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568863

568863

paizo.com #8427647, tj hillman <kakashi-los@hotmail.com>, Nov 16, 2019

GRIFTER +1 Int
Though you feel comfortable among all sorts of lowlifes, you rely on your
intellect to defraud others. Whether you work the streets alone, in a
small group, or as the brains behind a larger organization, you analyze
opportunities and unapologetically exploit the system to achieve your
ends. As a grifter, you’re an expert in one or two trades, but you also have
the knowledge and confidence to convincingly pass as an authority in just
about any profession.

THEME KNOWLEDGE [1ST] ENDGAME [18TH]

You dabble in multiple professions and have the connections and You’re a planner who leaves nothing to chance, and you reap
deep knowledge of each occupation’s inner workings, allowing the rewards for your patience and attention to detail. Nothing
you to exploit colleagues and paying customers alike. When compares to the satisfaction you feel when your expertly
attempting a Culture or Profession check to recall knowledge positioned pieces slide into place and your schemes come to
about commercial organizations or businesses, reduce the DC fruition. Twice per day, after you spend at least 1 minute to plan
by 5. You gain a +1 bonus to one Profession skill of your choice a con, heist, fraud, or other crime that swindles an individual
at character creation, and you can attempt any Profession skill or organization, and you succeed at a DC 30 Culture check or
untrained. In addition, you gain an ability adjustment of +1 to a check using the Profession skill you selected for the theme
Intelligence at character creation. knowledge benefit, you regain 1 Resolve Point.

CALCULATED
EXPLOITATION [6TH]

You earn your living through swindling and defrauding others.


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While your schemes are often successful, your plans don’t always
produce the results you expect, and past failures have taught
you how to refine your techniques. Whenever you attempt a
Profession check to earn a living, you can roll twice and use the
higher result. In addition, once per day you can spend 10 minutes
plotting how to get the best deal when purchasing or selling
equipment and gear. Immediately following this planning period,
you or a designated ally can attempt an appropriate skill check,
at the GM’s discretion, to influence a merchant and receive a 10%
discount on one item you purchase with an item level no greater
than your character level – 2.

STRATEGIC
NEGOTIATIONS [12TH]

You scrutinize each social and business interaction for loopholes,


opportunities to exploit, and possibilities for additional profit.
Your masterfully crafted schemes and analytical mind enable you
to control situations rather than individuals. Once per day when
you attempt a Bluff check to lie or a Diplomacy check to change
someone’s attitude, you can attempt a Culture or Profession
check instead, using your expertise and intellect to gain the
target’s confidence. In addition, if you spend at least 10 minutes
planning and rehearsing such an interaction, you can ignore the
DC modifier to your Bluff check to lie when the target is hostile
or unfriendly; if you are attempting to use Diplomacy to change
a target’s attitude and fail by 5 or more, the target’s attitude does
not get worse.

10 THEME AND RACE


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paizo.com #8427647, tj hillman <kakashi-los@hotmail.com>, Nov 16, 2019 15963634
CHARACTER OPERATIONS MANUAL
1
GUARD +1 Str or +1 Dex
You are a guard, lookout, or forward scout, and it’s your job to keep a
OVERVIEW
constant eye out. You might be an independent contractor whose clients
change regularly, a lookout for a criminal organization, an elite military
THEME AND
agent assigned to visiting political leaders or rich celebrities, or a
RACE
permanent employee protecting a secure facility, a VIP, or even a friend.
Regardless, you’re trained to identify threats and keep your client and
CLASSES
their property safe.

FEATS

THEME KNOWLEDGE (1ST) your ward and recover 1 Resolve Point; this doesn’t count as
EQUIPMENT
resting to regain Stamina Points. In addition, once per day
You are well versed in security systems, how to spot them, and when you witness your
how to use them to keep people and places safe. Reduce the DC ward being damaged by SPELLS
for Engineering checks to identify technology and Mysticism or failing a saving throw
checks to identify a magic items by 5, provided the item is a against an effect from  a
security system, surveillance equipment, or trap. In addition, significant enemy, you OTHER
RULES
Perception becomes a class skill for you, though if it is a class recover 1 Resolve Point as
skill from the class you take at 1st level, you instead gain a a reaction.
+1 bonus to Perception checks. In addition, you gain an ability
adjustment of either +1 to Strength or +1 to Dexterity (your
choice) at character creation.

GUARDED WARD (6TH)

You focus on protecting a particular person or place, which


becomes known as your ward. You must study a specific
creature or a specific location (such as a building or starship)
for 1 day to make it your ward. If your ward is a creature, you
automatically succeed at checks to aid another with your ward
when you are adjacent to them. If your ward is a location, you
succeed at checks to aid another with anyone adjacent to you
when you are both within your ward. You can change your ward
by selecting a new one and studying it for 1 day.

ABLE GUARDIAN (12TH)

Those who have come to rely on you know you are vigilant and
ready to help at a moment’s notice. You know when something
just doesn’t feel right, and you’ve saved the life of more than
one client. You can perform the first aid task of the Medicine
skill as a move action rather than as a standard action, and you
can perform the sense mental effect task of Sense Motive as a
full action instead of taking 1 minute. In addition, you gain a
+4 insight bonus to Fortitude saving throws against sleep
deprivation (Core Rulebook 404).

SECURITY REVIEW (18TH)

Nothing makes you feel more at peace than going over security
procedures and verifying that you have covered every angle,
filled every gap, and tightened every loophole to ensure your
ward is safe from harm. Once per day, you can spend 10
minutes reviewing security precautions you have taken for

THEMES 11

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