Shoanti Tribeswoman

Hana Chichiko's page

6 posts. Organized Play character for PaleDim.


Race

| HP 8/8 | AC 14, t 12, tt 12 | CMB +0, CMD 12 |F: +0, R: +4, W: +2 | Init: +2 (+4 with luck) | Perc: +7, SM: +7

Classes/Levels

| Speed 30ft | Inspiration pool: 4/4 | Luck pool: 1/1 | Active conditions: None.

Gender

Female CG Human (Tian) Investigator (Sleuth) 1

About Hana Chichiko

Hana Moldovaciu
Female human (tian) investigator (sleuth) 1
CG Medium humanoid (human)
Init +2 (+4 with luck); Senses Perc +7, SM +7

Defense:

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
HP 8 (1d8)
Fort +0, Ref +4, Will +2
+1 vs. illusion effects

Offense:

Speed 30 ft.
Melee rapier +2 (1d6, 18-20/x2)
Ranged shortbow +2 (1d6, x3, 60’)
Space 5 ft.; Reach 5 ft.

Statistics:

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
SQ
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

Special Abilities:

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.
Deeds: Sleuths spend luck points to accomplish deeds. Most deeds grant a sleuth some momentary bonus or effect, but some 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: 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.
Deft Hands: You have exceptional manual dexterity.

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.
Inspiration (Ex): 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 his 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 (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.
Pattern Seeker (trait): There are patterns in the world, both natural and artificial, that if only one can interpret them correctly, great secrets could be divined. You have long been fascinated by the idea of these hidden patterns, perhaps because a sibling or parent went to the grave obsessed with seeking a pattern, or maybe because you feel that you’ve uncovered a previously unknown pattern. Kintargo has a particularly unique pattern of its own; the belfry atop the Temple of Asmodeus rings at what seem to be random intervals. None know who or what rings the bells, and no true pattern by which the so-called Devil’s Bells has yet accurately predicted the tolling. Many have tried, and extensive but always incomplete documents exist that track the dates and times of recorded ringings back to the end of the Chelish Civil War, when the church of Asmodeus first claimed the abandoned temple of Aroden as their own. Maybe you will be the one to solve the pattern of the Devil’s Bells?

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.
Sleuth's Luck (Ex): At 1st level, a sleuth gains a 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 points or panache points can also grant a sleuth an equal number of luck points. 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 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.
Suspicious (trait): You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and lied often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
Trapfinding: An investigator adds 1/2 his level (minimum 1) to Perception checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.

Background:

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.
- He was a virtuous judge, teaching her that justice for the under-represented was important but he held a dark secret.
- Early on he noticed how curious and smart she was and would let her hang out around the counsels and tribunals he oversaw.
- She became fascinated with the detail that went into determining criminals and protecting the wrongfully accused and other victims of local corruption.
- Without him knowing she sometimes goes investigating for those she believes cannot defend themselves.
- When she discovers her father’s dark secret she leaves home to start over, ends up in Kintargo.

Personality:

TODO write narrative around these personality points, include short anecdotes

- Driven to do the right thing for under-represented folk
- Fairly trusting of people (wants to see the good in them, what is worth defending from corruption or oppression)
- Very perceptive of details
- Can often judge character very quickly
- Fidgets with a top, and likes to spin it while thinking out loud about a problem or studying something. Sometimes it’s spin acts as a time-limit for her current thinking, as a means to let something lie and reconsider it later.