Sun Priestess

Zhamie Zhapp's page

362 posts. Organized Play character for UncleFroggy.


Full Name

Zhamie Zhapp

Race

HP 53/53 | AC 20 | F/R/W: +10/+11/+13 | Perc +13 | 25 feet | Class DC 21 |

Classes/Levels

Medicine(E): +14, Crafting(E): +13, Acrobatics(E)/Society(E)/Arcana/Nature/Lore (PFS, Underworld)/Occultism/Religion/Survival: +11, Athletics/Stealth: +9, Diplomacy: +7 | Exploration Activity: Search |

Gender

Sacre Bleu! | 2396852-2020 | NG Female Human | Back-Alley Doctor | Investigator Lvl 5 | ◆◇↺ | Active Investigation(s):

Strength 14
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 18
Charisma 10

About Zhamie Zhapp

Female Human Investigator 5
NG, Medium, Human, Humanoid
Heritage: Versatile
Background: Back-Alley Doctor
Perception: +13
Languages: Common, Elven, Draconic
STR 14 (+2), DEX 14 (+2), CON 12 (+1), INT 18 (+4), WIS 18 (+4), CHA 10 (+0)
AC 20, HP 53, F/R/W: +10/+11/+13
Class DC: 21
Speed: 25 feet

PFS Info:

PFS#: 2396852-2020
PFS School: Generalist
PFS School Item: Lesser Healing Potion (x2)
Chronicle

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:
* Battle Medicine (Methodology) - 1 action attempt a DC 15 Medicine check to regain 2d8+4 HP (4d8+4 on Crit); Target immune for 1 hour.
* Continual Recovery - Cooldown for Treat Wounds is 10 minutes instead of 1 hour.
* Risky Surgery (Background Feat) - 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.
* Hefty Hauler - +2 to Bulk limits
* Courtly Graces (School Training) - Use Society to Make an Impression on nobles, as well as Impersonate a noble if you aren't one
* Untrained Improvisation - Proficiency bonus to untrained skills equal half your level

General Feats:
* Canny Acumen (Fort Save) - Your avoidance or observation is beyond the ken of most in your profession. Choose Fortitude saves, Reflex saves, Will saves, or Perception. You become an expert in your choice. At 17th level, you become a master in your choice.
* Cat Fall - Treat falls as 25' less

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.

Devise Modifier: +13 (+14 w/ Jezail); 4(INT) + 4(Expert) + 5(Level)
Precision: 2d6

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.

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.

* Ward Medic - When using Treat Disease or Treat Wounds, can treat up to 2 targets
* Magical Crafting - Use the craft ability to create Magic Items

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:
Takedown Expert - You've mastered combat practices that let you get up close and bring down perpetrators alive. You can use your Intelligence modifier on attack rolls when you Devise a Stratagem if you're using a weapon of the club group in one hand (like a club, staff, or sap), in addition to the usual weapons, and those Strikes qualify for your strategic strike. Additionally, you can make any of your Strikes nonlethal without taking the normal –2 penalty.

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:
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: 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
[dice=Fortitude]d20+10[/dice]
[dice=Reflex]d20+11[/dice]
[dice=Will]d20+13[/dice]
[dice=Perception]d20+13[/dice]

INITIATIVE
[dice=Zhamie Init; Scout]d20+13[/dice]

SKILLS
[dice=Acrobatics(E)]d20+11[/dice]
[dice=Arcana(T)]d20+11[/dice]
[dice=Athletics(T)]d20+9[/dice]
[dice=Crafting(E)]d20+13[/dice]
[dice=Deception(U)]d20+2[/dice]
[dice=Diplomacy(T)]d20+7[/dice]
[dice=Intimidation(U)]d20+2[/dice]
[dice=Medicine(E)]d20+14[/dice]
[dice=Nature(T)]d20+11[/dice]
[dice=Occultism(T)]d20+11[/dice]
[dice=PFS Lore(T)]d20+11[/dice]
[dice=Performance(U)]d20+2[/dice]
[dice=Religion(U)]d20+11[/dice]
[dice=Society(E)]d20+11[/dice]
[dice=Stealth(T)]d20+9[/dice]
[dice=Survival(T)]d20+11[/dice]
[dice=Thievery(U)]d20+4[/dice]
[dice=Underworld Lore Lore]d20+11[/dice]

MELEE
[dice=Throwing Knife/Bayonet/Dagger]d20+11[/dice] for [dice=Piercing Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Throwing Knife/Bayonet/Dagger, MAP, Agile]d20+7[/dice] for [dice=Piercing Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Throwing Knife/Bayonet/Dagger, MAP 2+, Agile]d20+3[/dice] for [dice=Piercing Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]

[dice=Shortsword]d20+11[/dice] for [dice=Piercing/Slashing Damage]1d6+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Shortsword, MAP, Agile]d20+7[/dice] for [dice=Piercing/Slashing Damage]1d6+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Shortsword, MAP 2+, Agile]d20+4[/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=Sap, MAP, Agile]d20+7[/dice] for [dice=Bludgeoning Damage, Nonlethal]1d6+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Sap, MAP 2+, Agile]d20+3[/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]
[dice=Devise Strategy Mods (Shortsword)]d20+13[/dice] for [dice=Piercing/Slashing Damage]1d6+2[/dice] with [dice=Strategic Strike]2d6[/dice] [ooc]Critical Hit: Double Damage, 1d6 Persistent Bleed[/ooc]
[dice=Devise Strategy Mods (Sap)]d20+13[/dice] for [dice=Bludgeoning Damage, Nonlethal]1d6+2[/dice] with [dice=Strategic Strike]2d6[/dice] [ooc]Critical Hit: Double Damage, 1d6 Persistent Bleed[/ooc]

RANGED
[dice=Throwing Knife, 20' range]d20+13[/dice] for [dice=Piercing Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Throwing Knife, MAP, Agile, 20' range]d20+9[/dice] for [dice=Piercing Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Throwing Knife, MAP 2+, Agile, 20' range]d20+5[/dice] for [dice=Piercing Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]

[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=+1 Striking Jezail, 60' range, Reload 1, MAP]d20+7[/dice] for [dice=Concussive Damage]2d6[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=+1 Striking Jezail Critical Damage w/ Fatal Aim, Concussive]2d12[/dice] plus [dice=Fatal]d12[/dice] [ooc]Double concussive damage + Fatal d12[/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]
[dice=Devise Strategy Mods (+1 Striking Jezail)]d20+14[/dice] for [dice=Concussive Damage]2d8[/dice] with [dice=Strategic Strike]2d6[/dice] [ooc]Critical Hit: Double Damage, 1d6 Persistent Bleed[/ooc]
[dice=+1 Striking Jezail Critical Damage w/ Fatal Aim using Devise Strategem, Concussive, Strategic Strike]2d12+2d6[/dice] plus [dice=Fatal]d12[/dice] [ooc]Double Base damage + Fatal d12 + 1d6 Persistent Bleed[/ooc]

SPELLS
[dice=Soothe, Healer's Gloves]2d6+7[/dice]

MEDICINE
[dice=Battle Medicine, Healer's Gloves]d20+14[/dice]
[dice=Healing, Forensic Medicine Methodology]2d8+5[/dice] +10 healing if DC 20
[dice=Extra Healing, Crit]2d8[/dice]

Treat Wounds, Risky Surgery
[dice=Risky Surgery Damage]1d8[/dice]
[dice=Treat Wounds, Risky Surgery, Healer's Gloves]d20+14+2[/dice]
[dice=Healing]4d8[/dice] Less the initial 1d8 above; +10 if DC 20