Making investigator more unique.


Investigator Playtest


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IMO the investigator is not different enough from a rogue, and needs something new and unique.

And when I imagine one, I think of the Sherlock movie. Where Sherlock would spend time planning his attacks, before making a move. Thus I imagine a mechanic that does similar. Where you spend actions/turns thinking and building up a bonus, before a big hit. Something like...

Investigate Attack: 1 action.
Ranger 60'
You imagine yourself making an attack against a creature, making sure you will succeed before committing to it. Make an attack roll using Int and your weapon proficiency. You do not need to be in weapon range, and do not actually attack, as this is just in your mind. The bonus from Investigate Attack is cumulative with other uses of Investigate Attack, up to a maximum of your Int modifier. Allowing you to keep refining your plan until it is perfect.

Critical Success: When you make your next strike against the target before the end of your turn, do not roll a d20. It is automatically a critical success. If you do not strike this turn, you gain a +3 circumstance bonus to your next strike against the target within the next hour.
Success: You gain a +2 circumstance bonus.
Failure: +1 bonus.

If you use this against a creature who is not actively fighting, and are relying on secondary clues such as their stance and wear patterns on their armor, you outcome is a degree worse.

I also imagine something similar for out of combat. Where you can "gather clues" towards your case, until you have enough for a "big reveal".


I really love this idea.
we can make it simple,make it gives clues points.
Like if you success int check against a creature AC or DC, you get 1+int mod amounts of clue points.
you can use this action more than one time to same creature at your turn.
You need to use defferent skills checks if it is targeting the same creature.

When you get enough clues points equal to that creature's will DC.

You can Big Reveal, give you or one of your allies adventage to strik for a turn, or diadventage for the creature's save against you or your allies' class DC.

And we can have so many feats to mod this.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game, Starfinder Society Subscriber

Nice. I like the idea of the Investigator distinguishing itself from the Rogue by being able to “build up” attacks by studying subjects for several actions.

This might take the form of an increasing attack bonus, or an increasing damage bonus, or an increasing debuff (or increasing number of debuffs). Alternatively, one might allow investigators to get benefits from prolonged study by increasing the number of these effects (each round allows them to either add a damage bonus, or an attack bonus, or a debuff).

Interesting!


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Wumiao Xue wrote:

I really love this idea.

we can make it simple,make it gives clues points.
Like if you success int check against a creature AC or DC, you get 1+int mod amounts of clue points.
you can use this action more than one time to same creature at your turn.
You need to use defferent skills checks if it is targeting the same creature.

When you get enough clues points equal to that creature's will DC.

You can Big Reveal, give you or one of your allies adventage to strik for a turn, or diadventage for the creature's save against you or your allies' class DC.

And we can have so many feats to mod this.

"Clue Points" seems a bit awkward to me, but it would simplify things.

But I do really like the idea of using different skills. Making perception check, recall knowledge check, medicine check, deception check, diplomacy check etc...

I mean, you got all these skills. You should have a reason to use them all.

Quote:
This might take the form of an increasing attack bonus, or an increasing damage bonus, or an increasing debuff (or increasing number of debuffs). Alternatively, one might allow investigators to get benefits from prolonged study by increasing the number of these effects (each round allows them to either add a damage bonus, or an attack bonus, or a debuff).

Yea. I do think investigator would make more sense as a support class would be better. Possibly, each skill check gains it's own bonus, which you can hand out....

Perception Investigation: 1 action
Critical Success: You gain +2 AC against the target, and gain 2 clues.
Success: +1 AC, and gain 1 clue.
Critical Failure: You cannot use this against that target for 1 minutes.

Knowledge Investigation: 1 action
Critical Success: You gain +2 to non-attack rolls against the target. Including your other Investigation checks. Gain 2 clues
Success: +1, 1 clue.
Critical Failure: You cannot use this against that target for 1 minutes.
(Empiricists get +1 on failure, +2 on success, and 3 on crit).

Medical Investigation: 1 action (feat, medic)
Critical Success: You gain +1d8 damage against the target, and gain 2 clues.
Success: gain +1d4 damage, and gain 1 clue.
Critical Failure: You cannot use this against that target for 1 minutes.
(Medical's improves this to d6 and d10).

Deception Investigation: 1 action (feat)
Critical Success: You gain +2 AC to hit the target, and gain 2 clues
Success: +1 to hit, and gain 1 clue
Critical Failure: You cannot use this against that target for 1 minutes.

Diplomacy Investigation: 1 action (feat)
Critical Success: You gain +2 to saving throws against the target, and gain 2 clues.
Success: +1 saving throws, and gain 1 clue
Critical Failure: You cannot use this against that target for 1 minutes.

Clue In: 1 action
Spend clues to share your Investigation with your allies. You can spend any number of clues as part of the same actions, but you need to spend 1 clue per ally per Investigation you share. So sharing Perception and Medical investigations with 2 allies, would cost 4 clues.

Big Reveal: Free action.
Trigger: you just rolled against a target of your investigation.
Spend 3 clues, increase success by 1 degree.

That seems pretty good. A reason to use all your skills. Given enough time, you can rack up serious serious bonuses against a target. And several decisions on how to use your clues you built up. Do you spend more actions giving out bonuses as soon as you can? Do you spend extra rounds studying to save actions? Or do you keep all the clues to yourself for your own big burst?


Also, something like this. Which can let the investigator talk to people more easily, and help buy them time while they investigate.

Societal Sanctuary. 2 actions
Humanoids attempting to attack you must attempt a Will save each time against your societal DC. If you use a hostile action, or clue in, the effect ends and the target is immune for 24 hours.

Critical Success Sanctuary ends, and the target is immune for 24 hours.
Success The creature can attempt its attack and any other attacks against the target this turn.
Failure The creature can't attack the target and wastes the action. It can't attempt further attacks against the target this turn.
Critical Failure The creature wastes the action and can't attempt to attack the target for 24 hours.

Possibly have calm emotion at higher level.


That's what I felt the 1e "Studied Combat/Studied Strike was", though the new version is really similar, now is a great opportunity to make it more thematic, yeah! That idea def has potential.

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