Quinn

Saul Gibson's page

1,285 posts. Organized Play character for Mustachioed.


Full Name

Saul Gibson

Race

4/4 Inspiration, 2/2 Luck, Combat Stamina 4/4. Buff/Debuffs: none

Classes/Levels

Investigator-Sleuth 4, 28/28 HP, Init +6 (+4 if 0 luck left), Percep+7 (+8 vs traps), 21 AC 13 Touch 18 Flat, 19 CMD, Fort +3 (+5 vs poisons), Ref +9 (+10 vs traps), Will +6

Size

Medium

Age

52

Alignment

Chaotic Good

Occupation

Gumshoe, investigator, and pain in the ass

Strength 16
Dexterity 16
Constitution 12
Intelligence 16
Wisdom 10
Charisma 16

About Saul Gibson

Saul Gibson

skills increased by d6 without the cost of inspiration:
Diplomacy:
All knowledge
Heal
Linguistics
Perception
Profession
Spellcraft
Sense Motive

use luck to add d6
Acrobatics:
Climb:
Escape Artist:
Fly
Ride
Swim

combat stamina 4/4
feat taxes provide (relevant only): power attack

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COMBAT/MAGIC GEAR
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Bracers of the daring investigator: Wrist slot. When you use inspiration on an attack roll against a flat-footed foe and deal damage, you deal extra damage as a rogue's sneak attack with your investigator level determining the damage.
Longspear+1 (Saul doesn't carry this around normally)
MW Heavy Mace
Breastplate+1
Cloak of Resistance
Dagger (hidden in boot)
Potion of Bull's strength
Potion of Darkvision
6 Potions of CLW
+2 Dex Belt
+2 Cha Headband
+1 Natural Armor Amulet

MUNDANE GEAR
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Sleuth's Hat
Quick-Change Outfit
Backpack with:
10 gold
Rope-Hemp, 50 ft
Magnifying Glass
Jackdaw's Mask
Hooden Lantern (tied to outside)
2 pints oil
flint/steel
5 caltrops

<Paste from PCGen>

Male Human (Versatile Human) investigator 3 / vigilante 1 Archetypes Sleuth,
None Medium humanoid (human)
Init +4, Senses Perception +7
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DEFENSE
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AC 21, touch 13, flat-footed 18 (+7 armor, +3 Dex, +1 natural, )
hp 28 ((3d8)+(1d8)+5)
Fort +3, Ref +9, Will +6, +2 vs. poison, +1 Reflex to avoid traps
Defensive Abilities trap sense +1,
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OFFENSE
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Speed 20 ft.
Melee longspear +1 +7 (1d8+5/x3)

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TACTICS
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STATISTICS
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Str 16, Dex 16, Con 12, Int 16, Wis 10, Cha 16,
Base Atk +3; CMB +6; CMD 19
Feats Combat Reflexes, Stealth Synergy
Skills Acrobatics +4, Acrobatics (When Jumping) +0, Bluff +8, Climb +4, Diplomacy +7, Disable Device +6, Disguise +10, Escape Artist +4, Heal +4, Knowledge (Arcana) +7, Knowledge (Dungeoneering) +7, Knowledge (Engineering) +7, Knowledge (Geography) +7, Knowledge (History) +7, Knowledge (Local) +7, Knowledge (Nature) +7, Knowledge (Nobility) +7, Knowledge (Planes) +7, Knowledge (Religion) +7, Linguistics(Infernal) +7, Perception +7, Perception (Trapfinding) +8, Sense Motive +5, Spellcraft +7, Stealth +7, Swim +4,
Traits Tactician, Tireless Logic,
Languages Common, Drow Sign Language, Infernal, Read Lips, Undercommon
SQ avenger, case the joint, class skills, daring, deeds, dual identity, dual talent, expanded inspiration, inspiration, keen recollection, opportunistic evasion, poison lore, poison resistance, seamless guise, sleuth's initiative, sleuth's luck, social talent, trapfinding, versatile human, vigilante specialization, weapon and armor proficiencies, weapon and armor proficiency,
Combat Gear
Other Gear headband of alluring charisma +2, amulet of natural armor +1, longspear +1, breastplate +1, cloak of resistance +1, belt of incredible dexterity +2, 17.5 gp
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SPECIAL ABILITIES
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Avenger An avenger has a base attack bonus equal to his vigilante level. He adds this value to any other base attack bonus gained from other classes or racial Hit Dice as normal.

Case the Joint (Ex) The vigilante can use his social identity to learn important facts about a location before returning later in his vigilante identity. If he spends at least 1 hour in a location while in his social identity, he can attempt a DC 20 Knowledge (engineering) check. If he succeeds, he gains the ability to later reroll any one failed skill check involving the location's layout (such as a Stealth check to sneak into the location, a Disable Device check to disable an alarm, or a Sleight of Hand check to snatch an object from a pedestal). For every 10 by which the check exceeds 20, the vigilante gains an additional reroll. If the vigilante fails to return to the location within 1 week, the situation changes too much and he cannot use the rerolls. A vigilante can't case the same joint more than once a week.

Class Skills

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).

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.

Dual Identity (Ex) A vigilante hides his true identity, allowing him to move about social circles and nobility without carrying the stigma of his ruthless actions. In effect, the vigilante has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the vigilante usually has two names: his true name, used in polite company, and his vigilante name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the vigilante's true identity revealed to the world at large. The vigilante can start each day in either of his identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the vigilante's secret. Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); the process often also involves applying make-up, altering his hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user's appearance do not reduce the time required to change identities. Most social talents require the vigilante to be in his social identity, but a vigilante who uses vigilante talents in his social identity risks exposing his secret. Despite being a single person, a vigilante's dual nature allows him to have two alignments, one for each of his identities. When in an identity, he is treated as having that identity's alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, he is only eligible if both of his alignments meet the requirements. A vigilante's two alignments cannot be more than one step from each other on a single alignment axis. For example, a vigilante with a lawful neutral social identity could have a vigilante identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If a vigilante is the target of an effect that would change his alignment, it changes both of his alignments to the new alignment. Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.

Dual Talent Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

Expanded Inspiration (Ex) An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he's trained in the 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 their investigations, but can also use these of 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 4. 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.

Keen Recollection You can attempt all knowledge checks untrained

Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

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.

Poison Lore (Ex) You have a deep understanding and appreciation for poisons. You cannot accidentally poison yourself when applying poison to a weapon. If you spend 1 minute physically examining the poison, you can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison's saving throw DC). Lastly, once a poison is identified, you can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison's saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. You have no chance of accidentally poisoning yourself when examining or attempting to neutralize a poison.

Poison Resistance (Ex) You gain a +2 bonus on all saving throws against poison.

Seamless Guise (Ex) A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity.

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.)

Sleuth's Luck (Ex) 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.

Social Talent Starting at 1st level, and every 2 levels thereafter, a vigilante gains a social talent. Unless otherwise noted, a talent can be selected only once. Some talents require the vigilante to meet other prerequisites before they can be chosen, such as having another social talent or attaining a minimum vigilante level. Once a talent has been chosen, it cannot be changed.

Tactician You know how to take advantage of enemies who are unprepared for your assault. You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.

Tireless Logic Your curious mind figures out even the most complex problems. Once per day when you make an Intelligence-based skill check or ability check, you can roll twice and take the better result.

Trapfinding An investigator adds 1 to Perception skill checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.

Trap Sense (Ex) You gain a +1 bonus on Reflex saves made to avoid traps, and a +1 dodge bonus to AC against attacks made by traps.

Versatile Human While they lack some of the training of other humans, the natural talents of versatile humans more than make up for this lack. Replace the +2 bonus to any ability score, the skilled racial trait, and the bonus feat racial trait with dual talent.

Vigilante Specialization (Ex) A vigilante must choose to be either an avenger or a stalker. Once this choice is made, it can't be changed. While many vigilante talents are usable by both specializations, some are unique to each specialization.

Weapon and Armor Proficiencies Vigilantes are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

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.