Dinvaya

Zalazra Qlinzra's page

44 posts. Alias of Johnny_Panic.


Full Name

Lady Zalazra Qlinzra

Race

Aasimar [Peri-Blooded (Emberkin)] [Outsider Native]

Classes/Levels

| AC 18, T 14, FF 14 | F +4*/R+7/W+5 | HP 21/21 | CMB +3, CMD 15 | Init +4 | Perception +8[+1d6] | Condition: None

Gender

Female / Kineticist-Overwhelming Soul / Investigator-Psychic Detective

Size

5'10"

Age

155

Alignment

NG

Languages

Common + Elven + Celestial + Sylvan + Infernal

Strength 14
Dexterity 18
Constitution 18
Intelligence 20
Wisdom 18
Charisma 20

About Zalazra Qlinzra

Lady Zal-azra Qlin-zra-Zal Investigator.
Moto: “Endurance Overcomes All"

Race: Aasimar [Peri-Blooded (Emberkin)]
Classes: Kineticist - overwhelming-soul L4
Investigator - Psychic Detective L4

Description
Lady Zalazra Qlinzra is a tall female Aasimar, with light golden skin, and hair. Her eyes are also golden yellow with flecks of flickering red flame. Her body is always warm of not down right hot. She moves with grace. Her clothing is simple, but useful, but carry's only a dagger as a weapon.

Personality
Lady Zalazra Qlinzra seldom uses her title, she likes just to be called Zal. She is caring and diligent, working hard to aid others in need. She loves puzzles and problems. In a fight she is a blistering flame gifted.
She loves company and being around others.

Crunch:

Init +4; Senses: Dark vision 60; Perception +12
[Move 30']

STATISTICS

Str [14][+2][14]
Dex [18][+4][18]
Con [18][+4][18]
Int [20][+5][18][+2Race]
Wis [18][+4][18]
Cha [20][+5][18][+2Race]

OFFENSE
Base Atk +4;
RA +7 [+3BAB+4Dex]
MA +4 [+3BAB+1Str]
CMB +4; CMD 18

Weapons: Mellia-
Dagger TH+7 DMG1d4+1 x2 R20'
Fire Blade [TA+7] [DMG 2d6+2+5Cha+1Class][Physical+Burn *Magic]
Element(s) fire; Type simple Blade (Sp); Level —; Burn 0
Blast Type: Physical; Damage fire
You form a blade of flickering fire.

Weapons: Ranged-
Fire Blast [TA+7+1=+8] [DMG 2d6+2+5Cha+1Class]
[Physical Blast +Burn *Magic] 30'
Element(s) fire; Type simple blast (Sp); Level —; Burn 0
Blast Type: Physical; Damage fire
You unleash a gout of flickering fire to burn a single foe.

Studied Combat (Ex) [TH+2/DMG+2 5rounds]
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.

DEFENSE
AC 19, touch 14 flat-footed 15
(10 +5Armor +4Dex, +0dodge, +0natural, +0size *)
*Shield spell [+4 AC 4mins]

HP 25/25 (1d8+1Con) [8+1+2+1+6+1+5+1]

Fort [+05][+4Class+1Con]
Ref- [+08][+4Class+4Dex]
Will [+06][+4Class+2Wil]

Defensive Abilities:
Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. [Race]
A psychic detective receives a +1 bonus on saves against psychic spells and spell-like abilities. [Class]
+1 trait bonus on Will saves made against their spells and supernatural abilities. [Trait]

Touch 1 DMG Fire
Your body becomes painfully hot. Whenever a creature hits you with a natural attack or an unarmed strike, that creature takes 1 point of fire damage per 4 kineticist levels you possess (minimum 1 point of fire damage). A creature in a grapple with you takes double this amount of damage at the end of each of its turns.

Feats
Race
1:

Levels
1:Mental Paragon
[Horrifically Overpowered]
You are the peak of mental perfection for
your race.
Benefit: Your Intelligence, Wisdom, and
Charisma are a base of 18 (before racial
and level-based adjustments). If you take
this feat at first level and roll for ability
scores, you may only roll for your physical
statistics. For example, if your campaign
normally has new characters roll six times
for ability scores, rolling 4d6 and take the
best 3 each time, you are only allowed to do
this three times (using the values for your
Str, Dex, and Con). If you take this feat at 1st
level and use a point-buy for ability scores,
you get only half as many points (round up)
to buy your physical ability scores.

Weapon Fineness [+4 Dex to hit light weapons]
2:Extra Inspiration

Items
1:Blind-Fight [Item-Wayfinder]

Campaign
1:

class
1:Alertness [Familiar]

Weapon Proficiency
Kineticists- are proficient with all simple weapons and light armor, but not shields.
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.[Class]
[class]

Traits 2+2[Feat]
1:Arcane Dabbler [Regional Trait]
Your study of magic is shown by your expertise in the simplest of magical exploits.
Benefit: Select two non-harmful arcane cantrips. You can cast these two cantrips once per day each (caster level 1st).
If you have levels in a class that can cast these cantrips, your caster level for these cantrips is equal to that class level.
-:Create Water 1/day
-:Purify Food and Drink 1/day

2:Noble Born [‎Campaign Traits >AP 31-36 King]
You gain a +2 trait bonus on all Diplomacy checks made to deal with fey creatures and a +1 trait bonus on Will saves made against their spells and supernatural abilities. Your family motto is “Endurance Overcomes All."

Drawbacks
1:

Skills:

Skill Ranks per Level: 4x[6+5int+1FC] = [+48][48Used][--left]

+08 Acrobatics*(+4dex, +1rank +3class)<
+09 Appraise(+5int, 1rank +3class)<
+12 Bluff(+5cha, +4rank +3class)<
+00 Climb*(+0str, 0rank +0class)
+05 Craft(All)(+5int, +0rank +0class)
+15 Diplomacy(+5cha, +4rank +3class+3familiar)[+1d6]<
+14 Disable Device (+5int, +2rank +3class+2class*+2Item)<
+10 Disguise(+5cha, 2rank +3class)<
+08 Escape Artist(+4dex, 1rank +3class)<
+06 Heal (+2wis +1rank +3class)[+1d6]<
+10 Intimidate(+5cha, +4rank +3class)<
+12 Perception(+2wis, 4rank +3class+2familiar+1item)[+1d6]<[+2 V traps*]
+04 Ride (+4Dex 0ranks)
+06 Profession (Investigator) (+2wis, +1rank +3class)[+1d6]<
+05 Perform (ALL) (+5Cha +0Rank +0Class)
+10 Sense Motive(+2wis, +3rank +3class +2familiar)[+1d6]<
+08 Sleight of Hand(+4dex, +1rank +3class)<
+11 Spellcraft(+5int, 1rank +3class+2Class)[+1d6]<
+10 Stealth(+4dex, +3rank +3class)<
+04 Survival(+2Wis 0rank +2Item)
+01 Swim (+1Str +0rank +0Class)
+10 Use Magic Device(+5cha, +2rank +3class)<

^Knowledge (Arcana)(Int)____+10{+2rank,+5Int +3class} [+1d6]
^Knowledge (Dungeoneering)(Int)____+10{+2rank,+5Int +3class} [+1d6]
^Knowledge (Engineering)(Int)____+9{+1rank,+5Int +3class}[+1d6]
^Knowledge (Geography)(Int)____+9{+1rank,+5Int +3class} [+1d6]
^Knowledge (History)(Int)____+9{+1rank,+5Int +3class} [+1d6]
^Knowledge (Local)(Int)____+9{+1rank,+5Int +3class} [+1d6]
^Knowledge (Nature)(Int)____+9{+1rank,+5Int +3class} [+1d6]
^Knowledge (Nobility)(Int)____+9{+1rank,+5Int +3class} [+1d6]
^Knowledge (Planes) (Int)____+11{+1rank,+5Int +3class+2race}[+1d6]
^Knowledge (Religion) (Int)____+9{+1rank,+5Int +3class} [+1d6]

+9 Linguistics(+5int +1rank +3class)[+1d6]<
[Common+Celestial+Infernal+Ifri[Fire]+Sylvan

+09 Concentration (+5int +4CL)

Inspiration[+1d6][7/day]
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.

*Trapfinding [+2]
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.

+2 trait bonus on all Diplomacy checks made to deal with fey creatures.

Special Abilities:

Flare, Light, or Spark At will. [Class]

[trait]
-:Create Water 1/day
-:Purify Food and Drink 1/day

[Sunlight]
You gain sustenance from sunlight. Standing in direct sunlight for half an hour nourishes you as though you had just eaten a hearty meal. You still need to drink water.

Race Aasimar - Peri-Blooded (Emberkin):

Masters of fire magic, emberkin feel the dual pull of their peri forebear as well as that of a fallen angel further down their ancestry, and wrestle with their urges to do both good and evil.

Standard Racial Traits
Ability Score Racial Traits: Aasimars are insightful, confident, and personable. They gain +2 Wisdom and +2 Charisma.

Type: Aasimars are outsiders with the native subtype.

Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Aasimars have a base speed of 30 feet.

Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

Celestial Resistance:
Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Feat and Skill Racial Traits

Skilled: Aasimar have a +2 racial bonus on Knowledge (planes), Spellcraft checks.
Magical Racial Traits

Spell-Like Ability (Sp):
You gain sustenance from sunlight. Standing in direct sunlight for half an hour nourishes you as though you had just eaten a hearty meal. You still need to drink water.

Senses Racial Traits

Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Other:
Body: Unusual temperature [Hot]
Eyes: Flicking Flames inside

kineticist (Overwhelming Soul) L4:

kineticist -Overwhelming Soul

Alignment: Any.
Hit Die: d8.
Starting Wealth: 1d6 × 10 gp (average 35 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

BAB+2
Saves +4/+4/+1

Burn, elemental focus, gather power, infusion[1], kinetic blast
Elemental defense, Elemental defense, utility wild talent,
Elemental overflow +1, infusion[2]

Class Skills
The kineticist's class skills are Acrobatics (Dex), Craft (Int), Heal (Wis), Intimidate (Cha), Perception (Wis), Profession (Wis), Stealth (Dex), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier

Class Features
The following are the class features of the kineticist.

Weapon and Armor Proficiency
Kineticists are proficient with all simple weapons and light armor, but not shields.

Elemental Focus (Su) Fire (pyrokineticists.)
At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills.

Fire
Kineticists who focus on the element of fire are called pyrokineticists. Pyrokineticists wield elemental fire as a potent weapon, and they possess a powerful offense.

Class Skills:
A pyrokineticist adds Escape Artist and Knowledge (nature) to her list of class skills.

Mind Over Matter (Ex)
An overwhelming soul uses her Charisma modifier instead of her Constitution modifier to determine her damage with wild talents, the DCs of Constitution based wild talents, the duration of wild talents with a Constitution-based duration, her bonus on concentration checks for wild talents, and the other Constitution based effects of all her wild talents. She adds Bluff and Diplomacy to her list of kineticist class skills.
This ability alters the kineticist's class skills and the key ability score of wild talents.

Wild Talents x2
A kineticist can use wild talents—magical abilities similar to spells but drawn from the kineticist's innate psychic talent and usable at will. Wild talents are typically spell-like abilities (though some are supernatural abilities), and take a standard action to use unless otherwise noted. A wild talent always has the elemental descriptor or descriptors (aether, air, earth, fire, or water) matching its element entry. A wild talent that can be used with any of several elements gains the appropriate elemental descriptor when used with an element. For example, the wall wild talent gains the earth descriptor when used by a geokineticist. Every wild talent has an effective spell level. A kineticist can always select 1st-level wild talents, but she can select a wild talent of a higher level only if her kineticist level is at least double the wild talent's effective spell level.
Kinetic blast and defense wild talents are always considered to have an effective spell level equal to 1/2 the kineticist's class level (to a maximum effective spell level of 9th at kineticist level 18th). Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 10 + the wild talent's effective spell level + the kineticist's Charisma modifier.
The kineticist uses her Charisma modifier on all concentration checks for wild talents. In addition to the wild talents she gains from her other class features, at 2nd level and every 2 levels thereafter, a kineticist selects a new utility wild talent from the list of options available to her.
A kineticist can select only universal wild talents or those that match her element (see Elemental Focus above). At 6th, 10th, and 16th levels, a kineticist can replace one of her utility wild talents with another wild talent of the same level or lower. She can't replace a wild talent that she used to qualify for another of her wild talents.

1:Basic Pyrokinesis
Element(s) fire; Type utility (Sp); Level 1; Burn 0
You can use your inner flame to reproduce the effects of a flare, light, or spark cantrip, except that the light you create with light produces heat like a normal flame; using any of the three abilities ends any previous light effect from this wild talent.

2:Elemental Whispers
Element(s) universal; Type utility (Su); Level 1; Burn 0
You form a friendship with a fragment of your element. The element speaks back to you empathically, like a familiar. Pick a type of creature usually allowed as a familiar when you gain this wild talent. You gain the Alertness feat and the special abilities granted by a familiar of that type. As a standard action, you can give the voice of the element the body of such a creature, using elemental matter of the appropriate element within 30 feet. As long as you concentrate, the familiar can take actions as a normal animal of its type, and it can move any distance away from you, though if it takes any damage or you cease concentrating, it returns to your mind. You lose Alertness while the familiar is manifested in this way. The familiar gains abilities as usual for a familiar of its type, though it never gains the ability to speak with animals of its kind.
Thrush* / Master gains a +3 bonus on Diplomacy checks + Can talk

Kinetic Blast (Sp)
At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element. As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn't have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion), and she can't use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.

Simple Blasts
A kineticist gains a simple blast from her primary element at 1st level—some elements offer more than one option. When a kineticist gains a new element via the expanded element class feature, she gains a simple blast from that element as well. Each simple blast is either a physical blast or an energy blast. Physical blasts are ranged attacks that deal an amount of damage equal to 1d6+1 + the kineticist's Charisma modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st. Spell resistance doesn't apply against physical blasts. Energy blasts are ranged touch attacks that deal an amount of damage equal to 1d6 + 1/2 the kineticist's Charisma modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st.

Fire Blast [TA+1] [DMG 2d6+2+5+1][Physical blast] 30'
Element(s) fire; Type simple blast (Sp); Level —; Burn 0
Blast Type: Physical; Damage fire
You unleash a gout of flickering fire to burn a single foe.

Gather Power (Su) -2 Burn
If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.

Infusion (Su) x2
At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion. Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast's normal effects. The burn cost listed in each infusion's Burn entry is added to the burn cost of the kinetic blast the infusion modifies. The DC for a save against an infusion is based on the associated kinetic blast's effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist's Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion's effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist's form and substance infusions both alter the kinetic blast's damage, apply the substance infusion's alteration first. At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can't replace an infusion that she used to qualify for another of her wild talents.

1:Burning Infusion
Element(s) fire; Type substance infusion; Level 1; Burn 1
Associated Blasts blue flame, fire, magma, plasma
Saving Throw Reflex negates
Your kinetic blast ignites your foes. Whenever an infused blast hits a foe and penetrates its spell resistance, that foe catches on fire, regardless of whether it takes damage. A foe that catches fire takes 1d6 points of fire damage each round until the fire is extinguished. Against a creature on fire from this infusion, any fire kinetic blasts gain a +2 bonus on attack rolls, to DCs, and on caster level checks to overcome spell resistance.

2:Kinetic Blade
Element(s) universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none
You form a weapon using your kinetic abilities. You create a nonreach, light or one-handed weapon in your hand formed of pure energy or elemental matter. (If you’re a telekineticist, you instead transfer the power of your kinetic blast to any object held in one hand.) The kinetic blade’s shape is purely cosmetic and doesn’t affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features. The object held by a telekineticist for this form infusion doesn’t prevent her from using gather power.
You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it’s part of another action (and isn’t an action itself), using this wild talent doesn’t provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast’s damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. Even if a telekineticist uses this power on a magic weapon or another unusual object, the attack doesn’t use any of the magic weapon’s bonuses or effects and simply deals the telekineticist’s blast damage. The kinetic blade doesn’t add the damage bonus from elemental overflow.

Elemental Defense (Su) [1 fire DMG]
At 2nd level, a kineticist gains her element's defense wild talent.
1: Element(s) fire;
Type defense (Su); Level —; Burn 0
Your body becomes painfully hot. Whenever a creature hits you with a natural attack or an unarmed strike, that creature takes 1 point of fire damage per 4 kineticist levels you possess (minimum 1 point of fire damage). A creature in a grapple with you takes double this amount of damage at the end of each of its turns.
Weapons that strike you also take this damage, though the damage is unlikely to penetrate the weapon’s hardness. By accepting 1 point of burn, you can increase this damage by 1 point per 4 kineticist levels you possess until the next time your burn is removed. You can increase the damage in this way up to seven times.
You can dismiss or restore this effect as an immediate action.

Overwhelming Power (Ex) +1TH +1DMG
At 3rd level, an overwhelming soul gains a +1 bonus on attack rolls and damage rolls with her kinetic blasts. The damage bonus doesn't apply to kinetic blade, kinetic whip, or other infusions that don't apply the damage bonus from elemental overflow. This bonus increases by 1 at 6th level and every 3 levels thereafter.
This ability replaces elemental overflow.

Mental Prowess (Su) [-1 Burn 1/Day]
An overwhelming soul's mind is strong enough to protect her body from the stress of channeling the elements. However, in exchange, she is unable to push her limits quite as far as other kineticists. She can't choose to accept burn, though she can use wild talents with a burn cost if she can reduce that cost to 0 points with abilities such as gather power and infusion specialization. If she would be forced to accept burn against her will (for example, if she fails a concentration check), instead of taking burn she takes 1 temporary negative level, which never kills her and can't be removed with restoration or greater restoration, but which disappears automatically after 24 hours. At 6th level, once per day, she can reduce the total burn cost of any wild talent by 1. She can use this ability an additional time per day at 10th level and every 4 levels thereafter.
This ability alters burn and replaces internal buffer.

Class Investigator - Psychic Detective L4:

Investigator - Psychic Detective [L3]

BAB+3
Saves +F1/R+4/W+4
Alignment: Any.
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
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).

Weapons
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.

Spell 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)] [7/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 [+2]
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) [+1]
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/day phrenic points]
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.
Biokinetic Healing (Su): [fire] [+8 HP back per 1 phrenic point]
When the psychic casts a linked spell from the transmutation school, she can spend 1 point from her phrenic pool to regain 2 hit points per level of the linked spell.

Investigator Talents 1[-1class]+1[feat]
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.
This ability alters investigator talents.

Expanded Inspiration (Ex) [From Feat]
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.

Studied Combat (Ex) [TH+2/DMG+2 5rounds]
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.

Spells
0Level spells DC15 [unlinied]
1:Read Magic
2:Telekinetic Projectile
3:Detect Psychic Significance
4:Prestidigitation
5:Detect Magic
6:Mend

1level spells [DC16] [3 Known] [2+2/day]
1:shield [+4AC force / 4mins]
2:Disguise Self [4 mins]
3:Detect Thoughts [4 mins]
4:vanish [4 rounds]

1level spells [DC17] [2 Known] [1+2/day]
1:hypercognition
2:object-reading

Equipment:

Starting cash 130+6000gp+100gp [6230gp]

Clothing
Explorer outfit 10gp 8lb

Weapons:
Dagger 1lb 2gp on belt.

Armor:
Mithral Shirt +1 10lb 2100gp

Belt: -
Body: -
Chest:-
Eyes: -
Feet: -
Hands: -
Head: -
Headband:-
Neck: -
Shoulders: -
Wrists: -
Ring L: -
Ring R: -

None slotted Items
Belt-handy-haversack 5lb 2000gp
Note this handy-haversack has been split into 6 pouches in place of the 2 small and 1 large of a base handy-haversack, this means each pouch can only take 2 cubic feet in volume or 20 pounds in weight. This is made into a belt.
Pouch 1:
Whistle, signal 8sp --lb
Note book and pen.
Wand of CLW 50/50 [750gp]
MW lock pick Tool kit [200gp]
Privet papers --lb --gp
Pouch 2:
Spell components
Pouch 3:
Pouch 4:
Clothing 100gp
Pouch 5:
Bedroll 10lb 20gp
Pouch 6:
Tent small 20lb 100gp

Silver Wayfinder [500gp 1lb]
Slotted-(Ioun Stones)
1:incandescent-blue-sphere-ioun-stone Cracked price: 200gp
Blind-Fight Feat +1 competence bonus on one Wisdom-based skill

-=Carrying Capacity=- .
Light 0-36 lb. Medium 27–53 lbs Heavy 54–80 lbs
-=Current Load Carried=- 26lb [light]
Starting cash
-=Money=- 0 GP 0 SP 0 CP

10 mins backstory:

Five things about her background
1. Lady Zal-azra Qlin-zra was born into an old noble elf clan whose garden farming lands are expansive. A younger child hers was to be a life of a well to do marriage to a lesser lord. Her elder brother and sister taking the Clan name rights, but form an early age it was know she had the touch of a higher plan. She was kind, caring and had a way with fire. Her skin was copper gold and that set her apart.
2. Also as child it became clear she was a gifted thinker, her mind running well ahead of her teachers and tutors. By 20 she had read every books in the high tops. One teacher she respected was a blind Elf called Milrank, old and well traveled. He told her off far off lands and cultures. He also showed her how to craft a mind Palace in which to hold facts and information. To this day she used this skill to remember things.
3. Magic and the use of fire came as second nature to her. Milrank said it was in her blood. So she worked hard to master what skills and gifts she had.
4. When she was of age to be married, by clan law she could set a challenge for any suitor. She did and it was just to beat her at Elf chess. To this date non have, so she is under Clan law unwed.
5. She will always see to thing her way to victory, out smarting and thinking others. Often with a joke. She has no faith in gods seeing them as just more powerful beings just like herself.

Two Goals
1. To learn as much as she can, she loves knowledge and problems.
2. To help the weak and poor, to do good in the world.

Two Secrets [One known/one unknown]
1. She once uncovered a plot to kill her Brother, the now head of the clan. She switched whine with the poisoned to the plotters and her brother drank it. It was they that died, she then spent 3 mouths finding the plotters one by one an bringing them to book. Her brother knows nothing of this, but her sister dose.
2. It was her sister at the heart of the plot, but she dropped it and dropped the others in it. She did this once she found out what Zal was doing.

Three People [2 friends 1 enemy]
1. Lord Kilvon Lankily, A human noble she likes who she did some investigating for.
2. Black Heart Reena, I female elf gang boss, who hired Zal once. They like each other and have sent some time in each others company.
3. The Orc smuggler "Offolrog", Zal uncovered his undergraund smuggling root and passed the information on. Offolrog has said he will kill Zal should he ever get his big green 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 harbor, 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 gave way and he fell into a hold full of fish.

3. A night on the town with Black Heart Reena, getting drunk and into a bar fight. Hiring a bard and singing rude songs all night.

notes: