The Realist - Corporations, gods, strange monsters, what else are people being kept in the dark about. Not all of these are bad, but all of them have secrets that you are looking to uncover. The truth is more important than anything now that the plane is safe and if they keep trying to hide them then you will reveal them.
1st - Foreshadowing -
You always roll initiative in the surprise round and cannot be flat footed, you gain the skill unlock for sense motive and treat your ranks plus your HD for your unlocks. You can pull an item under a specific cost based on your tiers in the realist, out of your storage that you knew you would need for the situation the item is unusable or returned after the encounter it’s used in.
Swift Action - 100 gp
Standard Action - 500 gp
Full round action - 1000gp
4th - Inner Monologue -
Against illusion and charm effects you roll 2d20 and choose the better. If an ally fails a saving throw against and illusion or charm effect you can have it affect you instead of them. If you pass the save you can choose to receive messages while the caster is not aware you passed. If you use detect thoughts while connected they do not get a save.
7th - The Reveal -
As a free action when you beat someone who is rolling an opposing bluff check you can deal non-lethal equal to your sense motive check.
In combat when you are in a defensive or fighting defensivley each time an opponent misses you gain +1 insight to AC and all d20 rolls for the combat, this can stack up to your tier, when they miss you the first time you can apply the shaken condition for 1 round, the 2nd time flat footed for 1 round, and the 3rd time Fatigued for the combat, the 4th they will become exhausted.
10th - It’s all connected -
As a free action you gain 4 rounds to do as you wish, you cannot attack or harm another creature or interact with anything besides you or your storage. You can move or set up anything as long as it does not interact in these 4 rounds. During this time skill checks are able to be done as a free action once per round and when your time runs out you can choose one save, skill check, ability check, attack roll, initiative check or as a bonus to your AC to gain a +20 insight bonus to.