DM_aka_Dudemeister
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Let's start with an easy one:
Inquisitive
There are some minds too clever for the shallow societies they were raised in. These curious minds take on a second persona, as an outlet for their need to solve the most unique conundrums in both alchemical science and in justice.
Alchemy
Inquisitives are highly trained in the creation of mundane alchemical substances and magical potion-like extracts.
When using Craft (alchemy) to create an alchemical item, an inquisitive gains a competence bonus equal to his class level on the skill check. In addition, an inquisitive can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.
Like an alchemist, an inquisitive prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the inquisitive's level as the caster level.
An inquisitive can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table: Investigator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.
When an inquisitive mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the inquisitive's possession, reactivating as soon as it returns to his keeping—an inquisitive cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an inquisitive must reprepare his extracts every day. Mixing an extract takes 1 minute of work.
Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.
An inquisitive uses the alchemist formula list to determine the extracts he can know. An inquisitive can prepare an extract of any formula he knows. To learn or use an extract, an inquisitive must have at least an Intelligence score equal to 10 + the extract's level. The saving throw DC for an inquisitive's extract is equal to 10 + the extract's level + the inquisitive's Intelligence modifier.
An inquisitive may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an inquisitive starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new inquisitive level, he gains one new formula for any level that he can create. An inquisitive can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An inquisitive can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An inquisitive can also learn formulae from another inquisitive's or an alchemist's formula book (and vice versa). An inquisitive does not need to decipher arcane writing before copying that formulae.
This replaces the 4th, 8th, 10th, 14th and 16th level vigilante talents.
Inspiration (Ex)
An inquisitive 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 inquisitive has the ability to augment skill checks and ability checks through his brilliant inspiration. The inquisitive has an inspiration pool equal to 1/2 his inquisitive level + his Intelligence modifier (minimum 1). An inquisitive'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.
This ability replaces vigilante specialization.
Investigator Talents
An Inquisitive may select from any investigator talents in addition to any general vigilante talents.
This alters vigilante talents.
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 inquisitor can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his vigilante 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 inquisitive can only have one target of studied combat at a time, and once a creature has become the target of an inquisitive's studied combat, he cannot become the target of the same inquisitive's studied combat again for 24 hours unless the inquisitive expends one use of inspiration when taking the move action to use this ability.
This ability replaces startling appearance.
DM_aka_Dudemeister
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Wildsoul
Bat: These wildsouls have the blood of bats running through their veins.
Echolocation (Ex)
At 2nd Level a Bat Wildsoul can sense their surroundings with hyper acute senses. He gains the strike the unseen talent, so long as he does not suffer from the deafened condition. Furthermore the Bat wildsoul reduces the miss chance for concealment by 1% per level.
Fangs of the Bat (Ex)
At 6th level, a bat wildsoul gains a bite attack in their vigilante identity. This is a primary natural attack that deals 1d4 damage for a medium vigilante or 1d3 if small.
Draw Blood (Ex)
At 12th level, a bat wildsoul who hits a foe with their bite attack causes the foe to take 1d4 bleed damage each turn, for a number of rounds equal to his constitution modifier. On a critical hit with their bite they gain temporary hit points equal to the damage dealt which last a number of minutes equal to their vigilante level.
Wings of the Bat (Ex)
At 18th level, a bat wildsoul grows a pair of wings while in their vigilante identity which grants him a fly speed of 40 feet (with good maneuverability).