 16
Speed: 25 feet

PFS Info:

PFS#: 2396852-2028
PFS School: Generalist
PFS Faction: Radiant Oath
PFS School Item: Minor Healing Potion (x1)

Skills:

Trained unless otherwise stated
Arcana/Crafting/Occultism/Society/Lore (PFS, Underworld, Catfolk): +6
Acrobatics/Stealth/Survival/Nature/Medicine/Religion: +5
Diplomacy: +4
Athletics: +3
Thievery(U): +2
Performance(U)/Deception(U)/Intimidation(U): +1

Melee Strikes:

Throwing Knife +6/+2/-2 (1d4+1 Piercing; Agile, Finesse, Thrown 20')
Claw/Fist +6/+2/-2 (1d6+1 S/1d4 B; Agile, Finesse, Unarmed, Nonlethal (fist only))
Light Hammer +4/-1/-6 (1d6+1 Bludgeoning; Agile, Thrown 20')
Shortsword +6/+2/-2 (1d6+1 Piercing; Agile, Finesse, Versatile S)

Ranged Strikes:

Throwing Knife +6/+2/-2 (1d4+1 Piercing; Agile, Finesse, Thrown 20')
Light Hammer +6/+2/-2 (1d6+1 Bludgeoning; Agile, Thrown 20')

Feats and Abilities:

Skill Feats:
Battle Medicine - 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.

Class Features:
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.

Clue In
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.

Pursue a Lead
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.

Methodology:
Forensic Medicine
You've learned that in most cases, especially murders, criminals tend to leave more evidence of the crime on the body than they'd like to believe. Information from bruising, bone fractures, blood spatters, and even the life cycle of carrion insects can provide valuable clues that help reconstruct the scene.

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:
Known Weakness - 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.

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: Shortsword, Throwing Knife(3), Light Hammer(3)
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