Investigator
No crime, no disappearance, no mystery is too great for your sharp eyes and analytical mind. Knowledge is your greatest tool and most dangerous weapon. You lead investigations and study up on the foes and other dangers you may come across. Doggedly pursuing every lead, you arm the rest of your party with these same advantages that serve you so well.
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
Expert in Will
SKILLS
Trained in Society
Trained in one or more skills determined by your investigative field
Trained in a number of additional skills equal to 6 plus your Intelligence modifier
ATTACKS
Trained in simple weapons
Trained in the rapier, sap, shortbow, shortsword, and sword cane
Trained in unarmed attacks
DEFENSES
Trained in light armor
Trained in unarmored defense
CLASS DC
Trained in investigator class DC
DURING COMBAT ENCOUNTERS...
Your keen insights into your foes make you more dangerous than your basic skill at arms would indicate. Taking a moment to study your foes, you prepare to strike them in vital spots, doing the most damage you can. Your perceptiveness lets you act quickly and find hidden foes. You’ll 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. Any chat is an investigation, after all.
WHILE EXPLORING...
You look for clues in your environment. Scouting, analyzing the intricacies of puzzles or mysterious phenomena, and pursuing leads over time all make you a valuable ally as your group explores.
IN DOWNTIME...
You study up on subjects both new and old, make new allies you can share information with, and pursue hobbies that keep your overactive mind satisfied. You might make a bit of coin as an investigator, or by consulting with the local constabulary.
YOU MIGHT...
? Start asking questions—quite involved ones—immediately when presented with a conundrum.
? Press to find the deeper meanings behind anything you encounter, and to see the cogs behind the facade of the world that truly drive events.
? Get so involved in a case that you ignore other matters, deeming them trivial.
OTHERS PROBABLY...
? Find the cascades of information you spout forth extremely helpful, if difficult to fully comprehend.
? Rely on you to solve mysteries, puzzles, or other challenges requiring intellectual curiosity and reasoning.
? Get a bit annoyed that you’re such a know-it-all.
TABLE 1–1: INVESTIGATOR ADVANCEMENT
Your
Level Class Features
1 Ancestry and background, initial proficiencies, on the case, methodology, investigator feat, study suspect, studied strike 1d6
2 Investigator feat, skill feat, skill increase
3 General feat, keen recollection, skill increase, skillful lesson
4 Investigator feat, skill feat, skill increase
5 Ability boosts, ancestry feat, skill increase, skillful lesson, studied strike 2d6, weapon acumen
6 Investigator feat, skill feat, skill increase
7 General feat, skill increase, skillful lesson, vigilant senses, weapon specialization
8 Investigator feat, skill feat, skill increase
9 Ancestry feat, great fortitude, investigator expertise, skill increase, skillful lesson, studied strike 3d6
10 Ability boosts, investigator feat, skill feat, skill increase
11 Deductive improvisation, general feat, resolve, skill increase, skillful lesson
12 Investigator feat, skill feat, skill increase
13 Ancestry feat, incredible senses, light armor expertise, master acumen, skill increase, skillful lesson, studied strike 4d6
14 Investigator feat, 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, studied strike 5d6
18 Investigator feat, skill feat, skill increase
19 General feat, light armor mastery, master detective, skill increase, skillful lesson
20 Ability boosts, investigator feat, skill feat, skill increase
CLASS FEATURES
You gain these abilities as an investigator. Abilities gained at higher levels list the level at which you gain them next to the features’ names.
ANCESTRY AND BACKGROUND
In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background.
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 series of cases waiting to be solved. You gain an action and an activity you can use to investigate cases and assist others who investigate the same topic: Take the Case and Clue In.
TAKE THE CASE
CONCENTRATE
Frequency once per 10 minutes
You spend 1 minute to establish a case you’re going to pursue—an intense investigation into a single subject you designate when you use this activity. 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 of the subject, but you do need to be aware of its existence. For instance, finding a footprint is enough to designate the creature that left it as your subject, and seeing a hasty sketch of an item or location can be enough of a lead to start your investigation.
Whenever you attempt a check to investigate your subject, you gain a +1 circumstance bonus on the check. The exact checks this applies to depend on how you 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 have only one open case at a time. If you Take the Case again, you must designate a different subject (or rather, they must be different as far as you know). You can’t choose a previous subject again until after the next time you make your daily preparations.
CLUE IN [reaction]
CONCENTRATE
Frequency once per 10 minutes
Trigger Another creature attempts a check to investigate the subject of your open case.
You share a bit of the information you’ve discovered in your investigation so far with the triggering creature. They gain a circumstance bonus on the triggering check equal to your circumstance bonus on checks to investigate your subject. The GM can add any relevant traits to this reaction depending on the situation, such as auditory if you’re conveying the information verbally.
METHODOLOGY
Your studies have made you savvy in many areas, but one in particular drew your intense interest. Choose a methodology. The methodologies presented in this book are as follows.
AlchemicAl ScienceS
Your methodology emphasizes chemical and alchemical analysis, determining information from unusual sediments and fluids found on the scene. You possess enough alchemical knowhow to whip up a few tinctures to help you with your cases.
You’re trained in Crafting and gain the Alchemical Crafting skill feat (Core Rulebook 258). In addition,you learn the formulas for two additional common 1st-level alchemical elixirs. Each time you gain a level, you can 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—equal to your Intelligence modifier. You can use the Quick Tincture action to turn one of these vials into an elixir for which you know the formula.
QUICK TINCTURE [one-action]
INVESTIGATOR MANIPULATE
Cost 1 versatile vial
Requirements You must know the formula for the alchemical elixir you’re creating and you must be holding alchemist’s tools or wearing them and have a free hand.
You quickly brew up a short-lived tincture. You create a single alchemical elixir of your level or lower that’s in your formula book 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 itremains potent only until the end of the current turn.
empiriciSm
You believe that 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 calls out to you.
You are trained in one Intelligence-based skill of your choice. You gain the On the Scene investigator feat (page 7). You gain the Observe Expeditiously free action.
OBSERVE EXPEDITIOUSLY [free-action]
INVESTIGATOR
Frequency once per 10 minutes
You observe your surroundings with great speed. You either Seek or Sense Motive.
ForenSic medicine
You’ve learned that in most cases, especially murders, there’s far more information left in the body than criminals believe. Information from bruising to bone work, blood spatters, and even the life cycle of carrion insects can narrow the time frame substantially.You’re trained in Medicine and gain the Forensic Acumen (page 11) and Battle Medicine (Core Rulebook page 258) skill feats. When you use Battle Medicine, on a success the target recovers an additional amount of Hit Points equal to your level, and the target becomes temporarily immune for only 1 hour, not 1 day.
INVESTIGATOR FEATS
At 1st level and every even-numbered level, you gain an investigator class feat.
STUDY SUSPECT
You’ve learned how to study your opponents for any possible weak points.
STUDY SUSPECT [one-action]
CONCENTRATE
Frequency once per round
You assess a foe for weak points in combat. Attempt a Perception check against the Will DC of one creature you can see. If the creature is the subject of your open case, you can use this ability as a free action.
Critical Success On all your attacks against the target until the end of this turn, you gain a +1 circumstance bonus to your attack roll.
Success On your next attack this turn against the target, you gain a +1 circumstance bonus to your attack roll.
STUDIED STRIKE
When you strike carefully and with forethought, you deal a telling blow. When you are benefitting from the bonus from Study Suspect and successfully hit the creature you Studied with a Strike, you deal an additional 1d6 precision damage. This applies only if your Strike was with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon, or a sap. For a ranged attack with a thrown weapon, the weapon must also be agile or finesse.
As your investigator level increases, so too does the deadliness of your studied strike. Increase the number of dice by one at 5th, 9th, 13th, and 17th levels.
SKILL FEATS 2ND
At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.
SKILL INCREASES 2ND
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 3RD
At 3rd level and every 4 levels thereafter, you gain a general feat.
KEEN RECOLLECTION 3RD
You’re able to recall all sorts of pertinent facts on the case, even 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 3RD
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 investigative field.
ABILITY BOOSTS 5TH
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 out below 18.
ANCESTRY FEATS 5TH
In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.
WEAPON ACUMEN 5TH
You apply your diverse studies to your weapons as well as your skills. Your proficiency ranks for simple weapons and unarmed attacks, as well as the rapier, sap, shortbow, shortsword, and sword cane, increase to expert.
VIGILANT SENSES 7TH
Through your adventures, you’ve developed keen awareness and attention to detail. Your proficiency rankfor Perception increases to master.
WEAPON SPECIALIZATION 7TH
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 if you’re a master, and 4 if you’re legendary.
GREAT FORTITUDE 9TH
Your physique is incredibly hardy. Your proficiency rank for Fortitude saves increases to expert.
INVESTIGATOR EXPERTISE 9TH
You’ve refined your investigative techniques to an exceptional degree. Your circumstance bonus from Take the Case increases to +2. Your proficiency rank for your investigator class DC increases to expert.
DEDUCTIVE IMPROVISATION 11TH
Improving upon your keen recollection, 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, as 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 11TH
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 13TH
You notice things almost impossible for an ordinary person to detect. Your proficiency rank for Perception increases to legendary.
LIGHT ARMOR EXPERTISE 13TH
You’ve learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.
MASTER ACUMEN 13TH
Your study of combat grants you deeper insight into your investigator weapons. Your proficiency ranks for simple weapons and unarmed attacks, as well as the rapier, sap, shortbow, shortsword, and sword cane, increase to master.
EVASION 15TH
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 15TH
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 17TH
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 19TH
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 19TH
As a master detective, you can solve any case and lead your team to find all the clues available. You can use Clue In as often as you want instead of once every 10 minutes (subject to the normal limit on reactions). In addition to the effects of deductive improvisation, you can attempt any check that requires you to be legendary, as long as you have master proficiency in that skill. Your proficiency rank for your investigator class DC increases to master.