S-Class Investigator

What Are S-Class Characters?

S-class characters are a request from Kenneth Zike. They are built using the summoner class, as originally presented, as the basis against which all other classes are balanced. The “S” in this case stands for both summoner and, as a more appropriate in-world reference, superior. If you have played—or GM’d for—a summoner and felt it was fine as is, you should have no problem running with an s-class character.

S-Class Investigators

S-class investigators are keen observationalists who spend a lifetime perfecting their methodology for solving the cases that are brought to them. They can be masters of alchemy and interrogation, or attention-grabbing inspectors seeking answers in the unlikeliest of places.

Role: S-class investigators are at their best when they can utilize their skills and inspiration, both in and out of combat. Their breadth of talent is largely defined by their choice of methodologies, which can also be selected by standard investigators as archetypes.

Alignment: Any.

Hit Die: d8.

Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, an s-class investigator begins play with an outfit worth 10 gp or less.

Class Skills

The s-class 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).

Skill Ranks per Level: 6 + Int modifier.

Table: S-Class Investigator
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +2 Inspiration, methodology
2nd +1 +0 +3 +3 Poison lore, poison resistance +2, trapfinding
3rd +2 +1 +3 +3 Danger sense +1, investigator talent, keen recollection
4th +3 +1 +4 +4 Studied combat, studied strike +1d6
5th +3 +1 +4 +4 Investigator talent, poison resistance +4
6th +4 +2 +5 +5 Danger sense +2, studied strike +2d6
7th +5 +2 +5 +5 Investigator talent
8th +6/+1 +2 +6 +6 Poison resistance +6, studied strike +3d6
9th +6/+1 +3 +6 +6 Danger sense +3, investigator talent
10th +7/+2 +3 +7 +7 Studied strike +4d6
11th +8/+3 +3 +7 +7 Investigator talent
12th +9/+4 +4 +8 +8 Danger sense +4, studied strike +5d6
13th +9/+4 +4 +8 +8 Investigator talent
14th +10/+5 +4 +9 +9 Studied strike +6d6
15th +11/+6/+1 +5 +9 +9 Danger sense +5, investigator talent
16th +12/+7/+2 +5 +10 +10 Studied strike +7d6
17th +12/+7/+2 +5 +10 +10 Investigator talent
18th +13/+8/+3 +6 +11 +11 Danger sense +6, studied strike +8d6
19th +14/+9/+4 +6 +11 +11 Investigator talent
20th +15/+10/+5 +6 +12 +12 Master detective, studied strike +9d6

Class Features

All of the following are class features of the s-class investigator.

Weapon and Armor Proficiencies

S-class 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.

Inspiration (Ex)

S-class investigators have an inspiration pool equal to 1/2 their investigator level + their Intelligence modifier (minimum 1).

  • The pool refreshes each day, after a restful night’s sleep.
  • Once per skill or ability check, as a free action, the investigator can spend 1 inspiration 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.
  • Inspiration can be used on any Knowledge, Linguistics, or Spellcraft skill checks without spending a use of the ability, provided the investigator is trained in the skill.
  • By spending 2 inspiration, the investigator can add his inspiration dice on attack rolls and saving throws. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Methodology

S-class investigators have different ways to approach their cases, known as methodologies.

At 1st level, they choose two methodologies and gain the benefits of each. Once he has chosen his methodologies, an s-class investigator cannot change it later.

Standard s-class investigators can also select one methodology of their choice at 1st level, which functions as an archetype that replaces alchemy, swift alchemy, and poison immunity. The alchemical sciences methodology is the equivalent of those abilities.

Brohk s-class investigators are different than other s-class investigators because they use Charisma to determine their features.

Trapfinding (Ex)

Starting at 2nd level, an s-class investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An s-class investigator can use Disable Device to disarm magical traps.

Poison Lore (Ex)

At 2nd level, an s-class investigator cannot accidentally poison himself when applying poison to a weapon. If he spends 1 minute physically examining poison, he can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison’s saving throw DC).

Once a poison is identified, the investigator can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison’s saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. The investigator has no chance of accidentally poisoning himself when examining or attempting to 2 neutralize a poison.

Poison Resistance (Ex)

At 2nd level, an s-class investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and to +6 at 8th level.

Investigator Talent (Ex) or (Su)

At 3rd level and every 2 levels thereafter, an s-class investigator gains an s-class investigator talent. Except where otherwise noted, each investigator talent can only be selected once.

Investigator talents marked with an asterisk (*) add effects to an s-class investigator’s studied combat or studied strike. Only one of these talents can be applied to an individual attack, but the decision can be made when the damage is dealt.

A sample list of investigator talents can be found at the end of this section.

Keen Recollection (Ex)

At 3rd level, an s-class investigator can attempt all Knowledge skill checks untrained.

Danger Sense (Ex)

At 3rd level, an s-class investigator gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, he gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 investigator levels thereafter (to a maximum of +6 at 18th level).

This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Studied Combat (Ex)

At 4th level, an s-class 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 s-class investigator can only have one target of studied combat at a time, and once a creature has become the target of an s-class investigator’s studied combat, it cannot become the target of the same investigator’s studied combat again for 24 hours unless the investigator spends 1 inspiration when taking the move action to use this ability.

Studied Strike (Ex)

At 4th level, an s-class 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 s-class investigator cannot use studied strike against a creature with concealment.

Swift Alchemy (Ex)

At 4th level, an s-class investigator can create alchemical items with astounding speed. It takes an s-class investigator half the normal amount of time to create alchemical items. He can also apply poison to a weapon as a move action instead of a standard action.

Master Detective (Ex)

At 20th level, an s-class investigator gains a capstone of his choice.

Deadly Study (Ex)

The investigator knows just how to hit where it hurts. The investigator increases the bonus from studied combat by 4, and his studied strike damage increases by 3d6. If he doesn’t have either ability, he gains them at the listed values.

True Inspiration (Ex)

The investigator can use inspiration on all skill checks—even ones he isn’t trained in—and all ability checks without spending inspiration.

In addition, whenever he expends inspiration on an ability check, attack roll, saving throw, or skill check, he adds 2d6 rather than 1d6 to the result. Some talents can affect this. If using the amazing inspiration investigator talent, he rolls 2d8 instead. If using this with empathy, tenacious inspiration, underworld inspiration, or a similar talent, he rolls two sets of inspiration dice and uses the higher of the two results.


Methodologies

At 1st level, an s-class investigator chooses two of the methodologies listed here and gains their benefits. Specific interactions, if any, are detailed in each methodology.


Investigator Talents

Alchemical Infusion

Benefit(s): You gain the alchemist’s infusion discovery.

Amazing Inspiration

Prerequisite(s): 7th level.

Benefit(s): Your inspiration die is a d8. At 20th level, you roll 2d8 for inspiration instead.

Combat Inspiration

Prerequisite(s): 9th level.

Benefit(s): It costs you 1 inspiration to add inspiration on attack rolls and saving throws.

Combat Inspiration, Greater

Prerequisite(s): 19th level, combat inspiration.

Benefit(s): Choose one specific weapon type (such as short swords or longbows). It costs you no inspiration to add inspiration on attack rolls and saving throws with the chosen weapons as long as you have at least 1 inspiration remaining in your pool.

Effortless Aid

Benefit(s): You can use an aid another action as a move action instead of as a standard action, and you can spend 1 inspiration to instead perform an aid another action as a swift action.

Eidetic Recollection

Prerequisite(s): 11th level.

Benefit(s): You can always choose to take 10 on any Knowledge check, even if you’re in immediate danger or distracted. You can also spend 1 inspiration to take 20 on a Knowledge skill check even if you’re in immediate danger or distracted.

Expanded Inspiration

Benefit(s): You can use inspiration on Diplomacy, Heal, Perception, Profession, and Sense Motivechecks without spending inspiration, provided you’re trained in that skill.

Fighter Training

Prerequisite(s): Base attack bonus +1.

Benefit(s): You count 1/2 your total investigator level as your fighter level for the purpose of qualifying for feats. If you have levels in fighter, these levels stack.

Inspirational Expertise

Prerequisite(s): 7th level.

Benefit(s): When you successfully identify a creature with monster lore using a Knowledge skill, you can spend 1 inspiration as a swift action and grant allies within 30 feet that can hear you a +4 insight bonus on attack rolls against creatures of that type for 1 round.

Inspired Alertness

Benefit(s): When you would become flat-footed, you can spend 1 inspiration using no action to ignore it.

Inspired Intimidator

Benefit(s): When you successfully demoralize a creature with Intimidate, you can spend inspiration as part of that action to increase the duration by 1 round per point of inspiration spent in this way.

Perceptive Tracking

Benefit(s): You can use Perception in place of Survival to find both find and follow tracks, using the same DCs listed under the Survival skill.

Prolonged Study

Prerequisite(s): 13th level.

Benefit(s): Double the duration of your studied combat. It still ends when you deal damage with studied strike.

Quick Study

Benefit(s): You can use studied combat as swift action.

S-Class Investigator Extract Suggestions

The following is a list of suggested extracts for easy reference while playing an s-class investigator. These extracts are intentionally summarized here. If you would like to see the full rules for these extracts, including at which levels other classes gain them, please refer to the individual resources.

1st-Level: abjuring step, cure light wounds, enlarge person, jump, lesser restoration, reduce person, shield

2nd-Level: bear’s endurance, bull’s strength, cat’s grace, cure moderate wounds, fox’s cunning, heroism, invisibility

3rd-Level: battle trance, beast shape I, cure serious wounds, fey form I, fly, greater invisibility, remove curse, remove disease, undead anatomy I

4th-Level: cure critical wounds, detonate, elemental body I, overland flight, restoration, true seeing

5th-Level: elemental body II, ethereal jaunt, fey form II, mislead, spell resistance, undead anatomy II

6th-Level: analyze dweomer, elemental body III, eyebite, fey form III, form of the dragon I, heal, transformation

S-Class Investigator Extract Descriptions

1st-Level Extracts

Abjuring Step

School abjuration (force); Level 1

Casting Time 1 standard action

Components V, S, M (a rabbit’s foot)

Range Personal

Target You

Duration 1 round/level or until discharged

You can take two 5-foot steps each round and still cast extracts and use extract-like abilities without provoke attacks of opportunity.

This extract automatically discharges as soon as you make an attack, cast a harmful extract against another creature, or move more than 5 feet with a single move action. If the action that discharges the extract also provokes attacks of opportunity, that action still provokes attacks of opportunity as normal.

Cure Light Wounds

School conjuration (healing); Level 1

Casting Time 1 standard action

Components V, S

Range touch

Target creature touched

Duration instantaneous

Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text

You cure the target with positive energy for 1d8 damage +1 point per caster level (maximum +5).

Moderate Wounds (2nd): 2d8, and caster level maximum +10.

Serious Wounds (3rd): 3d8, max +15.

Critical Wounds (4th): 4d8, max +20.

Enlarge Person

School transmutation; Level 1

Casting Time 1 round

Components V, S, M (powdered iron)

Range close (25 ft. + 5 ft./2 levels)

Target one humanoid creature

Duration 1 min./level (D)

Saving Throw Fort negates; Extract Resistance yes

Double the target’s height, multiply its weight by 8, and increase its size category by 1 (Large space becomes 10×10 with 10-foot reach). It gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC due to its increased size. All equipment in the creature’s possession also grows (thrown weapons deal their normal damage when they leave the creature’s possession).

The target’s speed is unchanged.

If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it-the extract cannot be used to crush a creature by increasing its size.

Multiple magical effects that increase size do not stack.

Jump

School transmutation; arcane/occult/primal 1

Casting Time 1 standard action

Components V, S, M (a grasshopper’s hind leg)

Target creature touched

Duration 1 min./level (D)

Saving Throw Will (harmless); Extract Resistance yes

The target gets a +10 enhancement bonus on Acrobatics checks made to attempt high jumps or long jumps. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.

Reduce Person

School transmutation; Level 1

Casting Time 1 round

Components V, S, M (a pinch of powdered iron)

Range close (25 ft. + 5 ft./2 levels)

Targets one humanoid creature

Duration 1 min./level (D)

Saving Throw Fort negates; Extract Resistance yes

Halve the target’s height, divide its weight by 8, and reduce its size category by 1 (Tiny space becomes 2-1/2x 2-1/2 with 0-foot reach). It gains a +2 size bonus to Dexterity, a –2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size. All equipment in the creature’s possession also shrinks (thrown weapons deal their normal damage when they leave the creature’s possession).

The target’s speed is unchanged.

Multiple magical effects that reduce size do not stack.

  • Mass Reduce Person (3rd): Targets one humanoid creature/level, no two of which can be more than 30 ft. apart.

Shield

School abjuration [force]; Level 1

Casting Time 1 standard action

Components V, S

Target you

Duration 1 min./level (D)

Shield grants a +4 shield bonus to AC and negates magic missile attacks directed at you.

2nd-Level Extracts

Bear’s Endurance

School transmutation; Level 2

Casting Time 1 standard action

Components V, S, M (a few hairs, or a pinch of dung, from the animal)

Range touch

Targets creature touched

Duration 1 min./level

Saving Throw Will (harmless); Extract Resistance yes

The target gains a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the target’s Constitution drops back to normal. They are not lost first.

  • Mass Bear’s Endurance (4th): Targets one creature/level, no two of which can be more than 30 ft. apart at close range (25 ft. + 5 ft./2 levels).
  • Bull’s Strength (2nd): Applies to Strength instead.
  • Cat’s Grace (2nd): Applies to Dexterity instead.

Heroism

School enchantment (compulsion) [mind-affecting]; Level 2

Casting Time 1 standard action

Components V, S

Range touch

Targets creature touched

Duration 10 min./level

Saving Throw Will (harmless); Spell Resistance yes

The target gains a +2 morale bonus on attack rolls, saves, and skill checks.

Invisibility

School illusion (glamer); Level 2

Casting Time 1 standard action

Components V, S, M (an eyelash encased in gum arabic)

Range personal or touch

Targets you or a creature or object weighing no more than 100 lbs./level

Duration 1 min./level (D)

Saving Throw Will (harmless) or Will (harmless, object); Spell Resistance yes or yes (harmless, object)

The target and all of its equipment (if any) becomes invisible for the duration, or until it attacks another creature directly (with either a weapon, natural attack, or harmful spell).

  • Items dropped, put down, or which extend more than 10 feet from the target’s space become visible.
  • Items picked up disappear if tucked into the clothing or pouches.
  • Light never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source).
  • The target is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle).
  • If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving.

Causing harm indirectly is not an attack. Targets can summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and perform the majority of mundane tasks.

  • Greater Invisibility (3rd): The spell lasts 1 round/level instead and doesn’t end if the target attacks.

3rd-Level Extracts

Arcane Sight

School divination; Level 3

Casting Time 1 standard action

Components V, S

Duration 1 minute/level

You see magical auras within 120 feet of you. The effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns aura location and power more quickly.

You know the location and power of all magical auras within your sight. An aura’s power depends on a spell’s functioning level or an item’s caster level, as noted in the description of the detect magic spell (see tables above.) If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a non-spell effect.)

If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.

  • Greater Arcane Sight (7th): You automatically know which spells or magical effects are active upon any individual or object you see.

Battle Trance

School enchantment (compulsion) [emotion, mind-affecting]; Level 3

Casting Time 1 standard action

Components V, S

Duration 1 minute/level

Saving Throw Will ; Spell Resistance yes

You gain temporary hit points equal to 1d6 + your caster level (maximum +10) and a +4 morale bonus on saving throws against mind-affecting effects.

  • You remain conscious and can continue fighting even if your hit point total is below 0.
  • You are still staggered and loses 1 hit point each round.
  • You still die when your hit point total reaches a negative amount equal to your Constitution score.
  • You cannot use the withdraw action or willingly move away from a creature that has attacked you.

When you use this spell, you immediately take 4 points of Intelligence damage. You must make a DC 20 concentration check to cast spells, and all other concentration checks to cast spells have a –5 penalty.

Fly

School transmutation; Level 3

Casting Time 1 standard action

Components V, S

Range touch

Targets creature touched

Duration 1 min./level

Saving Throw Will (harmless); Spell Resistance yes

The target gains a fly speed of 60 feet with good maneuverability and a bonus on Fly skill checks equal to 1/2 your caster level. Medium armor, heavy armor, and a medium or heavy load reduces this speed to 40 feet.

  • It can ascend at half speed and descend at double speed.
  • It can attack and cast spells normally.
  • It can charge but not run
  • It cannot carry aloft more weight than its maximum load, plus any armor it wears. If the duration expires or the spell is dispelled while the target is still aloft, it floats downward 60 feet per round for 1d6 rounds, then falls normally. In an antimagic field, the spell fails entirely and the target falls.

Remove Curse

School abjuration; Level 3

Casting Time 1 standard action

Components V, S

Range touch

Targets creature or object touched

Duration instantaneous

Saving Throw Will (harmless); Spell Resistance yes

Remove curse can remove all curses on an object or a creature. If the target is a creature, you must make a caster level check (1d20 + caster level) against the DC of each curse affecting the target.

Success means that the curse is removed. Remove curse does not remove the curse from a cursed shield, weapon, or suit of armor, although a successful caster level check enables the creature afflicted with any such cursed item to remove and get rid of it.

Remove Disease

School conjuration (healing); Level 3

Casting Time 1 standard action

Components V, S

Range touch

Target creature touched

Duration instantaneous

Saving Throw Fortitude (harmless); Spell Resistance yes (harmless)

You cure all diseases from which the target suffers. You must make a caster level check (1d20 + caster level) against the DC of each disease affecting the target. Success means that the disease is cured. The spell also kills some hazards and parasites, such as green slime.

This does not prevent reinfection from a new exposure.

4th-Level Extracts

Detonate

School evocation [acid, cold, electricity, or fire]; Level 4

Casting Time 1 standard action

Components V, S, M (two vials; one containing acid and one containing an alkaline solution worth a total of 50 gp)

Area 30-ft.-radius spread centered on you

Duration 1 round, then instantaneous

Saving Throw Reflex half; Extract Resistance yes

Once per round, choose one of the following: acid, cold, electricity, or fire. You deal 1d8 damage of the chosen type per caster level (maximum 10d8) to all creatures and unattended objects within 15 feet, and half that amount to targets past 15 feet but within 30 feet.

  • You automatically take half damage from the explosion, without a Saving Throw, but any other energy resistance or energy immunity effects you may have in place can prevent or lessen this overflow damage caused by the explosion.

Elemental Body I

School transmutation (polymorph); Level 4

Casting Time 1 standard action

Components V, S, M (the element you plan to assume)

Target you

Duration 1 min/level (D)

You assume the form of a Small air, earth, fire, or water elemental for the duration and gain the following abilities.

Elemental Body II (5th): Medium elemental, the size bonus increases by +2, and the natural armor bonus increases by 1.

Elemental Body III (6th): Large elemental, +2 size bonus to Strength (air, earth, water) and/or Constitution (fire, water), –2 size penalty to Dexterity (earth, water), and the natural armor bonus increases by 1.

Overland Flight

School transmutation; Level 4

Casting Time 1 standard action

Components V, S

Targets you

Duration 1 hour/level

This functions as fly, except as noted here. Your fly speed is 40 feet, or 30 feet when reduced.

When using this spell for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). This means you can cover 64 miles in an 8-hour period of flight (or 48 miles at a speed of 30 feet).

Restoration

School conjuration (healing); Level 4

Casting Time 3 rounds

Components V, S, M (diamond dust worth 100 gp or 1,000 gp, see text)

Range touch

Target creature touched

Duration instantaneous

Saving Throw Will (harmless); Spell Resistance yes (harmless)

Dispel all fatigue, exhaustion, and one of the following:

  • All temporary negative levels.
  • One permanent negative level per week for 1,000 gp.
  • All magical effects reducing one ability score.
  • All temporary ability damage.
  • All points permanently drained from one ability score.

Lesser Restoration (2nd): No material component, removes fatigue or reduces exhaustion to fatigue, and restores 1d4 temporary ability damage to one score.

Greater Restoration (7th): Using diamond dust worth 5,000 gp as a material component, dispel all of the above, plus all ability score drain as well as all forms of insanity, confusion, and similar mental effects.

True Seeing

School divination; Level 4

Casting Time 1 standard action

Components V, S, M (an eye ointment that costs 250 gp)

Range touch

Targets creature touched

Duration 1 min./level

Saving Throw Will (harmless); Spell Resistance yes

The target sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things within 120 feet. Further, the target can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces).

True seeing does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance.

5th-Level Extracts

Ethereal Jaunt

School transmutation; Level arcane/divine/occult 5

Casting Time 1 standard action

Components V, S

Range personal

Targets you

Duration 1 round/level (D)

You and your equipment become ethereal. For the duration of the spell, you are in the Ethereal Plane, which overlaps the Material Plane. When the spell expires, you return to material existence.

  • You are invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed.
  • You can see and hear out to 60 feet on the Material Plane, but everything looks gray and ephemeral.
  • You can move through solid objects and living creatures.
  • Material creatures’ force effects and abjurations affect you normally, but not vice versa.
  • You can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things.
  • If you end the spell and become material while inside a material object (such as a solid wall), you are shunted off to the nearest open space and take 1d6 damage per 5 feet that you so travel.

Etherealness (8th): Targets you and one other touched creature per three levels for a duration of 1 min./level. Once ethereal, targets need not stay together. When the spell expires, all targets on the Ethereal Plane return to material existence.

Mislead

School illusion (figment, glamer); Level 5

Casting Time 1 standard action

Components S

Range close (25 ft. + 5 ft./2 levels)

Targets you

Effect one illusory double

Duration 1 round/level (D) and concentration + 3 rounds; see text

Saving Throw none or Will disbelief (if interacted with); see text; Extract Resistance no

You become invisible (as greater invisibility, a glamer) for 1 round per level, and at the same time, an illusory double of you (as major image, a figment) appears. You are then free to go elsewhere while your double moves away.

  • The double appears within range and moves as you direct it while you concentrate.
  • You can make the double appear superimposed perfectly over your own body so that observers don’t notice an image appearing and you turning invisible.
  • The double moves at your speed and can talk and gesture as if it were real, but it cannot attack or cast extracts, though it can pretend to do so.
  • After you cease concentration, the double carries out the last order you gave it until the duration expires.

Spell Resistance

School abjuration; Level 5

Casting Time 1 standard action

Components V, S, DF

Target creature touched

Duration 1 min./level

Saving Throw Will (harmless); Spell Resistance yes

The target gains spell resistance equal to 12 + your caster level.

6th-Level Extracts

Analyze Dweomer

School divination; Level 6

Casting Time 1 standard action

Components V, S

Range close (25 ft. + 5 ft./2 levels)

Targets one object or creature per caster level

Duration 1 round/level (D)

Saving Throw none or Will, see text; Spell Resistance no

Each round, you may examine a single creature or object that you can see as a free action. In the case of a magic item, you learn its functions (including any curse effects), how to activate its functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or creature with active spells cast upon it, you learn each spell, its effect, and its caster level.

An attended object may attempt a Will save to resist this effect if its holder so desires. If the save succeeds, you learn nothing about the object except what you can discern by looking at it. An object that makes its save cannot be affected by any other analyze dweomer spells for 24 hours.

Analyze dweomer does not function when used on an artifact.

Form of the Dragon I

School transmutation (polymorph); Level 6

Casting Time 1 standard action

Components V, S, M (a scale of the dragon type you plan to assume)

Target you

Duration 1 min./level (D)

You become a Medium dragon appropriate to your upbringing.

Form of the Dragon II (7th): Large dragon, +6 size bonus to Strength, a +4 size bonus to Constitution, a +6 natural armor bonus, fly 90 feet (poor), darkvision 60 feet, Ramage Reduction 5/magic, and resistance to one element.

  • One bite (2d6), two claws (1d8), two wing attacks (1d6), and one tail slap attack (1d8).
  • Breath weapon twice per casting, wait 1d4 rounds between uses; 8d8 damage. Lines increase to 80-foot lines and cones increase to 40-foot cones.

Form of the Dragon III (8th): Huge dragon, +10 size bonus to Strength, a +8 size bonus to Constitution, a +8 natural armor bonus, fly 120 feet (poor), darkvision 120 feet, Ramage Reduction 10/magic, frightful presence, and immunity to one element.

  • one bite (2d8), two claws (2d6), two wing attacks (1d8), and one tail slap attack (2d6).
  • Breath weapon at will, wait 1d4 rounds between uses; 12d8 damage. Lines increase to 100-foot lines and cones increase to 50-foot cones.
Section 15: Copyright Notice

S-Class Characters: Investigators. Copyright 2023, Samurai Sheepdog. Author: Kevin Glusing

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