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.
Alignment: Any.
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 play with a spellbook containing all 0-level bard spells plus three 1st-level alchemist formulae or bard spells of his choice. The espial voyageur also selects a number of additional 1st-level alchemist formulae or bard spells equal to his Intelligence modifier to add to his spellbook. At each new espial voyageur level, he gains two new alchemist formulae or bard spells of any formulae or spell level or levels that he can cast (based on his new espial voyageur level) for his spellbook. At any time, an espial voyageur can also add spells found in other formulae books or spellbooks to his own.
An espial voyageur can learn spells from an alchemist’s formulae book or a wizard’s spellbook, just as an alchemist or wizard can from an espial voyageur’s spellbook. The spells learned must be on the alchemist formulae list or bard spell list, as normal. An alchemist can learn formulae from an espial voyageur’s spellbook, if the spells are also on the alchemist spell list. This ability replaces the investigator’s extracts.
Bardic Knowledge (Ex): An espial voyageur adds half his level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. This ability and cantrips replace alchemy.
Cantrips: An espial voyageur can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Espial Voyageur under “Spells per Day.” These spells are drawn from the bard spell list and are cast like any other spell, but they are not expended when cast and may be used again.
Intestinal Fortitude (Ex): At 2nd level, an espial voyageur gains a +2 bonus on all saving throws against exhaustion and fatigue. He also adds this bonus to the number of hours he can go without food and water, and on his Constitution checks made against the effects of starvation and thirst. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, the amount of nonlethal damage the espial voyageur takes from starvation or thirst is reduced to 1d4. This ability replaces poison resistance and poison immunity.
Master Explorer (Ex): At 2nd level, an espial voyageur adds 1/2 his class level (minimum 1) as a bonus on all Disable Device and Perception checks. An espial voyageur can disable intricate and complex traps in half the normal amount of time (minimum 1 round) and open a lock as a standard action instead of a full-round action. He can always take 10 on Disable Device and Stealth checks, even if distracted or endangered. A delver can use Disable Device to disarm magical traps. This ability replaces poison use.
Investigator Talents: An espial voyageur may choose from the following additional talents, which are restricted to the Espial Voyageur multiclass archetype. Unless otherwise noted, each talent may be selected only once.
Alchemist Discovery (Ex): The espial voyageur can only select one of the following alchemist discoveries as an investigator talent: enhance potion, eternal potion, and extend potion. When selecting an alchemist discovery, he must be high enough level to qualify for that discovery, using his espial voyageur level as his alchemist level to determine if he qualifies. This talent can be selected multiple times; each time grants a new alchemist discovery. This changes the normal investigator’s alchemist discovery talent.
Augury (Sp): The espial voyageur may cast augury, as the spell, once per day. The espial voyageur must have the intuition and minor magic rogue talents to select this talent.
Call it Out (Ex): One per day as a standard action, an espial voyageur can identify the weaknesses of one creature he can perceive. He must succeed at a Knowledge check to identify the creature. If successful, he and all allies within 30 feet who can hear him gain a knowledge of any special vulnerabilities and weaknesses a creature may have, including what forms of attack defeat its DR and regeneration, and gain a +1 bonus to attack rolls and the DCs of their spells and abilities against that opponent for one minute. Is he has 10 or more ranks in the relevant Knowledge skill for that creature's type, the bonus is doubled to +2.
Careful Search (Ex): The espial voyageur may take 10 on Perception checks, even if it would not normally be allowed. She also gains a +1 on Perception checks to search an area.
Coax Magical Item (Ex): The espial voyageur gains a bonus equal to half his level (minimum 1) on Use Magic Device checks.
Creature Focus (Ex): The espial voyageur selects one type of creature from the ranger's favored enemy list. The espial voyageur gains a +3 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +3 bonus on weapon attack and damage rolls against them. If the espial voyageur has 10 or more ranks in the applicable Knowledge skill for the type of creature, these bonuses increase to +6. The espial voyageur may select this talent more than once, each time selecting a different type of creature. If a creature fits more than one category, only the best bonus applies.
Creature Mythology (Ex): When he uses his call it out ability, the espial voyageur and his affected allies also gain +2 to overcome SR against that creature for one minute. The bonus is doubled if she has at least 10 ranks of the relevant Knowledge skill for that creature's type. The espial voyageur must have the call it out talent to select this talent.
Defensive Training (Ex): The espial voyageur selects one category of foe (from the ranger's favored enemy list). The espial voyageur gains a +2 dodge bonus against opponents of that type. If the espial voyageur has 10 or more ranks in the Knowledge skill that pertains to that creature type, the bonus is doubled to +4. This talent may be selected more than once, each time choosing a different type of foe. If more than one category applies, the espial voyageur gains only the highest bonus.
Detect Magic (Sp): The espial voyageur may use detect magic, as the spell, at will. The espial voyageur must have the minor magic rogue talent to select this talent.
Extracurricular Study (Ex): The espial voyageur selects one skill. That skill is considered a class skill for the espial voyageur and gains a +1 bonus on skill checks.
Improvise Tools (Ex): Choose one skill. The espial voyageur can perform a skill check without proper tools with that skill, without penalty, taking a minimum of a full round action.
Intuition (Ex): Once per day, the espial voyageur can gain an insight bonus equal to his Int bonus (minimum +1) to any Int-, Wis-, or Charisma-based ability check or skill check.
Jack of All Trades (class skills) (Ex): An espial voyageur with this secret treats all skills as class skills. The espial voyageur must have the jack of all trades (use untrained) talent and be at least 15th level to select his talent.
Jack of All Trades (mastery) (Ex): An espial voyageur with this secret can take 10 on any skill check, even if it is not normally allowed. The espial voyageur must have the jack of all trades (class skills) talent and be at least 19th level to select his talent.
Jack of All Trades (use untrained) (Ex): An espial voyageur who selects this secret can use any skill, even if the skill normally requires her to be trained. The espial voyageur must be at least 11th level to select his talent.
Mental Resolve (Ex): One per day, the espial voyageur may designate one opponent, and gain an insight bonus equal to his Int bonus (minimum +1) to his saves against all abilities by that opponent.
Mind Trick (Ex): The espial voyageur may add his Intelligence modifier to all Bluff skill checks.
Quick Retrieval (Ex): An espial voyageur can retrieve needed items very quickly. Once per round, he may ready an item as a standard action if it would normally be a full round action, a move action if it would normally be a standard action, and a swift action if it would normally be a move action.
Rummage (Ex): As a full round action, the espial voyageur can treat the result of a Perception check to search an area as though she rolled a twenty. The espial voyageur may use this ability a number of times per day equal to her Int bonus (minimum 1). The espial voyageur must have the careful search talent and be at least 11th level to select his talent.
Skill Focus: The espial voyageur gains Skill Focus as a bonus feat.
Smart Weapon (Ex): The espial voyageur can use his Int bonus instead of his Str or Dex bonus to hit with any light or one-handed weapon or any crossbow.
Pathfinding (Ex): Beginning at 3rd level, an espial voyageur develops an excellent sense of direction and skill at leading others through difficult terrain or by following ancient maps. An espial voyageur gains a +5 bonus on Survival checks made to avoid becoming lost and to Intelligence checks to escape a maze spell. In addition, she always uses the “road or trail” overland movement modifier even when in trackless terrain, whether on foot or mounted. With a DC 15 Survival check, the Espial voyageur can extend this benefit to one companion per class level. This ability replaces keen recollection.
Surefooted (Ex): Starting at 4th level, an espial voyageur can move through difficult terrain (such as hills, mountains, rubble, ruins, and similar terrain) at his normal speed. Ground that has been magically manipulated to impede motion still affects him normally. This ability replaces swift alchemy.
Greater Knowledge (Ex): At 9th level, an espial voyageur gains the ability to understand magic items. Whenever an espial voyageur examines a magic item to determine its properties, he gains a +10 circumstance bonus on his Spellcraft skill check. This ability replaces the investigator talent gained at 9th level.
Master Knowledge (Ex): At 17th level, an espial voyageur's knowledge becomes vast indeed. Once per day an espial voyageur can use his knowledge to gain the effect of a legend lore spell or an analyze dweomer spell. If used to create a legend lore effect, this ability has a casting time of 1 minute, regardless of how much information is already known about the subject in question. This ability replaces the investigator talent gained at 17th level.
Table: Espial Voyageur