

The technomancer’s class skills (and the key ability for each skill) are Appraise ( Int), Craft ( Int), Disable Device ( Dex), Fly ( Dex), Intimidate ( Cha), Knowledge (all) ( Int), Linguistics ( Int), Perception ( Wis), Profession ( Wis), and Spellcraft ( Int).

Special: Ability to cast 3rd-level arcane spells. Skills: Disable Device 6 ranks, Knowledge (engineering) 6 ranks, Spellcraft 6 ranks. To qualify to become a technomancer, a character must fulfill all the following criteria.įeats: Skill Focus ( Knowledge ), Technologist. The final test to enter the agency’s ranks is to prove one’s own innocence through superior investigative techniques after established Sleepless detectives frame the prospective agent.Role: Technomancers master the art of blending magic and super-science, unlock the secrets of stolen technology, and devise cunning new inventions from the remnants of ruined devices. Some Sleepless detectives even take on proteges, who are expected to finance the investigations they conduct in exchange for receiving their training in the organization. Although the organization also hires out bodyguards and other security experts, its most famous operatives are its detectives, who are able to spot and analyze the faintest clue. The Sleepless Agency operates out of Ustalav but provides peerless investigative services to clients located throughout the Inner Sea region. SQ alchemy (alchemy crafting +5, identify potions), canny sleuth, discoveries (extend potion 4/day, precise bombs, tanglefoot bomb UM), eye for detail, follow clues, forensic thaumaturgy*, mutagen (+4/–2, +2 natural, 50 minutes), poison use, swift alchemyĬombat Gear dust of appearance, elixir of truth, feather token (bird), potion of jump, potion of see invisibility, potion of spider climb, wand of owl’s wisdom (8 charges), acid (3), smokesticks (2), sunrods (2), tanglefoot bag, tindertwigs (5) Other Gear +1 chain shirt, daggers (2), mwk dagger, cloak of resistance +1, ring of swimming, alchemy crafting kit UE, formula book (contains all prepared extracts as well as the following: 2nd- see invisibility Special Abilities Canny Sleuth (Ex) A Sleepless detective adds his Intelligence bonus on all Perception and Sense Motive checks, as well as on Diplomacy checks made to gather information.Įye for Detail (Ex) A Sleepless detective is entitled to an immediate Perception check to notice hidden traps, doors, and clues when he passes within 10 feet of them, whether or not he is actively looking.įollow Clues (Ex) A Sleepless detective can use Perception to follow tracks as the Survival skill. Languages Common, Hallit, Skald, Varisian

Skills Bluff +5, Climb +0, Craft (alchemy) +17, Diplomacy +18 (+22 to gather information), Disable Device +17, Disguise +10, Heal +10, Intimidate +8, Knowledge (arcana) +10, Knowledge (local) +17, Knowledge (nature) +10, Perception +23, Sense Motive +23, Sleight of Hand +10, Spellcraft +11, Swim +4 Special Attacks bomb 9/day (3d6+4 fire, DC 16), sneak attack +2d6ģ/day- blood biography APG, residual tracking APGĢnd- detect thoughts (DC 16), invisibility, perceive cues APGġst- comprehend languages, cure light wounds, detect secret doors, disguise self, expeditious retreat Statistics Str 10, Dex 13, Con 8, Int 19, Wis 14, Cha 12įeats Alertness, Brew Potion, Deft Hands, Extra Discovery APG, Iron Will, Persuasive, Throw Anything, Toughness Init +1 Senses Perception +23 Defense AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)įort +6, Ref +9, Will +9 +4 vs.

Sleepless Detective Sleepless Detective CR 9 Source Inner Sea NPC Codex pg.
