Aldern Foxglove

Norman J. Smith's page

25 posts. Alias of Tacticslion.


Full Name

Noone Lhostsen

Race

Human (?) [Secretly peri-blooded aasimar; scion of humanity, truespeaker]

Classes/Levels

Bard (Archivist) / Investigator (variant) 5 | HP: 39/39 | AC: 17, T: 12, FF: 15 | Fort: 3, Reflex: 6, Will: 7 | CMB: +5, CMD: 17 | Init: +2 | Perception: +12 (darkvision 30; passive 5?) | Sense Motive: +15+1d6 | Action Points 2

Gender

Male

Size

Medium

Age

? (~ 97)

Special Abilities

(1/day) pyrotechnics, resist energy (cold) 5

Alignment

NG-to-N

Deity

Songheim

Location

"London", Weit Weg

Languages

Common; fourteen others

Occupation

Various

Strength 14
Dexterity 15
Constitution 15
Intelligence 19
Wisdom 15
Charisma 17

About Norman J. Smith

Just a normal human, folks. Move along. Move along.

(More coming.)

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. FORMATTING AND INFORMATION SUBJECT TO CHANGE, BELOW

. IGNORE 'STAVEON' INFORMATION AT PRESENT

. . . FIX TRAITS, LANGUAGES, AND CLASS FEATURES IN 'STATISTICS'

. FAVORED CLASS BENEFIT IS SPELLS KNOWN

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Campaign Conceits:
All Bard abilities run off of intelligence

Perform (oratory) runs off of Intelligence

Will saves key off of charisma

Free rank in Knowledge (local)

(b) Combat Expertise; Power Attack

Action points: Cha modifier plus 1/4 level; trade 2:1 for Hero point (max = CHA mod);
- Action Points are gained upon rolling a natural one or twenty on any d20 roll and permitting something bad to happen to your character (State upon discovery of roll), good roleplaying, and/or playing out your drawbacks. You will lose action points if you do not roleplay low ability scores or your drawback. You might loose access to the Action Point system if your traits do not match up with your characterization.

- Gain an Improved/Greater Combat Maneuver, Weapon Focus, Armor Proficiency, 1/2 a metamagic feat, or Weapon Proficiency feat at level 1, 3, 6, and every 3 levels thereafter. At level one, you may choose to gain Weapon Finesse as your level one feat. Alternatively, if you posses Two Weapon Fighting, gain a feat with that as a prerequisite instead of an improved combat maneuver feat (You must meet the prerequisite for the feat, however).

- When you crit, you may make a skill check, ability check, or combat maneuver in place of dealing extra damage.

- Failing a skill check by 5 or less will have something interesting happen instead of merely failing

- You can increase the "Level" of your called shot by taking a -5 penalty. From Called Shot, to Critical shot, then to Debilitating Blow.

- You have the standard Wealth by level.

- Having Item Creation feats or a certain craft skill grants you an extra 2500 gp to spend on items you can craft, though you must be able to craft them while taking ten.

- Everyone gains one versatile performance, rather than multiple.
Everyone starts with half their maximum action points (See House-rules).

- Everyone gains Ensemble as a bonus feat.

- Keep in mind, I’m looking for characters, and not stat blocks- You should have a fairly decent backstory, or decent roleplay.

- Speaking of which, I have ALSO made a thread for you to play your characters while you wait for the deadline to come. I look forward to what is in there.

- You gain gain a +1 bonus on any d20 roll by making a DC 20 perform check, increasing by 1 for every 10 you beat the DC by.

- Campaign Traits: Bard of Fantasy, Impurity of Salt, Fairy Godmother, or Destined Swordbearer?

Quote:

Background:

The world is basically a place linked to Golarion, so basically build your character with that in mind. You’ll be in a state called Weit Weg- The first part of the adventure is based in the City of London. Otherwise, for the most part, go wild. There are methods to get to London from nearly anywhere in Golarion- Mostly portals through mysterious woods, which only the Fey born near the city know of.

<snip>

As it is, currently, the current status of London can be seen in the song stated here. Currently, folks are gathering to work together to find the murderer, and folks are gathering in the Mended Drum (A local drinking establishment) to figure out how the hell to get that murderer.

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Aliases:
- Alvin the Baker: a young man who creates great pies and has a gabby mouth, but listens to anyone who needs to talk
- Berish the Tinker: a kind of idiot savant who listens well and has a shocking ability with machines
- Corvin Longbottom: a kind of arrogant but charming misfit who is stuck with low-paying jobs (when he gets around to doing them), but who acts like a genuine debutante
- Daryn ir'Frey: a haughty, exclusive singer who is known for his talent and arrogance, but still possessed of a kind (if better-than-thou) spirit
- Edward Dufrain: a yokel and drifter from Ireland who's convinced he's related to the English nobility, but has surprisingly courtly manners
- Francis Beauchamp: a young and earnest man who takes low-paying jobs, but does an incredible job at them; humble, hard-worker, and nice; loves kids
- Gregory Dame, P.I.: a known investigator and clever correspondent for the local constabulary, though mostly valued for (appearing) slightly less competent than the Fuzz, and willing to let all the glory go to them.
- Henry Talentsworth VIII, the Orator: a talented orator who is requested for his abilities to speak well and clearly, as well as his persuasive turn. Exclusive and reclusive, one must ask his agents to contact him, as he is never contacted directly himself. He often uses young Francis Beauchamp to take messages to him, as the latter has a proven track record of trustworthiness.
- Iquo of Vornlaw: a strange and accented foreigner, Iquo is a man obsessed with honor, station, and caste. Lacks understanding of many local customs, but has lots of bizarre and interesting stories from his home country "in the East" and thus is always a pleasant oddity, receiving many invitations to parties as a result. Getting near to retirement, as Iquo has been around for a while.
- Jacques Le'Grange: a "retired" (very, very early - suspiciously so) French official who, for reasons undisclosed, came to London for said retirement. It's whispered that his corruption is deep, and his connections to various crime syndicates even deeper. Who he is remains a mystery, but thugs, gangs, and villains occasionally come to him to help them "disappear" - he has a stunningly successful track record so far, though, of course, they are occasionally seen later by former comrades, if only briefly. Disguise! :D
- Kingsley: little is known of Kingsley, save his name and his merry temperament... and his surprising knowledge of the criminal underground. Kind, patient, willing to listen unjudgementally, Kingsley is the friend to all who lack friends, regardless of their current legal status. Privacy guaranteed.
- Limey Longears: a surprisingly loquacious individual with propensity to listen to all sorts of things and know exactly what he shouldn't. He's called "Longears" because of his knowledge of things he should know (having overheard all sorts of juicy tidbits), and because of his long, dangling earrings.
- Many McFly: a common laborer who rarely talks, always does what he's told (no matter what), and works hard. He listens, and sometimes grunts, rarely speaking a word.
- Norman Smith: a totally normal guy. Like, you could meet him anywhere, really.
- Ortiz Miguel: a weird Spaniard who seems alternately down on his luck or flooded with wealth, depending on the month, week, and even day of the week. Odd but mostly pleasant, he is a definite foreigner, and not one people are really interested in getting to know.

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Male "Human" (peri-blooded aasimar) Investigator-Bard 5
NG/N Medium Outsider (Humanoid [Human], Native)
Init: +2; Senses darkvision 60 ft., Perception +12 (passive +5?)

Defense
AC 17, touch 12, flat-footed 15 (+5 armor, +0 shield, +2 Dex)
hp 39 (5d8+10) 37
Fort +3 Ref +6 Will +7; +4 v. magical traps, language-dependent effects, and symbols, glyphs, and magical writings of any kind
CMD 17

Offense
Speed 30 ft.
Melee illusory weapon +5 (varies, see below; Will DC 15 for 3/20), dagger +5 (1d4+2, 19-20/x2, P or S)
- melee shadow weapons: (1d6+2, 18-20, P; or 1d8+2, 20, B and P; or 1d6+2, 20, S; or 1d6+2, x2, B [if non-lethal]) -
Ranged hand crossbow +5 (1d4, 19-20/x2, range 30 ft. P), dagger +5 [x3] (1d4+1, 19-20/x2, range 10 ft., P or S)
Spells Known (CL 5th; concentration +9)
- 2nd (3/day)--gallant inspiration, investigative mind, suggestion (DC 16), spell (DC )
- 1st (5/day)--charm person (DC 15), heightened awareness (DC 15), hypnotism (DC 15), innocence (DC 15), vanish (DC 15), vocal alteration (DC 15)
- 0 (any)--detect magic, lullaby (DC 14), mage hand, mending, open/close, prestidigitation, read magic, spark (DC 14), unwitting ally (DC 14)
*Recommended: put the URL to the SRD for the spell for quick reference.*
*For another option, see Qat's profile*
*If you have other spellcaster spells besides bard, add a section for those spells. See SRD for examples.*

Statistics
Str 14 Dex 15 Con 15 Int 19 Wis 15 Cha 17
Base Atk +3; CMB +5; CMD 17
Feats (1) Skill Focus (linguistics) (3) Craft Wondrous Items (5) Orator; (b) Combat Expertise, (b) Power Attack, (b1) Spellsong (1/2), (b3) Spellsong (2/2)
Traits Trait [brief description], again
Skills Disable Device +12; Disguise +11; Knowledge (local) +14+1d6, (all others) +6+1d6; Linguistics +17+1d6 {replaces bluff (deception), diplomacy (persuasion), intimidate (persuasion)}; Perception +12, Passive 5; Perform (oratory) +12 {+14 when sensing motive}/{Versatile Performance (oratory): diplomacy, sense motive; +2 more when sensing motive}; Perform (sing) +11; Sleight of Hand +10; Spellcraft +12+1d6; Stealth +10; Use Device +12
Languages Common, fourteen others
SQ a quiet word (2/day), bardic knowledge, bardic performance (15 rnds/day) (standard action) [countersong, distraction, fascinate, inspire competence +2, naturalist +2], canptrips, ceaseless observation, deeds [daring, opportunistic evasion, sleuth's initiative, make it count, run like hell, second chance], inspiration (mastermind's), investigator talents (inspired alertness, quick study), jack of all trades (keen recollection), lore master (1/day), magic lore, sleuth's luck, studied combat, studied strike +1d6, versatile performance
Gear dagger, hand crossbow, piecemeal armor, pendant of everwatch, bracelet of the hidden, sleeves of many garments
Other Gear clothes (explorer's outfit); swarmsuit; masterwork backpack, waterproof bag (2) 3,264 gold

Background:
Panting, the young man collapsed into the street.

- Fear. Pain. Terror. -

He looked around wildly, frightened - no, terrified.

But... terrified of what? he thinks.

There were terrible things, awful things, out there in the dark. His eyes clearly penetrated the gloom, but only functioned so far.

Where... where am I?, he wandered, in panic.

Exhaustion, but not sleepiness. Terror, but unfocused and unnamed. Confusion, but clarity of thought. Aching, but not hungry.

Who... who am I?, he thought, even as a new terror began creeping into this thoughts.

It was gone. All of it. His past, his history, his life. It vanished, like so much vapor in a foggy night. His clothes were rags, and his memory wasn't even that: it was gone entirely.

He began running again. And he didn't stop until dawn.

Around five decades ago
The old man, Gary, bestowed another "cup o' kindness" upon him. Gary wasn't that old, really... but he looked much older.

Gary'd claimed to be "nearly thirty" when he'd found the ragged, confused, eternally-lost young man. Now he could easily pass for sixty. What a difference a decade of hard living in the slums had made on him... a difference that didn't even seem to touch his so-called "ward."

The young man stared at Gary, wondering what it meant. Who he was. Gary'd never asked for his name, which was good, because, he couldn't have come up with one at the time, if his life depended on it. Occasionally, as it happened, others would. He'd respond as he'd been taught by Gary: "No one." It became a kind of pseudo-name for him among some of those that squatted close by. "Noone" they called him. It would do, he supposed.

Gary, of course, had a pet name for him, when others asked. "Oh, that's my lost son!" he'd call. It was a joke, and meant to make the others laugh. Gary, of course, laughed too. But the young man knew he only laughed on the outside. On the inside, Gary was always extremely sad. But Gary never explained the joke, and "no one" wasn't really anyone to ask, now, was he? As Gary explained: some people ended up in the slums by chance, some by birth, some by fate, and some few by purpose. No one really knew who was there and why, and it was better that way: don't go poking into pasts you'd rather not know about, as the saying goes.

Despite the mystery, Gary had always been there for him. Had been the one constant - the one "rock" that he'd counted on. It was comforting, really.

"Hey. Hey, my Lost Son." Gary said. The young man scooted closer. Gary was clearly feeling introspective tonight. "Hey. Hey. I'm... I'm not much've a f'ther..." he started.

"That's 'nough o' tha'" the young man cut him off. Gary was clearly drunk. It was a cold night, after all. Most people had to do what they could to keep warm, though it never bothered the young boy.

"Hey. No's'not." Gary broke in. "Not th's t'me." he says. "G'tta... gotta t'll y'... 'M... I'm na- not much've... not much of a father..." he started. Huh. He was making an effort to enunciate. The young man wondered what was the big deal. This wasn't a particularly special thing, as far as he knew. Just a normal winter night.

Gary closed his eyes. "B't... b't... but I wan'd... wanted t'- to say... I... I l've... I love you, boy. Th-th'nks... thanks... f'r... f'r bein'... my boy."

What? What was this? Gary opened his eyes, and chuckled at the young man's obvious confusion.

"Y'... you replaced... my dead son for me. Y'r an angel. A God-blessed angel. Y'... y'... you saved me. Fr'm- from myself. An' my own despair. Thank you. N'... now... go... live... make friends... have a... good... life. S'rry... sorry t'-to keep you... so-so-so... so long..." Gary said it smiling. Crying, too for some reason. He leaned back, closed his eyes, and fell asleep. So the young man cuddled him to help keep him warm and did so as well.

It wasn't until the next day that he realized that Gary'd passed away sometime very shortly thereafter. It would be the first death of someone close to him.

Around two decades ago
He watched the burial, grieving, but not as much as he really should. Another friend dead. It was... becoming normal.

He listened for quiet in his own mind... but didn't find it. Even in this time, his fears began kicking up, haunting him. He hadn't had a dream in almost fifteen years. They were terrifying. He'd never quite understood what people meant by "good dreams" - he'd never experienced such things himself.

Gremlin - not his birth name, but that meant little - was no one important - not really, at least, not according to the normal standards of the city. He died from a fever. A common fever. That he got after being viciously stabbed for all five coppers he had to his name.

The young-looking man's eyes narrowed with cold fury. No one would ever look for Gremlin's killer. Gremlin was too "unimportant" and, a much worse sin, too poor. No one stood for justice for these people.

No more. He'd made his contacts: as "Aaron" and "Jacques", he'd made quite a few underground contacts, in fact. He could talk to a few of his darker ones to learn what he needed. Justice would be done. And perhaps, if he convinced people the 'Coppers were heroes, the 'Yard might actually become so.

Over a decade ago
"Iquo" smiled to himself. Ah, so the thief reveals himself at last. he thinks. "Oh, yes, sir, very much so for to the funnies!" he forced a laugh - it was obvious that it wasn't sincere, but it looked like the falseness came from a lack of understanding instead of bile toward the story-teller.

"Iquo" was a new alias - an oddly-accented "foreigner" with a weird stories and plenty of reasons to be invited to parties as a result.

The human stain he was currently laughing with was none other than "Master" Terigold Ryebank. Cretin. Thief. He'd been a thorn in the side of the poor for years, giving them seemingly "good" loan rates, but hiding the truth in the sub-clauses. Most people didn't care - after all, if it's only poor people, they're not important - but what most people thought didn't matter. He needed to help.

Ryebank was arrogant, stupid, and, like most such greedy fools, impatient. All that needed to happen was a little patience to wait until he made a stupid mistake and crossed someone he shouldn't have.

While Ryebank had tried to pin it on some poverty-stricken schlub, the poor man's innocence was proven by "Logan, Independent Detective" earlier this afternoon (though Ryebank, naturally, was unaware of this), and now, under the laughing, sycophantic behavior of "Iquo", the weak-willed Ryebank had slowly become ever-more-intoxicated, until coaxed to share his own "funny stories"... and specifically a very funny story that just implicated him in the robbery of a very wealthy merchant.

As the shock rippled through the nearby party-goers, the hostess took the hand of the foreign "Iquo" trying to explain, "Oh, no, no, dear, it's not funny at all. That's a serious crime!"

As "Iquo", of course, he pretended to have a language barrier and thus be slow to understand. "Oh! Oh, my!" he said, pretending to catch on, at last, "Oh, that is bad!" he says. He gives his best hurt and confused look at Ryebank, who was sputtering failed excuses.

The law quickly came and dragged the terrified man away. His poverty stricken victims could rest easy, as the robbery - and subsequent fraud - means that all of his contracts will be under review, and thus, legally, all of his victims will be compensated.

Such a simple trick - getting an idiotic fool to drunkenly confess a crime at little too loudly - and so very effective at making the world a better place.

He had to do that, you see. If he didn't... if he didn't... than who was he?


Appearance:
Most commonly, he looks unobtrusive, unknown, and uninteresting. Generally with brown hair and brown eyes, plus a flare for whatever happens to be going on around him.

His true appearance is quite different, however: the glint of burning gold and purple create his irises; his hair has an almost preternatural hue of auburn. His skin pale, almost to the point of being an albino.


Class Abilities:

- A Quiet Word (Ex): (2/day) A mastermind's reputation precedes him. At 1st level, once per day a mastermind can spend 10 minutes preparing an ally to make a single Diplomacy or Intimidate check (mastermind's choice when preparing the ally) within the next 24-hour period at the mastermind's behest. This skill check uses the mastermind's skill ranks instead of the ally's. The mastermind's affected ally still uses its own ability bonus for the check. Furthermore, when a mastermind uses this ability, he can expend one use of inspiration to give the ally use of the inspiration die when making the check. At 3rd level, a mastermind can use this ability an additional time each day, and the number of times he can use this ability per day increases by 1 for every third level thereafter. Multiple uses of this ability on the same ally grant that ally the benefit on additional Diplomacy or Intimidate checks.

- Bardic Knowledge (Ex) A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

- Bardic Performance (standard action): A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
- - Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
- - Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
- - Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a 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 against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
- - Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.
- - Lamentable Belaborment (Ex): An archivist can bewilder a creature already fascinated by his performance. Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). The target must make a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier). Success renders the target immune to this power for 24 hours, but failure leaves the target either dazed or confused (archivist’s choice) for as long as the performance continues. If the target takes damage, this effect ends immediately. This mind-affecting ability relies on audible components.
- - Naturalist (Ex): An archivist who has identified a creature with a Knowledge check appropriate to its type can use performance to share strategies for defeating it with allies in combat. The archivist and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against exceptional*, supernatural, and spell-like abilities used by creatures of that specific kind of monster (e.g., frost giants, not all giants or all humanoids). This bonus increases by +1 at 5th level and every six levels thereafter. This language-dependent ability requires visual and audible components.

- Canptrips: Bard's learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.

- Ceaseless Observation (Ex): An empiricist's ability to notice the minutiae of almost everything that happens around him allows him to make shrewd and insightful calculations about people and even inanimate objects. At 2nd level, an empiricist uses his Intelligence modifier instead of the skill's typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information.

- Deeds: Sleuths spend luck points to accomplish deeds. Most deeds grant a sleuth some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as a sleuth has at least 1 luck point.
- - Daring (Ex): At 1st level, a sleuth can spend 1 luck point when he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll d6 and add the result to the check. He can choose to add this die after he rolls. If the d6 roll is a natural 6, he rolls another d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Intelligence modifier (minimum 1).
- - Opportunistic Evasion (Ex): At 1st level, when a sleuth succeeds at a Reflex saving throw against an effect that still deals damage on a successful save, he can spend 1 luck point as an immediate action to instead take no damage for that effect.
- - Sleuth's Initiative (Ex): At 1st level, as long as the sleuth has at least 1 luck point, he gains a +2 bonus on initiative checks. Furthermore, if he has the Quick Draw feat, his hands are free and unrestrained, and the weapon is not hidden, he can draw a single light or one-handed melee weapon as part of the initiative check. (Unlike with swashbuckler deeds, this does not have to be a piercing weapon.)
- - Make It Count (Ex): When a sleuth uses inspired strike, he can spend 1 luck point to apply an investigator talent that he doesn't already know and which affects inspired strike to his inspired strike. He must be able to fulfill that talent's prerequisites.
- - Run Like Hell (Ex): A sleuth can spend 1 luck point to gain a +20-foot bonus to his speed for 1 minute. Furthermore, while under the effect of this bonus, if he moves more than his normal speed in a round, he gains a +4 bonus to AC until the start of his next turn.
- - Second Chance (Ex): When a sleuth rolls an inspiration die or uses daring deed, he can spend 1 luck point to reroll either the inspiration or the daring deed die. If he rolls a 6 or higher on this reroll, he does not regain a luck point, and no matter what he rolls on either roll, he must keep the reroll result, even if it is lower.

- Inspiration (mastermind's) (Ex): 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 Diplomacy, Intimidate, 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.
* There is some debate about what a Mastermind's abilities count as, with some arguing that all skill checks are permitted. I've chosen a less permissive (though not least permissive) of basic interpretations, due to word choice. Original Wording, found here: "A mastermind can use inspiration on any Diplomacy, Intimidate, Knowledge, or skill checks without spending a use of inspiration."

- Investigator Talents (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.
- - Inspired Alertness (Ex): Whenever the investigator becomes flat-footed, he can expend one use of inspiration to ignore that condition. He must be conscious to do so, and must decide to do so when he becomes flat-footed. Using this ability doesn't require an action.
- - Quick Study (Ex): An investigator can use his studied combat ability as swift action instead of a standard action.

- Jack of all Trades (Ex): An archivist can use any skill, even if the skill normally requires him to be trained. At 11th level, he considers all skills to be class skills, and at 17th level he can take 10 on any skill check, even if it is not normally allowed. Folded Keen Recollection into this, as it does nothing that this does not already do.

- Lore Master (Ex): An archivist becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. An archivist may take 20 on Knowledge checks once per day, plus once per six levels beyond 2nd.

- Magic Lore (Ex): An archivist gains a bonus on Spellcraft checks to identify magic items or decipher scrolls equal to half his bard level and may take 10 on such checks. An archivist can use Disable Device to disarm magical traps as per a rogue’s trapfinding ability and gains a +4 bonus on saves against magical traps, language-dependent effects, and symbols, glyphs, and magical writings of any kind.

- Sleuth's Luck (Ex): A sleuth gains a fluctuating pool of luck, measuring her ability to get out of scrapes. At the start of each day, a sleuth has a number of luck points equal to her Charisma modifier (minimum 1). Her luck goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats, magic items, and spells that grant either grit or panache points can also grant a sleuth luck points equal to the amount of grit or panache they grant. A sleuth spends luck to accomplish deeds (see below), and regains luck in the following ways.
- - Rolling a Natural 20 on a Knowledge or Sense Motive Check: While on an investigation, a sleuth regains luck by uncovering secrets. Rolling a natural 20 on these skill checks while actively investigating causes the sleuth to regain 1 luck point. Such skill checks made for more mundane reasons (such as normal research or using Sense Motive to gain information during normal bargaining or while gambling) do not regain luck for the sleuth. Determining which skill checks qualify is up to the GM.
- - Rolling a 6 or Higher on an Inspiration Roll: When a sleuth rolls an inspiration die while on an investigation and the die comes up a 6 or higher, she regains 1 luck point. (If she rolls multiple inspiration dice at a time, she regains 1 luck point if the total is 6 or higher.) Like regaining luck via a natural 20 on a qualifying skill check, inspiration checks made for more mundane reasons don't qualify for regaining luck. The GM is the final arbitrator for what rolls qualify.
- - It's possible for a investigator to regain 2 luck points on the same Skill check, if both the qualifying skill check is a natural 20 and any inspiration roll made is a 6 or higher.

- Studied Combat (Ex): 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) 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.

- Versatile Performance (Ex): A bard can choose one type of Perform skill; he can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. The type of Perform Noone chose and its associated skills are: Oratory (Diplomacy, Sense Motive).


Feats:
Feats (1) Skill Focus (linguistics) (3) Craft Wondrous Items (5) Orator; (b) Combat Expertise, (b) Power Attack, (b1) Spellsong (1/2), (b3) Spellsong (2/2)

Traits:

Gear:

Pendant of Everwatch: (sustenance), (constant) crafter's fortune, cultural adaptation, (command word) shadow weapon, (1/day) keep watch
Intelligent Item: INT 12, WIS 10, CHA 10; Ego: +5
- common, one other language
- empathy; light (as a torch, on or off at will)
- special purpose: "serve and honor it's maker's interests and desires"
- other traits: secretive
Cost: 6,305

[cost: 500 (intelligent); 500 (INT 12); 1885 ( "sustenance"; 1250g*1.5 for extra ability+10 g for hiring spellcasting services); 550 g (1/day, command word keep watch; 360*1.5 for extra ability+10 g for hiring spellcasting services); 1510 (constant cultural adaptation; 1500+10 g for hiring spellcasting); 1360 (command word shadow weapon, 900*1.5 for extra ability+10 g for hiring spellcasting)]

Bracelet of the Hidden: (1/day) aura of the unremarkable, (1/3 days) magic aura
Cost: 3,160
[cost: 1890 (3rd SL, 7th CL, 1.8k command word, 1/5 for (1/day), 1/2 for limited use/day ["determine as if it had 50 charges" and "half unlimited price"]; (3*7*1.8)/(5/2) = 37.8/10 = 3.78k price; 1.89 cost), 1270 (1st SL, 7th CL, 1.8k command word; 1/15 for 1/3 days use {"1/3 per day"}) -> 840*1.5 for extra ability+10 g for hiring spellcasting {Old Isaac}]

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