Frederick Goodwin

Master of Disguise

Description:

Stats
Str 5 -3
Dex 12 +1
Con 10 +0
Int 14 +2
Wis 11 +0
Cha 14 +2

AC: 15 (+4 for class)
HP: 19
Base Attk: +2
Melee: -1
Ranged: +3 / Pistol +5 / Point Blank Shot +6 / Execution Shot +7
FORT: +1
REF: +4
WILL: +3

Wealth: 6
Sanity: 70
EXP: 1000

Feats
1. Personal Firearms Proficiency
2. Light Armor Proficiency
3. Point Blank Shot
4. Weapon Focus – Pistol
5. Nimble

Certs
1. Intensive Meditation Training – Persuasion
You gain a +2 bonus to Diplomacy and Bluff checks

2. Factional Infiltration Techniques – Persuasion
You are adept at learning to blend in with even the most insular sects. If you can spend at least 16 cumulative hours observing them (either from a distance or in person, combined with researching knowledge available in libraries or on the internet), you gain a +5 bonus to disguise, diplomacy, and bluff checks against members of that group. This bonus persists until you cease having direct contact with the group for a week or more.

3. Concealed Carry Presentation – Weapon, Pistol
Enemies suffer -10 penalty to spot checks to determine if you are concealing a pistol. You can draw a pistol as a free action.

4. Pistol Marksmanship – Weapon, Pistol
You gain a +1 to hit with pistols

5. Execution Shot – Weapon, Pistol
You gain +1 to hit, crit on 19-20, and +2 to severity when firing a pistol at a target within 15 feet.

6. Experienced Hostage Negotiation – Persuasion
You know when a situation is about to go from tense to violent. Whenever a creature you have been immediately communicating with tries to take a violent action against you or an ally, you may automatically act in the surprise round and that creature may not. This can apply to multiple creatures as well, as long as they were communicating with you just prior to combat beginning.

Skills
Bluff (cha) 6/2/2/10
Diplomacy (cha) 6/2/2/10
Disguise(cha) 6/2/0/8
Sleight of Hand (dex) 5/1/2/8
Gather Information (cha) 4/2/0/6
Search (int) 3/2/0/5
Spot (wis) 2/0/0/2
Listen (wis) 2/0/0/2
Disable Device (int) 4/2/0/6
Forgery (int) 5/2/2/9
Knowledge: Medicine (int) 3/2/0/5
Escape Artist 5/1/2/8

Psionics
Precognition
Training Time: 15 Weeks
Range: Self

Exposure: As long as you continue to concentrate, plus one round after concentration ends.
Effect: You are able to gain flashes of your own future just seconds before they happen. This enables you to quite effectively avoid attacks, granting you a +3 dodge bonus to AC and reflex saving throws. The visions of the future provided by this power are vague enough and happen so quickly that they cannot be used to predict anything else.

Telekinesis
Training Time: 15 Weeks
Range: 100 Feet, plus 10 Feet per level.
Prerequisites: Telepathy
Exposure: As long as you continue to concentrate.
You can manipulate and move objects with your mind. When you use this power, you must chose if you are exerting a sustained force or a violent thrust.
A sustained force moves an object weighing no more than 25 pounds per user level (maximum 375 pounds at 15th level) up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save against a DC of 10 + (half the user’s level plus the user’s intelligence). This version of the power lasts as long as you continue to concentrate on it. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The power ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops.

An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require DC 15 Intelligence checks.
Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, you use your level in place of your Combat Maneuver Bonus, and you add your Intelligence modifier in place of your Strength or Dexterity modifier. No save is allowed against these attempts. This version of the power lasts as long as you continue to concentrate, but it ends if you cease concentration.

Equipment
Weapons
SITES M9 Damage: 2D4 / Crit: 20 / Rate of Fire: S / Mag: 8 Box / Size: Tiny / Weight: 2lb
Taser Damage: 1D4 / Crit: – / Rate of Fire: S / Mag: 1 int / Size: Tiny / Range: 5ft
Hollow Point Rounds: +8 Severity vs. Unarmored Targets
Suppressor

Armor
Personal – Light Undercover Shirt +2 AC, Concealable, Check Penalty -0
Personal – Undercover Vest +3 AC, Concealable, Check Penalty -2

General Equipment
Formal Clothes
Business Clothes
Casual Clothes
Cell Phone

Investigator Equipment
Disguise Kit (+2 to disguise in times of none stress)
Forgery Kit
Lockpick Set
Smart Phone

Bio:

Background
Childhood Health
Average – No Difference

Parental marital status
Divorced – -1 Starting Sanity

Parental Wealth
Middle Class – +0

Siblings
Only Child

Family Quality
Average – No Difference

Educational Level
Master’s Degree – +1 Cert, or +4 Skill point and +1 per level

Educational Success
Straight A’s – +2 Starting Skill Points

Number of Significant Events
Six
Type of Event
1. Serious Injury
Trick Knee
2. Psychological Trauma
Phobia – Snakes
3. Specialized Learning
Mechanical Aptitude +2 to Craft Mechanical
4. Paranormal Encounter
Read from a Strange Book – Learned the geographical location of some sort of long lost item
5. Specialized Learning
Techniques in Forgery Recognition +2 to Forgery
6. Paranormal Encounter
Strange Cult Encounter – Awakened Psychic Abilities

Frederick Goodwin

Fire In The Sky AndrewBaussan