Description Lady Zal as she is known, stands over 6'2" tall and has the look of a Half-Elf/Drow of middle age. However there is something odd about her, her skin seems to glow form inside. As if some power resides deep in her. For armor/clothing she tends to stick to just a well kept but plain officers uniform. The only weapons she carries openly is old Army fighting knife in one boot.
Personality:
There is no thrills about Lady Zal, well spoken, good mannered and very well educated. She has a Military air about her. In manner she is worldly and Self Disciple. With a cool head only experienced officers have. In action she uses her whip sharp mind and cunning to think her way out of trouble.
Crunch:
Init +2; Senses: Perception [13+1d8]
[Move 30']
STATISTICS
[30 Point Buy]
Str [14][+2][14][05p]
Dex [16][+3][14][05p][+2Item]
Con [14][+2][14][05p]
Int [22][+6][14][05p][+2Race][+2Level][+2Item]
Wis [16][+3][14][05p][+2Item]
Cha [16][+3][14][05p][+2Item]
OFFENSE
Base Atk +6/+1;
RA +9/+4 [+6/1BAB+3Dex]
MA +8/+3 [+6/1BAB+2Str]
CMB +8; CMD +21
ATTACKS:
Unarmed Strike TH +9/+4 DMG[1d3+2*] x2
Old Iron Combat Knife TH +9/+4 DMG[1d6+2*] x2
Psi-Blade TH[+10/+5] DMG[1d2+2*] x2
Mind thrust DMG [1d6*]
*[Swift Action Studded target TH+4 DMG +4+4d6]
HP [80/80] 8x(8+2con)
Fort [+06/+10][+2Class+2Con+2 competence bonus]
Ref_ [+11/+15][+6Class+3Dex+2 competence bonus]
Will [+10/+14][+6Class+2Wil+2 competence bonus]
+4 1pp Race
[+2 competence bonus From item]
Defensive Abilities:
+6 saving throws against poison.
+2 Vs Mind Effects [Talent]
+8 Vs Traps
Feats
Race
1:Psionic Talent [Psionic]
You gain additional power points to supplement those you already had.
Prerequisite: Having a power point reserve.
Benefit: When you take this feat for the first time, you gain 2 power points.
Special: You can take this feat multiple times. Each time you take the feat after the first time, the number of power points you gain increases by 1.
Item's
1:Alertness (Ex)
The presence of a psicrystal sharpens its master’s senses. While a psicrystal is within arm’s reach (adjacent to or in the same square as its owner), its owner gains the Alertness feat..
Improved Unarmed Strike (Ex)
Campaign
1:
Weapon Proficiency
Proficient with simple weapons, hand crossbow, rapier, sap, shortbow, short sword, sword cane.
Armor - light armors, but not shields.[Class]
Traits:
1:Metacreative Talent [Psionic]
Benefit:While you maintain psionic focus you can manifest shards of crystal as a swift action that last for one round. These blades can be used as thrown weapons if you use them immediately (you are proficient in their use; 1d2 slashing damage, 20/x2 crit, range increment 10 feet). This talent grants no benefit if you do not have the ability to gain psionic focus.
2: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.
3:Bruising Intellect [Social]
Your sharp intellect and rapier-like wit bruise egos.
Benefits: Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
DrawBack
1:Paranoid
Trust no one.
Effect: Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.
Skills:
Skill Ranks 128: 8x[6+6Int+1FC]=[104] [+16 Back ground]+[8Item]
-1 penalty to Charisma-based skill checks when dealing with non-elans.
-:When attempting a Sense Motive check, the investigator makes two d20 rolls and takes the higher result.
+10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive.
-:Perception + 4 Vs Traps
Inspiration no cost (Ex) [+1d8]
Can use inspiration on any Knowledge, Linguistics, Stealth, Bluff, Disable Device, Disguise, Intimidate, Sleight, Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided she’s trained in the skill.
Racial Traits Ability Score Modifiers: Elans gain a +2 bonus to one ability score chosen at creation to represent their varied nature.
Aberrant Blood: Elans are of the humanoid (aberrant) subtype.
Size: Elan are Medium creatures and have no bonuses or penalties due to their size.
Speed:
Elans have a base speed of 30 feet.
Aberrant Nature:
Although human in appearance, elans suffer from a nature slightly off from the rest of the non-elan society. They suffer a -1 penalty to Charisma-based skill checks when dealing with non-elans.
Naturally Psionic:
Elans gain the Wild Talent feat as a bonus feat at 1st level. If an elan takes levels in a psionic class, she instead gains the Psionic Talent feat.
Resistance (Su):
Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
Resilience (Su):
When an elan takes damage, he can spend power points to reduce its severity. As an immediate action, he can reduce the damage he is about to take by 2 hit points for every 1 power point he spends.
Repletion (Su):
An elan can sustain his body without need of food or water. If he spends 1 power point, an elan does not need to eat or drink for 24 hours.
Psionic Aptitude: When an elan takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
Languages:
Elans begin play speaking Common. Elans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Investigator - Psychic Detective L8:
SAVES: F+2/R+6/W+6
Hit Die: d8.
Parent Classes: Alchemist and rogue.
Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
NOTE: The psychic detective does not receive Acrobatics, Climb, or Perform as class skills. This alters the investigator’s class skills.
Skill Ranks per Level: 6 + Int modifier..
The investigator’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Class Features
The following are the class features of the investigator.
Weapon and Armor Proficiency
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.
Casting
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.
Inspiration (Ex) [5/day]
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.
Trapfinding [+4]
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.
Investigator Talents
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.
1: Used By Class
2: Underworld Inspiration (Ex) [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.
3: 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.
4:Rogue Talent (Ex) Fast Stealth (Ex)[feat] [Fly and use Stealth]
Benefit: This ability allows a rogue to move at full speed using the Stealth skill without penalty.
Keen Recollection
At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Psychic Meddler (Su) [+2]
At 2nd level, a psychic detective receives a +1 bonus on saves against psychic spells and spell-like abilities. This bonus increases by 1 at 5th level and every 3 levels thereafter, to a maximum of +6 at 17th level. Starting at 5th level, the psychic investigator adds half this bonus on caster level checks to dispel psychic effects.
This ability replaces poison lore, poison resistance, swift alchemy, and poison immunity.
Phrenic Dabbler (Su) [2]
At 3rd level, a psychic detective gains a small pool of phrenic points equal to 1/2 her psychic detective level, as well as one phrenic amplification, as the psychic class feature. This does not allow the psychic detective to qualify for the Extra Amplification feat.
Mindtouch (Su):daze (DC 14)
The psychic can spend 1 point from her phrenic pool to probe one target’s mind if that creature is affected by the linked spell. If the target of the linked spell fails its saving throw or is hit by the spell, the psychic detects its surface thoughts (as the 3rd-round effect of detect thoughts). If the linked spell doesn’t already require an attack roll or allow a saving throw, the target can attempt a Will Saving Throw to avoid the thought-detection effect only; the DC is calculated using the linked spell’s level (and all other bonuses that would apply if the linked spell allowed a Will save). This amplification can be linked only to spells that affect a target or an area. If the linked spell can affect more than one creature, the psychic can attempt to detect more than one target’s thoughts by spending 1 additional point per creature beyond the first. She must select these targets when she casts the spell and spends the points. This is a mind-affecting effect.
Studied Combat (Ex) [+4]
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) [+3d6]
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.
Class Skills
Skill Ranks at Each Level: 2 + Int modifier.
The psion’s class skills are Autohypnosis (Wis), Craft (Int), Knowledge (all) (Int), Profession (Wis), and Spellcraft (Int).
Telepath (Telepathy): Bluff (Cha), Diplomacy (Cha), and Sense Motive (Wis).
Class Features
The following are class features of the psion.
Weapon and Armor Proficiencies
Psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.
Powers Points/Day
psion’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Psion. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.
Discipline
Every psion must decide at 1st level which psionic discipline he will specialize in. Choosing a discipline provides a psion with access to the class skills associated with that discipline (see above), as well as the powers restricted to that discipline, and the special abilities associated with that discipline (detailed below). However, choosing a discipline also means that the psion cannot learn powers that are restricted to the other disciplines (generalist psions cannot learn powers on any of the discipline power lists). He can’t even use such powers by employing psionic items.
Maximum Power Level Known
A psion begins play with the ability to learn 1st-level powers. As he attains higher levels, a psion may gain the ability to master more complex powers.To learn or manifest a power, a psion must have an Intelligence score of at least 10 + the power’s level.
Bonus Feats
A psion gains a bonus feat at 1st level, 5th level, 10th level, 15th level, and 20th level. This feat must be a psionic feat, a metapsionic feat, or a psionic item creation feat. These bonus feats are in addition to the feats that a character of any class gains every other level. A psion is not limited to psionic feats, metapsionic feats, and psionic item creation feats when choosing these other feats.
Detect Psionics (Ps)
All psions, regardless of their chosen discipline, gain the ability to use detect psionics at will, as long as they maintain psionic focus. This does not require any power point expenditure, and the power cannot be augmented.
Discipline Talents (Ps)
Each discipline gains access to two psi-like abilities that can be used as long as the psion maintains psionic focus. Discipline talents are treated as 0-level powers for all purposes (such as save DC). The manifesting time for a discipline talent is the same as if it was manifested normally, or a standard action if the discipline talent does not mimic a psionic power. These powers do not count as powers known for the psion; to manifest them normally, he must select them as his powers known normally.
Discipline Abilities
At 2nd, 8th, 14th, and 20th level, the psion gains special abilities related to his choice of discipline, as detailed below.
Telepathy Discipline
A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease.
Discipline Talents (Ps)
Choose two powers from the following list: conceal thoughts, mind link, mind thrust, telepathic lash. As long as you maintain psionic focus, you may manifest either of your chosen powers without paying a power point cost, but the power may not be augmented or affected by metapsionic feats. The damage of mind thrust is reduced to 1d6. You may only use conceal thoughts on yourself if used as one of your discipline talents.
Mental Intrusion (Ex)
At 2nd level, as long as you maintain psionic focus, increase the save DC of any mind-affecting power you manifest by 1 for every 2 power points you spend augmenting the power, provided the augmentation does not already increase the power’s save DC. For the purpose of this ability, you may spend additional power points augmenting a mind-affecting power’s save DC even on a power that normally does not have any augment options.
Telepathy (Su) [420']
At 8th level, you gain telepathy out to 400 ft. and can communicate with any creature, regardless of intelligence, so long as they have an Intelligence of 1 or higher. The range of your telepathy increases by 10 ft. every psion level thereafter.
Detect Telepthy [30']
Additionally, as long as you maintain psionic focus, you can detect other creatures within 30 ft. using telepathy to communicate, although you cannot determine the content of the communication.
Powers Known
A psion begins play knowing three psion powers of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers.
Choose the powers known from the psion power list, or from the list of powers of your chosen discipline (if any). You cannot choose powers from disciplines other than your chosen discipline. (Exception: The feat Expanded Knowledge does allow a psion to learn powers from the lists of other disciplines or even other classes.) A psion can manifest any power that has a power point cost equal to or lower than his manifester level. The number of times a psion can manifest powers in a day is limited only by his daily power points. A psion simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points. The Difficulty Class for saving throws against psion powers is 10 + the power’s level + the psion’s Intelligence modifier.
PP/day [58+2feat+20Int]=[80pp/Day]
Max Powers Known [4th]
None slotted Items
On belt
-:Cold Iron Combat Knife 2lb 4lb [In boot]
Wayfinder [500gp]+[500gp]
Light at will]
+2 circumstance bonus on Survival
Slotted ioun stone
Cracked Iridescent spindle: Cracked: This stone grants a +4 competence bonus on Constitution checks to hold your breath. Price: 500 gp + Endure elements, as the spell, as well as protection against exposure to vacuum and underwater pressure.
Five things about her background
1. Lady Zal Azra Qlin-Zra was made as a weapon of war, to infiltrate and kill thouse that the Elan Counsel deem a danger.
2. She has spent time in military school and was an avid reader. Spending her nights looking up as much information as she could cram in her head. "Knowledge is power" and to a Lady who wants to be an officer in a males Army. Her mind would have to do what her body could not. And give her ways to win.
3. Her Ninja Training gave her the skills needed to make her deadly.
4: She is seen as evil, but she is just following orders. She is a stickler of rules.
5:She has commanded, and find it rewarding to do so. She is a strict competent commander, liking her men and trying to keep them alive. Always seeking always to 'think' her way to victory not 'Smash' her way to it.
Two Goals
1. To learn as much as she can.
2. Become a god.
Two Secrets [One known/one unknown]
1. She has killed a member of the Elan Counsel.
2. She was a Nobel Drow, kidnapped and changed, Her mind wiped and her looks where kept to give her a level of intimation.
Three People [2 friends 1 enemy]
1. Lord Azlog, a Tefling noble and her part time lover.
2. Rieeklon Blur, a mob boss she has done work for.
3. The human smuggler "Red-Petto", Zal uncovered his undergraund smuggling root and passed the information on. Red has said he will kill Zal should he ever get his hands on her.
Three Memories
1. Looking over a murder scene, winter time and the Inn was locked form the inside. 20 dead bodies, most ripped apart, blood frozen to the walls. The wards still intact and no one left alive. A feeling of excitement working out, what had happened.
2. Standing on the deck of a ship in harbour, a large half-orc coming at her. Sword out, face of teeth and anger. She taking two steps to the left and waiting. His breath as he came close, lifting his word, her counting. He stops looking at her, as if to ask Why are you counting then she gets to zero and the small chemical charge going off. The puff of acid and her pointing at the half-orcs feet. Him looking down nonplussed as the deck gives way and he fells into a hold full of fish.
3. Leading a group of wounded conscripts out of an ambush that sore mast of the battalion decimated. The rain purring down onto the blood socked ground and the looks on the faces of the men and women with her. A look of fear and hope that she could save them.