Nelaxria Lirium

Lady Calista Lisia Da Romano's page

71 posts. Alias of Johnny_Panic.


Full Name

Lady Calista Lisia Da Romano

Race

Eladrin (Drow Noble)

Classes/Levels

Eliciter Detective

Gender

Female

Size

6'5"

Alignment

LN

Strength 14
Dexterity 14
Constitution 9
Intelligence 18
Wisdom 14
Charisma 18

About Lady Calista Lisia Da Romano

Under Construction

Image of DROW Lady Calista Lisia Da Romano LN

Description & Personality
Size: 6'5' 85Lb
Eyes: White with Grey pupils, red tint when using darkvision.
Hear: White like Moonlight.
Skin: Deep, gray-blue.

Description
This tall slender Eladrin (Drow Noble), is a well dressed Noble Officer. Wearing no Armour but her Black and silver Uniform, She also has a full body Tattoo, IMAGE HERE, Which seems to shift and change as she sees fit, in daytime she wears Smoked Glasses. For weapons she seems only to carry a two cold Iron daggers, one in each boot.

Personality
The Lady Calista is complicated. Her specialty is getting into the heads of other. How they move, act, think, She is a profiler, interrogator. Highly intelligent, Highly self-disciplined, very well educated, sophisticated and knowledgeable. Her manners are impeccable, her grasp of cultures wide. She can be kind and if you spend time with her and you may start to think that Calista is nice. But also meticulously calculating and assessing, even a little cold. And when fighting evil she can be cunning even cruel. The reason for this is simple, if you can know the minds of others you know just how bad and evil they can be.

3 Little words: Noble, Cunning, Charming.

Init+2 / Movement 30' +[Levitate and feather fall at will] DV120' SM+ {+13/17*+1d6}

Crunch:

30 Point Buy.

Str=14 [+02][05p]
Dex=14 [+02][02p][+2Race]
Con=09 [-01][01p][-2Race]
Int=18 [+04][10p][+2Boon]
Wis=14 [+02][05p]
Cha=18 [+04][07p][+2Race+1Level]

Offence

Movement
Land 30' Init +2 Perception {+10+1d6}
Constant - Telepathy, detect-magic 120' / Dark Vision 120'

BAB+3 RBAB+5 MBAB+5

Unarmed strike [Brass Knuckles] +1APB TH+6 DMG1d4+2 B+NL
Dagger: TH+5 Thrown TH+2 DMG 1d4+1 [r20' 2x]
MW 2H Sawn-Off Shotgun TH+6 Range 40' 3x (+Animation Clip) 1d10 piercing 5lb Ammunition 5/5 (range 30/60/90), Clip, two-handed, scatter

Defiance
HP [42/42] 1x(8-1)=7x4=42

AC1 T18 FF17 TA+17
[10 +1A-APB +2Dex +4Unarmed, +1 Deflection]

CMD =14 [10+3BAB+2STR+2dex]
CMB +4

Saves:
F=+1 [+1class-1Con+1APB]
R=+7 [+4Class+2Dex+1APB]
W=+7 [+4class+2Wis+1APB]

Feats and Traits

Feats
1:Drow Nobility
2:Improved Drow Nobility
3:Greater Drow Nobility
4:Breadth of Experience
5:extra-investigator-talent

Class
-:gunsmithing

GM BOON FEAT
-;Combat Stamina

Weapon Proficiency
Firearm Proficiency (discipline)
You gain proficiency with all firearms (except siege weapons) and the Gunsmithing feat.

Unarmed Training (discipline)
You gain proficiency with the blade boot, brass knuckles, cestus, dan bong, emei piercer, gauntlet, katar, knuckle axe, punching dagger, rope gauntlet, sap, scizore, spiked gauntlet, and tekko-kagi, and may treat these and any natural attacks you possess (except when using them as part of a full attack) as an unarmed strike for the purpose of how much damage they deal and interactions with abilities which require an unarmed strike; when using any of these weapons as an unarmed strike, it uses your unarmed strike’s critical multiplier, even if it would normally be higher.

Unarmored Training (discipline)
Your deft movements, physical conditioning, and expert use of your chosen weapons allow you to create a protective barrier around yourself as effective as any true suit of armor. When unarmored and unencumbered, you gain a +3 armor bonus to your AC. This bonus increases by +1 for every 3 points of base attack bonus you possess. Characters who gain Acrobatics as a class skill may instead choose to have the armor bonus increase by +1 for every 3 ranks in the Acrobatics skill they possess. This bonus to AC applies even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, or when you carry a medium or heavy load. These bonuses do not stack with the AC bonus class feature of the monk or similar abilities. This bonus depends on an intricate awareness of the practitioner's body and balance, and as such is lost when the target is under any shapeshift other than blank form, or is polymorphed into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type.

Traits
1:Noble {Reginal}
You are a scion of one of the warring noble houses and are well versed in maneuvering though the cutthroat world of politics.
Benefit: You gain a +1 trait bonus on Knowledge (nobility) and Sense Motive checks.
2:Poisonous Upbringing (Drow)
Prerequisite(s) {Drow}
There were a few touchy moments in your education in the use of poisons.
Benefit(s) You gain a +2 trait bonus on all saves to resist poison effects.
3:Focused Mind{Magic}
Your childhood was dominated either by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand.
Benefit: You gain a +2 trait bonus on concentration checks.

Draw Back.
Racial Traits-Light Blindness
As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Special Abilities:

Detect magic spell-like ability constant.
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + CL3, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft). Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Can use your dancing lights, deeper darkness, faerie fire, feather fall, and levitate spell-like abilities At Will
Dancing Lights
Deeper Darkness
Ferie Fire
Feather Fall [Self Only]
levitate [Self Only]

Skills:

Add+Inspired 1d6 to Appraise, Perception, Sense Motive, and Survival, all Knowledge, Linguistics, or Spellcraft, Diplomacy, Heal, Perception, Profession, and Sense Motive, Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks, at no cost.

Skill Points 5x[8+4=60]+[5x3 Background skills]

>Acrobatics {+10+1d6*}(+2dex, +5rank +3Class)
>Appraise {+08+1d6} (+4int, +1rank +3class)
>Bluff {+14} (+4Cha, +5rank +3class+2Class)<
>Climb {+4}(+2int, 1rank +3Class)
>Craft [All]{+4}(+4int, 0rank +0Class)
Fly {+2}(+2dex, +0rank)
>Disable Device {+08+1d6}(+4INT, +1rank +3class)
>Diplomacy {+14+1d6}(+4Cha +5Rank +3Class+2Class)
>Disguise {+8+1d6}(+4Cha, +1rank +3class)
>Escape Artist {+6} (+2Dex, +1rank +3class)
>Heal {+06+1d6} (+4Wis, +1rank +3class)
>Intimidate {+15/19*+1d6} (+4Cha, +5rank +3class+2Class+1trait){skill leverage*}
>Perception {+12/16*+1d6} (+2Wis, +5rank +3class+2Race){skill leverage*}
Ride {+2}(+2Dex +0ranks)
>Perform (Dance) {+08} (+4Cha, +1rank +3class)
>Profession (Detective) {+10+1d6} (+4int, +1rank +3class+2feat)
>Sense Motive {+13/17*+1d6} (+4Wis, +5rank +3class+1Trait){skill leverage*}
>Sleight of Hand {+6+1d6} (+2Dex, +1rank +3class)
>Spell craft {+08+1d6} (+4int, +1rank +3class)
>Stealth {+06+1d6*} (+2Dex, +1rank +3class)<
>Survival {+06+1d6} (+2int, +1rank +3class)<
>Swim {+06} (+2Str, +1rank +3class)<
>Use Magic/Psionic Device {+08} (+4Cha, +1rank +3class+1d6)<

Knowledge Cascade
>Knowledge (Dungeoneering) {+10+1d6} (+4int, +1rank +3class+2Feat)
>Knowledge (Engineering) {+10+1d6} (+4int, +1rank +3class+2Feat)
>Knowledge (Geography) {+10+1d6} (+4int, +1rank +3class+2Feat)
>Knowledge (History) {+10+1d6} (+4int, +1rank +3class+2Feat)
>Knowledge (Local) {+10+1d6} (+4int, +1rank +3class+2Feat)
>Knowledge (Nature) {+10+1d6} (+4int, +1rank +3class+2Feat)
>Knowledge (Nobility) {+10+1d6} (+4int, +1rank +3class+2Feat)
>Knowledge (Planes) {+10+1d6} (+4int, +1rank +3class+2Feat)
>Knowledge (Arcana) {+10+1d6} (+4int, +1rank +3class+2Feat)
>Knowledge (Religion) {+10+1d6} (+4int, +1rank +3class+2Feat)
>Knowledge (Mathematics) {+10+1d6} (+4int, +1rank +3class+2Feat)

>Linguistics {+08+1d6} (+4int, +1rank +3class)<

Concentration +11 (5CL+4Cha)
Skill Unlocks
Intimidate
Control Crowds:
In a social setting, Intimidate can be used to control crowds or make them more compliant, especially if you have some authority or reputation to back it up.
Perception: You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping is halved. The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 20 feet.
Sense Motive: If you were aware of an opponent before rolling initiative (such as when you ambush an enemy or negotiations break down into combat, but not when both sides happen upon each other or you are surprised), you can attempt a Sense Motive check as part of your initiative check (DC = 11 + the highest Bluff modifier among your opponents or DC 15, whichever is higher). If you succeed, you gain a +1 bonus on the initiative check, plus an additional +1 for every 5 by which you exceeded the DC.

< = Classfeat other Skill

Languages: Elven, Abyssal, Celestial, Common, Draconic, Infernal, Sylvan.

Race DROW:

Standard Racial Traits
Ability Score Racial Traits: Drow are nimble and manipulative. They gain +2 Dexterity, +2 Charisma, and –2 Constitution.
Type: Drow are humanoids with the elf subtype.
Size: Drow are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Drow have a base speed of 30 feet.
Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and shortsword.
Languages: Drow begin play speaking Elven and Undercommon. Drow with high Intelligence scores can choose from the following languages: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Immunities Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Spell Resistance: Drow possess spell resistance (SR) equal to 6 plus their total number of class levels.
Feat and Skill Racial Traits
Keen Senses– Drow gain a +2 racial bonus on Perception checks.
Magical Racial Traits
Spell-Like Abilities (Su): Drow can cast dancing lights, darkness, and faerie fire, once each per day, using their total character level as caster level.
Offense Racial Traits
Poison Use: Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.
Senses Racial Traits
Superior Darkvision: Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.
Weakness Racial Traits
Light Blindness: As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Detective {Investigator Archetype} L5:

Class Skills
Skill Ranks per Level: 6 + Int modifier.
Trade Tradition
If this is this character’s first level in any class, the detective may select a trade tradition of their choice, and have an adroit trade rank.
This replaces the investigator’s normal class skills.
Socialite
Automatic Trade Talents: Courtier, Gossip
Trade Talent Class Skills: Bluff, Diplomacy*, Knowledge (local), Knowledge (nobility)R/*, Sense Motive*; Linguistics in place of redundant Knowledge (nobility), * increased class skill bonus to Diplomacy and Sense Motive checks.
Automatic Skill Sphere: Communication sphere
Adroit Trade Talents: Diplomat, Storyteller
Trade Talent Class Skills: Knowledge (history); Sleight of Hand and Intimidate in place of redundant Diplomacy, and Sense Motive skills, * increased class skill bonus to Knowledge (local), Knowledge (nobility), and Linguistics checks.
Adroit Bonus Skill Talent: Communication sphere (Wordmonger) talent or the Subterfuge sphere.

Skill Expertise (Ex)
The detective is a Journeyman operative, gaining skill spheres and talents as described in Using Spheres of Guile.
This replaces alchemy, but may be altered or replaced by other archetypes.

Detective’s Inspiration (Ex)
At 1st level, a detective can use inspiration on any Appraise, Perception, Sense Motive, and Survival check without expending a use of inspiration, provided he is trained in the skill, instead of with any Knowledge, Linguistics, and Spellcraft checks.
This alters inspiration.

Inspiration (Ex) 6/6 Day [+1d6]
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.

Investigator Talent (Ex) or (Su)
At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once.
Investigator talents marked with an asterisk (*) add effects to an investigator’s studied combat or studied strike. Only one of these talents can be applied to an individual attack, but the decision can be made when the damage is dealt.. A complete listing of investigator talents can be found here: Investigator Talents
1:Inspired Intelligence (Ex)
Benefit: An investigator can add his inspiration die to all Knowledge, Linguistics, or Spellcraft checks without expending a use of inspiration, even those he’s not trained in.
2:Expanded Inspiration (Ex)
Benefit: An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he’s trained in the skill.
-:Underworld Inspiration (Ex) [from Feat]
Benefit: An investigator can use his inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending uses of inspiration, provided he’s trained in the skill.

Keen Recollection
At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

Studied Combat (Ex) [+2]
With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit. An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator’s studied combat, he cannot become the target of the same investigator’s studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.

Studied Strike (Ex) [1d6]
At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike. If the investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage. The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.

Intuitive
At 1st level, the detective can replace the trapfinding class feature to gain the Investigation sphere as a bonus skill sphere, in addition to a bonus skill talent from the Investigation sphere.
This optionally replaces trapfinding. (If the option is not used, this archetype can be combined with another archetype that replaces trapfinding.)

Impregnable Mind (Ex) +4 vs illusion effects
At 2nd level, the detective gains a +2 insight bonus on all saving throws against illusion effects as well as effects that can learn about his mind or give him a disorientation condition. The bonus also increases the DC to perplex the detective with Knowledge or otherwise disorient the detective with skill checks. This bonus increases to +4 at 5th level, and to +6 at 8th level.
This replaces poison resistance and poison immunity, but may be replaced by other archetypes.

Ambush Sense (Ex) [+1Vs Traps]
At 3rd level, the detective gains a +1 insight bonus to Reflex saves and to his AC during a surprise round triggered by an enemy or trap. This bonus increases by 1 for every 3 investigator levels beyond 3rd he possesses. This ability counts as trap sense for any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. If he takes another class with trap sense or already has a class with trap sense already, he can either have both ambush sense and trap sense as separate progressions (with anything affecting trap sense affecting one chosen progression instead) or combine both progressions, keeping either ambush sense or trap sense.
This replaces trap sense, but may be replaced by other archetypes.

Twofold Analysis (Ex)
At 4th level, whenever the detective uses his analyze ability, he can apply two (analyze) talents to the target, using the first analyze die roll for the second analyze attempt; this is treated as being only a single analysis for the purposes of (apply) talents.
This replaces swift alchemy, but may be replaced by other archetypes.

Investigation sphere
Operatives of the Investigation sphere are trained to pick up subtle and esoteric details about the world around them. They can glean information from the tiniest clues.
Associated Skill: Sense Motive.
You gain the following benefits when you gain the Investigation sphere:
You gain 5 ranks in Sense Motive, plus 5 ranks per additional talent spent in the Investigation sphere (maximum ranks equal to your Hit Dice). If you already have ranks in the associated skill not from a skill sphere, you may immediately retrain them. You do not gain excess ranks until you are a high enough level to put them in the associated skill; they cannot be spent on other skills. You do not gain or retrain ranks when you temporarily gain a talent.
Skill Leverage: You unlock skill leverage with the Perception and Sense Motive skills.

You also acquire the Analyze, Reveal Evidence, and Scrutinize abilities.

Analyze (Ex)
As a swift action, you can analyze a creature, object, or area that you can see within close range, choosing an (analyze) talent and attempting a skill check using any of the talent’s analyze skills against a DC (or opposed check) as listed within the talent. If you succeed, you gain a simple analysis from the target, whereas if you fail, you gain a flawed analysis. A flawed analysis yields similar information to a simple analysis, but fundamentally flawed—it might be inconsistent, mostly false with a hint of truth, or an exaggeration or understatement. You can instead use analyze as a standard action to attempt to gain more information than a simple analysis. If you exceed the analyze DC by the listed amount, you can spend 1 use of skill leverage or outwit them as a cost to gain a detailed analysis instead of a simple analysis. Once you attempt to use a specific (analyze) talent against a target or subject, you cannot do so again for 30 minutes, although some (analyze) talents may be re-attempted immediately given that the circumstances around the original analysis have changed (such as a creature changing armor when attempting to Determine Defenses). You cannot attempt to retry an analyze attempt against the same topic or detail (just like the Sense Motive skill). The GM may alter a talent’s analyze skill or DC depending on the situation, such as a skill not being applicable or disadvantageous circumstances (such as distance or environment). You gain the Educated Hunch (analyze) talent when you gain the Investigation sphere. Special: If you have been blinded for long enough to overcome some of the condition’s drawbacks, you also gain Auditory Analysis as a bonus talent.

Reveal Evidence (Ex)
You can outwit an opponent by sharing evidence of one of their secrets. Suitable secrets include private motivations and anything they don’t want widely known. You must not have shared evidence of that secret with them before.

Scrutinize [approach] (Ex)
You may adopt this approach as a swift action, designating either a 10-foot square or a single creature or object that you can see to scrutinize. You gain a +2 insight bonus to Perception and Sense Motive checks attempted against the scrutinized target (or actions taken within the area), increasing by 1 per 5 ranks in the associated skill you possess. Additionally, if you scrutinize a target for at least 3 consecutive rounds, you also treat any roll of a 4 or lower on such checks as if you had rolled a 5 instead. If you can no longer see the designated target or area, you abandon the approach.

Educated Hunch (analyze)
Analyze Skills: Sense Motive;
Analyze DC: 20
You analyze a 30-foot cube area centered within range, gaining a vague feeling or impression from something within the area. You must dictate the subject of your analysis, but it can be a place, person, group, or situation. The GM is the final arbiter as to what is a suitable target.
Simple: You gain a hunch about your subject, learning whether something feels off or wrong about them, otherwise functioning as the get a hunch Sense Motive skill use. Generally, something ‘feeling off’ could vary greatly, such as an individual being disguised or having bad intentions, an object of great power (regardless of its functions), or even a close friend who is nervous or keeping a recently told secret. You do not learn why the subject is suspicious—only whether it is or not.
Detailed (+5 DC): As a simple analysis, but you gain either a ‘good’, ‘bad’, ‘good and bad’ or ‘neutral’ impression. The definition of what is a ‘good’ or ‘bad’ impression should be left up to the GM, but should generally be associated with your own motivations and ideals. For example, a disguised guard and a disguised assassin using this talent on one another would both gain a ‘bad’ impression.

Investigation sphere

Ascertain Activities (analyze) [utility]
Analyze Skills: Perception or Sense Motive;
Analyze DC: 15 + the target’s Bluff modifier or Hit Dice (whichever is higher).
You analyze a creature’s entire demeanor, their clothes, and everything relevant that could be used to learn the creature’s actions made within the last 24 hours, or a specific segment of time of your choice such as an 8 hour period, or between 2pm and 2am, up to a minimum of 1 hour.
Simple: You gain a rough approximation of the target’s actions, learning in 6-hour (or four equal) increments the type of activities the creature undertook. If an increment of time would have varying kinds of activities, you learn each of them in order of intensity or how involved the activity was.. Types of activities include: busy, calming, difficult, mundane, sedentary, stressful, etc.
Detailed (+5 DC): As a simple analysis, but you learn the target’s actions within 4-hour (or six equal) increments, in addition to a more complex understanding of the target’s activities, such as ‘sitting in a library’, ‘working at a butcher’, ‘running in a dusty street’, etc. In general, the learned activity may not be exact, but should give you a rough idea as to the target’s actions. For example, someone who has blood on their clothes or fingers could gain the result of ‘working with dead meat’ or similar if they were involved in a murder.

Communication sphere
Operatives of the Communication sphere are skilled at clear speech, clever wordplay, persuasive rhetoric, and translation across all sorts of differences. They can easily understand other creatures despite language barriers. Others listen to the operative and weigh their words seriously.
Associated Skill: Diplomacy or Linguistics. Choose one to be the associated skill when you gain the sphere.
You gain the following benefits when you gain the Communication sphere. You gain 5 ranks in that skill, plus 5 ranks per additional talent spent in the Communication sphere (maximum ranks equal to your Hit Dice). If you already have ranks in the associated skill not from a skill sphere, you may immediately retrain them.
Skill Leverage: You unlock skill leverage with the Diplomacy and Linguistics skills.
Bonus Talent: You gain a bonus talent with the (rapport) tag, described below. It cannot be an exceptional talent. If you choose a [utility] talent as this bonus talent, you can take the base sphere as a [utility] talent.
1:Monitor Movements (rapport)
Each creature that shares your rapport (including you) instinctively knows how the others act in combat, allowing them to avoid getting in the way of each other’s actions. Each creature knows where their allies are as long as they have line of sight, even if they are invisible or using Stealth, and whether they are conscious. No creature that shares your rapport provides soft cover against the attacks of any of the others. Each gets a +2 insight bonus to AC against each other’s attack and on saving throws against each other’s spells and abilities. The bonus increases by 1 for every 6 ranks in the associated skill you possess.

You also gain the Betray and Build Rapport abilities.

Betray (Ex)
You can outwit allied NPCs, but only as part of taking a hostile action against them. If a creature believes you are an ally, you can outwit the creature by worsening their attitude (generally to hostile, though the GM might rule otherwise).

Build Rapport (Ex)
When you interact with a creature that is not hostile to you within 30 feet, you can choose to form a rapport with that creature as a standard action, or as a move action if you know one of the creature’s motivations. You cannot form a rapport with a mindless creature. The rapport remains until 24 hours pass, you or the creature chooses to end the rapport as a swift action, or you form another rapport. You can form a rapport with multiple creatures at once if you know a motivation for each of them, up to a number of targets equal to your operative ability modifier. You can always use gestures to communicate simple concepts to creatures you share a rapport with without using words just as easily as with words, regardless of whether you share a language. Communicating complex information this way requires a successful DC 25 Linguistics check; failing by 5 or more conveys inaccurate information rather than what the creature intended to share. Each creature that shares a rapport with you (including you) automatically succeeds at Bluff (or Linguistics) checks to send secret messages to each other, although they still attempt a skill check to determine if observers understand. They can use their Linguistics modifier in place of their Bluff modifier to pass the secret message at no penalty. You can choose one or two (rapport) talents you have when you form a rapport and apply the effect to creatures sharing your rapport (including you). You can only choose two (rapport) talents to apply at once if one or both of them have the [utility] tag. If you target a creature who already shares a rapport with someone else, you can join the existing rapport without counting against its maximum number of targets, and you can add one of your own (rapport) talents for all members to benefit from. You cannot add a talent the rapport already has. This replaces build rapport’s usual effect.

Class Eliciter L5:

BAB+3
Saves +1/+1/+4

Class Skills
Skill Ranks Per Level: 4 + Int modifier.
The eliciter’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (Local; Int), Knowledge (Nobility; Int), Linguistics (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Weapon and Armor Proficiency
An eliciter gains proficiency with all simple weapons, light armor, and shields.

Casting
An eliciter may combine spheres and talents to create magical effects. An eliciter is considered a Mid-Caster, and uses Charisma as his casting ability modifier. (Note: all casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

Casting Tradition - Mental Focus
Your magic requires you to have a focus that is not always possible to achieve. You normally have focus, but lose it whenever you fail a save versus mind-affecting magic, have a critical hit confirmed on you, or a condition causes you to lose the ability to concentrate (such as being nauseated or helpless or failing a forced concentration check such as from being entangled). Using magic without your mental focus requires you to attempt a concentration check (DC 20 + 1/2 caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If focus is lost, the caster can refocus by meditating as a full-round action that provokes attacks of opportunity.

Bonus Talents

1:Project Thoughts (charm) [utility]
You can communicate directly into the mind of another.
Lesser Charm: You may project a telepathic message to a target consisting of no more than 25 words. If you and the target do not possess a shared language, this form of communication is impossible. Unlike other lesser charms, there is no limit to the number of times you may use this on a target in a day.
Greater Charm: Your projected telepathic message does not have a word limit, although communication is carried out in real time and you must concentrate for as long as you communicate. You can communicate with the target even without a shared language.
Powerful Charm: This functions the same as the greater charm, except the target may also respond to you with their own projected telepathic messages, allowing for two-way communication. However, the target is under no obligation to respond in any way and can simply remain silent if they so choose.

2:Read Mind (charm) [utility]
You can pull information from a target’s mind.
Lesser Charm: You may detect a creature’s emotional state (Will negates if unwilling). Unlike other lesser charms, there is no limit to the number of times you may use this lesser charm on a target in a day.
Greater Charm: You may read the surface thoughts of a creature (Will negates if unwilling) for as long as you concentrate.
Powerful Charm: You may pull a specific piece of information out of a creature’s mind (Will negates). This is usually enough information to answer a single, specific question to the best of that creature’s knowledge, in no more than 25 words. A creature who successfully saves against this powerful charm may choose to provide no answer to your question or attempt to lie with their Bluff skill. If you use this powerful charm twice on the same creature to ask the same question, the same answer (correct, no answer or lie) is given again.

Spell Pool: 09/09 Day
An eliciter gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his Charisma modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

MIND SPHERE
Charm
You may place charms on creatures. Charms require a standard action to use, have a range of close, and are subject to spell resistance. You may only use charms on targets that possess your own creature type (humanoid for humanoids, etc.) although the Expanded Charm talent changes this. Each charm has three strengths; lesser, greater, and powerful. Lesser charms are at-will abilities, but you may not target an individual creature more than once in a day with any individual lesser charm. Greater charms cost a spell point to use and powerful charms cost 2 points to use. You must possess the Powerful Charm talent before you may use any powerful charms.
When you gain the Mind sphere, you gain the following charm:
Suggestion
You may plant thoughts into a target’s mind.
Lesser Charm: You may plant a suggestion in a target’s mind, which they obey as if the thought had been their own (Will negates). The suggested course of activity must be limited to a sentence or two and must be a very simple request. The creature performs the suggested action until it finishes, or for 1 hour per caster level, whichever comes first. If you choose, you can instead specify conditions the creature should look for, (i.e., “you should search the next person who enters this room, looking for weapons.”) If the condition is not met before this duration expires, the activity is not performed.
Greater Charm: This works as the lesser charm, but may be up to a basic request. Very simple requests cause the save to be made with a -2 penalty. The target cannot be asked to do anything it would not normally do.
Powerful Charm: This works as the lesser charm, but the creature obeys any course of action given, so long as the suggestion is not obviously fatal or against the target’s nature. Basic requests cause the save to be made with a -2 penalty, while very simple requests cause the save to be made with a -4 penalty.

Magic Talents X3
An eliciter gains a magic talent every time he gains a caster level, according to Table: Eliciter.

1:Enthrall (charm) [utility]
You cause a creature to regard you as its friend. If you or your allies are attacking or threatening the creature, they gain a +5 bonus to their saving throw against this charm. A DC 25 Sense Motive check reveals the target of this charm has been enchanted. This is an enchantment (charm) effect instead of an enchantment (compulsion) effect.
Lesser Charm: You increase the target’s disposition toward you by 1 step to a maximum of friendly for 1 minute per caster level (Will negates).
Greater Charm: You increase the target’s disposition toward you to friendly for 1 minute per caster level (Will negates). You may make requests of the target, but asking it to do anything it would not normally do requires an opposed Charisma check, and it never obeys requests that are obviously fatal or against its nature, although the target may be convinced dangerous things are worth doing.
Powerful Charm: This functions as the greater charm, except the duration increases to 1 hour per caster level.

2:Mind Spy (charm)
You can send a piece of your mind into your target to see the world through their eyes (save negates). The target gets a new Will save every time you use this ability, although consecutive rounds do not give additional saves. While this link to your target remains, you can choose to use this ability at any time before the link expires, or have its activation linked to a specific event that your target may experience. If a target fails their saving throw against this ability, they do not realize it is being used on them.
Lesser Charm: While the link remains active, you can use the target’s senses for 1 round per caster level and see and hear what they can. The rounds need not be consecutive. The link remains active for up to 1 hour per caster level from the time the target is first affected. Abilities that block or suppress possession or remove enchantments (such as the protection from evil spell or the Break Enchantment talent) will similarly block, suppress, or remove the effect of this charm on your target.
Greater Charm: As the lesser charm, but you can use their senses for 1 minute per caster level, and the link lasts for 1 day per caster level.
Powerful Charm: As the greater charm, but you can use their senses for 1 hour per caster level, and the link lasts for 1 week per caster level.

3:Inception (charm) [utility]
You add trivia, knowledge, and memories to a person’s mind, whether or not this information is grounded in fact.
Lesser Charm: You may “create a rumor” in a target’s mind, suggesting information that a target “heard somewhere” or “read once” but that they have not actually encountered (Will negates). As part of the casting, you may attempt a magic skill check or Bluff check opposed by the target’s Sense Motive check (using modifiers as listed for the Bluff skill) to see how firmly the target adheres to this new information; as with a Bluff check, they may not believe this rumor even if they believe that they heard it or read it somewhere. Evidence that conflicts with the implanted memory allows a new Will save to realize that the information is faulty, though failure on a new Will save does not mean that the target is compelled to believe the old information (instead believing that they had learned some faulty information). In addition, the Life sphere’s Break Enchantment talent, the break enchantment spell, any effect that removes the confused condition, or the Amnesia talent’s lesser, greater, or powerful charms may be used to either remove false implanted information, or to make the target realize that the information is faulty.
Greater Charm: As the lesser charm, but the target’s new memory can relate to things within their own experience or of their own devisement (such as details about friends’ lives or current news discussed at a tavern the night before). The new memories will take precedence over the old if they contradict, but the old memories will still remain (for example, a guard may have the memory of a different combination for a combination lock, password for a door, or route through a maze, but nothing stops them from recalling the true information when the implanted memories prove false.) Encountering evidence that contradicts the new memory allows a new Will save to realize that the new memories are false. In addition, the Life sphere’s Break Enchantment talent, the break enchantment spell, or the Amnesia talent’s greater or powerful charms may be used to either remove false implanted information, or to make the target realize that the information is faulty.
Powerful Charm: As the greater charm, though you may now craft entirely new memories of events that the target has personally witnessed (Will negates). These memories are indistinguishable from actual memories, and appear to fit the flow of the continuity of their memories, but do not otherwise remove or alter the previous memories. A contradictory memory offers a +4 bonus to both the Will save to resist the charm and the Sense Motive check to resist believing the new memory. Similarly, memories of creatures doing something that they would not normally do or doing things against their nature give a further +2 or +4 bonus to these checks, respectively. A target’s false memories may only be removed or proven false through the Life sphere’s Break Enchantment effect if the caster also possesses the Restore Senses talent, or through the miracle or wish spells. The target’s memory may also be replenished through the Amnesia talent’s powerful charm being used to specifically make the target realize what memories are faulty.

Enchanter [LEVEL CASTER +3]
An eliciter gains the Mind sphere as a bonus sphere at 1st level and treats his class level as his caster level for this sphere. This stacks normally with caster levels gained from other classes.

Persuasive (Su) [+2]
An eliciter’s empathic abilities gives him greater insights into the workings of the mind and makes his words (both magical and mundane) harder to resist. An eliciter gains a +2 bonus to the DCs of his Mind sphere abilities and eliciter class features, as well as Bluff, Diplomacy, and Intimidate checks. These bonuses increase to +3 at 6th level, +4 at 12th level, and +5 at 18th level.

Hypnotism (Su) DC16
An eliciter may manipulate another with little more than a look and a word. The eliciter targets a single creature, which must be within Close range and able to see and hear the eliciter. Hypnotizing a target is a standard action. The eliciter may use hypnotism a number of times per day equal to 3 + 1/2 his eliciter level. When hypnotizing a target, the eliciter chooses one effect available to him from the list below. If this ability calls for a saving throw, the DC is equal to 10 + 1/2 his eliciter level + his Charisma modifier + his Persuasive bonus. Hypnotism is a mind-affecting ability. An eliciter may target themselves with their own hypnotism, even if they can’t see or hear themselves.

Fascinate:
The eliciter causes the target to become fascinated with him for 1 round per eliciter level (Will negates). While fascinated, a target takes no action except to stand or sit quietly and watch the eliciter. The target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw to end the fascination effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Liberate: At 4th level, the eliciter may use hypnotism to free a target’s mind of harmful effects. The target may reroll a Will save (using the eliciter’s bonus if it is higher) against each harmful mind-affecting effect they are suffering from. The eliciter may also allow the target to reroll a Will save made to disbelieve an illusion, but this may only be used against an illusion that the eliciter has already successfully disbelieved.

Defensive Empathy (Su)[/b]
At 3rd level, an eliciter adds their persuasive bonus to Sense Motive checks, as well as Will saves against Enchantment (charm) and Enchantment (compulsion) effects.

Emotions
All emotions are mind-affecting effects. If an emotion calls for a saving throw, the DC is equal to 10 + 1/2 the eliciter’s level + the eliciter’s Charisma modifier + his persuasive bonus.

Love
Minor: Charming Touch (Sp):
You can charm a living humanoid by touching it. Creatures in combat and those with a hostile attitude toward you are unaffected. Creatures receive a Will saving throw to negate the effect. Creatures that fail their save change their attitude toward you to friendly for 1 round per 2 eliciter levels (minimum 1). The target views you and your words in favorable ways (although this does not grant the ability to communicate with the target if it cannot already understand you). You must succeed at an opposed Charisma check to convince it to do something it wouldn’t normally do, and requests that are against its nature or fatal to itself are never obeyed. Any hostile action by you or your allies breaks the effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Lesser:Universal Love:
Your Charming Touch ability can affect a greater arrangement of minds. You may target any creature not immune to mind-affecting abilities and may even affect creatures who are hostile to you or in combat, although these creatures receive a +5 bonus to their saving throw.

Vekeshi Excoriant (Prestige Class) L1:

Vekeshi Excoriant
Only a handful of mystics among the vekeshi learn the rituals of the fallen goddess Srasama. Though she has passed on, fragments of her power remain scattered across the world, and can still be touched by those who maintain sufficient devotion. These true believers mark their skin and use tattoos, paint or fire to have symbols Srasama, commemorating her three forms of Maiden, Mother, and Crone. Excoriants often either find themselves in charge of local cells of vekeshi mystics, or they altogether transcend hierarchies and pursue their own agendas. Every night however they focus their will by reciting the teachings of Vekesh, so that they maintain a purity of purpose to protect the weak and punish those who would abuse them.

Hit Die: d8
Requirements: To qualify to become a Vekeshi Excoriant, a character must fulfill all of the following criteria.
Skill Ranks at Each Level: 6 + Int modifier.
Skills: Max ranks in at least 3 skills and at least 5 ranks in them. These skills must use mental ability scores.
Special: A Vekeshi Excoriant must have an ability score of 18 or higher in at least one mental ability.
Class Skills: The Vekeshi Excoriant’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Performance (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Survival (Wis), and Use Magic Device (Cha).

Genius Pool (Su) 10/10 Day DC16
At 1st level, the Vekeshi Excoriant gains access to a pool of staggering insights into the workings of reality called a genius pool. This pool has points equal to the ranks in the highest mental score-based skill the character possesses plus their great mind level plus the highest mental ability score modifier the character possesses. These points may be used to achieve supernatural acts of skill and expertise as determined by the character’s specialties. A genius pool recovers 1 point per hour of rest or completely with 8 hours of uninterrupted rest. All effects created by genius pool points have a caster or manifester level equal to the skill ranks in the specialty and have DCs equal to 10+1/2 the ranks in a specialty plus that skill’s mental ability score modifier. The Vekeshi Excoriant can also spend a genius pool point to gain an insight bonus to a skill check that relies on a mental ability score equal to their class level.

Specialty (Su)
At 1st, 2nd, 4th, and 5th levels the Vekeshi Excoriant may select a skill from the following list to gain a supernaturally powerful expression of that they may achieve using genius pool points. Many specialties allow the great mind to select a spell or power effect they can use genius pool points to create, to select a spell or power for an effect they must have twice the rank of the effect in the skill. Spells, powers, and other effects should be considered to have a caster or manifester level equal to the number of ranks they have in the specialty skill. Specialties include:

1:Sense Motive
A Vekeshi Excoriant specializing in Sense Motive may select one MIND SPHERE Charm Talent that targets a creature for every 2 ranks they possess in Sense Motive. As a full-round action a selected power effect Talent may be manifest by expending points from the great mind’s genius pool equal to the power level. The power is considered to be fully augmented for as many power points as the great minds Sense Motive ranks.

1:Command (charm) commands of the goddess DC16
You may directly control another creature’s body.
Lesser Charm: You may force the target to perform one move, swift, or free action of your choice on its next turn (Will negates). This could include yelling loudly, falling to the ground, dropping its weapon, or moving in a generalized direction (away, toward, left, right, etc.). For the purpose of this talent, standing still is a free action. The target cannot use its other actions on that turn to undo the effect of this lesser charm (pick up a dropped weapon, move back to its old square, stand up if it fell down, etc.).
Greater Charm: You take control of the target for as long as you concentrate, to a maximum of 1 round per caster level. (Will negates). The target is allowed a new saving throw as a free action each round at the end of its turn to throw off this control. Other than verbal actions, the target cannot perform an action of its own choice on its turn. While under your control, the target mentally fights you, and so can only be made to perform a single move action or standard action each round.
The creature can move up to its speed and attack in the same round as a charge action. While you may command a target to use an item or perform magic, this does not grant you knowledge of the target’s magical abilities or inventory. While you can command a creature to stand still and take no action, you cannot command a creature to become helpless or give up its Dexterity bonus to AC.
Powerful Charm: This is the same as the greater charm, except the target is not limited to a single standard action or move action each round.

2:Fear (charm) vistions of the goddess]
You may warp a target’s mind with fear.
Lesser Charm: You cause the target to become shaken for 1 round per caster level (Will negates).
Greater Charm: You cause a target to become frightened for 1 round per caster level (Will negates). On a successful save, they are still shaken for 1 round per caster level.
Powerful Charm: This is the same as the greater charm, except the target becomes panicked instead of frightened. On a successful save, they are still shaken for 1 round per caster level.

Equipment:

Starting cash

Dagger: Cold Iron Dagger 4gp [Boot]

Armor: [Powers]

Belt: -
Body: Intelligent item: Animated Magic Tattoo*[1500gp]
Chest:Magic tattoo of Handy Haversack[2100gp]
Eyes: -
Feet: -
Hands: -
Head: -
Neck: -
Shoulders: -
Wrists: Magic Tattoo of many Garments[300gp]
Ring L: Magic Tattoo of sustenance[2600gp]
Ring R: -

Vekeshi Mystic Animated Magic Tattoo*[1500gp][Ego 4]
Int 10/Wis 10/Cha 10 [500g][0Ego]

Item can make Change color and make itself transparent
Scenes: 30' [0gp/0Rgo]
Empathy: [0gp/0Rgo]
0 Level Spell At will = "Presentation" [1000gp][+1Rgo]
Can alter design at will, [Animated]
Can glow at will

Slotless
Officer uniform (100gp)
Officer badge (1 gp),
2x Cold Iron Daggers 8gp (in Boots)
Sawn-Off Shotgun 340gp + 12 cartridges {in the puth tattoo under her arm.

Magic tattoos of Handy Haversack
Metal cartridges x40 40gp
Medical kit light, 5/5 (50gp)+ CLWx2 (100gp)
Mage-Cuffs - Uncommon Item
Price: 250 gp.
Property: When a person wearing mage-cuffs casts a spell or activates a magical power, the cuffs glow, make a warning
whistle sound, and deal 10 force damage to the wearer. A crea- ture reduced to 0 hit points this way is knocked unconscious but
stabilized. Mage-cuffs can only be applied to willing or restrained creatures of Small or Medium size.

Other
Noble eladrin (Drow) ceremonial Armor

Carrying 50lb Light

Background:

Castista's NPC/Player links:

My PC is an Investigator, as such other are a resorce to her.
So I wanted to post how she may know the other PCs

Kardin Shieldshatter, She meet the dwarf Gunsmith and blacksmith while while researching engineering. She often goes to him for advice on the subject. She considers him truthful and trustworthy, he also likes a good drink which she also likes.

Tavius She knows him form his time teaching at Pardwight University. She even attended a few of his classes. She calls him
Proff, and gives him respect for being one of the few persons she knows who is smarter than her. She will also seek him when she has a tricky investigation for advice.

Lacrimadia Having worked with her, and seen her skills as a forensic investigator, and the fact Lacrimadia has never been faczed by her 'Gifts' Lady Calista likes her and has spent some time at the Bar, talking with her about flint Gossip.

Annalina "Lina" Vell Lina is funny, well Calista thinks so, she has a cool gift calling, she seems to see things others do not. Calista has learned to trust things Lina says. She likes her and is another who joins them at the Bar.

Ana Brunas, Calista respects this catfolk Technologist gunslinger
she has some cool skills. More than once when a mission went south, it was Ana who acted 1st and changed things for the better. Calista really likes her and is always to hit the streets with her.

Captain Zephyr Aetherlock Calista likes him and for a time, had a thing for the slart sea dog. But things like that dont last long on the force. Now she knows him for being cool under fire, and a great tatiction.

Léonie Crouet Smart, sneaky, and a total tech head. Calista called Léonie "Tech Support" becouse Léonie is always able to fix the small bits of tech she has. She likes Léonie and again another one form the Bar.

Ayreth A druid and hedgewitch, Calista is always willing to hear the wise words of Ayreth, trusted and respected buy Calista.

NOTES: