Hello everyone, and welcome to another exciting edition of Foursaken Feature, our article devoted to fourth edition material. This week is Mystery Week here at Necromancers of the Northwest, and that means that we'll be focusing on mysteries today. Or rather, we'll be focusing on those heroes who have devoted themselves to solving mysteries
The Master Sleuth
"You should have known that sooner or later I would uncover the truth; now you must face the consequences of your actions."
Prerequisites: Trained in Perception and Streetwise, and must have solved or helped solve one mystery without the use of magic.
You have a trained eye and years of investigatory experience. You see things others don't and have a sound working knowledge of criminal behavior and a passion for the truth. Where lesser investigators claim crimes unsolvable, you prove them wrong; when victims pray for a miracle, you provide them with hope; and when then situation is dire, you are the first called by lords, governors, and even royalty. But none of that matters to you: whether born from a desire to help people or kill your boredom, you seek the challenge and thrill provided by mysteries.
Master Sleuth Path Features
Sleuth's Action (11th level): The master sleuth may expend an action point when not in an encounter to treat his passive Perception score as 12 + Perception rather than 10 + Perception for the remainder of the day.
Track Suspect (11th level): Once per day the master sleuth may designate a target he can see as a suspect. For the next 24 hours, the master sleuth may track that subject without magical aid and without needing to make skill checks. This ability ceases to function if the master sleuth allows the suspect to venture more than one mile from him.
Uncover Clues (16th level): Whenever the master sleuth would make a Perception check, he may choose to treat the roll as a 15 rather than roll the dice. This ability has no effect on his passive Perception and only influences active rolls to perceive something.
Master Sleuth Exploits