About Hana Chichiko
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
HP 8 (1d8)
Fort +0, Ref +4, Will +2
+1 vs. illusion effects
Speed 30 ft.
Melee rapier +2 (1d6, 18-20/x2)
Ranged shortbow +2 (1d6, x3, 60’)
Space 5 ft.; Reach 5 ft.
Str 10, Dex 14, Con 10, Int 19, Wis 10, Cha 12
Base Atk +0; CMB +0; CMD 12
Feats Alertness, Deft Hands
Traits Pattern Seeker, Suspicious
Languages Common, Elven, Infernal, Shoanti, Tian
Skills (trained) acrobatics +6, bluff +5, diplomacy +5, disable device +9, knowledge (arcana) +8, knowledge (local) +8, knowledge (planes) +8, perception +7 (+1 to locate traps), sense motive +7, sleight of hand +8, spellcraft +8, stealth +6; Skills (background) appraise +8, knowledge (nobility) +8; Skills (untrained) climb +0, craft (any) +4, disguise +2, escape artist +2, fly +2, heal +1, intimidate +2, perform (any) +2, ride +2, survival +1, swim +0; Armor Check Penalty 0
Combat Gear arrows (20)
Other Gear rapier, shortbow, leather armor, backpack, bedroll, flint and steel, thieve's tools, waterskin, spinning top
Wealth 104gp, 9sp
Alertness: You often notice things that others might miss.
Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
At 1st level, a sleuth gains the following deeds.
Daring: 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 attempts the check, but must to do before the result is revealed. If the d6 roll is a natural 6, he rolls another d6 and adds it to the result. 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: 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 from that effect.
Sleuth's Initiative: 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, then 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.)
At 4th level, a sleuth gains the following deeds. These abilities replace swift alchemy.
Make It Count: When a sleuth uses studied strike, he can spend 1 luck point to apply an investigator talent that he doesn't already know and that affects studied strike to his studied strike. He must be able to meet that talent's prerequisites.
Run Like Hell: A sleuth can spend 1 luck point to gain a +20-foot bonus to his base speed for 1 minute. Furthermore, while under the effect of this bonus, if he moves more than his normal speed in a round, he gains a +4 bonus to AC until the start of his next turn.
Second Chance: When a sleuth rolls an inspiration die or uses the daring deed (see above), he can spend 1 luck point to reroll either the inspiration die or the daring deed die. If he rolls a 6 or higher on this reroll, he does not regain a luck point, and he must keep the result of the reroll, even if it is lower.
Benefit: You get a +2 bonus on Disable Device and Sleight of Hand skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
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 (his inspiration die) to the result of that check, including any on which he takes 10 or takes 20. This choice is made after the check is rolled and before the result is revealed. An investigator can use inspiration once only per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft 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 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.
You gain a +1 trait bonus on all Perception checks, and Perception is always a class skill for you. In addition, you increase the save DC of any illusion (pattern) spell you cast by 1, and you gain a +1 trait bonus on all saving throws against illusion effects.
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 cause the sleuth to regain luck. Determining which skill checks qualify is up to the GM.
Rolling a 6 or Higher on an Inspiration Die: When a sleuth rolls an inspiration die while on an investigation and the result is 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, uses of inspiration for more mundane reasons don't qualify for regaining luck. The GM is the final arbitrator for what rolls qualify. It's possible for an investigator to regain 2 luck points on the same skill check if the qualifying skill check is a natural 20 and any inspiration die roll made results in a 6 or higher.
This ability and the 1st-level deeds described below replace alchemy. A sleuth cannot take the alchemist discovery talent or any investigator talent that affects alchemy.
TODO write actual narrative around these character points, include short anecdotes
- Grew up without a mother, and a father who was a judge in Tien Xia.
TODO write narrative around these personality points, include short anecdotes
- Driven to do the right thing for under-represented folk