Platy Puss


Platy Puss
Female peri-blooded aasimar (emberkin) investigator (empiricist) 1 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder RPG Advanced Class Guide 30, 100, Pathfinder RPG Bestiary 7)
CG Medium outsider (native)
Hero Points 1
Init 2; Senses darkvision 60 ft.; Perception +3


AC 15, touch 12, flat-footed 13 (3 armor, 2 Dex)
hp 10 (1d8
Fort 1 (-2 vs the nauseated condition of a swarm’s distraction ability.), Ref 4, Will 1
Resist acid 5, cold 5, electricity 5


Speed 30 ft. (20 ft. in armor)
Melee rapier +2 (1d6/18-20) or
   unarmed strike +2 (1d3 nonlethal)
Investigator (Empiricist) Extracts Prepared (CL 1st; concentration +6)


Str 10, Dex 15, Con 12, Int 20, Wis 8, Cha 10
Base Atk
0; CMB 0; CMD 12
Feats Weapon Finesse
Traits alchemical prodigy (thuvia), – custom trait -
Skills Acrobatics +3 (-1 to jump), Bluff +4, Craft (alchemy) +9 (
10 to create alchemical items), Diplomacy 4, Disable Device +2, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Linguistics +9, Perception +3, Sense Motive +3, Spellcraft +11, Stealth +3, Use Magic Device +4; Racial Modifiers 2 Spellcraft
Languages Celestial, Common, Draconic, Dwarven, Elven, Gnome, Sylvan
SQ alchemy (alchemy crafting 1), entomophobe, hero points, inspiration (5/day), trapfinding +1
Other Gear hide shirt, rapier, courtier’s outfit, fashionable accessories, investigator starting formula book, thieves’ tools, 15 gp

Tracked Resources

Inspiration (
1d6, 5/day) (Ex) – 0/5

Special Abilities

Alchemy 1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Entomophobe -2 attacks vs vermin & -2 save vs the nauseated condition of a swarm’s distraction ability.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Inspiration (1d6, 5/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.