INVESTIGATOR

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Character

Name
N
VE
STIGAT
O
Ancestry and Heritage
Level
Character

R
Background
Sheet
PROFICIENCY [one-action] Single Action Size Alignment Hero Points
Player
Untrained +0 [two-actions] Two-Action Activity Name
Trained 2+Level Three-Action Activity
Expert 4+Level Deity
Master 6+Level [free-action] Free Action Experience
[reaction] Reaction Points (XP)
Legendary 8+Level

Ability Scores Armor Class Hit Points


ITEM
STR STRENGTH AC DC BASE
DEX CAP PROF
T E M L CURRENT TEMPORARY
MODIFIER SCORE = 10 OR MAX

UNARMORED LIGHT MEDIUM HEAVY


DEX
MODIFIER
DEXTERITY
SCORE
T E M L T E M L T E M L T E M L DYING WOUNDED

8+CON PER LEVEL


HARDNESS MAX HP BT CURRENT HP
CON
MODIFIER
CONSTITUTION
SCORE
Shield + RESISTANCES AND IMMUNITIES

INT INTELLIGENCE Saving Throws CONDITIONS


MODIFIER SCORE FORTITUDE REFLEX WILL

WIS
MODIFIER
WISDOM
SCORE
CON PROF DEX PROF WIS PROF
Perception
CHA
MODIFIER
CHARISMA
SCORE
WIS PROF T E M L ITEM
ITEM ITEM ITEM
T E M L T E M L T E M L

Class DC SENSES
DC BASE INT PROF T E M L ITEM NOTES
= 10
MOVEMENT TYPES & NOTES
speed feet Skills Society, Methodology Skill, and 4 + int
DEX PROF ITEM ARMOR
ACROBATICS = T E M L
-
Melee Strikes INT PROF ITEM
Weapon STR PROF
T E M L
ITEM
ARCANA = T E M L

= STR PROF ITEM ARMOR


Damage
DICE STR W SPEC OTHER TRAITS
ATHLETICS = T E M L
-
B
P INT PROF ITEM
S CRAFTING = T E M L

Weapon STR PROF ITEM


T E M L CHA PROF ITEM
= DECEPTION = T E M L

Damage CHA PROF ITEM


DICE STR B
P
W SPEC OTHER TRAITS
DIPLOMACY = T E M L

S CHA PROF ITEM

Weapon STR PROF ITEM INTIMIDATION = T E M L

T E M L
= INT PROF ITEM

Damage
LORE = T E M L

DICE STR B W SPEC OTHER TRAITS INT PROF ITEM


P LORE = T E M L

S
WIS PROF ITEM
Ranged Strikes MEDICINE = T E M L

Weapon DEX PROF ITEM


T E M L WIS PROF ITEM
= NATURE = T E M L

Damage INT PROF ITEM


DICE SPECIAL B W SPEC OTHER TRAITS OCCULTISM = T E M L

P
S CHA PROF ITEM
Weapon DEX PROF ITEM PERFORMANCE = T E M L

T E M L
= WIS PROF ITEM

Damage RELIGION = T E M L

DICE SPECIAL B W SPEC OTHER TRAITS INT PROF ITEM


P
S
SOCIETY = T E M L

Weapon DEX PROF ITEM ARMOR

=
DEX PROF
T E M L
ITEM
STEALTH = T E M L
-
WIS PROF ITEM
Damage
DICE SPECIAL B W SPEC OTHER TRAITS SURVIVAL = T E M L

P DEX PROF ITEM ARMOR


S
THIEVERY = T E M L
-
Weapon Proficiencies Languages
SIMPLE MARTIAL UNARMED OTHER
T E M L T E M L T E M L T E M L

© 2020, Paizo Inc. Permission granted to photocopy this sheet.


Ancestry Feats and Abilities Class Feats and Abilities
SPECIAL 1st On the Case
Devise a Stratagem
HERITAGE 1st Methodology
Strategic Strike
1st
FEAT 1st
FEAT 1st
FEAT 5th
FEAT 2nd
FEAT 9th
Keen Recollection Recall Knowledge with untrained skills uses your level for your
proficiency bonus.
FEAT 13th Skillful Lessons See Skill Feats. 3rd
FEAT 17th FEAT 4th
Skill Feats Weapon Expertise Gain expert in simple, martial, and unarmed. 5th
BACKGROUND FEAT 6th
Vigilant Senses Gain master Perception.
2nd 12th Weapon Specialization +2 damage if expert, +3 master, +4 legendary. 7th
Skillful Lesson 3rd Skillful Lesson 13th FEAT 8th
Great Fortitude Gain expert Fortitude.
4th 14th Investigator Expertise Gain expert class DC. 9th
Skillful Lesson 5th Skillful Lesson 15th FEAT 10th
6th 16th Deductive Improvisation Attempt any trained-only checks even if untrained, expert-
only checks if trained, and master-only checks if expert.

Skillful Lesson 7th Skillful Lesson 17th


Resolve Gain master Will. Successes on Will saves are critical successes. 11th
FEAT 12th
8th 18th
Incredible Senses Gain legendary Perception.
Skillful Lesson 9th Skillful Lesson 19th Light Armor Expertise Gain expert light armor and unarmored defense.
Weapon Mastery Gain master simple, martial, and unarmed. 13th
10th 20th FEAT 14th
Skillful Lesson Must be for an Int-, Wis-, or
Skillful Lesson 11th Cha-based skill or your methodology skill. Evasion Gain master Reflex. Successes on Reflex saves are critical successes.
Greater Weapon Specialization +4 damage if expert, +6 master, +8 legendary. 15th
General Feats
FEAT 16th
3rd
Greater Resolve Gain legendary Will. Critical failures on Will saves are failures. Take
half damage when you fail a Will save against damage.
17th
7th
FEAT 18th
11th
Light Armor Mastery Gain master light armor and unarmored defense.
15th Master Detective When you enter a location, GM informs you of new clues to your
leads. Gain master class DC.
19th
19th FEAT 20th

Investigator Actions Actions and Activities


LEVEL + INT NAME ACTIONS TRAITS PAGE
Pursue A Lead (concentrate, exploration) Frequency once per 10 minutes; Effect You spend 1
minute examining a clue. This designates the subject related to that clue as the target of your
active investigation. Gain a +1 circumstance bonus on checks to investigate the subject. You can
maintain two active investigations at a time. DESCRIPTION
Clue In [reaction] (concentrate) Frequency once per 10 minutes; Trigger Another creature attempts a
check to investigate a lead you’re pursuing; Effect The creature gains a circumstance bonus to
NAME ACTIONS TRAITS PAGE
the check equal to your bonus from Pursue a Lead.

Devise a Stratagem [one-action] (concentrate, fortune) Frequency once per round; Effect Choose a
creature and roll a d20. If you Strike the creature this round, use this result for your attack DESCRIPTION
roll. Add Int to the roll instead of Str or Dex if you Strike with an agile or finesse melee
weapon or unarmed attack, a ranged weapon, or a sap. If the creature is the subject of a lead
you’re pursuing, you can use this ability as a free action. Free Actions and Reactions
Strategic Strike When making a Strike that adds your Int on your attack roll due to Devising a
NAME FREE ACTION TRAITS PAGE
Stratagem, you deal an additional 1d6 precision damage. ▫ 5th 2d6, ▫ 9th 3d6, ▫ 13th 4d6,
▫ 17th 5d6 REACTION

METHODOLOGY TRIGGER
DESCRIPTION

© 2020, Paizo Inc. Permission granted to photocopy this sheet.

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