Espial Voyageur (Investigator/Bard)
A perceptive traveler who roams the land, a discoverer of lost or forgotten knowledge, and a student of magic learned from the world around him–while these could describe a number of people, they define the espial voyageur to a tee. Seeking lore and artifacts of ancient places, and tapping into magic that he did not know resided inside himself, an espial voyageur gains the skills necessary to take on whatever obstacles or challenges that lay before him. He relies on inspiration to lead him to paths he could not otherwise walk, and often finds himself in strange new worlds or planes of existence as he plods forth on his never ending journey of discovery. It is the promise of new sights and wonders just over the next rise that are ever pushing him to greater heights as he learns of the hidden magic locked within him. (Original Concept by JonathonWilder)
Primary Class: Investigator.
Secondary Class: Bard.
Hit Dice: d8.
Bonus Skills and Ranks: The espial voyageur gains no additional class skills. The espial voyageur gains a number of ranks at each level equal to 6 + Int modifier.
Weapon and Armor Proficiency: The espial voyageur is proficient with all simple weapons, plus the hand crossbow, longsword, rapier, sap, shortbow, short sword, sword cane, and whip. He is also proficient with light armor, but not with shields. An espial voyageur can cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance.
Spellcasting: An espial voyageur casts arcane spells drawn from the alchemist formulae list and bard spell list, but removes any formula that affects extracts and any spell that affects bardic performances from this list. If a formulae or spell appears on both the alchemist formulae list and bard spell list, the espial voyageur uses the lower of the two spell levels listed for the spell. In addition, the espial voyageur adds the following spells to his list at the indicated spell levels: 1st–longstrider, mount; 2nd–mount (communal), slipstream; 3rd–longstrider (greater), fly, phantom chariot, water walk; 4th–overland flight, ride the waves, teleport; 5th–teleport (greater); 6th–plane shift, walk through space. An espial voyageur must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the espial voyageur must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an espial voyageur’s spell is 10 + the spell level + the espial voyageur’s Intelligence modifier.
An espial voyageur can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Espial Voyageur. In addition, he receives bonus spells per day if he has a high Intelligence score.
An espial voyageur may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the espial voyageur decides which spells to prepare.
Spellbooks: An espial voyageur must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all espial voyageurs can prepare from memory. An espial voyageur begins p