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{{CharacterInfobox
{{CharacterInfobox
| name        = Gruff
| name        = Gruff
| portrait    = https://foundry.atkennedy.com/modules/pf2e-tokens-characters/assets/portraits/chasm-android.webp?1782534865448
| portrait    = https://foundry.atkennedy.com/modules/pf2e-tokens-characters/assets/portraits/chasm-android.webp%3F1782534865448
| level      = 1
| level      = 1
| size        = Medium
| size        = Medium
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; '''Detective'''
; '''Detective'''
: You solved crimes as a police inspector or took jobs for wealthy clients as a private investigator. You might have become an adventurer as part of your next big mystery, but likely it was due to the consequences or aftermath of a prior case.
: You solved crimes as a police inspector or took jobs for wealthy clients as a private investigator. You might have become an adventurer as part of your next big mystery, but likely it was due to the consequences or aftermath of a prior case.
 
: Choose two attribute boosts. One must be to '''Intelligence''' or '''Wisdom''', and one is a free attribute boost.
Choose two attribute boosts. One must be to '''Intelligence''' or '''Wisdom''', and one is a free attribute boost.
: You're trained in the Society skill and the Underworld Lore skill. You gain the Streetwise skill feat.
 
You're trained in the Society skill and the Underworld Lore skill. You gain the Streetwise skill feat.


=====Feats=====
=====Feats=====
; <html><img src="https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp" width="20" alt="Battle Medicine" style="vertical-align:middle;" /></html> '''Battle Medicine''' <small>(general, healing, manipulate, skill)</small>
; <html><img src="https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp" width="20" alt="Battle Medicine" style="vertical-align:middle;" /></html> '''Battle Medicine''' <small>(general, healing, manipulate, skill)</small>
: '''Requirements''' You're holding or wearing a healer's toolkit.
: '''Requirements''' You're holding or wearing a healer's toolkit.
 
: You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.
You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.
; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/features/feats/effect-repair-module.webp" width="20" alt="Constructed" style="vertical-align:middle;" /></html> '''Constructed''' <small>(android)</small>
; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/features/feats/effect-repair-module.webp" width="20" alt="Constructed" style="vertical-align:middle;" /></html> '''Constructed''' <small>(android)</small>
: Your synthetic body resists ailments better than those of purely biological organisms. You gain a +1 circumstance bonus to saving throws against diseases, poisons, and radiation.
: Your synthetic body resists ailments better than those of purely biological organisms. You gain a +1 circumstance bonus to saving throws against diseases, poisons, and radiation.
; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/features/classes/devise-a-stratagem.webp" width="20" alt="Devise a Stratagem" style="vertical-align:middle;" /></html> '''Devise a Stratagem''' <small>(investigator)</small>
; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/features/classes/devise-a-stratagem.webp" width="20" alt="Devise a Stratagem" style="vertical-align:middle;" /></html> '''Devise a Stratagem''' <small>(investigator)</small>
: You can play out a battle in your head, using brains rather than brawn to execute an attack.
: You can play out a battle in your head, using brains rather than brawn to execute an attack.
 
: You gain the Devise a Stratagem action.
You gain the Devise a Stratagem action.
; <html><img src="https://foundry.atkennedy.com/icons/magic/control/fear-fright-white.webp" width="20" alt="Emotionally Unaware" style="vertical-align:middle;" /></html> '''Emotionally Unaware''' <small>(android)</small>
; <html><img src="https://foundry.atkennedy.com/icons/magic/control/fear-fright-white.webp" width="20" alt="Emotionally Unaware" style="vertical-align:middle;" /></html> '''Emotionally Unaware''' <small>(android)</small>
: You find it difficult to understand and express complex emotions. You take a -1 circumstance penalty to Diplomacy and Performance checks, and on Perception checks to Sense Motive.
: You find it difficult to understand and express complex emotions. You take a -1 circumstance penalty to Diplomacy and Performance checks, and on Perception checks to Sense Motive.
; <html><img src="https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp" width="20" alt="Forensic Acumen" style="vertical-align:middle;" /></html> '''Forensic Acumen''' <small>(general, skill)</small>
; <html><img src="https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp" width="20" alt="Forensic Acumen" style="vertical-align:middle;" /></html> '''Forensic Acumen''' <small>(general, skill)</small>
: You understand the principles of forensic medicine, making you better at examining a body to determine the cause of death or injury.
: You understand the principles of forensic medicine, making you better at examining a body to determine the cause of death or injury.
 
: You can perform a forensic examination on a body, as described under Recall Knowledge in the Medicine skill, in half the normal amount of time it would take (to a minimum of 5 minutes).
You can perform a forensic examination on a body, as described under Recall Knowledge in the Medicine skill, in half the normal amount of time it would take (to a minimum of 5 minutes).
: If you succeed at your check, you can attempt an immediate check to Recall Knowledge to follow up on something you found, with a +2 circumstance bonus.
 
: This check is usually related to the cause of injury or death, such as a Crafting check to identify a poison or weapon that was used or an additional Medicine check to identify a specific disease. If you prefer, you can instead attempt to Recall Knowledge about the type of creature whose body you were examining, using the appropriate skill and gaining the same circumstance bonus.
If you succeed at your check, you can attempt an immediate check to Recall Knowledge to follow up on something you found, with a +2 circumstance bonus.
: The circumstance bonus increases to +3 if you have master proficiency in Medicine and +4 if you have legendary proficiency.
 
This check is usually related to the cause of injury or death, such as a Crafting check to identify a poison or weapon that was used or an additional Medicine check to identify a specific disease. If you prefer, you can instead attempt to Recall Knowledge about the type of creature whose body you were examining, using the appropriate skill and gaining the same circumstance bonus.
 
The circumstance bonus increases to +3 if you have master proficiency in Medicine and +4 if you have legendary proficiency.
; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/features/classes/forensic-medicine-methodology.webp" width="20" alt="Forensic Medicine Methodology" style="vertical-align:middle;" /></html> '''Forensic Medicine Methodology''' <small>(investigator)</small>
; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/features/classes/forensic-medicine-methodology.webp" width="20" alt="Forensic Medicine Methodology" style="vertical-align:middle;" /></html> '''Forensic Medicine Methodology''' <small>(investigator)</small>
: You've learned that in most cases, especially murders, criminals tend to leave more evidence of the crime on the body than they'd like to believe. Information from bruising, bone fractures, blood spatters, and even the life cycle of carrion insects can provide valuable clues that help reconstruct the scene.
: You've learned that in most cases, especially murders, criminals tend to leave more evidence of the crime on the body than they'd like to believe. Information from bruising, bone fractures, blood spatters, and even the life cycle of carrion insects can provide valuable clues that help reconstruct the scene.
 
: You're trained in Medicine and gain the Forensic Acumen and Battle Medicine skill feats. When you use Battle Medicine, on a success the target recovers additional Hit Points equal to your level, and the target becomes temporarily immune for only 1 hour, not 1 day
You're trained in Medicine and gain the Forensic Acumen and Battle Medicine skill feats. When you use Battle Medicine, on a success the target recovers additional Hit Points equal to your level, and the target becomes temporarily immune for only 1 hour, not 1 day
; <html><img src="https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp" width="20" alt="Hefty Hauler" style="vertical-align:middle;" /></html> '''Hefty Hauler''' <small>(general, skill)</small>
; <html><img src="https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp" width="20" alt="Hefty Hauler" style="vertical-align:middle;" /></html> '''Hefty Hauler''' <small>(general, skill)</small>
: You can carry more than your frame implies. Increase your maximum and encumbered Bulk limits by 2.
: You can carry more than your frame implies. Increase your maximum and encumbered Bulk limits by 2.
; <html><img src="https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp" width="20" alt="Known Weaknesses" style="vertical-align:middle;" /></html> '''Known Weaknesses''' <small>(investigator)</small>
; <html><img src="https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp" width="20" alt="Known Weaknesses" style="vertical-align:middle;" /></html> '''Known Weaknesses''' <small>(investigator)</small>
: Whenever you Devise a Stratagem, you can also attempt a check to Recall Knowledge as part of that action before rolling the d20. If you critically succeed at the Recall Knowledge check, you notice a weakness and can convey the information to allies to grant each of them a +1 circumstance bonus to their next attack roll against the subject, as long as their attack is made before the beginning of your next turn. If you choose an attack stratagem, this bonus applies to that attack roll too.
: Whenever you Devise a Stratagem, you can also attempt a check to Recall Knowledge as part of that action before rolling the d20. If you critically succeed at the Recall Knowledge check, you notice a weakness and can convey the information to allies to grant each of them a +1 circumstance bonus to their next attack roll against the subject, as long as their attack is made before the beginning of your next turn. If you choose an attack stratagem, this bonus applies to that attack roll too.
 
: Effect: Known Weaknesses
Effect: Known Weaknesses
; <html><img src="https://foundry.atkennedy.com/icons/magic/symbols/question-stone-yellow.webp" width="20" alt="Methodology" style="vertical-align:middle;" /></html> '''Methodology''' <small>(investigator)</small>
; <html><img src="https://foundry.atkennedy.com/icons/magic/symbols/question-stone-yellow.webp" width="20" alt="Methodology" style="vertical-align:middle;" /></html> '''Methodology''' <small>(investigator)</small>
: Your studies have made you savvy in many areas, but one in particular drew your intense interest. Choose a methodology. The methodologies are as follows:
: Your studies have made you savvy in many areas, but one in particular drew your intense interest. Choose a methodology. The methodologies are as follows:
 
:* Alchemical Sciences Methodology
* Alchemical Sciences Methodology
:* Empiricism Methodology
 
:* Forensic Medicine Methodology
* Empiricism Methodology
:* Interrogation Methodology
 
* Forensic Medicine Methodology
 
* Interrogation Methodology
; <html><img src="https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp" width="20" alt="Nightvision Adaptation" style="vertical-align:middle;" /></html> '''Nightvision Adaptation''' <small>(android)</small>
; <html><img src="https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp" width="20" alt="Nightvision Adaptation" style="vertical-align:middle;" /></html> '''Nightvision Adaptation''' <small>(android)</small>
: The nanites in your ocular processors have adapted to darkness, enhancing your ability to see in the dark. You gain darkvision.
: The nanites in your ocular processors have adapted to darkness, enhancing your ability to see in the dark. You gain darkvision.
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; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/features/classes/strategic-strike.webp" width="20" alt="Strategic Strike" style="vertical-align:middle;" /></html> '''Strategic Strike''' <small>(investigator)</small>
; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/features/classes/strategic-strike.webp" width="20" alt="Strategic Strike" style="vertical-align:middle;" /></html> '''Strategic Strike''' <small>(investigator)</small>
: When you strike carefully and with forethought, you deal a telling blow. When making a Strike that adds your Intelligence modifier on your attack roll due to Devising a Stratagem, you deal an additional 1d6 precision damage.
: When you strike carefully and with forethought, you deal a telling blow. When making a Strike that adds your Intelligence modifier on 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.
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.
; <html><img src="https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp" width="20" alt="Streetwise" style="vertical-align:middle;" /></html> '''Streetwise''' <small>(general, skill)</small>
; <html><img src="https://foundry.atkennedy.com/icons/sundries/books/book-red-exclamation.webp" width="20" alt="Streetwise" style="vertical-align:middle;" /></html> '''Streetwise''' <small>(general, skill)</small>
: You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to {Gather Information}. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.
: You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to {Gather Information}. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.
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; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/actions/Reaction.webp" width="20" alt="Clue In" style="vertical-align:middle;" /></html> '''Clue In''' <small>(concentrate, investigator)</small>
; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/actions/Reaction.webp" width="20" alt="Clue In" style="vertical-align:middle;" /></html> '''Clue In''' <small>(concentrate, investigator)</small>
: '''Frequency''' once per 10 minutes
: '''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.
'''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.
 
: Effect: Clue In
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.
 
Effect: Clue In
; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/actions/Passive.webp" width="20" alt="Pursue a Lead" style="vertical-align:middle;" /></html> '''Pursue a Lead''' <small>(concentrate, exploration, investigator)</small>
; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/actions/Passive.webp" width="20" alt="Pursue a Lead" style="vertical-align:middle;" /></html> '''Pursue a Lead''' <small>(concentrate, exploration, investigator)</small>
: '''Frequency''' once per 10 minutes
: '''Frequency''' once per 10 minutes
 
: 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").
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.
'''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.
: '''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.
 
'''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.


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''Last synced: 2026-07-14 14:04''
''Last synced: 2026-07-26 04:00''
[[Category:Characters]]
[[Category:Characters]]

Revision as of 09:00, 26 July 2026

Gruff

Gruff
chasm-android.webp%3F1782534865448#.webp
Level 1
Size Medium
Key Ability STR
Hero Points 1
Defenses & Combat
HP 17/17
AC 15
Saving Throws Fort +4, Ref +7, Will +7
Perception +7
Speed 25 ft.
Attributes
STR +1
Languages daemonic, draconic, elven, tanuki

Details

  • Ancestry: Android Android
  • Heritage: Laborer Android Laborer Android
  • Background: Detective
  • Class: Investigator Investigator
  • Key Ability: STR
  • Hero Points: 1
  • Languages: daemonic, draconic, elven, tanuki

⚔ Defense & Saves

  • HP: 17/17
  • AC: 15
  • Perception: +7 (Expert)
  • Speed: 25 ft. (land)
  • Fortitude: +4 (Trained)
  • Reflex: +7 (Expert)
  • Will: +7 (Expert)

📊 Ability Scores

STR DEX CON INT WIS CHA
+1 +2 +1 +4 +2 -1

🎓 Skills

Skill Modifier Proficiency
Acrobatics +5 Trained
Arcana +4 Untrained
Athletics +4 Trained
Crafting +4 Untrained
Deception +2 Trained
Diplomacy +2 Trained
Intimidation +2 Trained
Medicine +5 Trained
Nature +2 Untrained
Occultism +7 Trained
Performance +2 Trained
Religion +2 Untrained
Society +7 Trained
Stealth +5 Trained
Survival +5 Trained
Thievery +2 Untrained
Underworld Lore +7 Trained

💰 Wealth & Carry

Coin Total Value Bulk Invested
15 GP 15 gp 0.0 / 6 enc / 11 max 0/10

✨ Feats & Features

Heritage
Laborer Android Laborer Android
Your body is adapted to endure physical hardships or perform hard labor for long periods of time. You become trained in Athletics (or another skill if you're already trained in Athletics), and you gain the Hefty Hauler skill feat.
Background Features
Detective
You solved crimes as a police inspector or took jobs for wealthy clients as a private investigator. You might have become an adventurer as part of your next big mystery, but likely it was due to the consequences or aftermath of a prior case.
Choose two attribute boosts. One must be to Intelligence or Wisdom, and one is a free attribute boost.
You're trained in the Society skill and the Underworld Lore skill. You gain the Streetwise skill feat.
Feats
Battle Medicine Battle Medicine (general, healing, manipulate, skill)
Requirements You're holding or wearing a healer's toolkit.
You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.
Constructed Constructed (android)
Your synthetic body resists ailments better than those of purely biological organisms. You gain a +1 circumstance bonus to saving throws against diseases, poisons, and radiation.
Devise a Stratagem Devise a Stratagem (investigator)
You can play out a battle in your head, using brains rather than brawn to execute an attack.
You gain the Devise a Stratagem action.
Emotionally Unaware Emotionally Unaware (android)
You find it difficult to understand and express complex emotions. You take a -1 circumstance penalty to Diplomacy and Performance checks, and on Perception checks to Sense Motive.
Forensic Acumen Forensic Acumen (general, skill)
You understand the principles of forensic medicine, making you better at examining a body to determine the cause of death or injury.
You can perform a forensic examination on a body, as described under Recall Knowledge in the Medicine skill, in half the normal amount of time it would take (to a minimum of 5 minutes).
If you succeed at your check, you can attempt an immediate check to Recall Knowledge to follow up on something you found, with a +2 circumstance bonus.
This check is usually related to the cause of injury or death, such as a Crafting check to identify a poison or weapon that was used or an additional Medicine check to identify a specific disease. If you prefer, you can instead attempt to Recall Knowledge about the type of creature whose body you were examining, using the appropriate skill and gaining the same circumstance bonus.
The circumstance bonus increases to +3 if you have master proficiency in Medicine and +4 if you have legendary proficiency.
Forensic Medicine Methodology Forensic Medicine Methodology (investigator)
You've learned that in most cases, especially murders, criminals tend to leave more evidence of the crime on the body than they'd like to believe. Information from bruising, bone fractures, blood spatters, and even the life cycle of carrion insects can provide valuable clues that help reconstruct the scene.
You're trained in Medicine and gain the Forensic Acumen and Battle Medicine skill feats. When you use Battle Medicine, on a success the target recovers additional Hit Points equal to your level, and the target becomes temporarily immune for only 1 hour, not 1 day
Hefty Hauler Hefty Hauler (general, skill)
You can carry more than your frame implies. Increase your maximum and encumbered Bulk limits by 2.
Known Weaknesses Known Weaknesses (investigator)
Whenever you Devise a Stratagem, you can also attempt a check to Recall Knowledge as part of that action before rolling the d20. If you critically succeed at the Recall Knowledge check, you notice a weakness and can convey the information to allies to grant each of them a +1 circumstance bonus to their next attack roll against the subject, as long as their attack is made before the beginning of your next turn. If you choose an attack stratagem, this bonus applies to that attack roll too.
Effect: Known Weaknesses
Methodology Methodology (investigator)
Your studies have made you savvy in many areas, but one in particular drew your intense interest. Choose a methodology. The methodologies are as follows:
  • Alchemical Sciences Methodology
  • Empiricism Methodology
  • Forensic Medicine Methodology
  • Interrogation Methodology
Nightvision Adaptation Nightvision Adaptation (android)
The nanites in your ocular processors have adapted to darkness, enhancing your ability to see in the dark. You gain darkvision.
On the Case On the Case (investigator)
As an investigator, you think of your adventures as cases waiting to be solved. You gain one activity and one reaction you can use to investigate cases: Pursue a Lead and Clue In.
Proximity Alert Proximity Alert (android)
You're unnaturally in tune with your surroundings and react instinctively to danger. You gain a +2 circumstance bonus to Perception checks made as initiative rolls.
Strategic Strike Strategic Strike (investigator)
When you strike carefully and with forethought, you deal a telling blow. When making a Strike that adds your Intelligence modifier on 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.
Streetwise Streetwise (general, skill)
You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to {Gather Information}. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.
Actions
Clue In Clue In (concentrate, investigator)
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.
Effect: Clue In
Pursue a Lead Pursue a Lead (concentrate, exploration, investigator)
Frequency once per 10 minutes
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.

🎒 Inventory

Treasure & Currency
Item Qty Bulk Level Price
Gold Pieces Gold Pieces 15 1 0 1 gp

Last synced: 2026-07-26 04:00