(no subject)
Human Male
LEVEL 13
Smart Hero 2 / Dedicated Hero 2 / Profiler 9
LEVEL 13
Smart Hero 2 / Dedicated Hero 2 / Profiler 9
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Special:
- Profile
- Read Target +4
- Identify Motive
- Enhanced Profile
- Anticipate Move
Talents:
- Savant -- behavioral
Empathy
Total Hit Points: 70
Speed: 30 feet
Armor Class: 17 = 10 + 6 [class] +1 [dexterity]
- Touch AC: 16
Flat-footed: 13
Initiative modifier: | +2 | = +1 [dexterity] +1 [empathic] |
Fortitude save: | +6 | = 5 [base] +1 [constitution] |
Reflex save: | +11 | = 6 [base] +1 [dexterity] +4 [danger sense] |
Will save: | +17 | = 10 [base] +5 [wisdom] +2 [iron will] |
Attack (handheld): | +7 / +2 | = 6 [base] +1 [strength] |
Attack (missile): | +8 / +3 | = 6 [base] +1 [dexterity] +1 [point blank shot]* |
Grapple check: | +6 | = 5 [base] +1 [strength] |
Reputation: | +4 | = 4 [base] |
Action points: 77 / 84
Light load: Medium load: Heavy load: Lift over head: Lift off ground: Push or drag: | 50 lb. or less 51-100 lb. 101-150 lb. 150 lb. 300 lb. 750 lb. |
Investigative (starting occupation)
- Knowledge (behavior)
Sense Motive
Alertness | |
Animal Affinity | |
Attentive | |
Educated | |
Quick Draw | |
Simple Weapon Proficiency | [free] |
Personal Firearms Proficiency Deceptive Empathic Life-Learned Danger Sense Natural Empath Skill Focus: Sense Motive Light Armor Proficiency Iron Will Sharp-Eyed Self-Improvement [Cha] Social Perception Heightened Senses Trustworthy Point Blank Shot Precise Shot Rapid Shot Negotiator Educated Observant |
Weapons:
Excalibur Pistol [atk +1; 2d6+1, crit 20]
Ability | Modifier | Modifier | Modifier | ||
Balance | Dex* | 1 = | |||
Bluff | Cha | 7 = | +2 | +2 [deceptive] +2 [empathy*] | |
Climb | Str* | 1 = | |||
Computer Use | Int | 3 = | |||
Concentration | Con | 1 = | |||
Craft (Structural) | Int | 3 = | |||
Craft (Visual Art) | Int | 3 = | |||
Craft (Writing) | Int | 3 = | |||
Diplomacy | Cha | 14 = | +3 | +2 [sense motive] +2 [empathic] +2 [empathy*] +2 [trustworthy] +2 negotiator | |
Disable Device Disguise | Dex Cha | 3 = 3 = | +1 | +2 | +2 [deceptive] |
Drive | Dex* | 1 = | |||
Escape Artist | Dex* | 2 = | +1 | ||
Forgery | Int | 3 = | |||
Gamble | Wis | 5 = | |||
Gather Information | Cha | 12 = | +9 | +2 [trustworthy] | |
Handle Animal | Cha | 12 = | +7 | +2 [animal affinity] +2 [empathy*] | |
Hide | Dex* | 2 = | +1 | ||
Intimidate | Cha | 4 = | +1 | +2 [empathy*] | |
Investigate | Int | 20 = | +16 | +2 [attentive] | |
Jump Knowledge (arcane lore) | Str Int | 1 = 11 = | +3 | +0 +6 | + 2 [educated] |
Knowledge (behavioral sciences) | Int | 20 = | +12 | +1 [Investigative] +2 [savant] +2 [educated] | |
Knowledge (current events) | Int | 7 = | +2 | + 2 [educated] | |
Knowledge (streetwise) Knowledge (religion) | Int Int | 4 = 5 = | +3 | +1 | +2 [educated] |
Knowledge (tactics) | Int | 4 = | +1 | ||
Listen | Wis | 14 = | +5 | +2 [alertness] +2 [heightened senses] | |
Move Silently | Dex* | 3 = | +2 | ||
Navigate | Int | 3 = | |||
Perform (Act) | Cha | 1 = | |||
Perform (Dance) | Cha | 1 = | |||
Perform (Keyboards) | Cha | 1 = | |||
Perform (Percussion) | Cha | 1 = | |||
Perform (Sing) | Cha | 1 = | |||
Perform (Standup) | Cha | 1 = | |||
Perform (String Inst.) | Cha | 1 = | |||
Perform (Wind Inst.) | Cha | 1 = | |||
Repair | Int | 5 = | +2 | ||
Research | Int | 4 = | +1 | ||
Ride | Dex | 5 = | +2 [animal affinity] +2 [handle animal] | ||
Search^ | Int | 12 = | +4 | +2 [heightened senses] +2 [sharp-eyed] +1 [observant] | |
Sense Motive | Wis | 40 = | +16 | +1 [Investigative] +2 [attentive] +2 [empathic] +3 [skill focus] +3 [natural empath] +2 [sharp-eyed] +2 [social perception] +2 negotiator +2 [empathy*] | |
Spot^ | Wis | 26 = | +16 | +2 [alertness] +2 [heightened senses] +1 [observant] | |
Survival | Wis | 10 = | +5 | ||
Swim | Str** | 1 = | |||
Treat Injury | Wis | 9 = | +4 |
* = check penalty for wearing armor
Know Behavioral Sciences >=5 ranks gives +2 on survival checks underground.
Handle Animal >=5 ranks gives +2 on wild empathy checks.
* to use empathy, hero must spend at least 1 minute observing the target.
Human
- Extra feat at first level (already included)
- Four extra skill points at first level (already included)
- One extra skill point at each additional level (already included)
Class | HP rolled | ||
Level 1: | Smart Hero | 6 | |
Level 2: | Smart Hero | 3 | |
Level 3: | Dedicated Hero | 3 | |
Level 4: Level 5: Level 6: Level 7: Level 8: Level 9: Level 10: Level 11: Level 12: Level 13: | Dedicated Hero Profiler Profiler Profiler Profiler Profiler Profiler Profiler Profiler Profiler | 4 5 5 5 4 3 5 +5 3 2 4 | +1 to wisdom +1 to int +1 to wisdom |
PROFILER CLASS FEATURES
PROFILE
The Profiler can expand the profile by making an Investigate check (DC 15) involving the crime scene or other evidence linked to the suspect. If successful, the Profiler combines the information gathered with forensic evidence to develop a profile of the suspect's method of operation. This provides a +2 circumstance bonus on any skill checks made to uncover additional evidence or otherwise locate the suspect — the Profiler develops a sense of the suspect's goals and where he or she might strike next.
ENHANCED PROFILE
The DC for the Knowledge (behavioral sciences) check is 15+ the suspect's character level. The DC is increased by 5 if the suspect has levels of any advanced class, and is lowered by 5 if the suspect is an ordinary character. If the check is successful, the GM should provide reliable information. If the check fails, the GM should provide inaccurate information — a little too low if the suspect is an ordinary character, and a little too high if the suspect is a heroic character.
READ TARGET
If the Profiler's check is successful, he gains a +1 insight bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks against the target.
At 6th level, the Profiler's insight bonus against targets he successfully reads increases to +2.
At 8th level, the Profiler's insight bonus against targets he successfully reads increases to +4.
At 10th level, the Profiler may spend 1 action point to increase the insight bonus to +6.
IDENTIFY MOTIVE
If the perpetrator attempted to hide the nature of her crime (such as making a premeditated murder look like a burglary gone awry), the Profiler must make a Sense Motive check opposed by the perpetrator's Bluff check. If the crime was committed by more than one perpetrator and the Profiler does not know this fact, the Bluff check receives a +5 bonus.
Success allows the Profiler to understand the perpetrator's emotional state at the time of the crime, and reveals how many perpetrators were involved.
ANTICIPATE MOVE
The Profiler may attempt a Sense Motive check with a DC equal to 10 + the perpetrator's character level. If the check succeeds, the GM should give the Profiler a general idea of what the perpetrator will do next. If the check fails, the GM should give the Profiler misleading information about the perpetrator's next move. The choices generally are: hide (drop out of circulaton), brag (tell others what she has done), escalate (commit a bigger or more vicious crime), confess (contact the authorities, though not necessarily turn herself in), relocate (move to a different area without otherwise changing patterns) or practice (commit another crime of the same sort, in the same general area.)