Investigator


Investigator Feats



You seek to uncover the truth, doggedly pursuing leads to reveal the plots of devious villains, discover ancient secrets, or unravel other mysteries. Your analytical mind quickly formulates solutions to complicated problems and your honed senses identify even the most obscure clues. Wielding knowledge as a weapon, you study the creatures and dangers you encounter to exploit their weaknesses.



Roleplaying the Investigator

During Combat Encounters...

Your keen insights regarding your foes make you more dangerous than your physical strength would suggest. After spending a moment to study your enemies, your perceptiveness allows you to act quickly, striking them where it hurts most. You often assist tougher members of your party, wisely protecting yourself while providing vital aid.

During Social Encounters...

Few can stand up against your scrutiny. You might not be the most charming, but you see things for what they really are and develop an understanding of a social situation rapidly. Every conversation is an investigation, after all, and you never know what you might uncover!

While Exploring...

You look for clues in your environment. You often prove yourself to be a valuable ally by serving as a party scout, analyzing the intricacies of puzzles or mysterious phenomena, and pursuing leads that could reveal beneficial information.

In Downtime...

You study up on subjects new and old, make new allies you can share information with, and pursue hobbies that keep your active mind satisfied. You might make a bit of coin on the side working as a private detective or consulting with the local constabulary.



Key Ability: INTELLIGENCE

At 1st level, your class gives you an ability boost to Intelligence.

Hit Points: 8 plus your Constitution modifier

You increase your maximum number of HP by this number at 1st level and every level thereafter.

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

Expert in Perception

Saving Throws

Trained in Fortitude

Expert in Reflex & Will

Skills

Trained in Society, one or more skills determined by your methodology, and a number of skills equal to 4 plus your Intelligence modifier

Attacks

Trained in unarmed attacks, simple & martial weapons

Defenses

Trained in unarmored defense and light armor

Class DC

Trained in investigator class DC

Starting Gear

Price 9 gp, 2 sp; Bulk 3 Bulk, 5 light; Money Left Over 5 gp, 8 sp
Armor studded leather armor
Weapons 20 bolts, crossbow, sap, shortsword
Gear backpack, a bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, a waterskin, and a crowbar
Options alchemist's tools (3 gp), simple manacles (3 gp), writing set (1 gp)




Class Features

You gain these features as a Investigator. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

Your Level
Class Feature

1

Initial proficiencies, on the case, Devise a Stratagem, methodology, investigator feat, strategic strike 1d6

2

Investigator feat, skill feat, skill increase

3

General feat, keen recollection, skill increase, skillful lesson

4

Investigator feat, devastating attacks (two dice), skill feat, skill increase

5

Ability boosts, ancestry feat, skill increase, skillful lesson, strategic strike 2d6, weapon expertise

6

Investigator feat, skill feat, skill increase

7

General feat, skill increase, skillful lesson, vigilant senses, weapon specialization

8

Investigator feat, saving throw potency +1, skill feat, skill increase

9

Ancestry feat, great fortitude, investigator expertise, skill increase, strategic strike 3d6

10

Ability boosts, investigator feat, skill feat, skill increase

11

Deductive improvisation, general feat, resolve, skill increase, skillful lesson

12

Investigator feat, devastating attacks (three dice), skill feat, skill increase

13

Ancestry feat, incredible senses, light armor expertise, skill increase, skillful lesson, strategic strike 4d6, weapon mastery

14

Investigator feat, saving throw potency +2, skill feat, skill increase

15

Ability boosts, evasion, general feat, greater weapon specialization, skill increase, skillful lesson

16

Investigator feat, skill feat, skill increase

17

Ancestry feat, greater resolve, skill increase, skillful lesson, strategic strike 5d6

18

Investigator feat, skill feat, skill increase

19

Devastating attacks (four dice), general feat, light armor mastery, master detective, skill increase, skillful lesson

20

Ability boosts, investigator feat, saving throw potency +3, skill feat, skill increase


Strategic Strike

When you strike carefully and with forethought, you deal a telling blow. When making a Strike that adds your Intelligence modifier on your attack roll due to Devising a Stratagem, you deal an additional 1d6 precision damage.

As your investigator level increases, so too does the deadliness of your strategic strike. Increase the number of dice by one at 5th, 9th, 13th, and 17th levels.


Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.


On the Case

As an investigator, you think of your adventures as cases waiting to be solved. You gain one activity and one reaction you can use to investigate cases: Pursue a Lead and Clue In.

Pursue a Lead

Investigator
Concentrate
Exploration

Frequency once per 10 minutes


You spend 1 minute examining the details of one potential clue, designating the subject related to that clue as the target of your active investigation. This subject is typically a single creature, item, or small location (such as a room or corridor), but the GM might allow a different scope for your investigation. You don't need to know the identity, purpose, or nature of the subject, but you do need to be aware of its existence. For instance, finding a footprint is enough to investigate the creature that left it, and seeing a hasty sketch of an item or location can be enough to start your investigation of that subject.

Whenever you attempt a Perception or skill check to investigate a designated subject, you gain a +1 circumstance bonus to the check. The exact checks this applies to depend on the actions you use to investigate and are determined by the GM, but checks to investigate are typically Perception checks or skill checks that use Intelligence, Wisdom, or Charisma.

You can maintain two active investigations at a time. If you Pursue another Lead after that, the subject must be different from any of your current investigations (or rather, they must be different as far as you know), and you give up on a current subject of your choice. Once you've given up pursuit of a subject, you can't Pursue that Lead again until after the next time you make your daily preparations.


Clue In Reaction

Investigator
Concentrate

Frequency once per 10 minutes
Trigger Another creature attempts a check to investigate a lead you're pursuing.

You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you're conveying information verbally.


Devise a Stratagem

You can play out a battle in your head, using brains rather than brawn to execute an attack.

Devise a Stratagem [A]

Investigator
Concentrate
Fortune

Frequency once per round


You assess a foe's weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a d20. If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike's attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent attacks.

When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your Strike uses an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it's a melee weapon with the thrown trait), or a sap.

If you're aware that the creature you choose is the subject of a lead you're pursuing, you can use this ability as a free action.


Methodology

Your studies have made you savvy in many areas, but one in particular drew your intense interest. Choose a methodology. The methodologies are as follows.

Alchemical Sciences


Your methodology emphasizes chemical and alchemical analysis, collecting information from unusual particles and fluids found on the scene. You possess enough alchemical know-how to whip up a few tinctures to help you with your cases.

You're trained in Crafting and gain the Alchemical Crafting skill feat. In addition, you gain a standard formula book for free and learn the formulas for two additional common 1st-level alchemical items, which must be elixirs or tools. Each time you gain a level, you learn the formula for one common alchemical elixir or alchemical tool of any level of item you can create.

During your daily preparations, you can create a number of versatile vials—alchemical concoctions that can quickly be turned into elixirs and tools— equal to your Intelligence modifier. You can use the Quick Tincture action to turn one of these vials into an elixir or alchemical tool for which you know the formula.

Quick Tincture [A]

Investigator
Manipulate

Cost 1 versatile vial
Requirements You know the formula for the alchemical item you're creating, you are holding or wearing alchemist's tools, and you have a free hand.

You quickly brew up a short-lived tincture. You create a single alchemical elixir or tool of your level or lower without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the end of the current turn.


Empiricism


Everything comes down to data. Calculating statistics, running numbers, and using inductive reasoning allows you to determine the most likely outcome of any scenario, and anything out of place draws your keen attention.

You are trained in one Intelligence-based skill of your choice. You gain the That's Odd investigator feat, and you gain the Expeditious Inspection free action.

Expeditious Inspection [FA]

Investigator

Frequency once per 10 minutes


You observe and assess your surroundings with great speed. You Recall Knowledge, Seek, or Sense Motive.


Forensic Medicine


You've learned that in most cases, especially murders, criminals tend to leave more evidence of the crime on the body than they'd like to believe. Information from bruising, bone fractures, blood spatters, and even the life cycle of carrion insects can provide valuable clues that help reconstruct the scene.

You're trained in Medicine and gain the Battle Medicine skill feat. When you use Battle Medicine, on a success the target recovers additional Hit Points equal to your level, and the target becomes temporarily immune for only 1 hour, not 1 day.

Additionally, you gain a +2 circumstance bonus to identify the cause of death or wounds as long as you spend at least 5 minutes examining the body and succeed on a Medicine check.


Interrogation


People can't help but trust you, whether through your inherent likableness or your firm insistence on sticking to the truth. You have a way about you that gets others talking, and you've developed interrogative techniques to help you get to the truth of your investigations.

You are trained in Diplomacy. You gain the No Cause for Alarm skill feat. You can also Pursue a Lead over the course of a conversation rather than spending dedicated time looking into the lead, provided the conversation lasts 1 minute or longer. For example, while trying to Make an Impression, you could pursue the creature you're conversing with as a lead, and you could Pursue a Lead about an object while someone is telling you information about that object. You also gain the Pointed Question action.

Pointed Question [A]

Investigator
Auditory
Concentrate
Linguistic
Mental

You ask a question that charms or needles someone in just the right way. Ask a question of a non-allied creature that you can see and have been conversing with. Attempt a Diplomacy check against the creature's Will DC. The creature is then temporarily immune for 1 hour.

Critical Success The target must directly answer your question. It doesn't have to answer truthfully, but you gain a +4 circumstance bonus to your Perception DC if the creature attempts to Lie to you.

Success As critical success, but the circumstance bonus is +2.

Failure The target can refuse to answer you as normal.

Critical Failure The target can refuse to answer you as normal, and its attitude toward you decreases by one step due to your aggravating attention.


Rogue Feats

At 1st level and every even-numbered level thereafter, you gain an Investigator class feat.


Skill Feats (Level 2)

At 2nd level and every 2 levels thereafter, you gain a skill feat (skill feats have the skill trait). You must be trained or better in the corresponding skill to select a skill feat.


Skill Increases (Level 2)

You gain more skill increases than members of other classes. At 2nd level and every level thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in or to become an expert in one skill in which you're already trained.

At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.


General Feats (Level 3)

At 3rd level and every 4 levels thereafter, you gain a general feat.


Keen Recollection (Level 3)

You can recall pertinent facts on topics that aren't your specialty. Your proficiency bonus to untrained skill checks to Recall Knowledge is equal to your level instead of +0.


Skillful Lessons (Level 3)

At 3rd level and every odd-numbered level thereafter, you gain a skill feat. This feat must be for an Intelligence-, Wisdom-, or Charisma-based skill, or for the skill you gained from your methodology.


Devastating Attacks (Level 4)

At 4th level, your weapon and unarmed Strikes deal two damage dice instead of one. This increases to three at 12th level and to four at 19th level.


Ability Boosts (Level 5)

At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts below 18.


Ancestry Feats (Level 5)

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.


Weapon Expertise (Level 5)

You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert.


Vigilant Senses (Level 7)

Through your adventures, you’ve developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.


Weapon Specialization (Level 7)

You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 damage if you’re a master, and 4 damage if you’re legendary.


Saving Throw Potency (Level 8)

At 8th level, you gain a +1 potency bonus to saves, increasing to +2 at level 14 and +3 at level 20.


Great Fortitude (Level 9)

Your physique is incredibly hardy. Your proficiency rank for Fortitude saves increases to expert.


Investigator Expertise (Level 9)

You've refined your investigative techniques to an exceptional degree. Your circumstance bonus from Pursue a Lead increases to +2. Your proficiency rank for your investigator class DC increases to expert.


Deductive Improvisation (Level 11)

You use your skills at deduction to perform whatever task is necessary to solve the case. You can attempt any check that requires you to be trained in a skill, even if you're untrained in it; you can attempt any check that requires you to have expert proficiency in a skill so long as you're trained in it; and you can attempt any check that requires you to have master proficiency in a skill as long as you have expert proficiency in it.


Resolve (Level 11)

You've steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.


Incredible Senses (Level 13)

You notice things that are almost impossible for an ordinary person to detect. Your proficiency rank for Perception increases to legendary.


Light Armor Expertise (Level 13)

You've learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.


Weapon Mastery (Level 13)

You fully understand your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to master.


Evasion (Level 15)

You've learned to move quickly to avoid explosions, a dragon's breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.


Greater Weapon Specialization (Level 15)

Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.


Greater Resolve (Level 17)

Your unbelievable training grants you mental resiliency. Your proficiency rank for Will saves increases to legendary. When you roll a success on a Will save, you get a critical success. When you roll a critical failure on a Will save, you get a failure instead. When you fail a Will save against a damaging effect, you take half damage.


Light Armor Mastery (Level 19)

Your skill with light armor improves, increasing your ability to dodge blows. Your proficiency ranks for light armor and unarmored defense increase to master.


Master Detective (Level 19)

As a master detective, you can solve any case and find all the clues available. If you're pursuing the subject of a lead and you enter a new location that includes another clue toward solving the mystery, the GM informs you of the existence of the clue and its type: an object, person, spell effect, or the like. When you find the clue, the GM informs you that you've done so. If there is more than one clue in the location, the GM chooses one to inform you about. When you find any of the clues in that location, the GM informs you that you've done so, even if it wasn't the clue they'd chosen or there are other clues you haven't found. Your proficiency rank for your investigator class DC increases to master.

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