Blacksmith

Alexus Cousbro's page

50 posts. Organized Play character for Razfalo.


Full Name

"Ziggs"

Strength 8
Dexterity 20
Constitution 10
Intelligence 24
Wisdom 10
Charisma 9

About Alexus Cousbro

Male Gnome
Beastmorph, Mindchemist 11/ Psychic Detective 1
Chaotic Neutral
Small humanoid (gnome)
Concept

Knacks (4 known)::

Prestidigitation Performs minor tricks.
Detect Poison Detects poison in one creature or object or 5ft cube at 25 ft range.
Detect Magic Detects spells and magic items within 60 ft.
Mage Hand 5-pound telekinesis.

Psychic 1 lvl spells(2 known, 2 uses)::

Burst of Insight +8 to mental ability on d20 roll, immediate action.
Burst of adrenaline

1 lvl extracts(7 uses)::

Crafter's Fortune Subject gains +5 on next Craft check.
Shield Invisible disc gives +4 to AC, blocks magic missiles for 1 min/lvl
Cure Light Wounds
Ant Haulx3 carrying capasity for 2 hours/lvl READIED
Identify Gives +10 bonus to identify magic items.
Detect Undead Reveals undead within 60 ft.
Detect Secret doors Reveals hidden doors within 60 ft.
Jump Subject gets bonus +10 (20 at 5th lvl)on Acrobatics checks for 1min/lvl
Detect Metal You detect any metal objects or creatures within a 60-foot cone
Reduce person READIED X2
Endure elements
Enlarge
Comprehend languages
Disguise self
Heightened awareness READIED
Illusion of calm
Monkey fish
Blend
Polyperpus panacea
Touch of the sea
True strike

Detect Secret Doors Divination You can detect secret doors, compartments, caches, and so forth.
Mage Armor Conjuration An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

2 lvl extracts(6 uses)::

Lesser Restoration
Delay poison
Acute Senses[/i]Subject gains a +10(20 at 5th lvl) bonus on Perception checks for 1min/lvl
Air Step Tread unsteadily on air, with limitations
Alchemical Allocation Gain potion's benefits without consuming it.
Barkskin Grants +2 (or higher) enhancement to natural armor. READIED
Bear's Endurance Subject gains +4 to Con for 1 min./level.
Blood Armor Your blood hardens when you are wounded, increasing your AC.
Blur Attacks miss subject 20% of the time
Bull's Strength Subject gains +4 to Str for 1 min./level.
Cat's Grace Subject gains +4 to Dex for 1 min./level.
Darkvision See 60 ft. in total darkness.
Delay Disease Gain immunity to disease for 24h.
Delay Poison Stops poison from harming target for 1 hour/level
Eagle's Splendor Subject gains +4 to Cha for 1 min./level.
False Life Gain 1d10 temporary hp + 1/level (max +10) for 1hr/lvl READIED
Focused Scrutiny Gain skill bonuses when interacting with the target.
Fox's Cunning Subject gains +4 to Int for 1 min./level.
Invisibility Subject is invisible for 1 min./level or until it attacks. READIED
Owl's Wisdom Subject gains +4 to Wis for 1 min./level.
Resist Energy Ignores first 10 (or more) points of damage per attack from specified energy type.
See Invisibility Reveals invisible creatures or objects.
Spider Climb Grants ability to walk on walls and ceilings.
See invisibility 10 mon/lvl READIED

Bear's Endurance Transmutation The affected creature gains greater vitality and stamina granting the subject a +4 enhancement bonus to Constitution.
Levitate allows you to move yourself, another creature, or an object up and down as you wish.
Protection from Arrows Abjuration The warded creature gains resistance to ranged weapons.

3 lvl extracts(6 uses)::

Heroism READIED
Remove deafness/blindness
Remove Curse
Remove disease
Displacement READIED
Haste
[Urlhttps://www.d20pfsrd.com/magic/all-spells/a/amplify-elixir/[/url]

Fly Transmutation, AirSchool The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load).
Gaseous Form Transmutation, AirSchool The subject and all its gear become insubstantial, misty, and translucent.
Water Breathing Transmutation, WaterSchool The transmuted creatures can breathe water freely.

4 lvl extracts (3 uses):

Acid Pit Conjuration, EarthSchool Creates a pit with a layer of acid on the bottom.
Black Tentacles Conjuration This spell causes a field of rubbery black tentacles to appear, burrowing up from the floor and reaching for any creature in the area.
Confusion Enchantment This spell causes confusion in the targets, making them unable to determine their actions.
Dimensional Anchor Abjuration A green ray springs from your hand, any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel.
Dimension Door Conjuration You instantly transfer yourself from your current location to any other spot within range.
Emergency Force Sphere Evocation Creates a hemispherical dome of force similar to Wall of Force.
Invisibility (Greater) Illusion This spell functions like invisibility, except that it doesn't end if the subject attacks.
Magic Aura (Greater) Illusion Works as magic aura, but including willing creatures
Master's Escape Conjuration You create an extradimensional link between yourself and one summoned creature you control that allows you to switch places. After casting master’s escape, you can teleport to your summoned creature’s space as a swift action, causing your summoned creature to teleport to your former space. If your summoned creature is reduced to 0 or fewer hit points before you can use this spell’s effect, you can teleport to a space that you can see within 30 feet as an immediate action. After using either of these effects, the spell ends. A summoner can target his eidolon with this spell.
Phantasmal Killer Illusion You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject's subconscious mind into something that its conscious mind can visualize: this most horrible beast.
Ride the Waves Transmutation Target can breathe water and swim.
Stoneskin Abjuration, EarthSchool The warded creature gains resistance to blows, cuts, stabs, and slashes.
Summon Monster IV Conjuration, AirSchool, EarthSchool, FireSchool, WaterSchool This spell functions like summon monster I, except that you can summon one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list.
Wall of Ice Evocation, WaterSchool

5 lvl extracts (0 uses):

Baleful Polymorph Transmutation As beast shape III, except that you change the subject into a Small or smaller animal of no more than 1 HD.
Cloudkill Conjuration, WaterSchool This spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous.
Feeblemind Enchantment Target creature's Intelligence and Charisma scores each drop to 1.
Hold Monster Enchantment This spell functions like hold person, except that it affects any living creature that fails its Will save.
Hungry Pit Conjuration, EarthSchool As create pit, but dealing 4d6 damage to those in it as it closes.
Icy Prison Evocation Thick ice holds and damages the target.
Lightning Arc Evocation Targets in a line take (min(CASTERLEVEL,15))d6 electricity damage.
Overland Flight Transmutation, AirSchool This spell functions like a fly spell, except you can fly at a speed of 40 feet (30 feet if wearing medium or heavy armor, or if carrying a medium or heavy load).
Passwall Transmutation, EarthSchool You create a passage through wooden, plaster, or stone walls, but not through metal or other harder materials.
Summon Monster V Conjuration, AirSchool, EarthSchool, FireSchool, WaterSchool This spell functions like summon monster I, except that you can summon one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a lower-level list.
Telekinesis Transmutation You move objects or creatures by concentrating on them.
Teleport Conjuration, VoidElementalSchool This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level.
Wall of Force Evocation A wall of force creates an invisible wall of pure force.

6 lvl extracts (0 uses):

Antimagic Field Abjuration An invisible barrier impervious to most magical effects surrounds you and moves with you.
Chain Lightning Evocation, AirSchool This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips.
Disintegrate Transmutation A thin, green ray springs from your pointing finger dealing (min(40,CASTERLEVEL*2))d6 points of damage.
Stone to Flesh Transmutation, EarthSchool This spell restores a petrified creature to its normal state, restoring life and goods.
Tar Pool Transmutation Converts the top layer of the ground into hot tar.

Bombs 25, 6d6

Init +5(+7) | Perc 20/22(traps) |
_ _ _ _ _ _ _ _ _ _
Defence
_ _ _ _ _ _ _ _ _ _
AC
25 | Flat-footed 21 | Touch 15 (+9 armor, +1 size, +5 dex +2 deflection, +4 enh. nat., +2 nat., +1 size, +4 shield)
HP 58(10d8)
Fort +11 | Ref +18 | Will +11
+2 vs curses
+4 vs spells 1/day
(+2 vs cold aclh)
_ _ _ _ _ _ _ _ _ _
Offense
_ _ _ _ _ _ _ _ _ _
Base Atk
+8; CMB +3; CMD 19 (+2 deflection)
Speed 20 ft / 4 ft
Ranged - including size bonus, firebug trait,throw anything, ion

BAB
bomb vs touch +17/+12 ((6d6+7) + 13 splash) DC 23 for half splash
bomb vs touch +17/+12 ((6d6+9) + 15 splash) DC 25 for half splash //cognatogen

2WF
bomb vs touch +15/+10/+5 ((6d6+6) + 13 splash) DC 23 for half splash
bomb vs touch +15/+10/+5 ((6d6+8) + 15 splash) DC 25 for half splash //cognatogen

Rapid+2WF
bomb vs touch +13/+8/+3 ((6d6+6) + 13 splash) DC 23 for half splash
bomb vs touch +13/+8/+3 ((6d6+8) + 15 splash) DC 25 for half splash //cognatogen

Skills:
* - class skills, only trained
Ranks (4 + Int)x11
(6 + int)
134 (21)

Concentration// Int 11 + 7 = 18

Acrobatics//Dex = 3
Appraise*//Int 7
Bluff*//Cha = Linguistics 23+1d6+1(race)
Climb//Str = -4
Craft(alchemy)*//Int = 11 + 3 + 17 + 2(racial obsession) + 2(circumstance obs. log) + 9 (competence alchemist lvl) + 5 (luck crafter's fort.) + 2 (circim. lab)= 36/41(DJ)
Diplomacy*//Cha = Linguistics 23+1d6+1(race)
Disable device*//Dex = 9 + 3 + 5 + 2(tools)= 19
Disguise*//Cha = -1
Escape artist*//Dex = 3
Fly*//Dex = 6 + 5 + 3 - 2 + 2(size) = 14 (+2 if tiny)
Handle animal//Cha = 0
Heal*//Wis = 0
Intimidate*//Cha = Linguistics 23+1d6
Knwldg(monster lore x6)*//Int 5 + 3 + 7 + 7(recall) + 2(aid) + 2(alch) + 2(HA) = 24/28 +2 using books + 1d6 (2/adventure +6)
Knwldg(other x4)*//Int 1 + 3 + 7 + 7(recall) + 2(aid) + 2(alch) + 2(HA) = 20/24 +2 using books + 1d6 (2/adventure +6)
Linguistics*//Int = 12 + 3 + 7 + 3(focus) = 25 + 1d6
Perception*//Wis = 12 + 3 + 0 + 4(familiar) + 2(alch) = 20/21(for traps)
Perform//Cha = -1
Prfssn*//Wis = 0
Sense motive*//Wis = 1 + 3 + 0 = 4
Ride//Dex = 3
Sleight of Hand*//Dex = 3
Spellcraft*//Int 10 + 3 + 7 = 20 + 1d6
Stealth*//Dex = 10 + 3 + 5 + 4(small) - 2 = 16 (+4 if tiny)
Survival*//Wis = 0
Swim//Str = -4
Use magic device*//Int = 12 + 3 + 7 = 22

Languages:
Common, Gnome, Sylvan(race), Draconic, Dwarven, Elven, Giant, Goblin, Orc(int), Azlanti(faction), Tekritanin(faction), Infernal(3-06), Abyssal, Thassilonian, Ancient Osirian, Celestial, Aklo, Tien, Ignan, Jistka, Aquan, Undercommon, Auran, Terran, Cyclops, Necril, Sphynx, Hallit, Kelish, Varisian,
lips, D’ziriak (linguistics), Skald, Shoanti, Polyglot, Osiriani, Gnoll, Halfling, Dark Folk, Aboleth, Treant(ZX), Protean , Vegepygmy, Tengu, Grippli, Boggard


Racial traits:
Gift of Tongues: Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred.

Pyromaniac: Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome's level; the DCs are Charisma-based. This racial trait replaces gnome magic and illusion resistance.

Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.

Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.

Darkvision: Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet. This racial trait replaces low-light vision and keen senses.

Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Traits:

Alchemical Prodigy [Regional]: If you have the alchemy class feature, your alchemist level is considered 1 higher when calculating the duration of your extracts.

Pragmatic Activator: You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

Firebug [Combat]: You gain a +1 trait bonus on attack rolls made with thrown splash weapons and alchemist bombs.

Indomitable Faith [Faith]: You gain a +1 trait bonus on Will saves.

Class stuff and Feats (respectively):

Weapon and Armor Proficiency: Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.
Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

Brew PotionExtra Bomb:At 1st level, alchemists receive Brew PotionExtra Bomb (additional 2 bombs/day) as a bonus feat.

Throw Anything: All alchemists gain the Throw Anything (no penalty for improvised ranged wep., +1 to attack with splash and bombs) feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Perfect Recall: At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus of +9 (5 + 2 + 2) using this ability. The mindchemist can also use this ability when making an Intelligence check to remember something.
This ability replaces poison use.

Skill focus - Linguistics (1st lvl): You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Orator (3d lvl): You can use a Linguistics check in place of a Bluff check to tell a falsehood or conceal information, in place of a Diplomacy check to change the attitude of a creature, or in place of an Intimidate check to force a creature to cooperate. You must deliver your attempt in a language the target understands.

Precise Bombs (discovery alch. 2): Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.

Iron WIll (5th lvl): +2 bonus on all Will

Trumor Familiar (discovery alch 4)

Familiar bond (7th lvl): You gain a familiar, as the wizard arcane bond class feature. You do not gain the special ability the familiar normally grants its master, and the familiar does not gain the deliver touch spells, scry on familiar, share spells, speak with animals of its kind, or spell resistance special abilities. Otherwise, your total Hit Dice are used as your wizard level for determining the familiar’s abilities.
Special: If you have (or later gain) levels in a class that grants a familiar, whenever you select a familiar, you can either base your familiar’s abilities on your total Hit Dice per this feat (including the restrictions on its special abilities), or choose to apply only your levels in classes that grant a familiar (and thus gain all the special abilities that familiar would grant based on those class levels). You can never have more than one familiar.

Tanglefoot bomb* (discovery alch 6): A creature that takes a direct hit from a tanglefoot bomb must save against the bomb’s DC or be entangled (moves at half speed, cannot run or charge, –2 penalty on attack rolls and a –4 penalty to Dexterity, concentration DC of 15 + the spell’s level to cast) and glued to the floor for 2d4 rnds and can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll.
Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all.

Extra discovery (force bomb*) (4-12): When the alchemist creates a bomb, he can choose to have it inflict force damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force bomb are knocked prone unless they succeed on a Reflex save.

Improved Familiar (9th lvl)

Fast Bombs (alch 8)

2WF (11 lvl)

Lingering Spirit (Ex)(alch 10}: The alchemist is familiar enough with the ties between his body and spirit that he lingers at death’s door far longer than a normal person. He treats his Constitution as 10 points higher than normal for the purpose of determining when hit point damage kills him (so an alchemist with a Constitution of 10 and this discovery dies at –20 hit points instead of –10). Reducing him to 0 Constitution or its equivalent (from ability damage, ability drain, Constitution penalties, and so on) makes him unconscious and comatose, but he is only killed after taking an additional 5 points of Constitution damage, drain, or penalty (in effect, the alchemist must be brought to –5 Constitution in order to be killed by these attacks).

Point-Blank Shot [Combat]: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
2WF
Rapid Shot

Special Abilities:

Inspiration : 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 investigator's inspiration pool refreshes each day, typically after he gets a restful night's 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 he's 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 investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Bomb: In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his x1.5class level(favore class) + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.
Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist's bomb, like an extract, becomes inert if used or carried by anyone else.

Cognatogen :At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten one mental ability score at the expense of a physical ability score. If the cognatogen enhances his Intelligence, it applies a penalty to his Strength. If it enhances his Wisdom, it applies a penalty to his Dexterity. If it enhances his Charisma, it applies a penalty to his Constitution. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again.
Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his physical ability scores.
A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
This ability replaces the mutagen class ability (a mindchemist cannot create mutagens unless he selects mutagen as a discovery).
Beastform Mutagen

At 3rd level, a beastmorph’s mutagen causes him to take on animalistic features—whether those of an animal, a magical beast, an animal-like humanoid (such as a lizardfolk), or a monstrous humanoid. For example, when the beastmorph uses his mutagen, he may gain a furry muzzle and pointed ears like a werewolf, scaly skin like a lizardfolk or sahuagin, or compound eyes and mandibles like a giant insect. The beastmorph also gains his choice of one of the abilities listed in the alter self spell, which persists as long as the mutagen. He may select a different ability each time he creates a mutagen.
This ability replaces swift alchemy.

At 6th level, a beastmorph’s mutagen grants him additional abilities and options. The alchemist gains his choice of two of the abilities listed in the beast shape I spell (climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent.), which persist as long as the mutagen. He may select two different abilities each time he creates a mutagen.
This ability replaces swift poisoning.

Psychic and Alchemy:
Spells
A psychic detective casts psychic spells drawn from the psychic class spell list and augmented by a select set of additional spells (see Psychic Detective Spells). Only spells from the psychic class spell list of 6th level or lower and psychic detective spells are considered to be part of the psychic detective's spell list. If a spell appears on both the psychic detective and psychic class spell lists, the psychic detective uses the spell level from the psychic detective spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a psychic detective must have an Intelligence score equal to at least 10 + the spell's level. The saving throw DC against a psychic detective's spell is 10 + the spell's level + the psychic detective's Intelligence modifier.
Like other spellcasters, a psychic detective can cast only a certain number of spells of each spell level per day. She knows the same number of spells and receives the same number of spells slots per day as a bard of her investigator level, and knows and uses 0-level knacks as a bard uses cantrips. In addition, she receives bonus spells per day if she has a high Intelligence score.
At 5th level and every 3 levels thereafter, a psychic detective can choose to learn a new spell in place of one she already knows, using the same rules as a bard.
In effect, the psychic detective loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spell the psychic detective can cast.
A psychic detective need not prepare her spells in advance. She can cast any psychic detective spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell's level.
Psychic Detective Spells: A psychic detective has the following spells on her spell list, in addition to psychic spells of 6th level or lower.
1st—Detect chaos, detect evil, detect good, detect law, find traps.
3rd—Calm spirit*, daylight.
4th—Modify memory.
6th—Banishment, moment of prescience, scrying (greater).
This ability replaces alchemy.

Alchemy: Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
An alchemist can create three special types of magical items—extracts, bombs, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.
Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist's level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.
An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist's possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it's not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.
Although the alchemist doesn't actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract's level. The Difficulty Class for a saving throw against an alchemist's extract is 10 + the extract level + the alchemist's Intelligence modifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Equipment:

Combat Gear
Armor Celestial armor, acp -2, 20 lbs
Shoulders Cloak of resistance +4
Belt|Gloves belt of dexterity +2
Neck talisman of freedom (when movement impared gain 3 rnds of FoM), lesser talisman of benefical winds (feather fall when falling)
Ring 1
Feet boots of speed
Head
Headband Headband of Vast Intelligence +2
Eyes
Chest
Body
Wrists
Hands
Ring 2

Handy haversack 5 lb
blood-boiling pill х4 +2 alch to init and save vs cold, but x1.5 bleed dmg fro 8 hours
clear ear x2 +2 perc and knowl, -2 cha-based skills for 6 hours
alch. fire x0
Liquid Ice x9
acid x0
tanglefoot bag x1
holy water x1
repellent, vermin x3
antitoxin x3
antiplague x3
Hound's Blood x3 If you apply the thick, red paste known as hound's blood to your nostrils or upper lip, it greatly enhances your sense of smell. For most creatures, this grants a +2 alchemical bonus on Perception checks for 1 hour. For gnomes, it briefly grants a super-heightened sense of smell, granting the scent ability for 5 minutes, before the potency is reduced to a +2 alchemical bonus on Perception checks for an additional 1 hour.
Scroll of breath of life
Scroll of lesser restoration x2
wand of infernal healing 5/50
wand of CLW 36/50
wand of shield 47/50
wand of HA 42/50
Scroll of glitterdust x3
essence of independence x10 new save vs minf-effect with +4 alch bonus, 1/day
meditation tea (+2 alch vs mind affect + reroll) x10
silence dust x5 splash with 15ft radius silence, all sound through -10 perc to hear or as standart +5 to stealth for 1 min
jade inherited messenger wayfinder 1 lb
page of spell knowledge (vanish)
ring of spell knowledge (shield of faith)
page of spell knowledge (reduce person)
Orange Prism(Ioun Stone (detect magic)
Orange Prism(Ioun Stone (guidance)
key wand ring(breath of life)

Other Gear
Alchemist's Kit
Alchemist's Lab, Portable 20 lbs
Pathfinder's chronicles x10, +2 to Knwldg for 1d4 rnds
Blue book, 1 lb Blue Book This book details the seedier entertainment establishments in one major city. It contains the names of brothels, burlesque houses, and gambling halls in that city. By consulting the book for 1 hour, for the next 24 hours you gain a +2 circumstance bonus on Knowledge (local), Bluff, and Diplomacy checks to gather or use information in that city. At the GM's discretion, you can use it in settlements near that city for a +1 bonus.
Obsession log Gnomes use these small books to
record information about their obsessions. When a
gnome consults her obsession log (taking 1 minute), she gains a +2 circumstance bonus on the next Craft orProfession check she makes, as long as that skill was theone chosen for her obsessive racial trait.
25gp 1lb
Hybridization funnel mix! 200 gp 2lb
Alchemist's lab +2 circumstance to alch. 40 lb

Journal, Inkpen, Pencil

Carrying capasity / cognatogen, lbs
20 lb
Light load: < 20 / 16
Medium Load: 24-46 / 17-33
Heavy Load: 47-70 / 34-50

Chronicles and Currency:

Creating carachter: 150 gp / 0 PP / 0 Fame / 0 XP / 1 lvl

#5–08 The Confirmation (GM): 150 + 430 = 580 gp / 0 + 2 = 2 PP / 0 + 2 = 2 Fame / 0 + 1 = 1 XP / 1 lvl

#0-23 Tide of morning: 580 + 546 + 100 = 1226 gp / 2 + 2 = 4 PP / 2 + 2 = 4 Fame / 1 + 1 = 2 XP / 1 lvl

#7-21 Sun orchid scheme (GM): 1226 + 519(=1745) - 650 = 1095 gp / 4 + 2 - 5 = 1 PP / 4 + 2 = 6 Fame / 2 + 1 = 3 XP / 1 lvl
purchased hybridization funnel 200 gp, purchased wand of infernal healing 2 PP, wand of CLW 2 PP, purchased and upgraded wayfinder to jade 1 PP (discount for confirmed field agent boon) 250 gp; crafted alch. fire x10 100 gp, acid x 20 100 gp

#3-01 The Frostfur Captives: 1095 + 502 + 75(=1672) - 525 = 1147 gp / 1 + 2 = 3 PP / 6 + 2 = 8 Fame / 0 + 1 = 1 XP / 2 lvl
Adventurer's Chronicles x10 500 gp, Obsession log 25 gp

#3-18 The God's Market Gamble: 1147 + 517 + 100(=1764) - 1325 = 439 gp / 3 + 2 = 5 PP / 8 + 2 = 10 Fame / 1 + 1 = 2 XP / 2 lvl
purchased Mithral chain shirt 1100, scroll of lesser restoration x2 (1 to add to formulaes) 50gp total, crafted 10 alch. fires for 100gp total, crafted 20 scids for 100 gp in total

#0-13 The Prince of Augustana: 439 + 462 + 100 = 1001 gp / 5 + 2 = 7 PP / 10 + 2 = 12 Fame / 2 + 1 = 3 + 0 XP / 3 lvl

#8-06 Reaping What We Sow: 1001 + 1197 + 150(=2348) - 2000 = 348 gp / 7 + 2 = 9 PP / 12 + 2 = 14 Fame / 0 + 1 = 1 XP / 3 lvl
Bought Handy haversack 2000

#6-01 Trial By Machine:348 + 1178 + 100 = 1626 gp / 9 + 2 = 11 PP / 14 + 2 = 16 Fame / 1 + 1 = 2 XP / 3 lvl

#5-11 Library of the Lion: 1626 + 1200 + 75 = 2901 gp / 11 + 1 = 12 PP / 16 + 1 = 17 Fame / 2 + 1 = 3 + 0 XP / 4 lvl

#6-00 Legacy of the Stonelords: 2901 + 1250 + 150 = 4301 gp / 12 + 2 = 14 PP / 17 + 2 = 19 Fame / 0 + 1 = 1 XP / 4 lvl

AP #55 The Wormwood Mutiny: 4301 + 3711 + 150 = 8162 gp / 14 + 4 = 18 PP / 19 + 4 = 23 Fame / 1 + 3 = 3 + 1 XP / 5 lvl

#6-06 Hall of the Flesh Eaters: [/b]8162 + 1861 + 100 - 10005 = 118 gp / 18 + 2 - 2 = 18 PP / 23 + 2 = 25 Fame / 1 + 1 = 2 XP / 5 lvl
Buy Alchemist's Lab 200, Alchemist's kit 40 gp, adventurer's chronicles x10 500, holy water x 17 425, tanglefoot bag x10 500, Headband of Vast Intelligence +2 4000, cloak of resistance +1 1000, lesser talisman of freedom 900; Craft alch. fire x9 60, repellent, vermin x6 10, Hound's Blood x3 110 gp, Liquid Ice x9 120; wand of shield 2 PP; enchant mithral shirt to +1 1000; Learnt 2nd lvl formulaes x19 1140

#7-05 School of Spirits: [/b]118 + 1900 + 150 = 2168 gp / 18 + 2 = 20 PP / 25 + 2 = 27 Fame / 2 + 1 = 3 + 0 XP / 6 lvl

#3-06: Song of the Sea Witch: [/b]2168 + 3382 + 150 = 5700 gp / 20 + 2 - 1 = 21 PP / 27 + 2 = 29 Fame / 0 + 1 = 1 XP / 6 lvl
Learnt Infernal for boon 1 PP

#4-05 Sanos Abduction: [/b]5700 + 3215 + 150 = 9065 gp / 21 + 2 = 23 PP / 29 + 2 = 31 Fame / 1 + 1 = 2 XP / 6 lvl

Tome of Roghteous Repost [/b]9065 + 3230 + 150 = 12445 gp / 23 + 2 = 25 PP / 31 + 2 = 33 Fame / 2 + 1 = 3 + 0 XP / 7 lvl
got two scrolls of lesser restoration as boon

#2-01 Before the Dawn p. I: The Bloodcove Disguise: 12445 + 3234 = 15679 gp / 25 + 2 = 27 PP / 33 + 2 = 35 Fame / 0 + 1 = 1 XP / 7 lvl

#4-12 Refuge of Time 15679 + 4347 + 150 = 20176 gp / 27 + 2 - 2 = 27 PP / 35 + 2 = 37 Fame / 1 + 1 = 2 XP / 7 lvl
1 PP for attonement

Silver Mount Collection 20176 + 2271 + 150 + 1000 = 23597 gp / 27 + 2 = 29 PP / 37 + 2 = 39 Fame / 2 + 1 = 3 + 0 XP / 8 lvl
sold amulet of natur armor +1000[/b]

#8-11:Forged in Flame, Part 2:Cleansed with fire 23597 + 5496 + 150 = 28243 gp / 29 + 2 = 31 PP / 39 + 2 = 41 Fame / 0 + 1 = 1 XP / 8 lvl

#8-09 Forged in Flame, Part 1: The Cindersworn Pact 28243 + 4027 + 150 + 1050 + 500(=33970) - 30625 = 3345 gp / 33 + 2 = 35 PP / 43 + 2 = 45 Fame / 2 + 1 = 3 + 0 XP / 9 lvl
[ooc]upgrade Cloak of resistance to +2 3000 gp, buy ZX ring of spell knowledge (shield of faith) 1500 gp, buy ZX page of spell knowledge (vanish) 1000 gp, buy ZX Orange Prism(Ioun Stone (detect magic) 500 gp, buy ZX Orange Prism(Ioun Stone (guidance) 500 gp, buy celestial armor 22400 gp, sell mithral armor +1 1050 gp, sell amulet of natural armor 500 gp, buy scroll of glitterfust x4 600 gp, buy scroll of breath of life 1125

#7-11 Ancient's Anguish 3345 + 6095 + 150 + 1000 (=10590) - 10105 = 485 gp / 31 + 2 - 5 = 28 PP / 41 + 2 = 43 Fame / 0 + 1 = 1 XP / 9 lvl
buy scroll of breath of life 1125 gp, craft antitoxin x3 50gp,
craft antiplague x3 50gp, craft blood-boiling pill х4 100gp, buy clear ear x2 50gp, craft essence of independence x3 80gp, craft silence dust x5 100gp, buy traveler's hookah 1500gp, craft Vapors of easy breath x2 50gp, buy key wand ring (breath of life) for ZX 3000gp, retrain sonic discovery for force 5 PP, sell ring of deflection +1 1000gp, buy belt of dexterity +2 4000

#3-22 The Rats of Round Mountain, Part 2: Pagoda of the Rat 485 + 6178 + 150 = 6813gp / 28 + 2 = 30 PP / 43 + 2 = 45 Fame / 1 + 1 = 2 XP / 9 lvl

#0-20 King Xeros of Old Azlant 6813 + 4719(=11532) - 10450 = 1082 gp / 30 + 2 = 32 PP / 45 + 2 = 47 Fame / 2 + 1 = 3 + 0 XP / 10 lvl
buy Admixture Vial 5000gp, gloves of dexterity +2 4000, lesser Talisman of Beneficial Winds 250gp, craft meditation tea x10 100gp, сraft slime grenade x3 100gp, page of spell knowledge (reduce person) 1000 gp, wand of HA 2PP, wand wand wand of inf

#2-16 The Flesh Collector 1082 + 6138 + 150 = 7370 / 32 + 2 = 34 PP / 47 + 2 = 49 Fame / 0 + 1 = 1 XP / 10 lvl

#7-28 Ageless Ambitions 7370 + 7832 - 500 = 14702 / 34 + 2 - 5 = 31 PP / 49 + 2 = 51 Fame / 1 + 1 = 2 XP / 10 lvl
rettain discovery 5 PP and 500 gp

#8-20 Torrent's Last Will 14702 + 7778 + 150 = 22630 / 31 + 2 - 5 = 28 PP / 51 + 2 = 53 Fame / 2 + 1 = 3 + 0 XP / 11 lvl

#5-00 11.1 +7667 -12k to up cloak to +4, -4.5 first aid gloves for ZX352, boots of speed -12k ?????

Faction:

Journal Season 7
Awards
HEX ADEPT (2+ goals): By working around dangerous objects, you are inured against their lingering defenses. You gain a bonus on saving throws against spells and effects with the curse descriptor equal to 1 plus 1 for every four goals you have completed.

ARCHIVIST (4+ goals): You often have just the right tome on hand. Once per adventure, you may apply a bonus on any Knowledge or Linguistics check equal to half of the number of Dark Archive goals you have completed, rounded down. You also learn an additional language.

[ooc]MASTER LIBRARIAN (7+ goals): Before the start of an adventure, you may requisition up to three alchemical or magic items (except wands or scrolls with multiple spells) whose total gold piece value is equal to 100 times your character level or less. You and your allies may use these items freely, but Zarta expects you to return any unused items at the end of the adventure.

Goals
|+| |+| |-| Recover a named text found during the course of an adventure.#3-06; #2-16

|+| |+| Recruit a named NPC scholar, knowledgeable spellcaster, or similar figure to the Dark Archive. Recruitment requires a Diplomacy or Knowledge (arcana) check with a DC equal to 15 plus your character level. #3-16 Эрудито; #7-05 J.

|+| Recover a spellbook that contains spells whose combined spell levels equals or exceeds three times your character level(minimum 9). #7-14/от Леших

|+| Recover a named minor artifact or major artifact during the course of an adventure. #7-11

|-| Participate in an adventure in Cheliax for which you receive the full Prestige Point award.

|+| Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Knowledge(arcana), Profession (archivist, librarian, or scribe), Spellcraft, or Use Magic Device. #2-17

|-| Resolve an encounter with Hellknights nonviolently through diplomacy, trickery, collaboration, or a similar tactic.

|-| |-| |-| |-| |-| Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.

Journal Season 8
Awards
ENDURING SCHOLAR (2+ goals): Your exposure to dangerous magic has conditioned you to resist spells. Once per adventure before rolling a saving throw against a spell, you can apply a bonus equal to 1 plus half the number of goals you have completed.

ARCHIVIST (4+ goals): You often have just the right tome on hand. Once per adventure, you may apply a bonus on any Knowledge or Linguistics check equal to half of the number of Dark Archive goals you have completed, rounded down. You also learn an additional language.

[i]MASTER LIBRARIAN (7+ goals): Before the start of an aventure, you may requisition up to three alchemical or magic items (except wands or scrolls with multiple spells) whose total gold piece value does not exceed 100 times your character level. You and your allies may use these items freely, but Zarta expects you to return any unused items at the end of the adventure.

Goals
|+| |+| Recover a named text (typically listed in italics or quotes) found during the course of an adventure. #5-11 дохуа книг..аж до 0 престижа ><; #6-06 Orb of Stars (не текст но реликвия курсивная)

|+| |+| Recruit a named NPC scholar, knowledgeable spellcaster, or similar figure to the Dark Archive. Recruitment requires a Diplomacy or Knowledge (arcana) check with a DC equal to 15 plus your character level. 0-13 Alsman; AP#55 Sandara Quinn

|+| Recover a spellbook that contains spells whose combined spell levels equals or exceeds three times your character level (minimum 9). #3-22

|+| Recover a named minor artifact or major artifact during the course of an adventure. #6-00 Sky Key

|+| Identify a potion or other magic item whose caster level equals or exceeds your character level. 0-23 Bag of tricks (Gire)

|+| Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Knowledge (arcana), profession (archivist, librarian, or scribe), Spellcraft, or Use Magic Device. #6-06, #8-11

|+| While adventuring in an area strongly connected to an element (e.g. a volcano, deep under the ocean, or an Elemental Plane), attune that area to Zarta’s extraplanar ritual. You can attempt this attunement once per region by spending 10 minutes and attempting a Knowledge (arcana or planes) check with a DC equal to 15 plus your character level. #8-09

|+| |+| |+| / |-| |-|Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals. #5-08, #7-21; #0-20

Active boons:

Explore, Report, Cooperate (5-08): The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less.

Infiltrator (7-21): Before rolling a Stealth check, choose one other ally who is also rolling Stealth for the same circumstance. After rolling the check, you and this ally both use the higher of your two results, including all bonuses and modifiers.

Banish the Hag (8-06): +4 to save vs witch's hex or curse

Leshy Token (8-06): Give this to gain +5 to social skills with plants (+10 if with leshy)

Rosehaven Redemption (8-06): +craft to save, including all bonuses (2 uses left)

Sky Citadel Reclaimer!!Choose one!! (6-00): скидка 2 PP на спелкастинг или как мув на 5 раунжов ДР адамантин/1+пол лвла

[b]Nascent Notoriety (AP 55): +5 vs fear

Gloomspire Explorer (6-06): +2 to Perception to find hidden objects (traps, secret doors, treasure)

New recruit (7-05): As standart cast spiritualist spell of lvl = 1/3 ur lvl with CL = ur lvl-3, wis=17.

Worthy Foe(8-07): Choose benefit vs Undead - +2 bonus on attack and weapon damage rolls against such creatures, as well as a +2 dodge bonus to AC against such creatures’ attacks.
Alternatively, you can gain a +2 bonus on caster level checks to overcome those creatures’ spell resistance, increase the save DC of your spells and abilities against those creatures by 1, and gain a +2 bonus on saving throws against those creatures’ spells and abilities. Either benefit lasts until the beginning of your next turn.

Library Card (6-02): +5 to single Knowledge check

Friend of the Library(6-02): Potion, scroll or elixir with 250 cost while in Cheliax.

Efreeti Arcana (8-11): to cast scorching ray as a spell-like ability (CL 7th).

Passive boons:

Evenhanded Investigator (3-18): +2 circumstance bonus on Diplomacy checks when dealing with guards and city officials within Absalom.

Twin Tomes (3-06): Learnt Infernal for 1 PP

Faerie Dragon Improved Familiar(4-05): Got Faerie Dragon

Ocher Rhomboid Ioun Stone (4-12): Got feat

Friend of the familiy (6-02): +1 to Knowledge(nobility). +2 to Bluff, Diplomacy, Intimidate vs high society in Absalom.

Fire Affinity (8-11)

Fire Affinity (8-11)

Qalkami's Disdain