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Path of the Sleuth

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Whether pursuing a fugitive as an investigator, getting promotions behind enemy lines as a spy, or perhaps even a criminal mastermind themselves, those who follow the Path of the Sleuth utilize their cunning to its utmost potential. They see through the lies of magic with ease, and walk uncontested into even the most secured facilities. They assassinate targets, when necessary, with a deadly efficiency. They could be you, they could be me.


Key Skills

Upon taking the Path of the Sleuth, you gain the following Key Skills:


Studied Strike

  • Requirements: Sneak Attack 5d6, Perception 5, 20 EXP

You may spend a Standard Action to study a target of your choosing for 3 rounds prior to making a Sneak Attack against them. If you do so, the attack is instead considered a Studied Strike. If you successfully hit a Studied Strike attack, and inflict damage accordingly, the attack has a chance of paralyzing or outright killing the target (your choice). This Talent fails if you are detected or recognized as an enemy by your target. If the victim fails a Fortitude save (DC 10 + your BaB + your Secondary Attribute Modifier), they either die, or are rendered helpless and unable to act for 1d6 minutes, depending upon your desired effect.

If the victim succeeds on their saving throw, the attack is applied as a normal Sneak Attack. Once you have completed the three rounds of study, you must make the Studied Strike within the next minute.


Investigator's Trail

Crime Scene Analyst

By examining any piece of a creature's remains, as little as drops of their blood, you may roll a Perception check against a DC equal to the creature's Hit Dice + 10. Success provides you with the following information:

  • What the creature was (including specifics, such as gender, race, and lifestyle)
  • How was the creature slain (a general outline of the probable cause of the creature's demise)
  • When the death occurred

This information may be distorted by deliberate magical means.

Arcane Eye (Ex)

  • Requirements: Crime Scene Analyst, Spellcraft 5, 20 EXP

You may see magical auras, as if under a constant Detect Magic spell. You may spend 4 TP to gain the effects of Identify, as if using the spell. Additionally, you automatically know when magic has disrupted evidence under the scrutiny of your Crime Scene Analyst Talent.

Discern Lies (Ex)

You may spend TP equal to a creature's Hit Die as an Immediate Action when they make a statement. Doing so informs you of whether or not they are lying. This Talent does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.

Face In The Crowd

You may use Disguise in place of Stealth in any settlement - towns, castles, villages, goblin caves, necromancer towers, and any other settled location, at GM discretion.

One More Thing (Su)

You may compel a creature of your choice to collaborate and speak truthfully with you. As a Full Round Action, make a Diplomacy check - the creature subjected to this effect must make a Will save against a DC equal to your Diplomacy check. Failure causes the creature to be charmed towards you, as if under the effects of a Charm Monster spell. In addition, they must make another save every time they attempt to lie to you, with failure instead forcing them to render the complete and entire truth of the subject matter.

This effect lasts for a number of minutes equal to your ranks in Diplomacy or Bluff, whichever is higher. This effect immediately ends if the target creature, or any of that creature's true allies, are attacked or otherwise endangered.


The Infiltrator's Trail

Many Faces (Ex)

You may use the Disguise skill as a Move Action by spending 3 TP, and may always take 10 on Disguise checks. Once per day, you may treat any Disguise roll as a natural 20. Lastly, you may spend TP up to your ranks in Disguise to gain an untyped bonus of the same amount to a Disguise check of your choice as an Immediate Action.

Act Like You Belong (Ex)

  • Requirements: Bluff 5, 15 EXP

You may spend TP up to your ranks in Bluff to gain an untyped bonus of the same amount to a Bluff check as an Immediate Action. This ability overrides truth-compelling magic, such as Zone of Truth.

Hidden Motives (Ex)

  • Requirements: Many Faces, Act Like You Belong, 20 EXP

Your alignment is not detectable by any means short of divine intervention, unless you allow it.

Eyes Open (Ex)

  • Requirements: Hidden Motives, 25 EXP

You may spend 5 TP to reroll a failed saving throw against any mind-affecting effect, with a +5 bonus to the roll. You may use this ability in conjunction with Hero Points, for a guaranteed minimum result of 16.

One Of You (Ex)

  • Requirements: Hidden Motives, 20 EXP

As an Immediate Action, you may display your alignment as whatever you wish. Additionally, you always know when a creature or effect are attempting to discern your alignment.

Breach Defenses

  • Requirements: One Of You, Studied Strike, 50 EXP

As a Move Action, you may target a grappled, pinned, or helpless creature. By spending TP equal to their HD, you immediately perform the following:

  • Make a Disguise check to assume their form.
  • Shift your alignment to theirs.
  • Hide their body, even when this would normally be impossible (The Perception check to locate the victim is opposed by your previously made Disguise check).
  • Studied Strike your target (3 round preparation not required).

Divination spells looking for the creature you have replaced target you instead, and any magical glyphs or sigils will treat you as the creature targeted. Only a deity is capable of seeing through this deception.


Right behind you.