Detective Inspector Greg Carson
Lawful Neutral - Human: Monk ( 1st ) / Swashbuckler ( 3rd ) / Rogue ( 5th) / Invisible blade (5th)

"The case is exceptionally simple… for one of my genius"

AC HP Fort Reflex Will Initiative
31 186 +8 +18 +13 +6
Strength: 12 (+1)
Dexterity: 24 (+7)
Constitution: 10 (-)
Intelligence: 24 (+7)
Wisdom: 8 (-)
Charisma: 14 (+2)
B.A - B F.A - B Damage - Melee Damage - Ranged Sneak Attack
+12/+7/+1 +23/+23/+18/+12 2d6+1d6(fire)+10 1d4+1d6(fire)+11 +8d6


  • Faerie fire mysteries - The passions (Use Int instead of Con to determine bonus hp) [Human Bonus]
  • Kung fu genius (Use Int instead of Wis for all monk class features) [1st]
  • Keen Intellect (Use Int instead of Wis for will saves and all wisdom based skills) [3rd]
  • Weapon focus - Dagger (+1 bonus on attack rolls with daggers) [5th]
  • Daring outlaw (Rogue and Swashbuckler levels stack for the purposes of the "Grace" class feature, dodge bonus and sneak attack progression) [7th]
  • Ascetic rogue (Rogue and monk levels stack for the purposes of both unarmed strike damage and sneak attack progression, also the stunning fist DC increases by 2) [9th]
  • Unorthodox flurry (Small weapons count as monk weapons) [11th]
  • Quick draw (You may draw light weapons as a free action) [13th]
  • Greater grapple (You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.) [15th]
  • Weapon Finesse (Use Dex instead of str for attack rolls) [Bonus]
  • Stunning fist (You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character can't take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.) [Bonus]
  • Improved unarmed strike ( You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice) [Bonus]
  • Deflect arrows (You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected) [Bonus]
  • Improved grapple (You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you) [Bonus]
  • Two weapon fighting (Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting in Combat) [Bonus]
  • Point blank shot (When within 30ft, you gain a +1 on all ranged attacks and deal 1 additional damage) [Bonus]
  • Far shot (You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon.) [Bonus]


Acrobatics: +24 [15], Escape Artist: +24 [15], Sense Motive: +25 [15], Bluff: +19 [15], Diplomacy: +19 [15], Knowledge (local): +25 [15], Perception +25 [15], Stealth: +24 [15], Use Magic device: +19 [15], Linguistics: +15 [5], Disguise: +14 [5]


Common, Gnome, Elven, Draconic, Orc, Dwarven, Celestial, Infernal, Abyssal, Goblin, Halfling, Sylvan, Undercommon,


  • Human racial traits (+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.Normal Speed: Humans have a base speed of 30 feet. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic)
  • AC bonus (When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.)
  • Unarmed strike (A monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.)
  • Flurry (a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks. )
  • Stunning Fist (The monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites.)
  • Evasion (A monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.)
  • Grace +1 (A swashbuckler receives a bonus a bonus to reflex saves depending on his level)
  • Insightful strike (When using a small or light weapon, the Swashbuckler may add his Int mod to the damage)
  • Sneak attack +5d6 (If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty)
  • Trap finding (A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps)
  • Improved evasion (The rogue only takes half damage from all effects which would allow a reflex save, even if they passed the save or not)
  • Trap sense (At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.)
  • Uncanny dodge (a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her))
  • Rogue Talents (Used for Combat trick and Combat trick)
  • Dagger sneak attack +3d6 (add an additional 3d6 damage to your sneak attack when using daggers)
  • Unfettered defence (For each level of invisible blade, the character may add his Int mod to AC)
  • Bleeding wound (The invisible blade may forgo dagger sneak attack damage in order to cause a bleeding wound. Per d6 given up, until the target makes a DC15 check, they take that many points of damage each round)
  • Uncanny feint (Feinting can now be done as a free action, when wielding daggers)
  • Feint Mastery (The blade may now take 10 on feint checks, even when in combat)

Items, gear and equipment:

Magical Equipment:

  • Trilby of intellect +4 (while wearing the trilby of intellect, the characters gains a +4 enhancement bonus on their Int score)
  • Gloves of dexterity +4 (while wearing this item, the characters gains a +4 enhancement bonus on their Dex score)
  • Carson's Blades (+3 dagger, 1d4+3 damage, Critical 19-20 x2, Merciful, Returning, Flaming) x2
  • Monks Belt (This simple rope belt, when wrapped around a character’s waist, confers great ability in unarmed combat. The wearer’s AC and unarmed damage is treated as a monk of five levels higher. If donned by a character with the Stunning Fist feat, the belt lets her make one additional stunning attack per day. If the character is not a monk, she gains the AC and unarmed damage of a 5th-level monk. This AC bonus functions just like the monk’s AC bonus)
  • Rubies of lingering morality (When affixed to the hilt of a bladed weapon, these weapons enable to blades to deal critical and sneak attack damage to undead, as though they were living humanoids) x2

Mundane Equipment:

Other Items:

History and Back story:

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License