Ageless Master

Cheh Chang's page

3 posts. Alias of joerice.


Full Name

Cheh Chang

Race

Human (Tian)

Classes/Levels

Unchained Rogue (Discretion Specialist)/Investigator (Sleuth/Conspirator/Empiricist) 1 (GESTALT)

Gender

M

Size

M

Alignment

CG

Location

Changdo

Languages

Tien, Taldan, Draconic, Elvish

Strength 10
Dexterity 16
Constitution 10
Intelligence 14
Wisdom 10
Charisma 18

About Cheh Chang

Cheh Chang
Male Human Gestalt Unchained Rogue (Discretion Specialist)/Investigator (Sleuth/Empiricist/Conspirator) 1
CG Humanoid (Human)
Init +3/+5; Perception +6
--------------------
Defense
--------------------
AC 16 (13 Touch, 13 FF)
hp 8
Fort +0, Ref +5, Will + 2
--------------------
Offense
--------------------
BAB: +0
Speed 30 ft.
Melee: Dagger +3 (1d4)19-20, s,p (cold iron, alch silver in sheathes)
Ranged: Shortbow +3 (1d6)x3 p
Melee: Morningstar +0 (1d8)x3 b/p
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 10, Int 14, Wis 10, Cha 18
Base Atk +0; CMB +0; CMD 13

Traits: Po Lian Patriot, Fast Talker

Feats:
Alertness (1st Level)
Skill Focus: Bluff (Human Bonus)

Skills (*= Free Inspiration):
Acrobatics 7 (3+1+3)
*Bluff 13/14 (4+1+3+3+1+1)+1 to appear innocent
Diplomacy 9 (4+1+3+1)
*Disable Device 7 (3+1+3)
*Disguise 9/11 (4+1+3+1)+2 with kit
*Intimidate 9 (4+1+3+1)
Knowledge History 7 (2+1+3+1)
Knowledge Local 6 (2+1+3)
Knowledge Nobility 6 (2+1+3)
Perception 6 (0+1+3+2)
Sense Motive 7 (0+1+3+2+1)
Stealth 7 (3+1+3)

Background Skills:
Linguistics 6 (2+1+3)
*Sleight of Hand 7 (2+1+3+1)

Languages:
Tien, Taldan, Draconic, Elvish

Class Abilities:

Weapon and Armor Proficiency
Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

Sneak Attack 1d6

Finesse Training (Ex)
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Fast Talker (Ex)
A discretion specialist adds half her rogue level (minimum +1) as a bonus on Bluff, Diplomacy, and Intimidate checks.

This replaces trapfinding.

Inspiration (Ex): 3 points
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Underhanded (Ex)
Conspirators find their skill sets firmly aligned with the goals of the criminal underworld. At 1st level, a conspirator can use inspiration on any Bluff, Disable Device, Disguise, Intimidate, and Sleight of Hand check without expending a use of inspiration, provided he is trained in the skill, instead of on any Knowledge, Linguistics, and Spellcraft check. He can later choose to trade an investigator talent for the ability to use inspiration on any Knowledge, Linguistics, and Spellcraft check without expending a use of inspiration, provided he is trained in the skill. A conspirator adds half his investigator level (minimum 1) on Bluff checks to appear innocent and on Disguise checks.

This ability replaces trapfinding and alters inspiration.

Sleuth’s Luck (Ex) 4 pts
At 1st level, a sleuth gains a fluctuating pool of luck, measuring her ability to get out of scrapes. At the start of each day, a sleuth has a number of luck points equal to her Charisma modifier (minimum 1). Her luck goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats, magic items, and spells that grant either grit or panache points can also grant a sleuth luck points equal to the amount of grit or panache they grant. A sleuth spends luck to accomplish deeds (see below), and regains luck in the following ways.

Rolling a Natural 20 on a Knowledge or Sense Motive Check: While on an investigation, a sleuth regains luck by uncovering secrets. Rolling a natural 20 on these skill checks while actively investigating causes the sleuth to regain 1 luck point. Such skill checks made for more mundane reasons (such as normal research or using Sense Motive to gain information during normal bargaining or while gambling) do not regain luck for the sleuth. Determining which skill checks qualify is up to the GM.

Rolling a 6 or Higher on an Inspiration Roll: When a sleuth rolls an inspiration die while on an investigation and the die comes up a 6 or higher, she regains 1 luck point. (If she rolls multiple inspiration dice at a time, she regains 1 luck point if the total is 6 or higher.) Like regaining luck via a natural 20 on a qualifying skill check, inspiration checks made for more mundane reasons don’t qualify for regaining luck. The GM is the final arbitrator for what rolls qualify. It’s possible for a investigator to regain 2 luck points on the same Skill check, if both the qualifying skill check is a natural 20 and any inspiration roll made is a 6 or higher.

This and the 1st-level deeds below replace alchemy. A sleuth cannot take the alchemist discovery talent or any investigator talent that affects alchemy.

Deeds
Sleuths spend luck points to accomplish deeds. Most deeds grant a sleuth some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as a sleuth has at least 1 luck point.

At 1st level, a sleuth gains the following deeds.

Daring (Ex): At 1st level, a sleuth can spend 1 luck point when he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll d6 and add the result to the check. He can choose to add this die after he rolls. If the d6 roll is a natural 6, he rolls another d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Intelligence modifier (minimum 1).

Opportunistic Evasion (Ex): At 1st level, when a sleuth succeeds at a Reflex saving throw against an effect that still deals damage on a successful save, he can spend 1 luck point as an immediate action to instead take no damage for that effect.

Sleuth’s Initiative (Ex): At 1st level, as long as the sleuth has at least 1 luck point, he gains a +2 bonus on initiative checks. Furthermore, if he has the Quick Draw feat, his hands are free and unrestrained, and the weapon is not hidden, he can draw a single light or one-handed melee weapon as part of the initiative check. (Unlike with swashbuckler deeds, this does not have to be a piercing weapon.)

Equipment:
Cold Iron Dagger
Alchemically Silvered Dagger
Dagger
Dagger
Spring Loaded Wrist Sheath
Spring Loaded Wrist Sheath
Studded Leather Armor
Morningstar
Shortbow
40 arrows
Rogue's Kit
Scrivener's Kit
Disguise Kit