Full Name |
Joseph "Digger" Brautigan |
Race |
Human |
Classes/Levels |
Sensitive (Fixer) 3 |
Gender |
M |
Size |
M |
Location |
Earth: 1917 |
Languages |
English |
Occupation |
Con man |
Strength |
10 |
Dexterity |
16 |
Constitution |
12 |
Intelligence |
11 |
Wisdom |
17 |
Charisma |
16 |
About "Digger" Brautigan
Male Human Sensitive (Fixer) 3
CN Human Humanoid
Init +4; Perception + 10
--------------------
Defense
--------------------
AC 14 (touch , flat footed)
hp 26
Fort +3, Ref +4, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee:
Melee:
Melee:
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 11, Wis 17, Cha 16
Base Atk +2; CMB +4; CMD 15
Feats: Alertness, Skill Focus (Bluff), Cunning, Dodge
Traits: Fast Talker, Cynic
Skills:
Bluff 15/16 (3+3+3+2+3+1)+1 if studied 1 minute
Diplomacy 11/12 (3+3+3+2)+1 if studied 1 minute
Disable Device 9 (3+3+3)
Intimidate 11 (3+3+3+2)
Knowledge Local 8 (0+3+3+2)
Linguistics 8 (0+3+3+2)
Perception 11 (3+3+3+2)
Sense Motive 14/15 (3+3+3+2+2+1)+1 if studied 1 minute
Sleight of Hand 9 (3+3+3)
Languages: English, Chinese
Class Abilities:
Proficiencies: A sensitive is proficient with simple weapons and a single Progress Level (see Progress Level Proficiencies in Chapter 3)
Intuition (Ex) 4/day 1d20+4: A sensitive has a very strong sense of how things are “supposed” to work, act, and relate to one another. As a result, the sensitive is often able to perform complex or specialized tasks without the background or training normally required to do so. A number of times per day equal to half her class level plus her Wisdom modifier, a sensitive may make an intuition check (1d20 + class level + Wisdom modifier+3) in place of a skill check. This acts as a skill check with the same DC for success as if the sensitive was trained in the appropriate skill. Only skill checks completed using a full round action or less may be replaced by an intuition check, and such checks still require the proper tools to perform them.
Alternatively, a sensitive can use intuition to get a hunch, an inexplicable feeling for how one event, creature, or item works.
*The sensitive gets a gut assessment of the social situation, such as the feeling from another’s behavior that something is wrong, such as when
talking to an impostor. Alternatively, the sensitive can get the feeling that someone is trustworthy. This acts as if the sensitive had made a successful Sense Motive check to gain a hunch.
*The sensitive learns information about one creature of object as if she had studied it for 3 rounds with any 2 of the following spells: detect chaos, detect evil, detect good, detect law, detect magic. This information should be given to the sensitive confidentially by the GM and not shared with other players. The sensitive cannot use specifics to explain this intuition to other characters or players, instead making vague statements such as “I don’t trust them,” or “I think this has some
connection to dead people.”
*Gain information about a creature or item as if the sensitive had made the appropriate Knowledge skill check with a result of 20 + level + wisdom modifier. If the sensitive is aware an object or effect is magic, this can be used in place of a Spellcraft check to identify it. As with the above option, this information should be given to the sensitive confidentially by the GM and not shared with other players.
Intuition does not translate as a legal truth, and will not stand up in a court of law—it is obvious to the sensitive alone. Finding proof of an intuition requires additional work.
At 6th level, the sensitive’s intuition is strong enough to also reduce any nonproficiency penalty she suffers by 50% (resulting in only a -2 penalty to attack rolls with weapons she is not proficient with, and applying only half the armor check penalty of armor she is not proficient with to attack rolls and skill checks involving moving).
Sensitive Talents:
Empathy (Ex)+1: The sensitive has a knack for being aware of the feelings and thoughts of others without having those feelings and thoughts
communicated in any objectively explicit manner. This innate talent provides a bonus on checks involving interaction skills (Bluff, Diplomacy, Handle Animal, Intimidate, Perform, and Sense Motive), provided the sensitive spends at least 1 minute observing his or her target prior to making the skill check. The bonus is equal to half the sensitive’s class level (minimum +1).
Trivia (Ex): A sensitive is always alert for facts,
minutiae, or rumors that might prove useful to her
concerns later in life. The trivia talent is not about
research, but about recognizing and remembering
things long before they become important. A
number of times per day equal to her 3 + Wisdom
modifier, as a standard action the sensitive may
make a special intuition check (see intuition,
above) to see whether or not she has already
gathered some relevant knowledge about notable
people, legendary items, or noteworthy places.
(This does not expend a use of the intuition ability.)
Information gained with this talent is always
general, acting as guidance about a question rather
than giving a solution. Trivia checks may hint at the
general attitude of a foe but not reveal his alignment,
outline the goals of a group and where they have
strong support (but not give the location of their
secret base), or give a general idea about the powers
of a magic item (but not reveal its specific powers or
command word). The DC of this intuition check is
based on how common the information gained would
be. A sensitive cannot make more than a single trivia
check regarding the same subject.
Contacts (Ex): A fixer knows how to find henchmen, hirelings, minions, mooks, experts, and adventurers. When hiring common services and
hirelings, the fixer pays only 90% of the normal cost. Additionally, at 6th level, the fixer can arrange for a specialist mercenary or expert. This NPC acts as a cohort, as if the fixer had the Leadership feat, but
must be paid daily for his services (normally 10gp x cohort level x cohort level per 2-week work period), and the cohort’s loyalty remains only as long as he is paid. The fixer can release this special cohort from service and hire a new specialist once per 30 days of game time. The fixer may also release his specialist and hire a new one when he gains a new level.
Shadow Markets (Ex): A fixer knows where to get goods and services not normally available. A fixer treats a settlement as being one size larger when trying to buy goods, sell items, or hire services. When seeking an item, the fixer ads his level to the normal 75% chance of finding an item equal to the settlement’s base limit in gp. When first entering a settlement, a fixer may make a DC 15 Knowledge (local) check to determine the settlement’s alignment, government, qualities, danger, and modifiers, as determined by its stat block. This check is modified by the settlement’s skill check modifier, based on its size, (see Group Diplomacy in Chapter Five: Anachronistic Campaigns). See Settlements, in the Pathfinder Roleplaying Game: Gamemastery Guide for more information on settlement rules.
Talk Down (Ex) DC 14: A fixer prefer to avoid messy violence altogether, though sometimes a deal goes south, a contact goes bad, or (worst of all) a client demands a refund. But even when blades are drawn or bullets start flying, a fixer may be able to talk her way out of trouble. As a full-round action a fixer can talk down a single opponent within able to hear and understand the fixer’s voice. The fixer must make a Diplomacy check (DC 15 + target’s level or hit dice), and even then the target receives a Will save (DC 10 + fixer’s class level + fixer’s Charisma bonus). The target receives a +1 bonus for each time it has seen the fixer talk down another target in the past 24 hours.
If the target makes its save, it is unaffected. If it fails the save, its attitude toward the fixer and her becomes indifferent, and it immediately stops fighting (though it defends itself normally). Any hostile action by the fixer against the target negates this ability, while a hostile action taken by one of the fixer’s allies directed at the target ends this ability with regards to that ally, and grants the target a new saving throw with a +5 bonus to end the entire effect.
An indifferent creature normally doesn’t fight for anyone, but the target’s allies may make opposed Diplomacy or Bluff checks each round to convince it to return to attacking the fixer. Most creatures that do not have a strong ideological reason to hate the fixer can be convinced it is in their best interest to leave a conflict if the fixer and her allies appear to be winning, or may be temporarily bought off with a payment of (10 gp x target’s hit dice x target’s hit dice). Unless convinced by allies otherwise, the target of a successful talk down always at least gives the fixer a number of rounds equal to the fixer’s Charisma bonus (minimum 1 round) to make an offer before renewing hostilities.
A fixer may use talk down once per day, plus once for every four levels.
Uncanny (Ex): The sensitive’s ability to react before anyone else realizes danger lurks becomes uncanny. The sensitive gains uncanny dodge (as the barbarian class feature) and a +1 bonus to all initiative checks
and saving throws. This increases to +2 at 5th level, and by an additional +1 every 4 levels thereafter. At 5th level, the sensitive also gains improved uncanny dodge (as the barbarian class feature)
Equipment:
360"GP"