--------------------
Statistics
--------------------
Str 10, Dex 18, Con 12, Int 16, Wis 12, Cha 12
Base Atk 4; CMB +4; CMD 18
Skills Acrobatics +10, Bluff +5, Climb +4, Craft (Alchemy) +6, Diplomacy +6, Disable Device +9, Disguise +5, Escape Artist +4, Knowledge (Arcana) +8, Knowledge +7, Knowledge (History) +7, Knowledge (Local) +7, Knowledge (Nature) +7, Knowledge (Planes) +7, Knowledge (Religion) +7, Linguistics +7, Perception +8, Profession (Merchant) +5, Sense Motive +6, Sleight of Hand +9, Spellcraft +8, Stealth +10, Survival +5
Feats Weapon Focus (Rapier), Weapon Finesse, Fencing Grace
Traits Arcane Temper, Reckless
Languages Common, Auran, Elvish, Dwarvish, Varisian, Infernal
SQ Breeze-Kissed, Inspiration (5/5), Phrenic Pool Points (2/2), Trapfinding +2, Psychic Meddler +2, Investigator Talents (Swift Study), Phrenic Amblication (Overwhelming Mind)
Combat Gear 2 Alchemist’s Fires, Tangleburn Bag, Bottled Lightning, Potion of Invisibility, Potion of Mage Armor, Potion of Barkskin, Wand of Heightened Awareness, Scroll of Comprehend Languages,
Other Gear Masterwork Backpack, Bedroll, Blanket, Belt Pouch, Flint and Steel, Ink, Ink Pen, Journal, Iron Pot, Mess Kit, 50ft of Hempen Rope, Soap, 2 Sunrods, 7 Days Trail Rations, Waterskin, Hip Flask, Mwk Thieves Tools, Travelers Any-Tool, Fishing Kit, Wayfinder, Hooded Lantern, 2 Pints of Oil, Tin Tankard w/Lid, Spring-Loaded Wrist Sheath, Explorer’s Outfit, Furs, Page of Spell Knowledge (Charm Person), Amulet of Natural Armor +1, Cloak of Resistance +1, 356gp
Special Abilities:
Psychic Spellcasting
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).
Inspiration (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 (5). 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 (Ex)
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.
Psychic Meddler(Su)
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.
Psychic Dabbler (Su)
At 3rd level, a psychic detective gains a small pool of phrenic points equal to 1/2 her psychic detective level (2), as well as one phrenic amplification (Overpowering Mind), as the psychic class feature. This does not allow the psychic detective to qualify for the Extra Amplification feat.
Keen Mind(Ex)
At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Trap Sense (Ex)
At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).
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)
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.