Here is Sam Vimes as an investigator with the sleuth archetype (made with pcgen 6.05.03).
Male Human investigator 15 Archetypes Sleuth,
NG Medium humanoid (human)
Init +1, Senses Perception +30
AC 18, touch 10, flat-footed 18 (+8 armor, )
hp 135 ((15d8)+15)
Fort +5, Ref +9, Will +11, , +5 Reflex to avoid traps
Defensive Abilities trap sense +5, Immunities poison,
Speed 20 ft.
Melee masterwork cold iron short sword +13/+8/+3 (1d6+1/19-20)
Melee dagger +12/+7/+2 (1d4+1/19-20)
Ranged dagger (thrown) +11/+6/+1 (1d4+1/19-20)
Sam prefers not act until he has studied his opponent. If possible, he will use guile to outwit the opponent. If it comes to violence, he strikes fast and with the most unpredictable tactics possible.
Str 12, Dex 11, Con 10, Int 17, Wis 15, Cha 17,
Base Atk +11; CMB +12; CMD 22
Feats Alertness, Antagonize, Armor Proficiency, Medium, Fast Learner, Leadership, Persuasive, Skill Focus (Perception, Sense Motive), Voice of the Sybil
Skills Appraise +17, Bluff +22, Climb +2, Diplomacy +27, Disable Device +12, Disguise +9, Escape Artist +10, Heal +7, Intimidate +27, Knowledge (Arcana) +8, Knowledge (Engineering) +7, Knowledge (Geography) +8, Knowledge (History) +8, Knowledge (Local) +21, Knowledge (Nobility) +9, Knowledge (Religion) +7, Perception +30, Perception (Trapfinding) +37, Profession (Trapper) +20, Sense Motive +30, Sleight of Hand +6, Stealth +14, Survival +3,
Traits Inspired, Tactician,
Languages Morporkian (Common), Dwarven, Gnomish, Uberwaldean
SQ bonus feat, daring, deeds, eidetic recollection, empathy, expanded inspiration, hidden agendas, humanoid traits, inspiration, keen recollection, make it count, opportunistic evasion, perceptive tracking, poison lore, poison resistance, quick study, run like hell, second chance, skilled, sleuth's initiative, sleuth's luck, studied combat, studied strike, trapfinding, underworld inspiration, weapon and armor proficiency,
Combat Gear rations (trail/per day) (2),
Other Gear masterwork cold iron short sword, reversible cloak (common), breastplate of command, vime boots(+1 to Knowledge (Local) checks to identify location in city by feel of cobblestones), backpack, masterwork, chalk (1 piece), inkpen, manacles (medium), paper (sheet) (9), whetstone, tobacco cigars, canteen, signal whistle, pouch (belt), coin (silver piece) (8), flint and steel, coin (copper piece) (7), dagger, watchman badge, 0.0 gp
Bonus Feat Humans select one extra feat at 1st level.
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 roll d6 and add the result to the check. He can choose to add this die after he rolls. If the d6 roll is a natural 6, he rolls another d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Intelligence modifier (minimum 1).
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. At 1st level, a sleuth gains the following deeds.
Eidetic Recollection (Su) An investigator can always choose to take 10 on any of his Knowledge checks, even if he's in immediate danger or distracted. An investigator may expend one use of inspiration to take 20 on a Knowledge skill check even if he's in immediate danger or distracted.
Empathy (Ex) (Su) When attempting a Sense Motive check, the investigator makes two d20 rolls and takes the higher result. If an investigator uses inspiration on a Sense Motive check, he rolls the inspiration dice twice and takes the higher result. Once per day, the investigator can expend one use of inspiration to target a single creature that he can see and hear within 30 feet. Upon doing so, the investigator detects the surface thoughts of the target's mind, as if he concentrated for 3 rounds while using the detect thoughts spell, unless the creature succeeds on a DC 20 Will saving throw. If the target fails, the investigator can continue to detect the surface thoughts of the target creature for 7 rounds.
Expanded Inspiration (Ex) An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he's trained in the skill.
Hidden Agendas (Ex) An investigator learns to obscure his thoughts and endeavors from prying eyes and even intrusive magic. When an investigator uses inspiration while attempting a Bluff check to pass secret messages or attempting a Linguistics check to create forgeries, he can roll his inspiration dice twice and take the higher result. In addition, the investigator can use inspiration when attempting a saving throw against a divination spell or effect without expending a use of inspiration.
Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.
Immunity to Poison (Ex) You never take poison damage.
Inspiration (Ex) An investigator is beyond knowledgeable and skilled-he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these of flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 10. An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Inspired A positive force, philosophy, or divine presence fills you with hope, and is a guiding force of inspiration. Once per day as a free action, roll twice and take the better result on a skill check or ability check.
Keen Recollection You can attempt all knowledge checks untrained
Make It Count (Ex) When a sleuth uses inspired strike, he can spend 1 luck point to apply an investigator talent that he doesn't already know and which affects inspired strike to his inspired strike. He must be able to fulfill that talent's prerequisites.
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.
Perceptive Tracking (Ex) The investigator can use Perception instead of Survival to both find and follow tracks, using the same DCs listed under the Survival skill (Core Rulebook 107). An investigator must be trained in Perception to select this talent.
Poison Lore (Ex) You have a deep understanding and appreciation for poisons. You cannot accidentally poison yourself when applying poison to a weapon. If you spend 1 minute physically examining the poison, you can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison's saving throw DC). Lastly, once a poison is identified, you can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison's saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. You have no chance of accidentally poisoning yourself when examining or attempting to neutralize a poison.
Poison Resistance (Ex) You are completely immune to poison.
Quick Study (Ex) An investigator can use his studied combat ability as swift action instead of a standard action.
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.
Second Chance (Ex) At 4th level, when a sleuth rolls an inspiration die or uses daring deed, he can spend 1 luck point to reroll either the inspiration or the daring deed die. If he rolls a 6 or higher on this reroll, he does not regain a luck point, and no matter what he rolls on either roll, he must keep the reroll result, even if it is lower.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
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.) At 4th level, a sleuth gains the following deeds. These abilities replace swift alchemy.
Sleuth's Luck (Ex) At 1st level, a sleuth gains a fluctuating pool of luck, measuring her ability to get out of scrapes. At the start of each day, a sleuth has a number of luck points equal to her Charisma modifier (minimum 1). Her luck goes up or down throughout the day, but usually cannot go higher than her 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, she regains 1 luck point. (If she rolls multiple inspiration dice at a time, she 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 1st-level deeds below replace alchemy. A sleuth cannot take the alchemist discovery talent or any investigator talent that affects alchemy.
Studied Combat (Ex) With a keen eye and calculating mind, you can assess the mettle of your opponent to take advantage of gaps in talent and training. You can use a move action to study a single enemy that you can see. Upon doing so, you add 7 as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for 3 rounds or until you deal damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit. An Investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator's studied combat, he cannot become the target of the same investigator's studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.
Studied Strike (Ex) You can choose to make a studied strike against the target of your studied combat as a free action, upon successfully hitting your studied target with a melee attack, to deal additional damage. The damage of studied strike is 6d6 precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike. If you used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), you may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If you chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual -4 penalty), the studied strike damage may also deal nonlethal damage. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.
Tactician You know how to take advantage of enemies who are unprepared for your assault. You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.
Trapfinding An investigator adds 7 to Perception skill checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.
Trap Sense (Ex) You gain a +5 bonus on Reflex saves made to avoid traps, and a +5 dodge bonus to AC against attacks made by traps.
Underworld Inspiration (Ex) An investigator can use his inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending uses of inspiration, provided he's trained in the skill.
Weapon and Armor Proficiency Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.