Vision
* Low Light Vision
* Darkvision
* See Invisibility
Movement
* Land: 30ft
* Swim: 30ft (can breathe underwater)
Race, Traits, Stats:
Elf
* Stats: +2 Dex +2 Int -2 Con
* Overwhelming Magic: Some elves obsess over the fundamentals of magic, training for decades to add layers of potent spellwork before they ever begin practicing true spells. This builds a foundation that makes their magic increasingly difficult to resist. These elves gain Spell Focus as a bonus feat. This racial trait replaces elven magic and weapon familiarity.
* Moonkissed: Elves with this alternate racial trait gain a +1 racial bonus on saving throws. This replaces elven immunities and keen senses
* Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Traits
* Social - Student of Philosophy: You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).
* Campaign -Natural Born Sailor: You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).
Carry Capacity
* Normal:
Light 33 lbs. or less
Medium 34–66 lbs.
Heavy 67–100 lbs.
* Ant Haul:
Light 99 lbs. or less
Medium 100–198 lbs.
Heavy199–300 lbs.
Feats, Talents:
Feats VMC Wizard
EITR (Weapon Finesse, Power Attack)
Lvl 1: Spell Focus Enchantment (race), Greater Spell Focus (level)
Lvl 3: Familiar- At 3rd level, he gains a familiar, treating his character level as his effective wizard level. Alertness
Lvl 5: Weapon Focus
Lvl 7: School Power - Flexible Enhancement (Su) A master of the wood element is able to bend like bamboo when stressed and snap back into place. You gain a +1 enhancement bonus to your Dexterity, Constitution, or Wisdom ability score. This bonus increases by +1 for every five Wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two of these ability scores of your choice.
Lvl 7: School Power - Splintered Spear (Su) As a standard action, you can create a wooden shortspear appropriate to your size, which hurls itself as a ranged attack against one target within 100 feet (range penalties apply), using your Intelligence modifier as an attack bonus instead of your Strength or Dexterity modifier. The spear deals normal damage according to its size, plus your Intelligence modifier, then breaks into countless splinters; the target takes 1 point of bleed damage each round on its turn. At 6th-level and every 6 levels thereafter, the spear gains a +1 enhancement bonus and the bleed damage increases by +1. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Lvl 9: Fencing Grace
Lvl 11: Cantrip
Talents
Lvl 3: 1/2 level (5) Phrenic Points and Undercast Surge (Su): When the psychic undercasts a spell, she can spend points from her phrenic pool to increase the spell’s effective level, essentially using up a lower-level spell slot to cast a higher-level version of the spell. This costs 2 points per spell level increased. She can’t use this ability to cast a version higher than the version she knows. For instance, a psychic who knows mind thrust III but not mind thrust IV could cast mind thrust II and spend 2 points to treat it as mind thrust III, but couldn’t spend 4 points to treat it as mind thrust IV. This amplification can be linked only to spells that can be undercast.
Lvl 5: Quick Study - Use studied combat as swift action instead of move action.
Lvl 7: Amazing Inspiration - d8 instead of d6
Lvl 9: Combat Inspiration - Inspiration on attack rolls and saving throws expends one use instead of two
Lvl 11: Eidetic Recollection - Can always choose to take 10 on Knowledge checks, or expend inspiration to take 20, even when distracted or in danger
* Weapon: Rapier (20)
* Shield: Masterwork Buckler (155)
* Chest: Vest of Endure Elements (1000)
* Ring: Ring of the Sea Strider: 30ft swim speed, once per day as a swift action, as long as the wearer is in contact with liquid, he can use dimension door as the spell, but its starting and ending points must be connected by a contiguous mass of liquid. (14k)
* Ring: Ring of Sustenance (2500) [This is her family signet ring]
* Neck: Necklace of Adaptation - The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum. (9k)
* Wrist: Sleeves of Many Garments - These translucent cloth tubes easily fit over their wearer’s arms. The wearer of these sleeves can, when she slips them on, choose to transform the appearance of her current garments into any other non-magical set of clothing. These new clothes fit her perfectly and are always clean and mended unless she specifically designates otherwise. When she removes the sleeves, her clothes revert to their original form.)
* Other: Handy Haversack (2000)
* Other: Lesser Extend Rod (3000)
* Other: Masterwork Thief Tools (100)
* Gold: 3668
Spells Known
Lvl 0: Detect Magic, Prestidigitation, Mending, Light, Read Magic, Message, Grasp
Lvl 1: Vanish, Murderous Command (E), Command (E), Mage Armor, Ant Haul
Lvl 2: Hold Person (E), See Invisibility, Suggestion (E), Paranoia (E), Darkvision
Lvl 3: Fly (3 encounters, or full dungeon with rod), Dispel Magic, Haste (1 encounter), Heroism
Lvl 4: Thought Worm III (E), Freedom of Movement, Black Tentacles
24 hours: all day
1/hour level: 1 full dungeon
10 min/level: 3 encounters
1 min/level: 2 encounters
1 rd/level: 1 encounter
Extend spell bumps you up one level, as does reaching CL10. Communal bumps you down 1 level. 1 rd/level takes 2 bumps to get to 2 encounters. My cleric normally has Extended Air Walk and Extended Freedom of Movement on himself so they last all day at CL10.
24 hours
* Mage Armor (1 hr/lvl, bumped up by CL10)
* Darkvision (1 hr/lvl, bumped up by CL10)
* See Invisibility (10 min/lvl, bumped up by CL10 and lesser extend rod)
* Heroism (10 min/lvl, bumped up by CL10 and lesser extend rod)
Psychic Detective Investigator:
Spells:
* A psychic detective casts psychic spells drawn from the psychic class spell list (see page 69) and augmented by a select set of additional spells (see Psychic Detective Spells on page 120). 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 (see Table 1–3 on page 17 of the Core Rulebook).
* 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.
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 (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
* 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.
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.
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. This ability replaces poison lore, poison resistance, swift alchemy, and poison immunity.
Phrenic Dabbler (Su):
* 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. This ability replaces the investigator talent gained at 3rd level.
Investigator Talents:
* A psychic detective selects investigator talents as normal, except she cannot select the alchemist discovery investigator talent. She can select the Expanded Phrenic Pool feat as a discovery even though she doesn’t meet that feat’s prerequisites, and she can select an extra phrenic amplification once as a discovery. The following investigator talents, which can be found on pages 32–34 of the Pathfinder RPG Advanced Class Guide, complement the psychic detective archetype: confusing strike, device talent, effortless aid, hidden agendas, inspired intelligence, item lore, and unconventional inspiration. This ability alters investigator talents.
Familiar:
Isopod, Giant
This many-legged crustacean is the size of a sewer rat, its body protected by several thick shell-like plates.
Giant Isopod CR 1/8
XP 50
N Tiny vermin (aquatic)
Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
DEFENSE
AC 19, touch 11, flat-footed 19 (–1 Dex, +8 natural, +2 size)
hp 45
Fort +5, Ref +6, Will +7
Defensive Abilities curl; Immune mind-affecting effects
OFFENSE
Speed 20 ft., swim 10 ft.
Melee bite +4 (1d3–3)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 5, Dex 9, Con 14, Int 10, Wis 11, Cha 2
Base Atk +7; CMB –3; CMD 4 (can’t be tripped)
Skills Swim +5
SPECIAL ABILITIES
Curl (Ex)
As a standard action, a giant isopod can curl into a ball, increasing its natural armor bonus by +2 but preventing it from taking any move actions. Uncurling is also a standard action.
ECOLOGY
Environment any ocean
Organization solitary, pair, or scuttle (3–20)
Treasure none
Giant isopods are carnivorous scavengers that scour the ocean’s floor. They vaguely resemble the common wood louse in appearance, though they can grow to be up to 2-1/2 feet long and weigh nearly 4 pounds. Their unusual size and insectile appearance cause many humanoids to be wary of them, despite their relative harmlessness.
Familiar: Master gains a +1 natural armor bonus to AC
Abjuration School Familiar
Lesser—Energy Block (Su)
Choose an energy type: acid, cold, electricity, fire, or sonic. The familiar gains energy resistance equal to 1/2 its master’s level (minimum 1) to the chosen energy type and can share this resistance with one ally within 5 feet. As a standard action, the familiar’s master can change this energy type. The familiar is immune to magic missile as if protected by shield.
Background:
Valera was not born into power. Rather, she was born close enough to see it, and to be reminded of it daily. Her House sits just beneath the true nobility of Kyonin. It is old, respected, and undeniably influential. But it always had sat just shy of the true inner circles that shape elven policy. For generations, far longer than human reckoning, her family has cultivated prestige through scholarship and learning. Hers is a family of court wizards, arcane advisors, and the writers of magical theory.
Born into this, her childhood was treated as it truly was: an investment. Her education was immaculate, with no expense spared to provide her the finest tutors available. She was not expected to be brilliant due to any notion of self fulfillment, but rather so that she could be but another step on advancing the position of her family. Specifically, her hand was promised in marriage to the scion of another family.
Decade upon decade of expectation built up upon her shoulders, until the time came that she realized that she would break. Slowly but surely, she decided that if nothing changed, then she would fall and would dash the expectations of her House. Having come to this conclusions, she did not run off into the night. Rather, she scheduled an appointment to talk to her parents, and she laid out her proposition. That she take a leave of absence from her duties to the family, so that she might travel the world to put her education to practical use. And once this was finished, she would return, better suited to tie the knot of the arranged marriage. With such experience, she could confidently leave the sheltered confines of her family, and represent them properly at Court.
An agreement was reached, and she left. True to her word, she traveled to Absalon. What she did not inform her family was that, from there she went as far from Kyonin as was possible. Politically, culturally, philosophically. The Shackles.
Here, names mean nothing. Lineage means less. Power is immediate, tangible, and often violent. It is everything her upbringing was not, and that is precisely why she chose it. Leaving her family name behind, she chose 'Waverunner' as a new identity, and threw herself into all that the Shackles had to offer. Hunting, exploration, tomb raiding, piracy. She did all of this, and more, seeking not power or riches, for she knew that both awaited her at home. Rather, it was the experience that was intoxicating.
And the intoxication was just that. It was a dizzying high, which she knew would be tempered by the inevitability of her return. She decided to stay for roughly one human lifetime. Enough to truly experience what the Shackles had to offer. So that she might return home, older, sharper, and with strength and experienced earned.
Appearance:
As an elf, Valera is tall and long-limbed. Her movements are precise without being stiff, economical without being constrained. Her features are refined in the way that Kyonin nobility favors: high cheekbones, smooth skin, and sharp eyes that miss very little.
Her hair, once kept in the elaborate styles of court, is now worn practically. Usually it is tied back or braided to keep it clear while climbing rigging, swimming, or dueling. For in the Shackles, maintenance must give way to surviving saltwater, wind, and the necessity of some neglect. Her clothing also reflects a compromise between her upbringing and her environment. Normally, she appears to wear well-made clothing in muted tones, adapted for life at sea. In reality, she owns but a single suit of clothing, brought with her from kyonin and in the style of her station. This is never actually seen, as she wears enchanted bracers that transform the appearance of said clothing, so that she might avoid standing out in any ostentatious manner.
At her hips rests a rapier and a buckler, both completely standard as towards what might be found anywhere in the Shackles. The only item that stands out is a wand that almost resembles a pistol, the latter of which are somewhat common in the shackles. Rather than bullets and powder, it is loaded with magical script and it fires arcane force. She has named it ‘Splintered Spear.’ Finally, from her waist hangs a simple bag. Like her clothing, the bag is woven with enchantments to be larger on the inside than the outside. Often within the bag, but sometimes found crawling at her feet or on her shoulders, is the small (and somewhat unsettling) presence of her familiar. A pale, many legged isopod that clings to both her and other surfaces with a quiet persistence. It never speaks, and rarely acts. It, however, holds within it more than a spark of her magic.