Investigator: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
No edit summary
m (23 revisions imported)
 
(15 intermediate revisions by 11 users not shown)
Line 1: Line 1:
The '''Investigator''' is a [[Pathfinder]] Class found in the ''Advanced Class Guide''. It combines together the casting abilities of the [[Alchemist]] with the skillmonkeying of the [[Rogue]], and manages to outdo both parent classes in support and skillmonkey roles though at a cost of combat ability.  
The guy who going to turn [[/pol/|certain people]] over to the FBI for their [[lolicon|porn stash]]. On a less IRL note...
 
==Call of Cthulhu==
"Investigator" is the term for the player characters in the Call of Cthulhu system. Of note is Cthulhu is stated as eating [[Meme|1d3 of them ''per round'']].
 
==Pathfinder==
[[File:Investigator PF 2e.png|thumb|right|300px|Quinn, Pathfinder's iconic Investigator]]
===1st Edition===
The '''Investigator''' is a [[Pathfinder]] Class found in the ''Advanced Class Guide''. It combines together the casting abilities of the [[Alchemist]] with the skillmonkeying of the [[Rogue]], and manages to outdo both parent classes in support and skillmonkey roles though at a cost of combat ability. If you play as an investigator talking like a Film-Noir detective is mandatory.


As an alchemist, nothing changes mechanically with how many spells can be cast. However, the Investigator loses out any chances to use bombs, with Mutagens only being given as Discoveries and potions being Feat-only. The investigator gains his talents at the same rate the alchemist gains discoveries, but a level slower. As a Rogue, the Investigator actually gets 1 more skill rank than standard and get a good lot of the skills available between both classes, and with invisibility as level 2 Extract, Stealth as class skill, trapfinding, inspiration to both sneak and perception as well as dependency on Dex, the investigator outdoes the rogue as a party scout by miles upon miles. That said, however, Investigators do get access to both Alchemist Discoveries and Rogue Talents in addition to their own unique Talents which add to their capabilities as a utility knife.
As an alchemist, nothing changes mechanically with how many spells can be cast. However, the Investigator loses out any chances to use bombs, with Mutagens only being given as Discoveries and potions being Feat-only. The investigator gains his talents at the same rate the alchemist gains discoveries, but a level slower. As a Rogue, the Investigator actually gets 1 more skill rank than standard and get a good lot of the skills available between both classes, and with invisibility as level 2 Extract, Stealth as class skill, trapfinding, inspiration to both sneak and perception as well as dependency on Dex, the investigator outdoes the rogue as a party scout by miles upon miles. That said, however, Investigators do get access to both Alchemist Discoveries and Rogue Talents in addition to their own unique Talents which add to their capabilities as a utility knife.
Line 5: Line 13:
What they gain as a unique feature is "Inspiration", which is a limited number of boosts that can be spent to boost up a test by d6(1d8 with Amazing Inspiration talent at level 7 (upgrades to 2d8 at level 20), also the inspiration die can be rerolled with Tenacious Inspiration at Level 13) each day, with using it in combat costing double (Combat Inspiration reduces the costs) and being free on Knowledge, Spellcraft, or Linguistics if the skill's trained (But it can also apply to a myriad of other skills like diplomacy, disable device etc with talents like "Underworld inspiration"). As they level up, the pool of free uses and the limit of how many they can use per day grows, granting them more utility, and they also gain an ability to study a target to add extra effects to their attacks and maneuvers (like making his targets automatically sickened or blind without giving them a saving throw). Studying a target grants the investigator half of his level on attack and damage rolls that lasts up to his  Intelligence mod in rounds, and the duration can be doubled with the proper talents. In any case, Investigators are best utilized as a support-type with mixed utility in mundane and alchemical applications. In a more social game, however, they become even more useful with the proper talents giving them free inspiration rolls anywhere they want.
What they gain as a unique feature is "Inspiration", which is a limited number of boosts that can be spent to boost up a test by d6(1d8 with Amazing Inspiration talent at level 7 (upgrades to 2d8 at level 20), also the inspiration die can be rerolled with Tenacious Inspiration at Level 13) each day, with using it in combat costing double (Combat Inspiration reduces the costs) and being free on Knowledge, Spellcraft, or Linguistics if the skill's trained (But it can also apply to a myriad of other skills like diplomacy, disable device etc with talents like "Underworld inspiration"). As they level up, the pool of free uses and the limit of how many they can use per day grows, granting them more utility, and they also gain an ability to study a target to add extra effects to their attacks and maneuvers (like making his targets automatically sickened or blind without giving them a saving throw). Studying a target grants the investigator half of his level on attack and damage rolls that lasts up to his  Intelligence mod in rounds, and the duration can be doubled with the proper talents. In any case, Investigators are best utilized as a support-type with mixed utility in mundane and alchemical applications. In a more social game, however, they become even more useful with the proper talents giving them free inspiration rolls anywhere they want.


Archetypes can tinker with the skillmonkeying even more, with sorts like the Empiricist weaning off a high dependence on Wis and literally rejecting illusions, the Sleuth replacing Alchemy with Luck from to be spent like a Gunslinger's Grit (Speaking of, there's also an archetype that makes your Investigator a Gunslinger-lite, Grit and all), and the Mastermind going more social earlier and providing Inspiration to an ally. Tl;dr: Investigators
Archetypes can tinker with the skillmonkeying even more, with sorts like the Empiricist weaning off a high dependence on Wis and literally rejecting illusions, the Sleuth replacing Alchemy with Luck from to be spent like a Gunslinger's Grit (Speaking of, there's also an archetype that makes your Investigator a Gunslinger-lite, Grit and all), and the Mastermind going more social earlier and providing Inspiration to an ally. New Scavanger archetype turns you into the engineer from TF2, so go wild.
are rogues if rogues were tier 3 instead of being tier 6.
 
Like pretty much everything else with the ability to cast sixth level spells, Investigator is [[Tier System|Tier 3]]. It can do skill monkey stuff pretty well, and is a substantial contributor in most other areas.
 
{{Pathfinder-Classes}}


===Second Edition===
Like the Alchemist, the Investigator underwent a serious rework to divorce it from being just "Alchemist with some skill monkey" when it appeared in the ''Advanced Player's Guide''. In fact, this new investigator probably leans even further to the skill monkey side than before as they gain about as many skill feats as a Rogue but more of them are using skills that rely on mental stats. By default, all investigators have a special action that lets them investigate leads on a chosen "case". When in combat, they gain another special action that allows them to pre-roll a d20 and later use that roll as an attack - it can even use Intelligence rather than Strength or Dexterity if you use certain weapons.


The investigator's subclasses are called "Methodologies". The following are available:
*''Alchemical Studies'': Harkens back to when investigators were like alchemists. They're not quite as good though, as they lack any of the specializations a normal alchemist has.
*''Empiricism'': Incredibly fast at investigating. In particular, they can notice glaring details and pick up particular knowledge before anyone else.
*''Forensic Medicine'': CSI. The investigator becomes a medic who can also determine details by investigating the crime scene and possibly even use this medical knowledge in combat.
*''Interrogator'':  Become a social detective. In particular, this subclass allows investigators to understand people merely through conversation to the point where they can figure out how to milk out the truth.


{{Pathfinder-Classes}}
{{Pathfinder-2nd-Edition-Classes}}
{{Pathfinder-2nd-Edition-Archetypes}}

Latest revision as of 10:53, 21 June 2023

The guy who going to turn certain people over to the FBI for their porn stash. On a less IRL note...

Call of Cthulhu[edit]

"Investigator" is the term for the player characters in the Call of Cthulhu system. Of note is Cthulhu is stated as eating 1d3 of them per round.

Pathfinder[edit]

Quinn, Pathfinder's iconic Investigator

1st Edition[edit]

The Investigator is a Pathfinder Class found in the Advanced Class Guide. It combines together the casting abilities of the Alchemist with the skillmonkeying of the Rogue, and manages to outdo both parent classes in support and skillmonkey roles though at a cost of combat ability. If you play as an investigator talking like a Film-Noir detective is mandatory.

As an alchemist, nothing changes mechanically with how many spells can be cast. However, the Investigator loses out any chances to use bombs, with Mutagens only being given as Discoveries and potions being Feat-only. The investigator gains his talents at the same rate the alchemist gains discoveries, but a level slower. As a Rogue, the Investigator actually gets 1 more skill rank than standard and get a good lot of the skills available between both classes, and with invisibility as level 2 Extract, Stealth as class skill, trapfinding, inspiration to both sneak and perception as well as dependency on Dex, the investigator outdoes the rogue as a party scout by miles upon miles. That said, however, Investigators do get access to both Alchemist Discoveries and Rogue Talents in addition to their own unique Talents which add to their capabilities as a utility knife.

What they gain as a unique feature is "Inspiration", which is a limited number of boosts that can be spent to boost up a test by d6(1d8 with Amazing Inspiration talent at level 7 (upgrades to 2d8 at level 20), also the inspiration die can be rerolled with Tenacious Inspiration at Level 13) each day, with using it in combat costing double (Combat Inspiration reduces the costs) and being free on Knowledge, Spellcraft, or Linguistics if the skill's trained (But it can also apply to a myriad of other skills like diplomacy, disable device etc with talents like "Underworld inspiration"). As they level up, the pool of free uses and the limit of how many they can use per day grows, granting them more utility, and they also gain an ability to study a target to add extra effects to their attacks and maneuvers (like making his targets automatically sickened or blind without giving them a saving throw). Studying a target grants the investigator half of his level on attack and damage rolls that lasts up to his Intelligence mod in rounds, and the duration can be doubled with the proper talents. In any case, Investigators are best utilized as a support-type with mixed utility in mundane and alchemical applications. In a more social game, however, they become even more useful with the proper talents giving them free inspiration rolls anywhere they want.

Archetypes can tinker with the skillmonkeying even more, with sorts like the Empiricist weaning off a high dependence on Wis and literally rejecting illusions, the Sleuth replacing Alchemy with Luck from to be spent like a Gunslinger's Grit (Speaking of, there's also an archetype that makes your Investigator a Gunslinger-lite, Grit and all), and the Mastermind going more social earlier and providing Inspiration to an ally. New Scavanger archetype turns you into the engineer from TF2, so go wild.

Like pretty much everything else with the ability to cast sixth level spells, Investigator is Tier 3. It can do skill monkey stuff pretty well, and is a substantial contributor in most other areas.

The Classes of Pathfinder 1st Edition
Core Classes: Barbarian - Bard - Cleric - Druid - Fighter - Monk
Paladin - Ranger - Rogue - Sorcerer - Wizard
Advanced
Player's Guide:
Alchemist - Antipaladin - Cavalier
Inquisitor - Oracle - Summoner - Witch
Advanced
Class Guide:
Arcanist - Bloodrager - Brawler - Hunter - Investigator
Shaman - Skald - Slayer - Swashbuckler - Warpriest
Occult
Adventures:
Kineticist - Medium - Mesmerist
Occultist - Psychic - Spiritualist
Ultimate X: Gunslinger - Magus - Ninja - Samurai - Shifter - Vigilante

Second Edition[edit]

Like the Alchemist, the Investigator underwent a serious rework to divorce it from being just "Alchemist with some skill monkey" when it appeared in the Advanced Player's Guide. In fact, this new investigator probably leans even further to the skill monkey side than before as they gain about as many skill feats as a Rogue but more of them are using skills that rely on mental stats. By default, all investigators have a special action that lets them investigate leads on a chosen "case". When in combat, they gain another special action that allows them to pre-roll a d20 and later use that roll as an attack - it can even use Intelligence rather than Strength or Dexterity if you use certain weapons.

The investigator's subclasses are called "Methodologies". The following are available:

  • Alchemical Studies: Harkens back to when investigators were like alchemists. They're not quite as good though, as they lack any of the specializations a normal alchemist has.
  • Empiricism: Incredibly fast at investigating. In particular, they can notice glaring details and pick up particular knowledge before anyone else.
  • Forensic Medicine: CSI. The investigator becomes a medic who can also determine details by investigating the crime scene and possibly even use this medical knowledge in combat.
  • Interrogator: Become a social detective. In particular, this subclass allows investigators to understand people merely through conversation to the point where they can figure out how to milk out the truth.
The Classes of Pathfinder 2nd Edition
Core Classes: Alchemist - Barbarian - Bard - Champion - Cleric - Druid
Fighter - Monk - Ranger - Rogue - Sorcerer - Wizard
Advanced Player's Guide: Investigator - Oracle - Swashbuckler - Witch
Secrets of Magic: Magus - Summoner
Guns and Gears: Gunslinger - Inventor
Dark Archive: Psychic - Thaumaturge
Other: Archetypes
The Archetypes of Pathfinder 2nd Edition
Core Rule Book: Alchemist - Barbarian - Bard - Champion - Cleric - Druid
Fighter - Monk - Ranger - Rogue - Sorcerer - Wizard
Lost Omens Setting Guide: Crimson Assassin - Duelist - Guild Agent - Hellknight Armiger
Lion Blade - Living Monolith - Magic Warrior - Runescarred - Sentry - Student of Perfection
Lost Omens Character Guide: Hellknight - Hellknight Signifer - Spellmaster - Firebrand Braggart - Lastwall Knights - Halcyon Speaker - Knight Reclaimant - Scrollmaster - Spellmaster - Swordmaster
Lost Omens World Guide: Aldori Duelist - Lastwall Sentry - Knight Vigilant - Pathfinder Agent - Runescarred
Adventure Path Juggler Dedication - Staff Acrobat Archetype - Zephyr Guard Archetype - Mammoth Lord - Mammoth Lord - Nantambu Chime-Ringer - Crystal Keeper - Drow Shootist - Edgewatch Detective - Eldritch Reasercher - Forlklorist - Game Hunter - Ghost Eater - Ghost Hunter - Golden League Xun - Golem Grafter - Gray Gardener - Alkenstar Agent - Animal Trainer - Bellflower Tiller - Bright Lion - Butterfly Blade - Magaambyan Attendant - Juggler - Jalmeri Heavenseeker - Provocator - Red Mantis Assassin - Sixth Pillar - Turpin Rowe Lumberjack
The Slithering OOzemorph
Grand Bazaar Captivator - Spell Trickster - Wrestler
Monsters of Myth Packbound Initiate
Advanced Player's Guide Acrobat - Archaeologist - Archer - Assassin - Bastion - Beastmaster - Blessed One - Bounty Hunter - Cavalier - Celebrity - Dandy - Dual-Weapon Warrior - Duelist - Eldritch Archer - Familiar Master - Gladiator - Herbalist - Horizon Walker - Investigator - Linguist- Loremaster - Marshal -Martial Artist - Mauler - Medic - Oracle - Pirate - Poisoner - Ritualist - Scout - Scroll Trickster - Scourger -Sentinel - Shadowdancer - Snarecrafter -Swashbuckler - Talisman Dabbler - Vigilante - Viking - Weapon Improviser - Witch
Secrets of Magic: Magus - Summoner - Wellspring Mage - Cathartic Mage - Elementalist - Flexible Spellcaster - Geomancer - Shadowcaster - Soulforger - Wellspring Mage
Guns & Gears: Demolitionist - Fireworks Technician - Gunslinger - Inventor - Artillerist - Beast Gunner - Bullet Dancer - Pistol Phenom - Overwatch - Runelord - Sniping Duo - Spellshot - Sterling Dynamo - Trapsmith - Trick Driver - Unexpected Sharpshooter - Vehicle Mechanic
Book of the Dead: Exorcist - Ghoul - Ghost - Hallowed Necromancer - Lich - Mummy - Reanimator - Soul Warden - Undead Master - Undead Slayer - Vampire - Zombie