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A forensic physician specializes in analyzing medical details in order to solve crimes and uncover evidence.

Whether it is a disease, blood work, a poison, or bones, the forensic physician’s medical expertise allows him great insight into his cases, much to the chagrin of criminals who seek to cover up the nature of their crimes, even those with magical methods at their disposal.

Medical Expertise (Ex): At 1st level, a forensic physician can use inspiration on any Heal

checks without expending a use, if he is trained in the skill, but not on any Linguistics check.

If he later takes the expanded inspiration investigator talent, he can use inspiration on Linguistic checks without expending a

use, if he is trained in the skill.

A forensic physician adds half his investigator level (minimum 1) on Heal checks. This bonus doubles on Heal checks to

notice tampering with medical evidence, such as those used to defeat dress corpse (see page 212).

This ability alters inspiration and replaces trapfinding.

Disease Lore (Ex): At 3rd level, a forensic physician can use Heal to identify a disease after only 1 minute of examining the symptoms (DC = the disease’s saving throw DC), and he can

spend 1 minute and attempt a Heal check at the same DC to disinfect an infected object or corpse. At 3rd level, he receives a +2 bonus on saving throws against

diseases. This bonus increases by 2 at 6th level

and every 3 investigator levels thereafter.

This ability replaces trap sense and the investigator talent gained at 3rd level.

Blood Lore (Ex): At 5th level, a forensic physician can study a sample of

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blood and learn about its origins by attempting a Heal check with a DC of 20 for a creature very familiar to the forensic physician (generally common PC races for a PC forensic physician), 25 if the creature is somewhat familiar to the forensic physician (typically a commonly known monster, but not the subject of many investigations), and 30 or more for rarer creatures. This allows the forensic physician to identify the race of creature that spilled the blood, and the creature’s age and gender (if any).

If the forensic physician succeeds at the Heal check but might not have heard of the creature’s race before, he can attempt an automatic Knowledge check to see if he knows about the creature. If he succeeds, he identifies the blood (and gains all other benefits of the Knowledge check);

otherwise, he knows that he succeeded at the Heal check but the blood is not from a creature he recognizes.

If the blood is in its original setting, and the forensic physician exceeds the DC by 5 or more, he can study the blood to determine a rough estimate of when the blood was shed, and he can study the bloodstain patterns to get an approximate idea of how the creatures involved were positioned and moving.

This ability replaces the investigator talent gained at 5th level.

HALLUCINIST (ARCHETYPE)

A hallucinist imbibes magical drugs to expand his mind into the psychedelic world, extending his awareness to things he could not normally perceive. While a hallucinist’s body sways oddly under the effects of his hallucinogen, it grants him strange insights that reveal things to him that others can’t see. Hallucinists know that others can’t function with these expanded senses, and they use that fact to repurpose their hallucinations as distractions or assaults against their enemies.

Psychedelic Perception (Su): In addition to magical extracts, a hallucinist learns to swiftly mix various psychoactive substances, using a fraction of his own power to create a magical hallucinogen that he can imbibe to grant himself powers of psychedelic perception. A hallucinogen follows all the normal rules and restrictions for an alchemist’s mutagen as if they were the same substance, just as a cognatogen does.

At 1st level, the effects of a hallucinogen last for 1 minute per investigator level, and the hallucinogen grants low-light vision and a +2 insight bonus on Perception checks, but imposes a –2 penalty to his Dexterity. At 3rd level, the duration increases to 10 minutes per the hallucinist’s investigator level and the insight bonus on Perception checks increases to +4. At 7th level, the hallucinogen also grants see invisibility and darkvision 60 feet (or if the hallucinist drinking it already has darkvision, it increases the range of the darkvision by 30 feet) and the Perception bonus increases to +6. At 11th level, the hallucinogen also grants aura sightACG and the Perception bonus increases to +8. At 15th

level, the hallucinogen also grants blindsense 60 feet and the Perception bonus increases to +10.

This ability replaces trapfinding, the trap sense gained at 3rd level, and the investigator talents gained at 3rd, 7th, 11th, and 15th levels.

Drug Lore (Ex): At 2nd level, a hallucinist has a deep understanding and appreciation of drugs. If the hallucinist spends 1 minute physically examining a drug, he can attempt a Knowledge (nature) check to identify any natural drug or a Knowledge (arcana) check to identify any magical drug (DC = the drug’s addiction saving throw DC). Once he identifies a drug, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the drug’s addiction saving throw DC) to neutralize 1 dose of the drug. Success renders the dose harmless. The hallucinist has no chance of accidentally drugging herself when examining or attempting to neutralize a drug.

This ability replaces poison lore.

Drug Resistance (Ex): At 2nd level, a hallucinist gains a +2 bonus on all saving throws against drug addiction. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, a hallucinist becomes completely immune to drug addiction, but he can choose to lower this immunity for any particular drug. If he becomes addicted to a drug, he must fully recover from the addiction before he can resume his immunity to addiction to that drug.

This ability replaces all instances of poison resistance and poison immunity.

Shared Hallucinations (Sp): At 3rd level, a hallucinist under the effects of his hallucinogen can share and manipulate his hallucinatory revelations. By expending 10 minutes of the duration of his hallucinogen or one use of inspiration, he can create an effect similar to minor image or oneiric horrorOA. At 5th level, he can create an effect similar to synesthesiaOA.

Any of the effects remain only while the hallucinist concentrates upon it, for up to 1 round per hallucinist’s investigator level, but otherwise function as the spell.

The DC of saving throws against these effects is equal to 10 + 1/2 the hallucinist’s investigator level + his modifier.

At 9th level, a hallucinist can expend 10 minutes of the duration of the hallucinogen or one use of inspiration to use aura alterationOA on one creature or object (unlike the other three abilities, this does not require concentration).

This ability replaces keen recollection, and the investigator talents gained at 5th and 9th levels.

Simultaneous Study (Su): At 6th level and every 3 investigator levels thereafter, the expanded mind of a hallucinist is able to maintain his studied combat bonuses against an additional target at the same time. In order to do so, the hallucinist must be using his psychedelic perception ability and must expend one use of inspiration in order to designate each target beyond the first target (this cost stacks with the use of inspiration required to designate a target more than once per 24 hours). He still needs to take a move action for each target, designating

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them one at a time. The hallucinist can discard this connection to a target of studied combat as a free action, allowing him to study another target in its place.

This ability alters studied combat and replaces all remaining trap sense.

MAJORDOMO (ARCHETYPE)

A majordomo is a skilled individual able to keep the complex operations of a noble’s holdings running on a day-to-day basis. In a world of intrigue where the loyalties of staff can be bought and sold, sometimes it takes the skills of an investigator to follow the byzantine paper trails and prevent embezzling and espionage within the estates of the elite.

Paper Trail (Ex): A majordomo is trained to uncover forgeries and trace down discrepancies in paperwork in order to ferret out intrigue. She adds half her investigator level (minimum 1) to Linguistics and Profession checks to spot a forgery, deal with paperwork, and notice discrepancies in paperwork.

A majordomo who analyzes the handwriting of a document and succeeds at a Linguistics check against a DC equal to 20 + the writer’s Bluff bonus gets a hunch about whether the document’s writer was lying or otherwise nervous. This ability doesn’t work if the document was dictated to someone who thought the contents were legitimate.

This ability replaces trapfinding.

Delegate (Ex): In order to perform all the necessary tasks of her household, a majordomo quickly learns how to delegate. At 1st level and every 3 investigator levels thereafter, a majordomo gains a bonus teamwork feat. As a standard action, she can grant all allies within 30 feet who can see or hear her one of these teamwork feats (even if they don’t meet the prerequisites) for a number of rounds equal to 3 + her investigator level. She can use this ability once per day at 1st level, plus an additional time at 4th level and every 3 levels thereafter.

At 4th level, a majordomo can use her delegate ability and designate a single noncombat task that could make use of the teamwork feat (for instance, designating the Cooperative CraftingAPG feat and a session of crafting). As long as the allies

pursue the task uninterrupted, instead of experiencing the benefits for a number of rounds equal to 3 + the majordomo’s investigator level, her allies retain the benefits until the task is complete, to a maximum of 8 hours. Additionally, the majordomo can use her delegate ability as a move action instead of a standard action.

At 7th level, a majordomo can use her delegate ability to grant two teamwork feats to her allies, instead of one feat. At 10th level, she can also use her delegate ability as a swift action. At 13th level, she can grant up to three teamwork feats to her allies when she uses delegate.

At 16th level, she can spend 1 minute and use her delegate ability to grant a single teamwork feat to all of her allies until the next time she recovers uses of her delegate ability. As usual for multiple uses of the same ability, if she later uses delegate to grant three teamwork feats, the two uses don’t stack to grant four bonus teamwork feats, but the longer-duration teamwork feat returns after the three shorter-duration feats expire.

This ability replaces the alchemy and swift alchemy abilities. Additionally, a majordomo can’t take the alchemist discovery investigator talent or any discovery that affects or involves alchemy.

Inspired Manager (Ex): At 3rd level, a majordomo knows how to make just about any work task more

efficient, from cleaning a great hall after a big party to crafting a magic item.

Whenever an ally begins a workday task such as Craft, Profession, magic item creation, spell research, managing a kingdom, using the

downtime rules, or other similar tasks, the majordomo can spend one use of inspiration and 1 minute of planning to create a plan for that ally. If the ally

chooses to follow the majordomo’s plan and attempts the task on the same day, if the task would

normally take at least 4 hours, it instead takes 30 minutes less time, and if the task would

normally take at least 8 hours, it instead takes 1 hour less time.

If using the kingdom-building rules from Pathfinder

RPG Ultimate Campaign, at 3rd level, the majordomo counts her Intelligence score as 2 higher when determining the bonus she provides in a kingdom leadership role.

Her effective Intelligence score increases by an additional 2 at 6th level and every 3 investigator

levels thereafter.

This ability replaces all instances of trap sense.

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Mesmerist

Mesmerists are exceptional masters at using their powers  of persuasion and hypnotism to subtly manipulate  others, making them perfect orchestrators of nefarious plots of intrigue.

ENIGMA (ARCHETYPE)

An enigma spends his life dedicated to developing psychic abilities that allow him to operate unnoticed.

While the target of a mesmerist’s hypnotic stare might not realize that the mesmerist is the source of the strange thoughts invading his mind, an enigma takes that mental obfuscation to a more extreme level. Enigmas often end up serving as master spies and infiltration experts.

Solipsism (Su): At 1st level, whenever the enigma uses hypnotic stare on a creature, instead of applying a penalty on the creature’s saving throws, the enigma begins to fade from the creature’s view. Until the enigma’s next turn, the enigma gains the effects of concealment against that creature (unless it can see invisible creatures). Starting on the enigma’s next turn, he gains the effect of invisibility against that creature. These effects last as long as the enigma continues to use his hypnotic stare, but if he takes an action that would end invisibility, it ends his hypnotic stare immediately. The enigma can reinstate this effect whenever he wishes, but each time it begins with 1 round of concealment. At 8th level, attacks that would end invisibility do not end the enigma’s hypnotic stare, and after 1 round of concealment, he gains the benefits of greater invisibility against the target of his stare.

For the purpose of bold stare improvements, the enigma’s hypnotic stare always has a penalty of –1.

This ability alters hypnotic stare.

Veiled Steps: An enigma gains a bonus to his Stealth checks equal to 1/4 his mesmerist level (minimum +1).

This ability replaces consummate liar.

Enigmatic Stare (Su): The target of an enigma’s hypnotic stare takes a –4 penalty on Perception checks to notice the enigma. At 8th level, this penalty increases to –6.

This ability replaces painful stare.

Transfer Aff liction (Su): At 3rd level, the enigma can aff lict others with the harmful conditions that he endures.

This ability functions as the touch treatment ability, but can only be used to remove harmful conditions from the enigma, not other creatures. In order to remove these harmful effects, the enigma must succeed at a touch attack against another creature. The creature touched gains the chosen harmful effect for whatever duration it would have aff licted the enigma and the effect is removed from the enigma, unless the creature succeeds at a Will save (DC

= 10 + 1/2 the enigma’s mesmerist level + his Charisma modifier). Using this ability is always a standard action. At 14th level, the enigma can instead expend one use of touch treatment to replicate the effects of bestow curse, delivered

as a touch attack as part of using this ability. Transfer aff liction is a mind-affecting effect.

This ability alters touch treatment.

Sneak Attack (Ex): At 5th level, an enigma gains the sneak attack ability of a rogue. This sneak attack damage is +1d6 at 5th level, and increases by +1d6 every 4 mesmerist levels thereafter.

This ability replaces manifold tricks.

Detection Void (Su): At 11th level, an enigma can elude detection spells (spells with “detect” in their name). A creature using this sort of magic against the enigma must succeed at a caster level check against a DC equal to 15 + the enigma’s class level to succeed (as if the enigma was under the effect of a nondetection spell); failure means the magic fails to detect the enigma, as if he did not exist.

This ability replaces glib lie.

Absentia (Su): At 20th level, all creatures adjacent to the enigma subconsciously ignore him. Adjacent creatures are always treated as f lat-footed to the enigma and are not considered to be directly observing the enigma for the purpose of the Stealth skill. This effect ends immediately if the enigma makes a successful attack against any creature, but automatically resumes at the beginning of his next turn.

This ability replaces rule minds.

EYEBITER (ARCHETYPE)

Mesmerists focus their abilities through the eyes, drawing forth their power as the windows to the mind and soul. Eyebiters take this a step further. An eyebiter’s eyes become so infused with psychic might that they can leave the eyebiter’s body and move about on their own.

Eyeball Familiar (Ex): An eyebiter imbues one of his eyes with limited sentience, so that he can pluck it out and allow it to move on its own. The eyeball familiar functions similarly to the tumor familiar alchemist discovery (Pathfinder RPG Ultimate Magic 17) except as follows. The eyeball familiar does not have fast healing.

The eyeball familiar doesn’t resemble an animal, and its size is Fine for a Medium or smaller eyebiter (or one size category larger for every size category the eyebiter is larger than Medium). It has a fly speed of 20 feet (perfect maneuverability) and no physical attacks (though it can still deliver touch spells once the eyebiter has reached 3rd level). The eyeball has a Strength score of 1, a Dexterity score of 12, and a Constitution score of 10. It has no set Hit Die, base saves, or skill ranks of its own, though it uses its master’s when a familiar normally would. It doesn’t grant its master any familiar bonus, nor can it ever be an improved familiar.

Whenever the eyebiter’s eyeball familiar leaves his body, he is dazzled until it returns (if it is destroyed, the eyebiter loses that eye until he gains the effects of a regeneration). An eyebiter must have at least one eye to use this ability, and an eyebiter with only one eye is blinded instead of dazzled until his familiar returns.

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This ability replaces consummate liar and the mesmerist trick gained at 1st level.

Ocular Occlusion (Su): At 3rd level, an eyebiter gains the ability to cloud the sight of others with a melee touch attack. He can use this ability as a standard action a number of times per day equal to 3 + his Charisma modifier. A successful Will save negates the effect (DC = 10 + 1/2 the eyebiter’s mesmerist level + his Charisma modifier); this is a mind-affecting ability. If the eyebiter chooses to use an ocular occlusion of a lower level than the highest-level effect he has gained, he can instead use a standard action to target a creature within 30 feet with that effect as a ranged touch attack.

Clouded Vision: At 3rd level, the eyebiter can cause the target to become dazzled for 1 minute and suffer a 20% miss chance on all attacks the target makes against opponents within 60 feet. Opponents more than 60 feet away have total concealment from the target.

Cause or Cure Blindness: At 6th level, the eyebiter can blind the target for 1 minute or affect it as per the spells remove blindness.

Eyeless Horror: At 10th level, the eyebiter creates a powerful illusion that causes the target’s eyes to appear as if they have been ripped out, with blood pouring from the sockets. The target is blinded and shaken for

1 round per the eyebiter’s mesmerist level, taking 1d4 points of nonlethal damage each round. The target can attempt a second Will save when attacked to negate the shaken effect and the nonlethal damage.

Spellblight: At 14th level, the eyebiter can afflict the target with the ebon eyes, the eldritch cataracts, or the hemoculysis spellblight (Ultimate Magic 95).

This ability replaces all instances of touch treatment.

This ability replaces all instances of touch treatment.