SAVINA HETERODYNUS CR 2

XP 600

Female human (taldan) investigator [Psychic Detective] 3

LN Medium humanoid (human)

Init +3; Senses Perception +6

DEFENSE

AC 19, touch 14, flat-footed 16 (+5 armor, +1 deflection, +3 Dex)

hp 21 (3d8+3)
Fort +1, Ref +6, Will +3, +1 Reflex to avoid traps

Defensive Abilities trap sense +1;

OFFENSE
Speed 30 ft.
Melee +1 rapier +7  (1d6+4/18-20)
Ranged acid (flask) +5  (1d6)
Melee mace (light) +5  (1d6)
Ranged masterwork crossbow, hand +6  (1d4/19-20)

Space 5 ft.; Reach 5 ft.

Wayfinder Spell-Like Abilities: light (at will)
Known Psychic Spells (CL 3th, concentration +7):

1st (4/day)—mind thrust I (DC 15), heightened awareness, detect thoughts (DC 15), true skill

0 (at will)—detect magic, detect poison, mage hand, read magic, prestidigitation, sift

STATISTICS
Str 10, Dex 16, Con 10, Int 18, Wis 10, Cha 10
Base Atk +2; CMB +2; CMD 16

Feats Fencing Grace, Weapon Finesse, Weapon Focus (Rapier)

Skills Bluff +5 , Craft (Alchemy) +8 , Diplomacy +6 , Disable Device +10 , Disguise +4 , Heal +4 , Knowledge (Arcana) +8 , Knowledge (Dungeoneering) +8 , Knowledge (Engineering) +8 , Knowledge (Geography) +8 , Knowledge (History) +8 , Knowledge (Local) +8 , Knowledge (Nature) +8 , Knowledge (Nobility) +9 , Knowledge (Planes) +8 , Knowledge (Religion) +8 , Linguistics(Ancient Osiriani, Azlanti) +9 , Perception +6 , Perception (Trapfinding) +7 , Sense Motive +6 , Spellcraft +10

Languages Ancient Osiriani, Azlanti, Common, Elven, Kelish, Osiriani, Vudrani

SQ bonus feat, class skills, expanded inspiration, inspiration, investigator talents, keen recollection, phrenic dabbler, psychic detective spells, psychic meddler, skilled, spells, trapfinding, weapon and armor proficiency

Combat Gear potion of cure light wounds, acid (flask), scroll (remove fear), scroll (comprehend languages); Other Gear +1 mithral shirt, +1 rapier, acid (flask), mace (light), masterwork crossbow, hand, ring of protection +1, wayfinder, wand of cure light wounds, explorer's outfit, belt pouch, backpack, masterwork, thieves' tools (masterwork), scroll case, bolts, crossbow (10), jewelry, courtier's outfit

SPECIAL ABILITIES

Class Skills The psychic detective does not receive Acrobatics, Climb, or Perform as class skills. This alters the investigator's class skills.

Clever Wordplay (Bluff) Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.

Confirmed Field Agent Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).

Current Prestige Points (7x) The character has 7 current prestige points.

Expanded Inspiration (Ex) 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.

Expert Duelist (Sovereign Court Faction) In your youth, you spent countless hours perfecting the art of the duel, focusing your feints on defeating a single foe. You gain a +1 trait bonus to your Armor Class so long as you are adjacent to a single foe. This trait bonus is not applied to your Armor Class for touch attacks or when denied your Dex bonus.

Explore, Report, Cooperate You have an excellent sense ofwhat makes an exemplary Pathfinder- As a free or immediate action, you may consider whetber a particular action you name-such as subduiug but not killiug an enemF, befriending aa NPC, or recoverirg a particular item*would help realize the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting a secondary success condition for the sceuario), negative (opposes the secondary success condition), or negligible (neither contributes to oor opposes the secondaxy success condition). If none of these three options accurately reflects the action’s impact on the PC fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it of your Chronicle sheet.

Fame (14x) The character has accumulated 14 Fame. He has a +1 to Diplomacy with members of his faction. Maximum Item Cost: 4200 gp

Friend of Janira Gavix The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

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 of 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 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.

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.

Keen Recollection You can attempt all knowledge checks untrained

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 Amplif ication feat. This ability replaces the investigator talent gained at 3rd level.

Free purchase up to 750 gp Free purchase up to 750 gp (2 PP)

Retraining (5x) The character has spent prestige points to retrain.

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.

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.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

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.

Trapfinding An investigator adds 1 to Perception skill checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.

Trap Sense (Ex) You gain a +1 bonus on Reflex saves made to avoid traps, and a +1 dodge bonus to AC against attacks made by traps.

Weapon and Armor Proficiency 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.

Overpowering Mind (Ex) (Occult Adventures pg. 62) The psychic can spend 2 points from her phrenic pool to increase the Will save DC of the linked spell by 1. At 8th level, she can choose to instead spend 4 points to increase the DC by 2. At 15th level, she can choose to instead spend 6 points to increase the DC by 3. This amplification can be linked only to spells that have the mind-affecting descriptor and require a Will saving throw.