Sha'Al Gumption
HP 63 3d10+3+7d8+51
Base A. Bonus +9/+1
Melee Attack +10/+2
Ranged Attack +10/+2
Maneuvers +10
Armor Class +6
Touch AC +1
Flat-footed +
Maneuvers +8

ABILITY trait mod
Strength 12 +1
Dexterity 12 +1
Constitution 13 +1
Intelligence 14 +2
Wisdom 12 +1
Charisma 14+2 +3
Fortitude +6
Reflex +7
Will +7
SKILL Roll Calculating
Acrobatics +5 dex 1 +rank 1 +class 3
Appraise +6 int 2 +rank 1 +class 3
Bluff +9 cha 3 +rank 3 +class 3
Climb +7 str 1 +rank 3 +class 3
Diplomacy +7 cha 3 +rank 1 +class 3
+11 dex 1 +rank 3 +class 3 +½ inv.
Disguise +7 cha 3 +rank 1 +class 3
+5 dex 1 +rank 1 +class 3
Fly +2 dex 1 +rank 1
Heal +5 wis 1 +rank 1 +class 3
SKILL Roll Calculating
Intimidate +10 cha 3 +rank 4 +class 3
Linguistics +22 int 2 +rank 11 +class 3 +feat 6
Perception +25 wis 1 +rank 11 +class 3 +feat 6
+feat 4
Ride +5 dex 1 +rank 1 +class 3
+19 wis 1 +rank 11 +class 3 +feat 4
of Hand
+5 dex 1 +rank 1 +class 3
Stealth +5 dex 1 +rank 1 +class 3
Survival +7 wis 1 +rank 3 +class 3
Swim +5 str 1 +rank 1 +class 3
(City Watch)
+12 wis 1 +rank 8 +class 3
CRAFT Roll Calculating
Traps(?) +7 int 2 +rank 2 +class 3
Alchemy +6 int 2 +rank 1 +class 3
KNOWLEDGE Roll Calculating
Dungeon +7 int 2 +rank 2 +class 3
Local +10 int 2 +rank 5 +class 3
History +11 int 2 +rank 6 +class 3

(† = can add +1d6 without spending an Inspiration Point)


Nature: Player Character
Player: Pascal
User: TargyTargy

Race: Human
Origins: Khyber's Gate, Sharn
Residence: Small inn room, Boldrei's Hearth, Lower Wards, Sharn

Class: Fighter 3, Investigator 72
Alignment: Lawful Good
Religion: nah…


Gender: Male
Age: 21
Hair: short, dark brown, unkempt
Eyes: Blue
Height: 6' 1.6" (1,87m)
Weight: 183 lb
Body: Moderately trained
Clothing: Rather new city watch uniform: leather clothing and breastplate over a linen shirt. The armor shows a couple of scratches, acid marks near the neck & a small, tarnished dent on the right side.
Other traits: Former street gang member


Sha'Al Gumption grew up in Khyber's Gate where he was raised by his mother. His parents could never afford moving into a more attractive and less dangerous district. His father disappeared when Sha'Al was a small child. He presumably died in an ambush on the streets, but his remains were never found.

In his youth, he joined a street gang consisting of most of the human teenage boys from the neighbourhood. The hostile environment in which Sha'Al grew up taught him to be observant and how to defend himself. Yet, he has a strong sense of justice and avoids being dragged into criminal activities.

He usually tries to keep out of trouble by keeping an eye on the shadows and he has a specific sense for spotting troublemakers. If it cannot be avoided, he is not afraid of ending up a pub brawl. If he feels that words won't help any more, he lets his fists talk without warning. Fighting dirty with makeshift weapons is his preferred style. Neither religion nor magic ever helped him escape a threatening situation. Permanent alertness, careful phrasing and hard punching did.

Sha'Al recently joined the city watch. He strives for making Sharn a place worth living. His fighting skills helped him to stay alive. Now his investigative skills are awakening and lust to fight crime…

Sha'Als Watch Reports


With every day I'm doing my duty in the city watch, the purpose of what I'm doing is more and more questioned. When I joined, I was young, enthusiastic and wanted to make Sharn more worth living. I thought that the entire city watch would be acting as a shining beacon of morale in my home.

Gods, I couldn't have been more wrong. I learned a lot about from my mentor Sergeant-at-Arms "Yohanan Straight". He taught me about ethical behavior even in dangerous situations on patrol in the streets. Also, during my excursions with the "Wayfinder Foundation" I was able to peek around the facade of the the institutions that are in reality controlling Sharn. I was genuinely shocked that even in the higher districts, the same disgusting spirit of greed and control-by-fear is residing. True, the upper class is living in much nicer and cleaner houses, but this is only concealing the fact, that the entire society is eaten away by corruption, violence and exploitation.

I have to face the sad truth: The souls of all citizens are dark inside. The bloodthirsty "beast" is even lurking inside myself. I can feel it trying to erupt to the surface every single day. It is hard to fight it. It is slowly devouring my soul, any moment I don't pay attention. I don't know how long I will be able to hold it back. My spirit of being a "good guy" is in constant pain. I can't bear the pressure any longer. Only spirits seem to be able to soothe it for a while. Sobriety hurts. Time to get a quantum of liquefied solace from my drawer…


Racial Abilities

Bonus Feat: Select one extra feat at 1st level.
Skilled: Gain 1 additional skill rank for each class level they have.
Languages: Common, Goblinoid, Dwarven, Gnomen, Halfling, Elven, Orcish, Daan, Sylvan, Aquan, Terran, Auran, Gnoll, Lip Reading

Class Abilities

Proficiencies: ●All simple & martial weapons
●all armor, ●all shields (including tower shields)
●hand crossbow, rapier, sap, shortbow, short sword, sword cane

Bravery: Gets +1 bonus on Will saves against Fear-effects.

Armor Training:
●Reduce armor check penalty of armor you use by 1 (to min 0)
●Increase max Dex bonus of armor you use by 1
●Can move at normal speed while wearing medium armor

Inspiration (Ex): Has an inspiration pool = 1/2 investigator lvl + Int modifier (min 1).
This inspiration pool refreshes each day, typically after he gets a restful night's sleep.

As a Free action, he can expend 1 point 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 can be made after the check is rolled and before the results are revealed. Can only use inspiration once per check or roll. Can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a point of inspiration, provided he's trained in the skill.

Inspiration can also be used on attack rolls & saving throws, at the cost of 2 points of Inspiration each time. In the case of saving throws, using inspiration is an Immediate Action rather than a Free Action.

Keen Recollection: Can attempt all Knowledge skill checks untrained.

Trapfinding: ●Add +1/2 Investigator lvl (minimum 1) to Perception skill checks made to locate traps & to Disable Device checks.
●An investigator can use Disable Device to disarm magical traps.

Trap Sense (Ex): Gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus per 3 Investigator levels on both Reflex saving throws to avoid traps & as a dodge bonus to AC against attacks by traps (to a max of +6 at 18th lvl)

Poison Lore (Ex): ●Can't accidentally poison himself when applying poison to a weapon. ●If he spends 1 minute physically examining the poison, he 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, he 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. ●The investigator has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.

Poison Resistance (Ex): ●Gains a +2 bonus on all saving throws against poison.
●This bonus increases to +4 at 5th level, and +6 at 8th level. ●11th level: Becomes completely immune to poison.

Studied Combat (Ex): Can use a Move Action to study a single enemy that the character can see. Upon doing so, he adds 1/2 investigator lvl as an insight bonus on melee attack rolls & as a bonus on damage rolls against the creature.

This lasts for a number of rounds = Int modifier (min 1) = 2 rounds, or until he deals damage with a ''Studied Strike'', whichever comes first. You can only have 1 target of "studied combat" at a time. The bonus on damage rolls is Precision Damage, and isn't multiplied on a critical hit.

If you've already used "studied combat" on a target within the past 24 hours, then using it on that specific target again costs 1 Inspiration Point each time. Once it's been over 24 hours since last time you used "studied combat" on a subject, then the cost to do so drops back to zero again.

Studied Strike (Ex): Can only use this ability on a target you are currently using "studied combat" on. As a Free action, upon successfully hitting the 'studied' target with a melee attack, you can deal additional damage = (+1d6 per 2 levels > 2nd lvl) (so +1d6 at 4th, +2d6 at 6th, +3d6 at 8th, etc, up to max +9d6 at 20th) = +4d6 damage.
●Using this ability ends the "studied combat" effect.

●The attacker must be able to see the target well enough to pick out a vital spot & must be able to reach such a spot.
●You can't use "studied strike" against a creature with concealment.

●The damage of "studied strike" is Precision damage, and isn't multiplied on a critical hit.
●Creatures that are immune to sneak attacks are also immune to "studied strike".
●If the attack method deals nonlethal damage, the character can choose to have the extra added from "studied strike" also be nonlethal damage.

Sleuth's Luck: (luck points=CHA each day) Spent on the "deeds" listed below.
Can regain 1 LP on ●natural 20 on Knowledge or Sense Motive check, or ●natural 6+ on Inspiration di(c)e, if roll is during a case.


Daring (Ex): 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 = his Intelligence modifier (min 1) = max 2 times.

Opportunistic Evasion (Ex): When succeeds at a Reflex save against effect that still deals damage on a successful save, can spend 1 LP as an immediate action to instead take no damage from that effect.

Sleuth's Initiative (Ex): As long as the character has at least 1 Luck Point, they get a +2 bonus on Initiative checks.

Furthermore, if they have the "Quick Draw" feat, their hands are free & unrestrained, and the weapon is not hidden, they can draw 1 single Light or One-handed melee weapon as part of the initiative check.

Run Like Hell (Ex): The character can spend 1 Luck Point to gain a +20-foot bonus to their Speed for 1 minute.

Furthermore, while under the effect of this bonus, if they move more than their normal speed in a round, they get a +4 bonus to AC until the start of their next turn.

Second Chance (Ex): When you roll an "Inspiration die" or use the ''Daring'' deed, can spend 1 LP to reroll either the inspiration or ''daring'' die.

If they roll a 6 or higher on this, the character doesn't regain an LP, and no matter what they roll on either die, they must keep the reroll result, even if it is lower.

Make It Count (Ex): When using ''inspired strike'', can spend 1 Luck Point to apply an "Investigator Talent" that you don't already know to that inspired strike (as long as that talent affects inspired strike, of course). Can only do this if you fulfill the prerequisites of that talent.

Investigator Talents

For every 2 levels after 1st, the character gets an ''investigator talent''. Except where otherwise noted, each one can only be selected once.

Expanded Inspiration (Ex): Can use the Inspiration ability on Diplomacy, Heal, Perception, Profession & Sense Motive checks without expending points, provided you're trained in the skill.

Inspired Intelligence (Ex): Character can add his inspiration die to all Knowledge, Linguistics, or Spellcraft checks without expending a points of inspiration (even those he's not trained in.)

Empathy: On Sense Motive, roll d20 twice and use the higher roll, and do the same with the inspiration die.
Once per day: For 1 IP, can detect the surface thoughts of a single target, if they fail a will save. Duration = 1/2 Investigator lvl = 2 rounds

Quick Study(Ex): Can use ''studied combat'' ability as Swift Action instead of Standard Action.



Combat Expertise: ●Can take a –1 penalty on melee attacks & maneuver checks to get a +1 dodge bonus to AC.
●For every 4 BaB you have, both the penalty & bonus increase by ±1 (so ±2 at BaB +4, and ±3 at BaB +8, etc).
●Can only use this feat when you declare that you're making an attack or a full-attack action with a melee weapon.
●The effects of this feat last until your next turn.

Catch Off-Guard: ●You don't suffer any penalties for using improvised melee weapons.
●Unarmed foes are flat-footed against attacks you make with improvised melee weapons.

Improved Dirty Trick: ●You get a +2 bonus on "dirty trick" checks.
●You don't provoke Attacks of Opportunity when you do a "dirty trick" Maneuver.

Alertness: +2 bonus on Perception and Sense Motive skill checks.
The bonus increases to +4, if the skill has 10 or more ranks.

Skill Focus (Linguistics): +3 bonus to checks (+6 with rank 10)
Skill Focus (Perception): +3 bonus to checks (+6 with rank 10)

Orator: You can use a Linguistics check in place of:
●a Bluff check to tell a falsehood or conceal info.
●a Diplomacy check to change the attitude of a creature.
●an Intimidate check to force a victim to cooperate.
Limit: You must deliver your attempt in a language the target understands.

Extra Investigator Talent: The character knows 1 additional "Investigator Talent".


Sap: melee wpn. Dmg: 1d6. Crit: x2. Tags: Nonlethal
Short sword +1: melee wpn. Dmg: 1d6. Crit: 19-20 / x2
Brass knuckles: melee wpn. Dmg: 1d3. Crit: x2
Crossbow +1: weapon. Dmg: . Crit: x#. Range: feet.

Breastplate (Agile): armor. AC: +. Max dex: +. Penalty: -4. Speed: ft.
Quickdraw Shield (Steel)

Cloak of Resistance +3
Ring of Protection +1
Ring of Maniacal Devices

Handy Haversack
City Watch Badge (=ID-papers)
Manacles (S)+simple lock
Manacles (M)+simple lock
Manacles (L)+simple lock
Rope (Hemp)
Skeleton Key
Bell (=Horn)
Lantern (Bullseye)
Portable Ram
Hook (Grappling)

Investigator's Kit

Tower Shield (riot)

Wealth: 4'488 gp.


Notes for Week 20+21

Shopping list (discounts possible?)

  • Handy Haversack
  • Headband of Mental Superiority +2
  • Belt of Physical Perfection +2
  • Ring of Protection +1
  • Ring of Maniacal Devices

  • Class Features
    • Investigator Talent (Ex or Su): For every 2 levels after 1st, the character gets an ''investigator talent''. Except where otherwise noted, each investigator talent can only be selected once.

(Perceptive Tracking:)

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