Sleuth

[A class heavily inspired by the PF2e Investigator] [WIP]

As a Sleuth you can:

  • Plan your every move by knowing what your dice will roll ahead of time.
  • Learn everything about an enemy, exploiting their weaknesses as you out plan and outmaneuver them.
  • Piece together clues and uncover secrets outside of combat.
Key Stats
INT
DEX
Hit Die
d6
HP
10
Saves
STR
INT+
Armor
Cloth
Weapons
DEX
Gear:Shortsword, Short Bow, Adventurer's Garb, Magnifying Glass
LVL 1
Strategic Strikes.

Upon rolling initiative, and any time you Assess during combat, roll one of your weapon's damage dice and set the result aside. This becomes one of your Strategem dice. On your first attack per turn with that weapon, you must use a Strategem dice as the primary dice roll for that attack. You can have up to KEY Strategem dice; if you would add more beyond this limit, you can choose to replace an old one. Strategem dice are lost when combat ends.

Best Laid Plans.

You can choose to discard any amount Strategem dice to gain that amount of advantage on any skill check.

LVL 2
On the Case!

(1/day) Identify a question you want to investigate to the GM, such as "Who killed this merchant?" or "Why are these Kobolds hiding in this Dungeon?" This becomes your Case. You gain advantage on any Examination or Insight checks related to your Case for the rest of the day.

Saw it Coming.

Reaction: Defend for free, then discard any Strategem dice to decrease the damage further by 2xINT per dice.

LVL 3
Subclass

Choose a Sleuth subclass.

LVL 4
Prepaired Mind.

You may roll initiative using your Examination skill bonus.

Sleuth's Techniques (2).

Choose 2 Sleuth's Techniques.

Key Stat Increase.

+1 INT or DEX

LVL 5
Battle of Wits.

When you hit an enemy with a Strategic Strike, add +INT additional damage.

Secondary Stat Increase.

+1 WIL or STR.

LVL 6
Sleuth's Techniques (3).

Choose an additional Sleuth's Technique.

Red Herring.

When making a skill check to uncover information (such as Examination, Perception or Insight), you can ask the GM if the current thing your are investigating is related to your Case; they must answer truthfully.

LVL 7
Subclass.

Gain a Sleuth subclass feature.

Forensic Medicine.

(1/Safe Rest): When you would spend any number of Hit Dice to recover HP, you can choose to reroll any Hit Dice after seeing the result.

LVL 8
Sleuth's Techniques (4).

Choose an additional Sleuth's Technique.

Key Stat Increase.

+1 INT or DEX.

LVL 9
Little Grey Cells.

Insert big ability here

Sleuth's Techniques
Discombobulate!

Action: Discard a Strategem die and make a contested INT check (with advantage) against an enemy in melee range. If you win, the enemy is Dazed. That enemy is immune to further Discombobulation.

Your Next Move Is...

Action. Discard a Strategem dice and select and enemy. Make a prediction to the GM on who that enemy will target, or what ability it will use on its turn. If the enemy takes that action, they take the dice's value +LVL in psychic damage as you humiliate them for their predictable behavior. If they don't take that action, you take half LVL damage (min. 1).

Leading Question.

Action: Pose a particularly incisive question towards the enemy. The enemy must answer the question truthfully, or become Taunted by you. If the enemy cannot understand you, they automatically become taunted as your jabbering aggravates them.

Weakspot Analysis.

Discard a Strategem dice and choose an enemy. All attacks you make this round ignore their armor.

Pressurepoint Strike.

Action: After successfully hitting an enemy this turn, discard any number of Strategem die to deal their value in additional damage to that enemy. Discarded Crits still explode.