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Thief-taker (Human Investigator 2/Warrior 2)

By Historical & Special Collections Department - Harvard Law School Library - http://nrs.harvard.edu/urn-3:HLS.Libr:912598, Public Domain, https://commons.wikimedia.org/w/index.php?curid=44891555, Thief-taker
By Historical & Special Collections Department – Harvard Law School Library – http://nrs.harvard.edu/urn-3:HLS.Libr:912598, Public Domain, https://commons.wikimedia.org/w/index.php?curid=44891555

Thief-takers are private individuals hired to capture criminals much like bounty hunters, however, thief-takers are hired by local lords or parish councils.

Sometimes, thief-takers will act as go-betweens, negotiating the return of stolen goods for a fee. However, they are often corrupt themselves, for example extorting protection money from the crooks they were supposed to catch.

Jonathan Wild is perhaps the most successful thief-taker. He operates in London and is a famous and popular figure. However, he actually leads a gang of thieves; he will arrange the return of property stolen by his own underlings. To keep up the belief that he is working legitimately, he will even hand over members of his gang, who inevitably end up hanged at the Tyburn Tree.

Thief-taker
Human CR 2

XP 600

Any Medium humanoid

Warrior level 2 (skill points 8) Light Foot, Investigator level 2 (skill points 16)

Init +1; Senses ; Perception +4
DEFENSE
AC 14, Touch 12, flat footed 12 ( Leather) (+1 Dexterity, +2 armour, +1 feats)

hp 22 (0d8+2d10+2d8+2);

Fort +3, Ref +4, Will +2
OFFENSE
Speed 30

Melee

Single Attack (+1/+0) Club +5 (1d6+1) or Pistol +5 (1d8 X4) +1 to hit and +1 damage if within 30ft

Full Attack (+1/+0) Club +5 (1d6+1) Sap-2 (1d6) or Pistol +5 (1d8 X4) range 20 +1 to hit and +1 damage if within 30ft

Space 5ft.; Reach 5
Spells Known:
Investigator Spells: CL 2 Concentration 3  

Level 1 (3) DC 12: Detect Secret Doors, Detect Undead, Disguise Self, ;
STATISTICS
Strength 12, Dexterity 13, Constitution 11, Intelligence 12, Wisdom 9, Charisma 9

Base Attack 3 CMB 4 ; CMD 16

Feats: Armour Prof Heavy, Armour Prof Light, Armour Prof Medium, Dodge, Martial Weap Prof, Point Blank Shot, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus(Ranged);

Skills Acrobatics 6, Appraise 1, Bluff -1, Climb 7, Craft 1, Diplomacy -1, Disable Device 6, Disguise -1, Escape Artist 6, Handle Animal -1, Heal 4, Intimidate 5, Know Arcana 5, Know Arch & Eng 5, Know Dungeon 1, Know Geography 1, Know History 1, Know Local 1, Know Nature 5, Know Nobility 1, Know Psionics 1, Know Religion 1, Know the Planes 1, Linguistics 5, Perception 4, Perform -1, Profession -1, Ride 1, Sense Motive 3, Sleight of Hand 5, Spellcraft 5, Swim 1, Use Magic Device 3

Languages Common
SPECIAL ABILITIES
Alchemy (Ex) Alchemists gain a bonus equal to their class level on Craft (Alchemy) checks when creating alchemical items; additionally, an alchemist can use Craft   (Alchemy) to identify the properties of potions as if using the Detect Magic spell (he must hold the potion for 1 round to make this check)  

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 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 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigators inspiration pool refreshes each day, typically after he gets a restful nights 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 hes 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 investigators pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.  

Poison Lore (Ex) An investigator has a deep understanding and appreciation for poisons. At 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator 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 poisons saving throw DC). Lastly, once a poison is identified, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the poisons 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) =+ 2  

Trapfinding Can find magical traps Trapfinding-2 A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1).
ECOLOGY
Environment Any

Organization Company 10-20, Band 30-100, Squad 4-8

Treasure Standard
ITEMS (max value 780)
Masterwork Club, pistol, sap, leather armour, lantern, manacles
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