Senses
Perception w/ Darkvision (**) +9 or +10 vs lead / initiative
Languages ➤ Common, Goblin; Draconic, Dwarven, Gnomish, Halfling, Sakvroth
That’s Odd (~) Upon entering a room with a hazard or secret door, or a hidden creature or treasure, Briny gains a clue as to signify it’s existence, but does not automatically pass any associated checks
Exploration ➤ Investigate w/ Twitchy and That's Odd
Defense
AC 20 (none) or 25 drakeheart; HP 70
Fortitude (*) +8, Reflex (**) +10 but -1 drakeheart, Will (**) +9 but -1 drakeheart
Twitchy (~) +1 circumstance to AC / saves vs hazards, to initiative; +4 if foe uses Deception or Diplomacy for initiative
Goblin Scuttle (↺) When ally ends move adjacent to Briney, Briney may Step
Offense
Investigator Class DC 20
Speed 25; Bulk 3.2 / 5.0
Strategic Strike (~) +2d6 precision damage w/ finesse and ranged weapons using Devise a Stratagem
Briney can Remember his Entire Life (ability text):
Alchemical Crossbow aka "Gun Gun"
Alchemical Sciences and Versatile Vials
Clue In (↺)
Devise a Strategem (◇ or ◆) and Strategic Strike
Drakeheart Mutagen (◆)
Eye for Numbers (◆)
Goblin Scuttle (↺)
Keen Recollection
Purse a Lead
Quick Tincture (◆) aka "Rub Rubs"
Searing Restoration (◆)
Steady Balance
That's Odd
Twitchy
Unbreakable Goblin
Alchemical Crossbow
This crossbow can deliver alchemically infused bolts. The strange weapon has a metal bracket mounted on the side of the stock near the lath. As an action, you can load a single lesser alchemical bomb into the bracket; this bomb must be one that deals energy damage (such as an acid flask, alchemist’s fire, bottled lightning, frost vial, or thunderstone). The next three attacks made with the crossbow deal 1d6 damage of the bomb’s damage type in addition to the crossbow’s normal damage. If the second and third attacks are not all made within 1 minute of the first attack, the bomb’s energy is wasted. These attacks never deal splash damage or other special effects of the bomb and are not modified by any abilities that add to or modify a bomb’s effect. The addition of the bracket serves to unbalance the weapon, reducing its range to 30 feet. It otherwise functions as a crossbow (when determining damage, reload, and so on). Creatures use their crossbow proficiency when using the alchemical crossbow.
Alchemical Sciences and Versatile Vials Your methodology emphasizes chemical and alchemical analysis, collecting information from unusual particles and fluids found on the scene. You possess enough alchemical know-how to whip up a few tinctures to help you with your cases.
You’re trained in Crafting and gain the Alchemical Crafting skill feat. You start with a standard formula book, which contains the formulas for two common 1st-level alchemical items of your choice (these must be elixirs or tools), in addition to the formulas gained from Alchemical Crafting. Each time you gain a level, you 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 equal to your Intelligence modifier. Statistics for versatile vials appear in the alchemist class.
You gain the Quick Tincture action, which you can use to turn one of these vials into an elixir or alchemical tool for which you know the formula. If you have the ability to create versatile vials from more than one source (such as the alchemist multiclass archetype), you can use any of your versatile vials for any ability you have that requires them.
You know how to prepare fast-acting chemicals into versatile vials, special items that can be used as bombs and be turned into other alchemical items by introducing special reagents. During your daily preparations, you can create a number of versatile vials up to 2 + your Intelligence modifier, which is also your maximum number of vials. If you're below your maximum number, you can gather reagents from the environment around you. For every 10 minutes you spend in exploration mode, you regain 2 vials; this doesn't prevent you from participating in other exploration activities.
Versatile vials are infused items, and are destroyed if not used by the next time you make your daily preparations. A vial you create is always the highest type you could Craft. See the sidebar for statistics on using a versatile vial as a bomb. You can also use vials for Quick Alchemy (see below) and your research field can add to the ways you can use a vial.
You can store all your versatile vials within your alchemist's toolkit, with no increase to its Bulk. Though versatile vials are physical objects, they can't be duplicated or preserved in any way.
Clue In (↺) [concentrate]
Frequency: once per 10 minutes
Trigger: Another creature attempts a check that could help get you closer to answering the question at the heart of one of your active investigations.
You share information with the triggering creature. They gain a circumstance bonus to their check equal to your investigation bonus from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you're conveying information verbally.
Devise a Strategem (◇ or ◆) and Strategic Strike
[concentrate, fortune]
Frequency: once per round
You assess a foe's weaknesses in combat and use them to formulate a plan of attack. Choose a creature you can see. You can Devise a Stratagem as a free action if you're aware that creature could help answer the question at the heart of one of your active investigations. Roll a d20, then decide on an attack stratagem or skill stratagem.
Attack Stratagem: If you Strike the chosen creature before the start of your next turn, you must use the result of the d20 roll for your Strike's attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent ones. When you make this substitution, you can add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided you Strike with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it's a melee weapon with the thrown trait), or a sap.
Skill Stratagem: You can't attempt to Strike the target until the start of your next turn. You gain a +1 circumstance bonus to your next Intelligence-, Wisdom-, or Charisma-based skill check or Perception check involving the target before the start of your next turn. If you would gain your Pursue a Lead investigation bonus to such a check, that bonus increases by 1 instead of you gaining the +1 bonus listed.[/i]
When you strike carefully and with forethought, you deal a telling blow. When making a Strike that adds your Intelligence modifier to your attack roll due to Devising a Stratagem, you deal an additional 1d6 precision damage. As your investigator level increases, so too does the deadliness of your strategic strike. Increase the number of dice by one at 5th, 9th, 13th, and 17th levels.
Drakeheart Mutagen [alchemical, consumable, elixir, mutagen, polymorph]
Usage: held in 1 hand; Bulk L
Activate (◆, manipulate): Your skin grows scales like a drake, and your eyesight become sharp and your pupils slitted, but your mind and reflexes slow.
Benefit: You gain the listed bonus to AC, a Dexterity cap of +2 (as usual, use your lowest Dexterity cap if you have more than one), and an item bonus to Perception checks. If you're wearing armor, you still calculate your proficiency bonus to AC based on your proficiency in the armor you're wearing, even if the drakeheart mutagen has a higher item bonus. You also gain the Final Surge action.
Activate—Final Surge (◆): Effect You Stride twice. The drakeheart mutagen's duration ends.
Drawback: You take a –1 penalty to Will saves, Reflex saves, and all skill checks to Recall Knowledge.
Moderate: The item bonus to AC is +5, the item bonus to Perception is +2, and the duration is 10 minutes or until you use Final Surge, whichever comes first.
Eye for Numbers (◆) You've learned to quickly estimate the number of items in a group with relative accuracy at only a glance. You immediately learn the number of visually similar items in a group you can see, rounded to the first digit in the total number. For example, you could look at a case of potion vials and learn that it held about 30 vials, but you wouldn't know that it was exactly 33 vials, how many different types of potions there were, or how many of which type. Similarly, you could look at a pile of 2,805 coins and know that there were about 3,000 coins in all. You can use this ability only on items that can typically be counted, so you can't use it on grains of sand or stars in the sky, for example.
If you count a specific number of items possessed by an enemy, such as the number of coins or pieces of equipment they're carrying, you can use this information the next time you Feint or Create a Diversion against that target within 1 minute. If you do, you gain a +1 circumstance bonus to your check and can use Society instead of Deception for the check.
You can use this action during an attempt to Decipher Writing that is primarily numerical or mathematical to gain a +2 circumstance bonus to your check.
Goblin Scuttle (↺) Trigger: An ally ends a move action adjacent to you
You take advantage of your ally's movement to adjust your position. You Step.
Keen Recollection You can recall pertinent facts 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.
Purse a Lead [concentrate, exploration]
You name one detail you've identified that you think is part of a larger mystery, then spend 1 minute examining it. The detail is typically either obvious or something you've already discovered using Recall Knowledge, Sense Motive, Gather Information, or a similar action. After the minute passes, the GM either confirms there's a larger mystery or tells you there's nothing more to learn (the detail is inconsequential or you know all the information already). If there is in fact a larger mystery at play, you can't Pursue a Lead again for 10 minutes, but you can choose to open an investigation. To do so, define the question at the heart of the mystery, such as “Where has the priceless work of art that was supposed to hang here been taken?” or “Who or what killed this priest?” Work with your GM to refine the question if need be. You can also give your investigation a name to better keep track of it (such as “The Case of the Cheated Goblin” or “The Skinsaw Murders”).
Investigation Bonus: Whenever you attempt a Perception check or skill check to attempt to get closer to answering the question at the heart of an active investigation, you gain a +1 circumstance bonus to the check. The exact checks this applies to depend on the actions you use to investigate and are determined by the GM, but checks to investigate are typically Perception checks or skill checks that use Intelligence, Wisdom, or Charisma.
Active Investigations: You can maintain two active investigations at a time. If you Pursue another Lead after that, the case must be different from any of your current investigations (as far as you are aware), and you give up on a current investigation of your choice. Once you've given up pursuit of an investigation, you can't Pursue a Lead into it again until after the next time you make your daily preparations. Solving an Investigation If you answer the question at the heart of your investigation, the GM tells you that you've done so. You don't lose the bonus or other benefits until you choose to close the investigation by Pursuing a Lead again or voluntarily Dismissing it. If what you discover points to an even larger mystery, you can work with the GM to adapt the question and name of the investigation to the new information.
Quick Tincture (◆) Cost: 1 versatile vial
Requirements: You know the formula for the alchemical item you’re creating, you are holding or wearing an alchemist’s toolkit, and you have a free hand.You quickly brew up a short-lived tincture. You create a single alchemical elixir or tool of your level or lower that's in your formula book without having to spend the normal monetary cost in alchemical raw materials or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the end of the current turn.
Searing Restoration (◆) Yhey told you there was no way that explosions could heal people, but they were fools… Fools who didn't understand your brilliance! You create a minor explosion from your innovation, altering the combustion to cauterize wounds using vaporized medicinal herbs. You or a living creature adjacent to you regains 1d10 Hit Points. In addition, the creature you heal can attempt an immediate flat check to recover from a single source of persistent bleed damage, with the DC reduction from appropriate assistance.
At 3rd level, and every 2 levels thereafter, increase the healing by 1d10.
Special: If your innovation is a minion, it can take this action rather than you, though because it's not a living creature, it can't use the ability on itself.
Steady Balance You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You’re not off-guard while attempting to Balance on narrow surfaces and uneven ground.
That's Odd 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, skipping obvious clues that can be easily noticed without a check or specifically looking for them. You learn only that an area or object is suspicious, but 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. If you wish, you can Pursue a Lead concerning this detail even if you have Pursed a Lead less than 10 minutes ago.
That's Odd doesn't reveal whether creatures are suspicious. 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.
Twitchy You are naturally suspicious and wary of danger, especially when you suspect someone might be leading you into an ambush. You gain a +1 circumstance bonus to AC and saves against hazards, and to all of your initiative rolls. If at least one of your opponents is using Deception or Diplomacy to determine their initiative, your bonus to initiative from this feat increases to +4.
Unbreakable Goblin You're able to bounce back from injuries easily due to an exceptionally thick skull, cartilaginous bones, or some other mixed blessing. You gain 10 Hit Points from your ancestry instead of 6. When you fall, reduce the falling damage you take as though you had fallen half the distance.
Skills (13)
Pursue a Lead (~) +1 circumstance to Perception and INT, WIS, and CHA skills vs Lead; May retain two Leads
Clue In (↺, 1/10-min) Ally may benefit from the circumstance bonus to Follow a Lead for related check
Acrobatics (*) +10 w/ Steady Balance
Athletics (*) +7
Crafting (**) +13 w/ Crafter's Appraisal, Expanded Alchemist's Lab (+1i to craft alchemical items), Inventor, Seasoned (+1c to craft food, drinks, elixirs)
Deception (*) +9
Diplomacy (*) +9
Intimidation (*) +9
Keen Recollection (~) +9
Lore: Absalom (*) +11
Medicine (*) +7
Performance (*) +9
Stealth (*) +10
Society (**) +13 w/ Eye for Numbers (+1c to create a diversion or feint once; +2 to decipher math), Streetwise
Survival (*) +7
Thievery (*) +10
Class
1: On the Case ➤ Pursue a Lead and Clue In, Devise a Stratagem, Strategic Strike; Methodology ➤ Alchemical Sciences, That's Odd
2: Inventor Dedication ➤ Inventor
3: Keen Recollection, Skillful Lesson
4: Basic Breakthrough ➤ Searing Restoration
5: Weapon Expertise
Two
(#AP-FOP): "Fall of Plaguestone" (12xp, 66.00gp, 12 EA) @ 3/7/2021
= 12xp, 66.00gp, 12 EA
Three
(#EA): "Crafter's Workshop" @ Moderate Acid Flask Batch (Task 3, Raw Materials 20.00gp, 1 Day Preparation)
(#1-10): "Tarnbreaker's Trail" (4xp, 38.00gp, Crafter's Workshop 8.80, 4 EA) @ 6/6/2021
(#Q-04): "Port Peril Pub Crawl" (1xp, 9.5gp, Crafter’s Workshop 2.40, 1 EA) @ 6/28/2021
(#B-18): "From Family Lost" (1xp, 12.00gp, 1 EA) @ 3/28/2022
(#2-12): "Snakes in the Grass" (4xp, 38.00gp, Crafter's Workshop 8.80, +1 day earn) @ ?? PBP GM
= 10xp, 97.50gp, 20.00 Crafter's Workshop, 10 EA
Four
(#Q-01): "The Sandstone Secret" (1xp, 16.00gp, 1 EA)
(#4-01) "Intro: Year of Boundless Wonder" (4xp, 64.00gp, 4 EA) @ 2024
(#BOD) "March of the Dead (8xp, 128.00gp, 8 EA)
= 13xp, 218.00gp, 13 EA