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continuumg
2018-08-07, 01:59 PM
I really liked the idea of the sleuth archetype; a nonmagical detective is just the sort of character I'd love to try out. However, it simply did not receive enough in exchange for the lost spell levels. This is a slight patch to the Sleuth investigator archetype to improve its longevity.

Substance Knowledge (Ex)
A sleuth can use Craft (alchemy) to identify potions and poisons as if using detect magic. He must hold the potion for 1 round to attempt such a check. Additionally, he can cast Detect Poison as a spell-like ability at-will.

Sleuth’s Luck (Ex)
At 1st level, a sleuth gains a fluctuating pool of luck, measuring his ability to get out of scrapes. At the start of each day, a sleuth has a number of luck points equal to his Charisma modifier (minimum 1). His luck goes up or down throughout the day, but usually cannot go higher than his Charisma modifier (minimum 1), though feats, magic items, and spells that grant either grit or panache points can also grant a sleuth luck points equal to the amount of grit or panache they grant. A sleuth spends luck to accomplish deeds (see below), and regains luck in the following ways.
Rolling a Natural 20 on a Knowledge or Sense Motive Check: While on an investigation, a sleuth regains luck by uncovering secrets. Rolling a natural 20 on these skill checks while actively investigating causes the sleuth to regain 1 luck point. Such skill checks made for more mundane reasons (such as normal research or using Sense Motive to gain information during normal bargaining or while gambling) do not regain luck for the sleuth. Determining which skill checks qualify is up to the GM.
Rolling a 6 or Higher on an Inspiration Roll: When a sleuth rolls an inspiration die while on an investigation and the die comes up a 6 or higher, he regains 1 luck point. (If he rolls multiple inspiration dice at a time, he regains 1 luck point if the total is 6 or higher.) Like regaining luck via a natural 20 on a qualifying skill check, inspiration checks made for more mundane reasons don’t qualify for regaining luck. The GM is the final arbitrator for what rolls qualify. It’s possible for a investigator to regain 2 luck points on the same Skill check, if both the qualifying skill check is a natural 20 and any inspiration roll made is a 6 or higher.
This and the deeds below replace alchemy. A sleuth cannot take any investigator talent or alchemist discovery that affects extracts.

Deeds
Sleuths spend luck points to accomplish deeds. Most deeds grant a sleuth some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as a sleuth has at least 1 luck point.

1st Level Deeds:

Daring (Ex): At 1st level, a sleuth can spend 1 luck point when he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to add his inspiration die to the check. He can choose to do so after he rolls.

Opportunistic Evasion (Ex): At 1st level, when a sleuth succeeds at a Reflex saving throw against an effect that still deals damage on a successful save, he can spend 1 luck point as an immediate action to instead take no damage for that effect.

Sleuth’s Initiative (Ex): At 1st level, as long as the sleuth has at least 1 luck point, he gains a +2 bonus on initiative checks. Furthermore, if he has the Quick Draw feat, his hands are free and unrestrained, and the weapon is not hidden, he can draw a single light or one-handed melee weapon as part of the initiative check. (Unlike with swashbuckler deeds, this does not have to be a piercing weapon.)

4th Level Deeds:

Make It Count (Ex): When a sleuth uses studied strike, he can spend 1 luck point to apply an investigator talent that he doesn’t already know and which affects studied strike inspired strike to his studied strike inspired strike. He must be able to fulfill that talent’s prerequisites.

Run Like Hell (Ex): At 4th level, a sleuth can spend 1 luck point to gain a +20-foot bonus to his speed for 1 minute. Furthermore, while under the effect of this bonus, if he moves more than his normal speed in a round, he gains a +4 bonus to AC until the start of his next turn.

Sleuth’s Divination (Ex): At 4th level, the sleuth can spend 1 point of luck to cast any divination spell from the wizard spell list of 3rd level or lower as an extraordinary ability, using his level in place of his caster level. The spell’s saves, if any, are Intelligence based.

7th Level Deeds:

Nonchalance (Ex): At 7th level, as long as he has at least 1 luck point, the sleuth gains a +5 competence bonus to Bluff checks made to perform an inconspicuous action, and can pay 1 luck point to perform such an action without increasing the time it takes to do so.

Lucky Dodge (Ex): At 7th level, as long as he has at least 1 luck point, the sleuth gains a +2 Luck bonus to AC.

Cheap Shot (Ex): At 7th level, a sleuth may pay 1 luck point to attempt a cheap shot in place of a melee attack. If the attack hits, it damages the target normally, and the sleuth may make a free Dirty Trick combat maneuver against the target, using the successful attack roll in place of a combat maneuver check.

10th Level Deeds:

Improved Opportunistic Evasion (Ex): At 10th level, as long as the the sleuth has at least 1 luck point, he takes no damage on successful reflex saves against attacks. Additionally, he can pay 1 luck point as an immediate action to take half damage on a failed save.

Hide in Plain Sight (Ex): At 10th level, as long as the sleuth has at least 1 luck point, he may make stealth checks without cover or concealment. Additionally, he may pay 1 luck point to make a stealth check while observed.

Sleuth’s Improved Divination (Ex): At 10th level, a sleuth can spend 2 luck points to cast any Divination spell on the wizard spell list of 6th level or lower as an extraordinary ability, using her class level in place of her caster level. The spell’s saves, if any, are Intelligence based.

13th Level Deeds:

Sleuth’s Resolve (Ex): At 13th level, as long as he has at least 1 luck point, whenever the sleuth is required to make a Fortitude or Will save, he can add his inspiration die to the result without expending a use of inspiration.

Quarry (Ex): At 13th level, a sleuth can pay 1 luck to denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a sleuth can take 10 on his Survival skill checks while moving at normal speed without penalty. In addition, he can enter studied combat against his quarry as a free action. A sleuth can have no more than one quarry at a time. He can dismiss this effect at any time as a free action. He must spend 1 luck each hour to maintain this effect.

Sleuth’s Edge (Ex): At 13th level, a sleuth may pay 1 Luck point to gain the benefits of the Signature Skill feat with one skill that he has at least 5 ranks in for 1 minute.

16th Level Deeds:

Show Yourselves (Ex): At 16th level, a sleuth may pay 1 luck point as a full-round action to compel creatures to reveal themselves when hiding. All enemies within 30 feet must make a Will save (DC 10 + 1/2 the investigator’s level + the investigator’s Cha modifier). If they fail, they must cease using Stealth, unlock and open doors between themselves and the detective, and dismiss, suppress, or dispel if necessary magical effects that grant invisibility or any other form of concealment from the sleuth. Affected creatures may not attack or flee until they have eliminated every such effect, though they are freed from this compulsion immediately if attacked. The sleuth can maintain this affect as a free action for 1 luck point each round.

Sleuth’s Greater Divination (Ex): At 16th level, a sleuth can spend 3 luck point to cast a Divination spell from the wizard spell list of any level as an extraordinary ability, using his class level in place of his caster level. The spell’s saves, if any, are Intelligence based.

Detection Perfection (Ex): At 16th level, as long as the sleuth has at least 1 point of luck, he treats all inspiration dice used with sense motive and perception checks as if they rolled their maximum result. Additionally, he can spend 1 luck point to treat any other roll of inspiration dice as though they had rolled their maximum result.