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About Zhamie ZhappFemale Human Investigator 5
PFS Info:
Skills/Offense:
Please see Botting Spoiler below Feats and Abilities:
Ancestry Feats: * Natural Ambition - Gain a 1st level Class Feat * Clever Improviser - Attempt skill actions that normally require Trained proficiency, even if Untrained Skill Feats:
General Feats:
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. Devise Modifier: +13 (+14 w/ Jezail); 4(INT) + 4(Expert) + 5(Level)
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. Skillful Lessons
* Ward Medic - When using Treat Disease or Treat Wounds, can treat up to 2 targets
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:
Shared Strategem - 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. Scalpel's Point - 1d6 Persistent Bleed on Crit with Devise a Strategem strike Bonus Feats:
Other Abilities: Radiant Oath Champion
Equipment:
Combat Gear: Dagger(1), Shortsword, Sap, +1 Striking Jezail (30 rounds), Throwing Knife(5) Armor: Leather Armor Other Gear: backpack, bedroll, chalk (10), flint and steel, rations (2 weeks), rope 50', soap, waterskin, Healers tools Magic Items: Wayfinder, Healer's Gloves Wayfinder: Pearly White Spindle Aeon Stone Consumables: Healing Potions (Minor x1, Lesser x4) Bulk: 5 (Encumbered at: 9; Maximum at: 14) Coins: 89.78 gp Botting:
SAVES / PERCEPTION
INITIATIVE
SKILLS
MELEE
[dice=Shortsword]d20+11[/dice] for [dice=Piercing/Slashing Damage]1d6+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Sap]d20+11[/dice] for [dice=Bludgeoning Damage, Nonlethal]1d6+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Devise Strategy Mods (Throwing Knife/Dagger/Bayonet)]d20+13[/dice] for [dice=Piercing Damage]1d4+2[/dice] with [dice=Strategic Strike]2d6[/dice] [ooc]Critical Hit: Double Damage, 1d6 Persistent Bleed[/ooc]
RANGED
[dice=Dagger, 10' range]d20+13[/dice] for [dice=Piercing Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc] [dice=+1 Striking Jezail, 60' range, Reload 1]d20+12[/dice] for [dice=Concussive Damage]2d6[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Devise Strategy Mods (Throwing Knife/Dagger)]d20+14[/dice] for [dice=Piercing Damage]1d4+2[/dice] with [dice=Strategic Strike]2d6[/dice] [ooc]Critical Hit: Double Damage, 1d6 Persistent Bleed[/ooc]
SPELLS
MEDICINE
Treat Wounds, Risky Surgery
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