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【PF2】调查员 PZO2105+Character+Playtest
« 于: 2019-11-09, 周六 10:51:53 »
调查员(Investigator)

对你敏锐的眼睛和善于分析的头脑来说,没有犯罪,没有失踪,没有神秘。知识是你最伟大的工具和最危险的武器。你领导对可能遇到的敌人和其他危险的调查研究。坚持不懈地追求每一条线索,你用这些优势同时武装着你自己和你的团队。


引用
关键属性
智力
1级时,你的职业会在智力上给予你属性提升。

生命值
8加你的体质调整值
你在1级和之后每个等级将你的最大生命值提升如上的数值。
初始熟练
1级时,你在如下列出的这些数据上获得熟练等级。你在任何没有列举于下方的项目上都视作未受训,除非你通过其他方式获得了更高的熟练等级。

察觉
在察觉上为专家

豁免检定
在强韧上为受训
在反射上为专家
在意志上为专家


技能
在社科(Society)上为受训
根据你的调查领域,在一个或多个技能上受训
在数量为6+你的智力调整值个额外技能上受训

攻击
在简易武器上为受训
在细剑、闷棍、短弓、短剑和仗剑上为受训
在无武装攻击上为受训

防御
在轻甲上为受训
在无甲防御上为受训


职业DC
在调查员职业DC上为受训

在战斗遭遇中…
对敌人的敏锐洞察力使你实际上比你基本战斗技巧更危险。只需要花一点时间研究你的敌人,你准备在重要地点打击它们,以最大程度地造成伤害。 敏锐的洞察力使你可以迅速采取行动,找到隐藏的敌人。你将会经常帮助团队内更强力的成员,明智地保护自己,同时提供至关重要的援助。

在社交遭遇中…
很少有人能经得起你的仔细审查。你可能不是最迷人的,但你能看到事物的本来面目,并迅速对社会形势产生理解。毕竟,任何聊天都是一项调查。

在探索中…
你在环境中寻找线索。侦察、分析谜题或神秘现象的错综复杂之处,并随着时间的推移追踪线索,这些都使你成为团队探索中有价值的盟友。

在休整期…
你研究或新鲜或古老的项目,结交可以分享信息的新盟友,追求让你过度活跃的大脑感到满足的爱好。你可以通过做个侦探,或向当地警察提供顾问,来赚点小钱。

你可能…
  • 当遇到难题时,立即开始提问——相当复杂的问题。
  • 努力去发现你遇到的每件事背后的深层意义,去发现世界表面背后推动事件发生的真正关节。
  • 对一件事情太投入以至于忽略了其他的事情,认为它们微不足道。

其他人可能…
  • 发现发给您的信息非常有用,但可以太过复杂难以完全理解
  • 依靠你来解决神秘学、谜语或其他需要求知欲和推理的挑战。
  • 对你如此无所不知感到有点恼火。



表1–1: 调查员升级
你的等级职业特性
1族裔和背景,初始熟练,调查事件,方法论,调查员专长,嫌犯研究,策士之击1d6
2调查员专长,技能专长,技能提升
3通用专长,敏锐回想,技能提升,学识技艺
4调查员专长,技能专长,技能提升,
5属性提升,族裔专长,技能提升,学识技艺,策士之击2d6,武器智慧
6调查员专长,技能专长,技能提升,
7通用专长,技能提升,学识技艺,警惕感官,武器专精
8调查员专长,技能专长,技能提升
9族裔专长,强化强韧,调查员专家训练,技能提升,学识技艺,策士之击3d6
10属性提升,调查员专长,技能专长,技能提升
11即兴演绎,通用专长,决意,技能提升,学识技艺
12调查员专长,技能专长,技能提升
13族裔专长,惊奇感官,轻甲学识,宗师智慧,技能提升,学识技艺,策士之击4d6
14调查员专长,技能专长,技能提升
15属性提升,反射闪避,通用专长,高等武器专精,技能提升,学识技艺
16调查员专长,技能专长,技能提升
17族裔专长,高等决意,技能提升,学识技艺,策士之击5d6
18调查员专长,技能专长,技能提升
19通用专长,轻甲大师,侦探大师,技能提升,学识技艺
20属性提升,调查员专长,技能专长,技能提升



职业特性 CLASS FEATURES
作为调查员,你会获得以下职业能力,高等级获得的技能会在特征名称旁边列出你获得它们的等级。

族裔和背景 ANCESTRY AND BACKGROUND
除了你的职业一级时所给予的能力之外,你还会如同第二章所述的那样从你所选择的族裔和背景那里获得好处。

初始熟练 INITIAL PROFICIENCIES
1级时,你获得一定数量的初始熟练来代表你所受的基本训练。这些熟练在这个职业最开始的部分列出。

调查事件(On the Case)
作为一名调查员,您将自己的冒险经历视为一系列等待解决的事件。您将获得可用于调查事件并协助调查相同对象的其他人的动作和行动:“接下事件(Take the Case)和提供线索(Clue in)”。
引用
选定事件(TAKE THE CASE)
专注
频率:10分钟1次
    你花一分钟来建立一个你要追踪的事件——当你使用这个行动时,对你指定的一个对象进行深入的调查。这个对象通常是一个单一的生物,物品,或较小的空间(如房间或走廊),但GM可能允许你的调查范围不同。你不需要能辨识对象的身份,但是你需要知道它的存在。例如,找到一个脚印就足以确定留下脚印的生物是你的调查对象,看到一个物品或地点的草图就足以开始你的调查。
    当你尝试用一个检定来调查你的目标时,你会在检定上获得+1的环境加值。具体的检定取决于你如何调查,并且最终由GM决定。但调查的检定通常使用察觉技能,或者使用基于智力、感知或魅力的技能检定。
    你在同一时间只能有一个事件。如果你再次使用选定事件,你必须指定一个不同的对象(或者,就你所知,他们必须是不同的)。在下次你做日常准备之前,你不能再选择之前的对象。

提供线索(Clue In)[反应]
专注
频率:每10分钟一次
触发:另一个生物尝试进行检定调查你的当前事件。
你和触发生物分享一些你在调查中发现的信息。他们在触发检定上获得与你调查对象检定上相同的环境加值。GM可以根据情况在这个反应中加入任何相关特点,例如,如果你在口头传达信息,则可以加入听觉。

方法论 (Methodology)
你的钻研使你在许多方面都很精通,但总有一类特别的领域引起了你浓厚的兴趣。选择一个方法论。本书介绍的方法论如下。
引用
炼金科学 Alchemical Sciences
      你的方法强调化学和炼金术分析,从现场发现的不寻常沉积物与液体中确定信息。你有足够的炼金术知识,能调出一些酊剂来帮助你处理事件。
      你在工艺技能上受训并获得了“制作炼金物品”技能专长(核心规则书258)。此外,您还将学习另外两种常见的一级炼金术灵药的配方。每当你获得一个等级,你可以学习一个任何等级的物品你可以创建的普通炼金灵药或炼金工具的公式。在你的日常准备过程中,你可以创造出一些多用途瓶——可以使炼金混合物迅速地变成长灵药——数量相当于你的智力改良剂。你可以使用快速酊剂行动,把这些瓶子里的东西变成你知道公式的灵药。
引用
快速酊剂(QUICK TINCTURE)[单动作]
调查员操作
消耗:1多用途瓶
要求:你必须知道你要创造的炼金灵药的公式,并且你必须持用炼金术工具或者装备它们的同时有一只手空着。
    你很快就调制除了一份临时酊剂。你创造一个等于或低于你等级并且在你公式书上的炼金灵药,而不需要在炼金术试剂上花费正常的金钱成本,也不需要尝试工艺检定。此物品拥有灌注特性,但它只在当前回合结束前有效。

经验主义 Empiricism
      你相信一切都归结于数据。统计计算、运行数据并使用归纳推理可以让您确定任何场景最可能的结果,任何不和谐的东西的东西都会向您发出召唤。
      你可以任选一项基于智力的技能受训。你获得了“现场调查员”专长(第7页)。你获得了“快速观察[自由动作]”。
引用
快速观察(OBSERVE EXPEDITIOUSLY)[自由动作]
调查员
频率:每10分钟1次
你用超凡的速度进行观察,同时进行搜索和察言观色。

法医学 Forensic Medicine
      你已经了解到,在大多数情况下,尤其是谋杀中,身体上留下的信息比罪犯认为的要多得多。从擦伤到骨骼损伤、血液飞溅,甚至是腐烂昆虫的生命周期,这些信息都可以极大地缩短时间。你在医疗上受训,获得了“法医智慧”(第11页)
和“战斗医学”(核心规则手册第258页)技能专长。当你使用战斗医学时,如果成功,目标将恢复与你等级相同的生命值,并且目标将只会在1小时而非1天内,无法重复接受该效果。

调查员专长 INVESTIGATOR FEATS
在第1级和每一个偶数级,你获得一个调查员职业专长。

嫌犯研究 STUDY SUSPECT
你学会了如何研究对手可能存在的弱点。
引用
嫌犯研究(STUDY SUSPECT)[单动作]
专注
频率:每轮
    你可以评估敌人在战斗中的薄弱环节。尝试用察觉检定对抗你看到的一个生物的意志DC。 如果该生物是你当前事件的对象,则你可以用自由动作使用该能力。
  • 大成功:在本回合结束前,你在对目标的所有攻击骰上,获得+1环境加值。
  • 成功:在您本回合下一次对目标的攻击上,获得+1环境加值。

策士之击(STUDIED STRIKE)
      你谨慎而有先见之明地出击,给了对方有力的一击。当你从嫌犯研究上获得加值并成功击中你研究的生物时,你将造成额外的1d6精准伤害。这只会在你使用灵巧或娴熟的近战武器,灵巧或娴熟的徒手攻击,远程武器,或者闷棍时才会生效。对于使用投掷武器的远程攻击,也需要是灵巧或娴熟武器。
      当你的调查员等级增加时,你策士之击的伤害也会增加。在第5、第9、第13和第17级时额外增加一个骰子。

技能专长(SKILL FEATS) 2级
在2级和之后每两级,你获得一个技能专长,你必须在该技能上受训或者有更高等级,才能选择技能专长。

技能提升(SKILL INCREASES) 2级
    你比其他职业的成员能获得更多的技能提升。在2级和之后每级,你获得一次技能提升。你可以使用这次提升来在一项未受训的技能上达到受训,或者在一项已经受训的技能上达到专家。
    你可以使用在7级或更高等级获得的技能提升来将一个熟练度已经是专家的技能提升到大师,以及使用在15级或者更高的技能提升来将一个熟练度已经是大师的技能提升到传奇。

一般专长(GENERAL FEATS)  3级
在3级以及之后的每4等级,你获得一个一般专长。

敏锐回想(KEEN RECOLLECTION) 3级
你能够回忆起所有与事件相关的事实,即使是你不擅长的话题。你在回忆知识上未受训技能的熟练加值等于你的等级,而不是+0。

学识技艺(SKILLFUL LESSON) 3级
在3级和之后每个奇数级,你获得一个技能专长。这个专长必须对应基于智力、感知或魅力的技能,或者是来自你调查领域。

属性提升(Ability Boosts) 5级
在5级以及之后每5级,你提升四项不同的属性值。你能够使用这些属性提升将你的属性值提升至18以上。提升一个已经有18或更高的属性值意味着将它的数值增加1,而提升低于18的属性值则将数值增加2。

族裔专长(Ancestry Feats) 5级
在你起始获得的族裔专长外,你还会在5级和之后每4级获得一个族裔专长。你能够在第二章中你的族裔的条目下找到可用族裔专长的列表。

武器智慧(Weapon Acumen) 5级
如同你研习技能一样,你将多样化学习的能力应用在掌握武器上。你提高对简易武器和徒手攻击的熟练等级,此外包括细剑、闷棍、短弓、短剑和杖剑的熟练等级,都提升到专家级。

警惕感官(VIGILANT SENSES) 7级
随着你的冒险,你发展出了对细节的敏锐感知和关注,你的察觉熟练等级提升至大师。

武器专精(WEAPON SPECIALIZATION) 7级
你已经学会了如何用你最熟悉的武器造成更大的伤害。你在使用专家熟练的武器和徒手攻击时造成2点额外伤害。如果你的熟练度是大师,伤害增加到3点;如果你的熟练度时传奇,伤害增加到4点。

强化强韧(GREAT FORTITUDE) 9级
你的身体非常强壮。你在强韧豁免上的熟练等级成长至专家。

调查员专家训练(INVESTIGATOR EXPERTISE)  9级
您已经将调查技术进行了特别改进。你从选定事件上获得的环境加值提高至+2。 您在调查员职业DC的熟练等级提升为专家。

即兴演绎(DEDUCTIVE IMPROVISATION) 11级
凭着敏锐的记忆力,您可以运用演绎技巧来执行解决事件所需的任何任务。你可以尝试任何需要受训的技能检定,即使你未受训;只要你受训,就可以尝试任何要求你有专家熟练的技能检定;只要你在一个技能上有专家熟练,就可以尝试任何要求大师熟练的技能检定。

决意(RESOLVE) 11级
你有着坚决的意志。你的意志豁免的熟练提升至大师。当你在一个意志豁免上骰出成功,你获得一个大成功。

惊奇感官(INCREDIBLE SENSES) 13级
你可以注意到常人几乎无法发现的细节。你的察觉熟练等级提升至传奇。

轻甲学识(LIGHT ARMOR EXPERTISE) 13级
你学会了如何在穿着轻甲或无甲时进行闪避。你在轻甲和无甲防御上的熟练等级提升至专家。

宗师智慧(MASTER ACUMEN) 13级
您对战斗的研究可以使您更深入地掌握调查员的武器。 你在简易武器、非武装攻击,以及细剑,闷棍,短弓,短剑和杖剑的熟练等级上提升至大师。

反射闪避(EVASION) 15级
你已经学会了迅速采取行动,以避免爆炸,龙息甚至更糟糕的情况。你的反射豁免的熟练等级提升至大师,当你在反射豁免上骰出成功时,你获得大成功。

高等武器专攻(GREATER WEAPON SPECIALIZATION) 15级
如果你是武器专精和徒手攻击的专家,你通过武器专精获得的伤害增加到4点,大师是6点,传奇是8点。

高等决意(GREATER RESOLVE) 17级
你不可思议的训练使你的精神极具韧性。 你在意志豁免上的熟练等级提升至传奇。 当你在意志豁免中骰出成功,则你获得大成功。 当你在意志豁免上大失败时,你只会视为失败。当你在一次对抗伤害效果的意志豁免上失败时,你只受到一半伤害。

轻甲大师(LIGHT ARMOR MASTERY) 19级
你运用轻甲的技巧提升了闪避猛击的能力。你在轻甲以及无甲防御上的熟练等级提升至大师。

侦探大师(MASTER DETECTIVE) 19级
作为一名侦探大师,你能处理任何事件并带领你的团队找出所有线索。你不在需要每10分钟1次,而是可以随意使用提供线索(Clue In)(仍然正常受到的反应动作的限制)。此外,对于即兴演绎(deductive improvisation)的效果,你可以尝试任何要求为传奇的检定,就如同你在该技能上有大师熟练等级。你的调查员职业DC的熟练等级提升为大师。

剧透 -  原文:
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.
« 上次编辑: 2019-11-20, 周三 17:27:56 由 丞相 »
女王的杂技团
见识短浅的调查员手册作者
优化一塌糊涂的三流玩家
开团必炸团的垃圾GM
看不懂英文的翻译
——丞相

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Re: 【PF2】调查员 PZO2105+Character+Playtest
« 回帖 #1 于: 2019-11-09, 周六 11:50:52 »
调查员出了啦

While you live, shine
have no grief at all
life exists only for a short while
and Time demands his due

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调查员专长
« 回帖 #2 于: 2019-11-19, 周二 20:33:01 »
调查员专长(INVESTIGATOR FEATS)

在每一个你能获得调查员专长的等级,你都可以选择以下一个专长,你必须满足所有前置条件才能选择该专长。

1级专长

灵活学习(Flexible Studies) 专长 1
[调查员]
    在准备各种任务时,你已经收集了有关各种学科的信息,可以作为参考。 在日常准备工作中,你可以补习某些主题,以选择的一种技能接受临时培训。 这种能力会持续到你再次准备为止。 由于这种熟练是暂时的,因此你不能将其用作技能提升的先决条件或诸如专长之类的永久角色选择。

洞悉弱点(Known Weakness) 专长 1
[调查员]
    当你研究嫌犯时,你还能以这个动作的一部分尝试回忆知识。如果你在重骰的知识检定上大成功,你了解了一个弱点。如果你立即作为检定的一部分将此信息传递给你的盟友,只要他们在你的下一回合开始前发动攻击,他们在对嫌犯的下一次攻击检定中就会获得+1环境加值。

抵达现场(On the Scene) 专长 1
[调查员]
    当你进入一个新的位置(例如房间或走廊)时,你会立即发现一件不寻常的事。 由GM决定是什么,或者没有值得一提的事情。这会跳过明显的线索(无需检定就可以轻松注意到的线索),而你只会发现某个区域或物体是可疑的,而不是为什么它是可疑的。例如,如果你进入一个地面有大量血迹的书房,这些血迹已经可疑的如此明显了,因此GM可能会提醒办公桌的抽屉似乎有些可疑。然后,你需要进一步调查抽屉,以找出具体不寻常的地方。你无法通过抵达现场判断生物是否可疑。
    通常你在离开又返回某个地方时不会获得任何好处,但如果那里发生了重大变化并且已经过去了很长一段时间,则由GM决定你这样做的结果。

黑街调查员(Underworld Investigator) 专长 1
[调查员]
    作为调查员的工作使您熟悉犯罪要素。您可能自己就是罪犯,或者可能您刚刚好了解他们的运作方式。 您在黑街学识(Underworld Lore)上受训,并且你可以将选定事件的环境加值应用在调查对象的贼活检定上(例如用于从嫌疑人那里窃取线索的检定或用开锁以打开带有诅咒文件的保险箱)。

2级专长

战斗线索(Combat Clue) 专长 2
[调查员]
    你不仅可以向盟友提供调查现场的线索,还可以分享你分析敌人的线索。除了正常的触发条件,你还可以在一名盟友攻击你成功研究嫌犯的目标时,使用提供线索,只要他们在你的下一轮开始之前尝试攻击。如果你这么做,盟友们从你的研究嫌犯上获得+1环境加值,而非从选定事件上获取环境加值。

框架事件(Framing Case)【单动作】  专长 2
[专注],[调查员]
频率:一天一次
    有时候你的事件会分裂成无数个小谜团,但你知道如何不至于忘却大局。你将当前事件指定为当天的框架事件。当你再次使用“选定事件”时,你仍然正常更改事件,但是您可以通过使用具有专注特征的单动作来多次更改回该框架事件。在你第二天的日常准备阶段,你可以选择保持相同的事件作为你的框架事件或者选择一个新的事件。

寻找陷阱(Trap Finder) 专长 2
[调查员]
    你的直觉提醒你危险和陷阱的存在。你在寻找陷阱,对抗陷阱攻击的AC以及豁免上获得+1环境加值。即使你没有主动搜索陷阱,你依旧可以进行一次通过需要搜索才能进行的检定。你仍然需要满足其他需求才能找到陷阱。
    你可以如同你窃取的熟练等级达到了大师一样可以解除陷阱;如果你窃取的熟练等级以及达到了大师,那么加值变为+2。

4级专长

炼金发现(Alchemical Discoveries) 专长 4
[调查员]
先决条件:炼金科学方法论
    您在实验室上花费了额外的时间来提高对炼金术的了解。每次升级时,您可以学习两个炼金灵药的公式,而非一个(仍然必须是药剂或工具)。如果您工艺上是专家熟练,则每天可以制造的多用途瓶数量将增加1,如果您是大师熟练则增加2,如果您是传奇熟练,则增加4。

侦探意志(Detective's Will) 专长 4
[调查员]
    当你调查事件时,您会保持警惕和果断——以防止嫌犯可能进行的心理游戏。你从选定事件上获得的环境加值,可以应用在对抗事件的目标的意志豁免上(通常,这回增加你的Demoralize, Feint, and Make an Impression的意志DC),并且你可以使用提供线索来协助一名盟友对抗你事件目标的意志豁免。

观察指导(Guided Observation) 专长 4
[调查员]
先决条件:经验主义方法论
    您不满足于只有自己能敏锐的观察,因此找到了一种方法来帮助您的同伴也能看到你所见的。在快速观察时,您可以选择一个盟友。该盟友在下一个回合可以用一个自由动作进行一次搜索或察言观色检定。此外,当您使用快速观察搜索并侦测到一个生物时,作为快速观察动作的一部分,您可以向队友指出该生物,而不是向您的盟友授予自由动作进行搜索或察言观色。

提前购买(Predictive Purchase)【双动作】 专长 4
[调查员]
消耗:所选物品的价格
要求:自你上次购物后,未使用过该能力
    你正好有能对付当前情况的东西。你使用两个交互动作来卸下你的背包,然后从背包中取出一件你之前没有声明购买过的物品。你的角色凭直觉知道你会需要这个物品,并在上一次购物时借机购买了它。该物品必须是一件冒险装备或一个消耗品,它必须是常见的并且等级不能高于你等级的一半,而且物品的体积必须低到足以使你不受阻碍的携带。

解剖点(Scalpel's Point) 专长 4
[调查员]
先决条件:法医学方法论
    当你研究嫌犯时,取代常规的检定,你可以尝试一次医疗检定对抗目标的强韧DC。结果是一样的,除了在大成功时,任何从研究嫌犯中获得加值的打击(Strike)会额外附加1d6流血伤害。

研究评估(Studied Assessment) 专长 4
[调查员]
    你通过观察敌人的动作来了解他们的强处和弱点。当你在研究一个嫌犯的检定上大成功,GM选择敌人的以下一个信息告诉你:敌人的哪个弱点是最致命的;敌人的哪个豁免调整是最低的;敌人的一项免疫;或者敌人的哪种抗力是最高的。GM可以随机或选定一项告诉你,但是他不能选择敌人没有的东西(例如对一个没有免疫的敌人,选择告知免疫)。

6级专长

精准研究(Accurate Study) 专长 6
[调查员]
    你将你最为成功的分析汇聚起来,给你的敌人精准一击。当你在研究一个嫌犯时大成功,取代通常的增益,你可以选择以下增益:在这轮你下次对目标的攻击上大成功,你在攻击投上获得+2环境加值。

永远在调查(Ongoing Investigation) 专长 6
[调查员]
    即使在执行另一项活动的同时,你也永远在调查周围的事物。你可以在全速移动的同时执行调查探索行动,也可以在调查时执行另一项探索行动。

深入研究(Thorough Research) 专长 6
[调查员]
    当你在一个回忆知识检定上成功,你了解到这个对象的一个额外事实。当你在回忆知识上大成功时,你可能会获得比正常情况下更多的额外信息或背景信息,由GM决定。

8级专长

盲斗(Blind-Fight) 专长 8
[调查员]
先决条件:在察觉上是大师
    你对有掩蔽或是隐形的敌人有着更加敏锐的感知。你不需要成功通过一次措手检定才能锁定掩蔽(concealed)的生物。你不会对藏匿(Hidden)的生物措手不及(除非你对它们措手不及的原因不是源自藏匿状态),你只需要成功通过一个DC 5措手检定就能锁定一个藏匿的生物。
    当你邻接一个等级等于或低于你的无踪(undetected)生物时,他对你仅视为藏匿.

全体提醒(Clue Them All In) 专长 8
[调查员]
    你可以一次同时向所有盟友提供线索。当你使用提供线索反应动作,如果你的任何其他盟友也尝试相同的检定,则他们都会从“线索提示”获得情况加成。


10级专长

还有一点(Just One Moer Thing) 【单动作】 专长 10
[机运][调查员]
要求:你最近的一个动作是虚招(Feint),提出请求(Request)或者挫败士气(Demoralize),并且你失败了,但是没有大失败。
    在你试图影响某人的努力失败后,你再添加一点信息或提出一个尖锐的问题,可能会挽救你以前的尝试。重骰失败的检定并使用新结果。你不能对同一个生物在24小时内再次使用还有一点。
    如果你在撒谎(Lie),搜集信息(Gather Information),建立印象(Make an Impression)或者胁迫(Coerce)检定上失败,但没有大失败时,你也可以使用还有一点。在这种情况下,使用还有一点不再是一个动作,而是你第一次进行检定所花的时间的一半,至少1轮。

临时嫌犯(Suspect of Opportunity)【反应动作】 专长 10
[调查员]
频率:每小时一次
触发:一名敌人在战斗中对你采取敌对行动。
    有时,一些事情会出乎意料地闯入你的事件,例如一次被派来结束你调查的伏击。你已经学会了如何划分你的主要事件,并为你当前的困境打开一个新的事件。你可以对触发的敌人使用选定事件,如果你已有一个事件,可以搁置但不结束你的当前活动事件。在战斗遭遇结束时,你结束敌人触发的新事件,如果你已有一个事件,则回到你原来的事件中。

广泛研究(Sweeping Study) 专长 10
[调查员]
先决条件:策士之击
    你不断地研究每个人动作的细节,甚至不需要研究嫌犯。当你使用灵巧或娴熟近战武器,灵巧或娴熟非武装攻击,远程攻击或者闷棍,在一次打击(Strike)中成功时,如果你没有应用策士之击的附加伤害,你仍然造成每策士之击骰子1点的精准伤害。如果是使用投掷武器进行的远程攻击发动的策士之击,该武器必须是灵巧或娴熟武器。

12级专长

预知危险(Foresee Danger)【反应动作】 专长12
[专注],[调查员]
触发:一个生物以你为目标发动攻击,并且你可以看见攻击者。
    你可以感知敌人攻击的各种可能方式,并尝试全部避免发生。 触发攻击骰现在对抗你的感知DC而非AC。 尽管这样做可以避免AC上的罚值,但是它并不能消除任何状态或者其他降低你AC的效果。 因此,举例来说,你仍然会因为措手不及而在遭到敌人偷袭时受到额外伤害,尽管你在对抗这次攻击时不会受到–2罚值。

快速归因(Reason Rapidly)【单动作】 专长 12
[调查员]
    你的思维以惊人的速度通过线索工作。 你最多可以立即使用五个回忆知识动作。 如果你具有回忆知识时通常会触发的任何特殊能力或自由动作,则不能将它们用于该动作。

14级专长

规划未来(Plot The Future) 专长 14
[专注],[调查员]
     你花费了10分钟来沉思中,超凡的预测事件的发展方向。选择你计划在1周内进行的特定目标或行动,或者你认为在1周内会发生的事件。你会分析它是否能发生,以及是非常可能、很可能、不太可能还是非常不可能。你会得到一条建议,建议你或你的盟友可以采取的行动方针,使选定事件发生的可能性变大或变小,取决于你喜欢哪个。 由GM确定事件的可能性和你学到的建议。

看破一切(Sense the Unseen)【反应动作】专长 14
[调查员]
触发:当你使用察觉技能失败时
    当你寻找敌人时,丝毫线索都会被你注意到。即使你在触发检查上失败了,你也可以自动意识到任何在你搜索区域内的未发现生物,使其仅仅对你藏匿(hidden)。

绕防研究(Studied Bypass) 专长 14
[调查员]
    当你研究一个带有抗力的目标是,你找到其防御中片刻的弱点,使你能打出有力一击。当你受益于研究嫌犯的环境加值时,在一次攻击骰中成功,你对每种应用于你攻击的抗力忽略等于你智力调整的数值。

16级专长

超级会买(Implausible Purchase) 专长 16
[调查员]
先决条件:提前购买(Predictive Purchase)
    看起来不可思议,但你已经分析了各个角度,即使在偏远的犯罪场景中,也能够准确地取出所需的物品。你可以使用提前购买,并且你可以用单动作而非两个动作的行动使用提前购买,在此过程中进行交互并取出物品。 此外,每天五次,你可以使用提前购买去出一件最高等级低于你6级的普通消耗品。

广泛打击(Didactic Strike) 专长 16
[调查员]
    当你发现一个明显弱点时,你可以引导你的盟友彻底击溃你的嫌犯。当你在研究嫌犯的检定上大成功时,你可以用以下增益,取代通常的增益。
    大成功 在你这回合攻击目标的下一次攻击上,你的攻击骰获得+1环境加值。在你下一回合前,每个盟友对目标的下一次攻击上,他们的攻击骰也获得+1环境加值,并且如果他们的攻击命中了,他们造成额外2d6精准伤害。

18级专长

场景重现(Reconstruct The Scene) 专长 18
[专注],[调查员]
    你花1分钟时间调查了一个较小的地点(例如一个房间),来对上一天发生的事情有个大概印象。这涉及到在该区域中移动并研究脚印,物体的为哦在家哦,洒落的饮料或血液等等。你得到的是对那里发生显著事件的模糊的心理印象。如果你还不知道谁在那里,那么这还不足以使你确定谁参与了这些活动。这可以为你提供过去的线索和细节,但不是完美的记录。由GM决定,你可能会获得一些细微的信息,例如用于谋杀的令人印象深刻的武器或某人经过时所穿的斗篷的类型。

欺诈师绝艺(Trickster's Ace,盗贼译:王牌诈术)【反应动作】专长 18
[专注],[调查员]
触发:在你每日准备时(见上面需求)所指定的触发条件。
需求:当你每日准备时,你可以为这个反应动作指定一个触发条件,与准备动作进行触发的限制相同。
    你也可以选择奥术,神术,异能和原能列表中的一个不高于四环的法术。这个法术不能有消耗,也不能超过10分钟施法时间。这个法术必须可以能够选定一个单个生物,并且你也是它的有效目标。
    无论是从应急魔法物品,偷来的魔法精华还是其他手段,你有个绝境求生的方法。你可以让选定法术起效。这个法术只会以你为目标,无论本身能影响多少个生物。如果你定义的触发条件过于复杂,由GM判断,触发可能失效。此法术触发后就被消耗了,直到你下一次每日准备。

20级专长

无人可信(Everyone's a Suspect) 专长 20
[调查员]
    你对遇到的每个人都保持怀疑,在脑内记录击败他们的思路,即使是你的盟友也不例外。与生物进行了至少1分钟的互动后,你会对该生物使用选定事件。你可以在任何时间保持任何数量的这类事件,并且当你再次选定事件时,这些自动事件不会结束。

无尽研究(Infallible Research) 专长 20
[调查员]
先决条件:深入研究
    你从根本上理解了一切,你的研究不可能出错。 你永久地加速,可以使用附赠动作进行回忆知识。你的回忆知识检定不再是暗骰。当你回忆知识时,你将结果视为比实际骰出的结果好一个等级,并且如果某种效果(例如可疑知识)会给你的回忆知识检定带来不正确的信息,则你知道哪些信息不正确。当你的盟友之一回忆知识并获得虚假信息时,如果与你分享信息,你也知道该信息是不正确的。

剧透 -   :
INVESTIGATOR FEATS
At every level that you gain an investigator feat, you can select one of the following feats. You must satisfy any prerequisites before selecting the feat.

1ST LEVEL
FLEXIBLE STUDIES FEAT 1
INVESTIGATOR
You’ve collected a cross-section of information on various disciplines you can refer to when preparing for various tasks. During your daily preparations, you can cram on a certain subject to become temporarily trained in one skill of your choice. This proficiency lasts until you prepare again. As this proficiency is temporary, you can’t use it as a prerequisite for a skill increase or a permanent character option like a feat.

KNOWN WEAKNESSES FEAT 1
INVESTIGATOR
Whenever you Study a Suspect, you can also attempt a check to Recall Knowledge as part of that action. If you critically succeed at the Recall Knowledge check, you notice a weakness. If you immediately convey this information to your allies as part of the check, they gain a +1 circumstance bonus on their next attack rolls against the suspect, as long as their attacks are made before the beginning of your next turn.

ON THE SCENE FEAT 1
INVESTIGATOR
When you enter a new location, such as a room or corridor, you immediately notice one thing out of the ordinary. The GM determines what it is, or whether there’s nothing reasonable to pick up. They skip obvious clues (ones that can be easily noticed without a check), and you find out only that an area or object is suspicious, not why it’s suspicious. For example, if you entered a study with a large bloodstain on the ground, the bloodstain is so obviously suspicious it’s evident to you already, so the GM might note that there’s something suspicious about the desk drawer instead. You would then need to investigate the drawer further to find out what specifically is out of the ordinary. You don’t determine whether creatures are suspicious with On the Scene.
   You don’t typically get any benefit when you leave and come back to a place, though if a major change has happened there and time has passed, the GM might determine that you do.

UNDERWORLD INVESTIGATOR FEAT 1
INVESTIGATOR
Your work as an investigator makes you familiar with the criminal element. You might be a criminal yourself, or you might have just gained an understanding of how they operate. You become trained in Underworld Lore, and you gain your Take the Case circumstance bonus on Thievery checks to investigate the subject (such as checks to Steal a clue from a suspect or Pick a Lock to open a safe with damning documents).

2ND LEVEL
COMBAT CLUE FEAT 2
INVESTIGATOR
You can clue your allies in not only to investigations of the scene but also to your analysis of your suspect. In addition to its normal trigger, you can use Clue In when an ally attacks the target of your successful Study Suspect, as long as they attempt their attack before the beginning of your next turn. If you do, the ally gains the +1 circumstance bonus from your Study Suspect, rather than the circumstance bonus from Take the Case.

FRAMING CASE [one-action] FEAT 2
CONCENTRATE INVESTIGATOR
Frequency once per day
Sometimes your case splinters into smaller mysteries, but you know how to never lose sight of the big picture. You designate your current case as your framing case for the day. Whenever you Take the Case again, you still change cases as normal, but you can change back to your framing case any number of times by using a single action, which has the concentrate trait. On your next daily preparations, you can choose to keep the same case as your framing case or choose a new one.

TRAP FINDER FEAT 2
INVESTIGATOR
You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap.
    You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.

4TH LEVEL
ALCHEMICAL DISCOVERIES FEAT 4
INVESTIGATOR
Prerequisites alchemical sciences methodologyYou’ve devoted extra time in the lab to improve your knowledge of alchemy. You can learn the formulas for up to two alchemical elixirs each time you level up instead of one (which must still be elixirs or tools). The number of versatile vials you can create each day increases by 1 if you’re an expert in Crafting, 2 if you’re a master, or 4 if you’re legendary.

DETECTIVE’S WILL FEAT 4
INVESTIGATOR
When you’re on a case, you’re watchful and resolute—protected against mind games your suspect might pull. You gain your circumstance bonus from Take the Case on Will saves against the subject of your case (as usual, this adds to your Will DC against Demoralize, Feint, and Make an Impression), and you can use Clue In to assist an ally’s Will save against the subject of your case.

GUIDED OBSERVATION FEAT 4
INVESTIGATOR
Prerequisites empiricism methodology
Dissatisfied with only your own keen observations, you find a way to help your fellows see as you do. When you Observe Expeditiously, you can choose one ally. That ally can Seek or Sense Motive as a free action once on their next turn. Alternatively, when you use Observe Expeditiously to Seek and detect a creature, you can instead Point Out that creature as part of the action you use to Observe Expeditiously instead of granting your ally the Seek or Sense Motive free action.

PREDICTIVE PURCHASE [two-actions] FEAT 4
INVESTIGATOR
Cost The price of the chosen item.
Requirements You have not used this ability since the last time you were able to purchase goods.
You have just the thing for the current situation. You take two Interact actions to remove your backpack, then draw from it an item you hadn’t previously declared that you purchased. Your character intuited that you would come to need the item and purchased it the last time they had the opportunity. The item must be a piece of adventuring gear or a consumable item, it must be common with a level no higher than half your level, and the Bulk of the item must be low enough that carrying it would not have made you encumbered.

SCALPEL’S POINT FEAT 4
INVESTIGATOR
Prerequisites forensic medicine methodology
When you Study a Suspect, you can attempt a Medicine check against the target’s Fortitude DC instead of the normal check. The results are the same, with the addition that any Strike gaining the bonus from that use of Study Suspect also deals 1d6 bleed damage on a critical success.

STUDIED ASSESSMENT FEAT 4
INVESTIGATOR
You learn your foes’ strengths and weaknesses by watching them move. The first time you critically succeed on a check to Study a given Suspect, the GM chooses one of the following pieces of information about the enemy to tell you: which of the enemy’s weaknesses is highest, which of the enemy’s saving throws has the lowest modifier, one immunity the enemy has, or which of the enemy’s resistances is highest. The GM can pick one at random or choose which to tell you, but they can’t choose one that doesn’t apply (such as choosing an immunity for an enemy that has no immunities).

6TH LEVEL
ACCURATE STUDY FEAT 6
INVESTIGATOR
You can focus your most successful analyses of your suspects for one accurate attack. When you critically succeed at a check to Study a Suspect, instead of the usual benefit, you can choose to gain the following benefit.Critical Success On your next attack against the target this turn, you gain a +2 circumstance bonus to your attack roll.

ONGOING INVESTIGATION FEAT 6
INVESTIGATOR
You’re always investigating what’s around you, even as you perform other activities. You can move at full Speed while taking the Investigate exploration activity and can use another exploration activity while Investigating.

THOROUGH RESEARCH FEAT 6
INVESTIGATOR
When you succeed at a Recall Knowledge check, you learn an additional fact about the subject. When you critically succeed at a Recall Knowledge check, you might gain even more additional information or context than normal, at the GM’s discretion.

8TH LEVEL
BLIND-FIGHT FEAT 8
INVESTIGATOR
Prerequisites master in Perception
Your battle insights make you more aware of concealed and invisible opponents. You don’t need to succeed at a flat check to target concealed creatures. You’re not flat-footed to creatures that are hidden from you (unless you’re flat-footed to them for reasons other than the hidden condition), and you need only a successful DC 5 flat check to target a hidden creature.
    While you’re adjacent to an undetected creature of your level or lower, it is instead only hidden from you.

CLUE THEM ALL IN FEAT 8
INVESTIGATOR
You can clue in all your allies at once. When you use the Clue In reaction, if any of your other allies are also attempting the same check, they all receive the circumstance bonus from Clue In.

10TH LEVEL
JUST ONE MORE THING [one-action] FEAT 10
FORTUNE INVESTIGATOR
Requirements Your most recent action was to Feint, Request, or Demoralize, and you failed, but didn’t critically fail.
After your attempt to influence someone goes poorly, you add another bit of information or ask a pointed question, possibly salvaging your previous attempt. Re-roll the failed check and use the new result. You can’t use Just One More Thing against the creature again for 24 hours.
   You can also use Just One More Thing if you failed, but didn’t critically fail, at a check to Lie, Gather Information, Make an Impression, or Coerce. In this case, rather than taking one action, adding Just One More Thing takes you half the amount of time you initially spent on the check, with a minimum of 1 more round.

SUSPECT OF OPPORTUNITY [reaction] FEAT 10
INVESTIGATOR
Frequency once per hour
Trigger A foe take a hostile action against you in combat.
Sometimes something intrudes upon your case unexpectedly, such as an ambush sent to bring your investigation to a close. You’ve learned how to compartmentalize your main case and open a new one for your current predicament. You Take the Case against the triggering foe, setting aside but not ending your currently active case, if you have one. At the end of the combat encounter, you close the new case against the triggering foe and return to your original case, if you have one.

SWEEPING STUDY FEAT 10
INVESTIGATOR
Prerequisites studied strike
You’re constantly studying small aspects of everyone’s movements, even without using Study Suspect. When you succeed at a Strike with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon, or a sap, if you wouldn’t deal your additional studied strike damage, you still deal 1 precision damage for every die of studied strike you have. Just as with studied strike, for a ranged attack with a thrown weapon, the weapon must also be agile or finesse.

12TH LEVEL
FORESEE DANGER [reaction] FEAT 12
CONCENTRATE INVESTIGATOR
Trigger A creature targets you with an attack and you can see the attacker.
You perceive every possible way your foe’s attack could land and attempt to avoid them all. The triggering attack roll is against your Perception DC instead of your AC. Though this allows you to avoid taking penalties to your AC, it doesn’t remove any conditions or other effects lowering your AC. So, for example, an enemy with sneak attack would still deal extra damage to you for being flat-footed, though you wouldn’t take the –2 circumstance penalty when defending against the attack.

REASON RAPIDLY [one-action] FEAT 12
INVESTIGATOR
Your mind works through clues at an unbelievable speed. You instantly use up to five Recall Knowledge actions. If you have any special abilities or free actions that would normally be triggered when you Recall Knowledge, you can’t use them for these actions.

14TH LEVEL
PLOT THE FUTURE FEAT 14
CONCENTRATE INVESTIGATOR
You spend 10 minutes in contemplation to uncannily predict how events will play out. Choose a particular goal or activity you plan to engage in within 1 week, or an event you expect might happen within 1 week. You analyze whether it is likely to come to pass, determining whether it is highly likely, somewhat likely, somewhat unlikely, or highly unlikely. You learn a piece of advice suggesting a course of action you or your allies could take that might make the chosen event more or less likely, whichever you prefer. The GM determines the likeliness of the event and the piece of advice you learn.

SENSE THE UNSEEN [reaction] FEAT 14
INVESTIGATOR
Trigger You fail a check to Seek.
When you look for foes, you catch the slightest of cues. Even though you failed at the triggering check, you automatically sense any undetected creatures in the area where you’re Seeking, making them merely hidden to you.

STUDIED BYPASS FEAT 14
INVESTIGATOR
When you study a target with resistances, you find momentary weaknesses in its defenses, allowing you to strike a telling blow. When you succeed at an attack roll that benefits from your circumstance bonus from Study Suspect, you ignore an amount of resistance equal to your Intelligence modifier for each resistance that applies against your attack.

16TH LEVEL
IMPLAUSIBLE PURCHASE FEAT 16
INVESTIGATOR
Prerequisites Predictive Purchase
It seems impossible, but you’ve analyzed every angle and are able to just keep pulling out exactly the item you need, even in the middle of a far-flung crime scene. You can use Predictive Purchase without satisfying its requirement entry, and you can use Predictive Purchase as a single actioninstead of a two-action activity, during which you Interact and draw the item. In addition, five times per day, you can use Predictive Purchase to pull out a common consumable item up to 6 levels lower than your level.

DIDACTIC STRIKE FEAT 16
INVESTIGATOR
When you find a glaring weakness, you can set your allies up to annihilate your suspect. When you critically succeed at a check to Study a Suspect, instead of the usual benefit, you can choose to gain the following benefit.
    Critical Success On your next attack this turn against the target, you gain a +1 circumstance bonus to your attack roll. On each of your allies’ next attacks against the target before your next turn, they also gain a +1 circumstance bonus to their attack roll, and if they hit with that attack, they deal an additional 2d6 precision damage.

18TH LEVEL
RECONSTRUCT THE SCENE FEAT 18
CONCENTRATE INVESTIGATOR
You spend 1 minute surveying a small location (such as a single room) to get an impression of events that occurred there in the last day. This involves moving about the area and studying footprints, the placement of objects, spilled drinks or blood, and so forth. You get an indistinct mental impression of significant events that happened there. This isn’t enough to identify who was involved in these events if you weren’t already aware the person was there. This can give you clues and details of the past, but not a perfect record. As determined by the GM, you might pick up minor details, like a memorable weapon someone used for a murder or the type of cloak someone wore when passing through.

TRICKSTER’S ACE [reaction] FEAT 18
CONCENTRATE INVESTIGATOR
Trigger You specify the trigger when you make your daily preparations (see Requirements below).
Requirements When you make your daily preparations, you must specify a trigger for this reaction using the same restrictions as the triggers for the Ready action. You also choose a single spell from the arcane, divine, occult, or primal list of 4th level or lower. The spell can’t have a cost, nor can its casting time be more than 10 minutes. The spell must be able to target a single creature, and you must be a valid target for it.
Whether from jury-rigged magic items, logically deduced interactions in magical essences, or other means, you have a contingency in your back pocket for desperate situations. When the trigger occurs, you cause the spell to come into effect. The spell targets only you, no matter how many creatures it would affect normally. If you define particularly complicated conditions, as determined by the GM, the trigger might fail. Once the contingency is triggered, the spell is expended until your next daily preparations.

20TH LEVEL
EVERYONE’S A SUSPECT FEAT 20
INVESTIGATOR
Prerequisites Suspect of Opportunity
You are so suspicious of everyone you meet that you keep mental notes on how to defeat them all, even your own allies. After interacting with a creature for at least 1 minute, you Take the Case against the creature automatically. You can have any number of such cases open at any given time, and when you Take the Case again, none of these automatic cases end.

INFALLIBLE RESEARCH FEAT 20
INVESTIGATOR
Prerequisites Thorough Research
You fundamentally understand everything to the point where your research can’t possibly be wrong. You are permanently quickened and can use the extra action to Recall Knowledge. Your Recall Knowledge checks are no longer secret. When you Recall Knowledge, you use the outcome for one degree of success better than the result of your check, and if an effect (such as Dubious Knowledge) would give you inaccurate information from your Recall Knowledge check, you know what information is inaccurate. When one of your allies Recalls Knowledge and gains false information, you also know that information is inaccurate if they share it with you.

SKILL FEATS
For the playtest, we’re including a number of additional skill feats that are particularly relevant for investigators. We’ll be collecting playtest feedback about these as well as the class, which will be part of the investigator survey.

BIOGRAPHICAL EYE FEAT 7
EXPLORATION GENERAL SECRET SKILL
Prerequisites master in Society
In even a brief conversation or social interaction, you pick up on subtle social and visual cues to learn a great deal about a person’s origin and history. You might see green under the person’s fingernails and determine they’re an herbalist, a pin indicating their membership in a secret society, or the like. You can pick up only details that have to do with their societal role, so you might learn the district where a vampire in a city lives, but wouldn’t learn any of the weaknesses of a vampire, nor necessarily even that they are a vampire.
    Spend 1 minute in the presence of someone you haven’t met before, then attempt a DC 30 Society check. You gain a +1 circumstance bonus to the check if you engaged the creature in conversation during this time. If the creature is deliberately trying to conceal their nature or present a false identity, you learn about their false biography rather than their true one, unless the result of your Society check exceeds their Will DC.
  Critical Success You learn the creature’s profession, specialty within that profession, and a major accomplishment or controversy from their career. You also learn the nation and settlement where they live, and possibly even the district or street. In addition, you learn the nation or settlement where they spent their formative years.
  Success You learn the creature’s profession and specialty within that profession. You learn the nation or settlement where they normally live.
  Failure You learn the creature’s profession and the region of the world they hail from, but no more.
  Critical Failure You learn a piece of erroneous information about the creature.

FORENSIC ACUMEN FEAT 1
GENERAL SKILL
Prerequisites trained in Medicine
You understand the principles of forensic medicine, making you better at examining a body to determine the cause of death or injury. You can perform a forensic examination on a body, as described under Recall Knowledge in the Medicine skill, in half the normal amount of time it would take (to a minimum of 5 minutes). If you succeed at your check, you can attempt an immediate check to Recall Knowledge to follow up on something you found, with a +2 circumstance bonus on your roll. This check is usually related to the cause of injury or death, such as a Crafting check to identify a poison or weapon that was used, or an additional Medicine check to identify a specific disease. If you prefer, you can instead make the check to Recall Knowledge about the type of creature whose body you were examining, using the appropriate skill and gaining the same circumstance bonus.
    The circumstance bonus increases to +3 if you have master proficiency in Medicine and +4 if you have legendary proficiency.

URBAN PURSUIT FEAT 2
GENERAL SKILL
Prerequisites expert in Society
Following someone through city streets comes naturally to you. You can use Society to Track someone through an urban environment. Rather than following tracks, you pay attention to the movement of crowds, ask passersby if they’ve seen the person, and follow other clues the city gives you.

UNDERGROUND NETWORK FEAT 2
GENERAL SKILL
Prerequisites expert in Society, Streetwise (Core Rulebook 267)
You’re tapped into groups that know what’s going on in the streets, and you can get information out of them quickly. When you use Society to Gather Information, you can contact a member of these groups to get information directly from them. This usually takes about an hour, and doesn’t draw as much attention as Gathering Information in public might. The check and information gained follow the normal rules for Gather Information.
    In addition, if you’ve consulted the underground network, you get a +1 circumstance bonus to the next Recall Knowledge check you make about the subject you were asking about, or a +2 circumstance bonus if you’re using Underworld Lore for the check. The GM might change the Lore skill related to the network depending on your location or specifics of the network you’re tapping into.
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Re: 【PF2】调查员 PZO2105+Character+Playtest
« 回帖 #3 于: 2019-11-21, 周四 17:34:05 »
技能专长
在游戏测试中,我们加入了一些额外的技能专长,这些专长对调查员来说格外重要。我们将收集关于游戏性测试以及之类的反馈,这将是调查员调查的一部分。



观人术(Biographical Eye) 专长 7
[探索],[通用],[秘密],[技能]
先决条件:在社群(Society)上是大师
    即使仅仅在简短的对话或社交互动中,你也可以从微妙的社交和视觉线索中了解有关人员的出身和历史的大量信息。你可能会在该人的指甲下看到绿色,并因此确定他们是草药师,一个别针揭示了他们在秘密社团中的身份,等等。你只能了解到与他们的社会角色有关的细节,因此你可以了解城市中的吸血鬼所生活的区域,但不会了解吸血鬼的任何弱点,甚至不一定发现他们是吸血鬼。
   在你之前未认识的人面前呆1分钟,然后尝试进行一次DC 30社群检定。如果你在此期间与该生物进行过对话,则你获得+1环境加值。如果该生物故意隐藏其性质或提供虚假身份,则你将了解其虚假经历,而不是真实的经历,除非你的社群检定结果超出其意志DC。
  • 大成功 你将了解生物的职业,职业的特点以及其职业生涯中的重大成就或争议。你还将了解他们所居住的国家和定居点,甚至可能是地区或街道。此外,你还可以了解他们成长期的国家或定居点。
  • 成功 你将了解生物的职业和职业的特点。你了解他们通常居住的国家或定居点。
  • 失败 你将了解该生物的职业以及他们所来自的世界区域,但仅此而已。
  • 严重 失败你会得到有关该生物的错误信息。

法医智慧(Forensic Acumen) 专长 1
[通用],[技能]
先决条件:在医疗上受训
    你了解法医的原理,使你能够更好地检查身体以确定死亡或受伤的原因。你可以按照正常需要时间的一半(至少5分钟)对身体进行取证检查,如医疗技能的回忆知识所述。如果你的检定成功,则你可以立即对你所发现的东西进行一次回忆知识检定,并且在骰子获得+2环境加值。此检查通常与伤害或死亡原因相关,例如,进行工艺检定以识别使用的毒药或武器,或进行一个额外医疗检定以识别特定疾病。如果愿意,你可以不使用你所检查的对应身体生物类型的回忆知识检定,而使用其他合适的技能,并获得同样的环境加值。
    如果你在医疗上是大师,则环境加值增加到+3,如果你在医疗上是传奇,则增加到+4。

城市追迹(Urben Pursuit) 专长 2
[通用],[技能]
先决条件:在社群上是专家
跟着某人穿过城市街道对你来说很自然。你可以利用社群(Society)在城市环境中追踪某人。你并不追踪痕迹,而是注意人群的移动,询问路人是否见过此人,并根据城市给你的其他线索。

地下网络(Underground Network) 专长 2
[通用],[技能]
先决条件:在社群上是专家,街头派(Streetwise)
    你知道如何接触那些知道街上发生了什么事情的组织,你可以快速从他们那里得到信息。当你利用社群来收集信息时,你可以联系这些团体的成员直接从他们那里获得信息。这通常需要一个小时,而且不会像在公共场合搜集信息那样吸引那么多的注意力。要进行的检定和获得的信息都遵照搜集信息的正常规则。
   此外,如果你已经咨询了地下网络,你将在下一次关于你所询问的主题的回忆知识检定中得到+1的环境加值,或者如果你使用黑街学识(Underworld Lor)来进行检定,你将得到+2的环境加值。GM可能会根据你所处的位置或你所使用的网络的具体情况改变与网络相关的学识技能。

剧透 -  原文:
SKILL FEATS
For the playtest, we’re including a number of additional skill feats that are particularly relevant for investigators. We’ll be collecting playtest feedback about these as well as the class, which will be part of the investigator survey.

BIOGRAPHICAL EYE FEAT 7
EXPLORATION GENERAL SECRET SKILL
Prerequisites master in Society
In even a brief conversation or social interaction, you pick up on subtle social and visual cues to learn a great deal about a person’s origin and history. You might see green under the person’s fingernails and determine they’re an herbalist, a pin indicating their membership in a secret society, or the like. You can pick up only details that have to do with their societal role, so you might learn the district where a vampire in a city lives, but wouldn’t learn any of the weaknesses of a vampire, nor necessarily even that they are a vampire.
    Spend 1 minute in the presence of someone you haven’t met before, then attempt a DC 30 Society check. You gain a +1 circumstance bonus to the check if you engaged the creature in conversation during this time. If the creature is deliberately trying to conceal their nature or present a false identity, you learn about their false biography rather than their true one, unless the result of your Society check exceeds their Will DC.
  Critical Success You learn the creature’s profession, specialty within that profession, and a major accomplishment or controversy from their career. You also learn the nation and settlement where they live, and possibly even the district or street. In addition, you learn the nation or settlement where they spent their formative years.
  Success You learn the creature’s profession and specialty within that profession. You learn the nation or settlement where they normally live.
  Failure You learn the creature’s profession and the region of the world they hail from, but no more.
  Critical Failure You learn a piece of erroneous information about the creature.

FORENSIC ACUMEN FEAT 1
GENERAL SKILL
Prerequisites trained in Medicine
You understand the principles of forensic medicine, making you better at examining a body to determine the cause of death or injury. You can perform a forensic examination on a body, as described under Recall Knowledge in the Medicine skill, in half the normal amount of time it would take (to a minimum of 5 minutes). If you succeed at your check, you can attempt an immediate check to Recall Knowledge to follow up on something you found, with a +2 circumstance bonus on your roll. This check is usually related to the cause of injury or death, such as a Crafting check to identify a poison or weapon that was used, or an additional Medicine check to identify a specific disease. If you prefer, you can instead make the check to Recall Knowledge about the type of creature whose body you were examining, using the appropriate skill and gaining the same circumstance bonus.
    The circumstance bonus increases to +3 if you have master proficiency in Medicine and +4 if you have legendary proficiency.

URBAN PURSUIT FEAT 2
GENERAL SKILL
Prerequisites expert in Society
Following someone through city streets comes naturally to you. You can use Society to Track someone through an urban environment. Rather than following tracks, you pay attention to the movement of crowds, ask passersby if they’ve seen the person, and follow other clues the city gives you.

UNDERGROUND NETWORK FEAT 2
GENERAL SKILL
Prerequisites expert in Society, Streetwise (Core Rulebook 267)
You’re tapped into groups that know what’s going on in the streets, and you can get information out of them quickly. When you use Society to Gather Information, you can contact a member of these groups to get information directly from them. This usually takes about an hour, and doesn’t draw as much attention as Gathering Information in public might. The check and information gained follow the normal rules for Gather Information.
    In addition, if you’ve consulted the underground network, you get a +1 circumstance bonus to the next Recall Knowledge check you make about the subject you were asking about, or a +2 circumstance bonus if you’re using Underworld Lore for the check. The GM might change the Lore skill related to the network depending on your location or specifics of the network you’re tapping into.
« 上次编辑: 2019-11-22, 周五 11:22:20 由 丞相 »
女王的杂技团
见识短浅的调查员手册作者
优化一塌糊涂的三流玩家
开团必炸团的垃圾GM
看不懂英文的翻译
——丞相