Eyes of Ten
Doctor Hugo Pretorius
Male human investigator (psychic detective) 12, sleepless detective 1
LN Medium humanoid (human)
Init +3; Senses Perception +34
AC 20, touch 11, flat-footed 20 ( 25)
Fort 4 vs. psychic spells and spell-like abilities)
Speed 30 ft.
Melee 8 (1d6+4 sneak attack +1d6)
At will—detect magic
Psychic Spells Known (CL 11th; concentration +20) (CL 13th for divination)
4th (5/day)—arcane eye, mind probe (DC 24), mind thrust IV (DC 24), stone skin
3rd (6/day)—daylight, dispel magic, greater stunning barrier, haste
2nd (7/day)—false life, iron skin, mental block (DC 22), mirror image, see invisibility
1st (8/day)—burst of adrenaline, burst of insight, detect thoughts, heightened awareness, magic missile, vanish
0 (at will)—detect poison, grave words, mage hand, read magic, sift, stabilize
Str 16, Dex 10, Con 13, Int 28, Wis 10, Cha 7
Base Atk 4; CMB 40 vs.
traps), Sense Motive +29, Sleight of Hand +4, Spellcraft +25, Stealth +4, Use Magic Device +25; Armor Check Penalty –2
Traits- harrow chosen, pragmatic activator, reactionary, student of philosophy
Languages- Abyssal, Aklo, Ancient Osiriani, Aquan, Auran, Azlanti, Common, Celestial, Dwarven, Draconic, Elven, Giant, Goblin, Ignan, Jiskan, Infernal, Osiriani, Terran, Tien, Thassilonian, Undercommon, Varisian
SQ- canny sleuth, forensic thaumaturgy, keen recollection, inspiration (15/day), investigator talents (amazing inspiration, expanded inspiration, inspirational expertise, sustained inspirational expertise, resiliency, underworld inspiration, trap spotter), phrenic dabbler, psychic meddler, spell casting, sneak attack, studied combat +5, studied strike +4d6
Combat Gear- wand of endure elements, wand of cure light wounds, wand of prayer, wand of magic fang, wand of dimension door, wand of displacement, wand of make whole, wand of mirror image, wand of dispel magic [CL14], scroll of water breathing, scroll of restoration, scroll of tongues, scroll of animal growth, scroll of overland flight, scroll of black tentacles, scroll of invisibility purge, scroll of life bubble, scroll of wall of force, scroll of true seeing, potion of remove fear (3), alkali flask
(3), alchemist’s fire (3), antiplague, antitoxin, soothe syrup, twitch tonic, vicious caltrops
Other Gear- celestial armor, ring of protection +1, +1 inspired sword cane, cloak of resistance +3, headband of vast intelligence +6, belt of mighty constitution +2, Sharrowsmith’s handy haversack, ring of featherfall, eyes of the eagle, family harrow deck, wayfinder with eastern star ioun stone, pathfinder pouch, trap-springer’s gloves, doctor’s outfit, spring-loaded wrist sheath (2), dagger, traveler’s any-tool, Lepidstadt investigator’s hat, marble elephant, dusty rose prism ioun stone (cracked), pentacle talisman, freedom talisman, life’s breath talisman
Canny Sleuth (Ex) – A Sleepless detective adds her Intelligence bonus (if any) on all Perception and Sense Motive checks, as well as on Diplomacy checks made to gather information, in addition to adding her Wisdom or Charisma modifier as normal.
Forensic Thaumaturgy (Su) – A Sleepless detective can cast detect magic at will as a spell-like ability (caster level equal to her class level). When using detect magic (or spells that function as detect magic, such as arcane sight), the detective treats recently ended magical effects as though they were one category stronger when determining how long a lingering aura remains, and by concentrating for an additional round can determine exactly how long the lingering aura has been there (effectively allowing the Sleepless detective to learn when the spell or magic item that caused the aura was cast or destroyed, respectively).
Keen Recollection (Ex) – At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Inspiration (Ex) – 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 1d8 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 Bluff, Diplomacy, Disable Device, Disguise, Heal, Intimidate, Knowledge, Linguistics, Perception, Profession, Sense Motive, Sleight of Hand, 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.
Sustained Inspirational Expertise (Ex) – When an investigator succeeds at a Knowledge check to identify a monster‘s special powers or vulnerabilities, he can expend one use of inspiration as a swift action to grant allies within 30 feet that can hear him a +4 insight bonus on attack rolls against that monster or type of monster for 1 round. At the beginning of his next turn, the investigator may spend another inspiration as a swift action to maintain the insight bonus to the same monster or type of monster, only now at a +3 to attacks. Each round the bonus is sustained in this way, the insight bonus decreases by 1.
Resiliency (Ex) – Once per day, a rogue with this ability can gain a number of temporary hit points equal to the rogue’s level. Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute. If the rogue’s hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.
Trap Finding – 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 – 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).
Trap Spotter (Ex) – Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
Phrenic Dabbler (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 Meddler (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.
Harrow Chosen (human) – You begin play with your family’s heirloom harrow deck. If you use this specific harrow deck as an additional focus component when you cast a divination spell, your caster level is treated as being 2 levels higher. Additionally, twice per week, you can spend 10 minutes consulting this harrow deck on a particular action to gain the effects of the spell augury as a spellcaster of your character level. No one other than you gains these benefits from this harrow deck. If your harrow deck is destroyed, it cannot be replaced. However, by returning to your family, paying 300 gp on materials, and spending 1 week immersed in the songs and stories of your people, you can create a new harrow deck that grants half the benefits of the lost heirloom.
Pragmatic Activator (magic) – You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
Reactionary (combat) – You gain a +2 trait bonus on initiative checks.
Student of Philosophy (social) – 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).
Arcane Eye -
Burst of Adrenaline -
Burst of Insight -
Detect Poison -
Detect Thoughts -
Dispel Magic -
False Life -
Grave Words -
Greater Stunning Barrier -
Heightened Awareness -
Iron Skin -
Mage Hand -
Magic Missile -
Mental Block -
Mind Probe -
Mind Thrust -
Mirror Image -
Read Magic -
See Invisibility -
PEANUT THE ELEPHANT
N Huge animal
Init 9 natural, –2 size)
hp 93 (11d8+44)
Fort 10), slam 10)
Space 15 ft.; Reach 10 ft.
Special Attacks trample (2d8+15; DC 25)
Str 30, Dex 10, Con 19, Int 2, Wis 13, Cha 7
Base Atk +8; CMB +20; CMD 30 (34 vs. trip)
Feats Endurance, Great Fortitude, Improved Bull Rush, Iron Will, Power Attack, Skill Focus (Perception)
Skills Perception +21
6-15 The Overflow Archives
5-04 The Stolen Heir
3-19 The Icebound Outpost
4-15 The Cyphermage Dilemma
4-01 Rise of the Goblin Guild (an alchemical mishap in this scenario resulted in Doctor Pretorius permanently having the faint aroma of cinnamon)
6-08 The Segang Expedition
6-12 Scions of the Sky Key 1: On Sharrowsmith’s Trail
6-14 Scions of the Sky Key 2: Kaava Quarry
6-16 Scions of the Sky Key 3: The Golden Guardian
2-11 The Penumbral Accords
6-18 From Under Ice
1-47 The Darkest Vengeance
5-22 Scars of the Third Crusade
We Be Goblins Free!
1-50 Fortune’s Blight
6-17 Fires of Karamoss
1-52 The City of Strangers 2: The Twofold Demise
2-03 The Rebel’s Ransom
7-02 Six Seconds to Midnight
1-37 The Beggar’s Pearl
7-03 The Bronze House Reprisal
2-12 Below the Silver Tarn
7-04 The Ironbound Schism
7-09 The Blakros Connection
7-00 The Sky Key Solution
7-13 Captive in Crystal
6-04 The Beacon Below
2-18 The Forbidden Furnace of Forgotten Koor
3-20 The Rats of Round Mountain 1: The Sundered Path
3-22 The Rats of Round Mountain 2: The Pagoda of the Rat
1-40 Hall of Drunken Heroes
3-17 Red harvest
5-17 Fate of the Fiend