Statistics Str 18, Dex 10, Con 14, Int 19, Wis 14, Cha 10
Ancestry Abilities Low-Light Vision See in Dim Light as though it was bright light
Natural Ambition Gain a Level 1 Class Feat (Known Weakness)
Elven Weapon Familiarity Trained in bows, longsword, rapiers; Gain access to all uncommon elf weapons. For the purpose of proficiency, advanced elf weapons are martial weapons.
Class Abilities Pursue a Lead One per 10 minutes, spend 1 minute designating a subject as the target of your active investigation. Whenever you attempt a Perception or skill check to investigate the subject, you gain a +1 bonus to the check. You can maintain 2 active investigations at one time. If you Pursue a Lead after that, the subject must be different and you give up on a subject of your choice. Once you've given up a subject, you can't pursue it again until after you make your daily preparations.
Clue In (R) Once per 10 minutes, Share information with a creature attempting to investigate your investigation. They gain a +1 to that check.
Devise a Stratagem (>) Once per round, choose a creature you can see and roll at d20. If you strike the creature later this round, you must use the result of the roll instead of rolling normally. You make this substitution only on the first strike against the creature. When you make this substitution, you can add your Intelligence mod to the attack roll instead of Strength or Dexterity as long as you are using an agile or finesse melee weapon, agile or finesse unarmed attack, a ranged weapon, or a sap.
Strategic Strike When you make a strike that adds your Intelligence mod to your attack due to Devising a Stratagem, you deal an addition 2d6 damage.
Methodology (Alchemical Sciences) Trained in crafting, gain Quick Tincture action and Alchemical Crafting feat. Each time you gain a level, you learn a alchemical formula for an item of a level you can create. Each day, you can create a number of Versatile Vials equal to your Int modifier.
Quick Tincture (>) Use a Versatile Vial to create a alchemical elixir or tool of your level or lower. This item only lasts until the end of your turn.
Keen Recollection Your proficiency bonus for untrained Recall Knowledge checks is equal to your level instead of +0
Skillful Lessons At 3rd level and every odd-level, you gain a skill feat for a Int, Wis, or Cha-based skill, for for the skill gained in your methodology.
Weapon Specialization +2 to weapon damage with expert weapons.
Class Feats That's Odd Automatically notice one interesting detail in a new area.
Known Weakness When you Devise a Stratagem, you get a Recall Knowledge check as part of that action. If you critically succeed at the Recall Knowledge check, you notice a weakness and gain a +1 bonus to your attack roll from Devise a Stratagem. If you immediately convey this information, each ally gains a +1 bonus to their next attack roll against the subject until your next turn.
Shared Stratagem When you hit a creature with an attack that you substituted your Int mod for your standard modifier, designate 1 ally. The creature you hit is flatfooted to that ally for his next attack until your next turn.
Sentinel Dedication Become trained in one further armor type. Whenever any armor proficiency advances, you gain that proficiency level in the armor type granted by this feat.
Alchemical Discoveries Learn 2 formulas each time you level up instead of 1. The number of Versatile Vials you can create increases by 1.
Armor Specialist Gain Medium and Heavy Armor Specialization (Plate: Slashing resistance 3)
General/Skill Feats Impressive Performance You can make an Impression with Performance instead of Diplomacy
Alchemical Crafting Use Craft to make alchemical items. Add 4 common formulas for 1st level items to your formula book
Specialty Crafting (Alchemical) +1 to crafting check
Armor Proficiency Become trained in medium armor
Forensic Acumen Perform a forensic examination on a body in half the time. If you succeed, you can attempt an immediate Recall Knowledge check to follow up on a clue with a +2 bonus.
Battle Medicine (>) Attempt a medicine check as Treat Wounds. Target is immune to your Battle Medicine for 1 day.
Additional Lore (Chaos Cults) Gain a Lore skill. Auto advances at 3rd, 7th, and 15th levels.
Continual Recovery When you Treat Wounds, the patient's cooldown is 10 minutes rather than 1 hour.
Schooled in Secrets You notice the signs and symbols of mystery cults. Use Occultism in place of Gather Information about such groups.
Toughness Gain extra hitpoints; Recovery checks at 9+dying value.
Titan Wrestler Disarm, Grapple, Trip two sizes larger than you.
Offense Speed 30 ft. (20 ft. in armor)
Melee +1 longspear +8 (1d8+5/×3) or
. . mwk rapier +8 (1d6+3/18-20) or
. . gladius +7 (1d6+3/19-20)
Power Attack +1 longspear +6 (1d8+11/×3) or
. . mwk rapier +6 (1d6+7/18-20) or
. . gladius +5 (1d6+5/19-20)
Melee +1 longspear +10 (1d8+8/×3) or
. . mwk rapier +10 (1d6+5/18-20) or
. . gladius +9 (1d6+5/19-20)
Power Attack +1 longspear +8 (1d8+14/×3) or
. . mwk rapier +8 (1d6+9/18-20) or
. . gladius +7 (1d6+9/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork longspear)
Investigator Spell-Like Abilities (CL 5th; concentration +8)
. . Special—continual flame (alchemical illumination, 24 hr duration), light (alchemical illumination), daylight, discovery torch Investigator (Lamplighter) Extracts Prepared (CL 5th; concentration +8)
. . 2nd—Barkskin (x2), False Life
. . 1st—cure light wounds, enlarge person (DC 14),Heightened Awareness, shield (2)
Statistics Str 16, Dex 14, Con 13, Int 16, Wis 10, Cha 10
Base Atk +4; CMB +7; CMD 19
Racial Abilities Dual Minded +2 Will saves.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Class Abilities Alchemical Illumination (Sp) As a standard action, burn equal level extract/potion to cast light spell from limited list.
Alchemy +5 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Inspiration (+1d6, 6/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Lamplighter (Su) As a move action, light a held flammable item.
Mutagen (DC 14) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 40 minutes.
Ready for the Revelation (Ex) Free inspiration for initiative checks.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Studied Combat As a move action, gain +2 (1/2 level) to attack and damage for 3 (Int mod) rounds or until Studied Strike is used
Studied Strike End Studied Combat to gain 1d6 damage on an attack
Fast Alchemy Halve the time it takes to make alchemical items
Quick Study Activate Studied Combat as a swift action
Underworld Inspiration Free use of inspiration on Bluff, Disable Device, Disguise, Intimidate, and Slight of Hand checks
Feats Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Dirty Fighting Forgo flanking bonus to not provoke AOO on a Combat maneuver. If you don't provoke an AOO on a combat maneuver, increase flanking bonus to +4. Counts at prereqs for combat maneuver feats.
Power Attack -2/+4 (-2/+6 for two-handed) You can subtract from your attack roll to add to your damage.
Extra Investigator Talent: Quick Study Gain Quick Study Investigator Talent
Traits Bruising Intellect Use Int mod as a bonus to Intimidate instead of Cha
Surgeon in the Shadows