Church Grim (1st Level)

Medium humanoid (human) 1st level detective, chaotic good

Armor Class 17
Hit Points 10 (1d8 + 2)
Speed 30 feet

12 (+1) 16 (+3) 14 (+2) 18 (+4) 16 (+3) 12 (+1)

Saving Throws Int +6, Wis +5
Skills Athletics +3, Insight +5, Investigation +6, Perception +5, Stealth +5
Tools Chemistry Tools +2, Computers +2, Forensics Tools +2, Thieves' Tools +2
Feats Armor Proficiencies (none), Weapon Proficiencies (simple weapons, firearms)
Weaknesses Secret Identity
Senses passive Perception 15, passive Insight 15
Languages English, German, Spanish
Allegiances Neighborhood, Stop Crime

Stool Pidgeons. You have a few reliable and trustworthy contacts within the criminal underworld who bring you information for a price. Of course, they won't willingly put themselves in jeopardy. Getting all of the information available will require compensation and might even call for threats, strong-arming, and frequent Insight checks.

Master Detective (Astonishing Discipline). You have astonishing discipline which makes you a matchless detective. When using an attack power you can add either your power ability or your Strength or Dexterity to the attack roll.

When a power ability is called for, you may use any logical ability score to determine the power DC, power attack, and power check modifier. You regain all expended power slots when you complete a long or short rest.

Secret Identity (Event Modifier 10%). You lead a double life because you don't want to lose your job.

If you take any heroic action in your everyday identity you must make a Charisma (Deception) check with opposed by the Wisdom (Insight) of check of any witnesses (including your foes). You can spend a Hero Point to automatically succeed.

Any witness that doesn't know you in your everyday identity has disadvantage on its check. If they succeed, they now know what your heroic identity looks like under the mask.

Any witness who does know you is now privy to your secret, for good or ill.

Insightful Defense. When wearing no armor and not using a shield, your AC equals 10 + your Dexterity modifier + your Intelligence or Wisdom modifier.

Profile Specialty. Empowered is your Profile Specialty. You have advantage on Wisdom (Survival) checks to track your Profile Specialty, to Intelligence (Investigate) checks associated with your Profile Specialty, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your Profile Specialty.


Unarmed strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1 + 1) bludgeoning damage.

Revolver. Ranged Weapon Attack: +5 to hit, ranged 60/180 ft., one target. Hit: 10 (2d6 + 3) piercing damage. Loading, 6 rounds.


Lifestyle. Comfortable
Cash. $200
Gear. full costume, full mask, revolver, 12 bullets, smartphone, ear-clip, flashlight, PI license, thieve's tools, steel handcuffs, ink pen, notebook, magnifying glass, multipurpose tool

  • Duffle bag: 18 bullets, binoculars, professional camera, charger, crowbar, forensics kit, umbrella

Vehicles. SUV
Home. Spacious apartment: casual wardrobe (which may include suits or uniforms depending on your profession), desktop computer, magnifying glass, clue from an unsolved case, chemistry kit.

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