Investigator

Hit Die: d8

Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Skill Points per Level: 6 + Int Modifier

Level Base Attack Fort Ref Will Special
1 +0 +0 +2 +2 Alchemy, Inspiration, Trapfinding
2 +1 +0 +3 +3 Poison Lore, Poison Resistance +2
3 +2 +1 +3 +3 Investigator Talent, Keen Recollection, Trap Sense +1
4 +3 +1 +4 +4 Studied Combat, Studied Strike +1d6, Swift Alchemy
5 +3 +1 +4 +4 Investigator Talent, Poison Resistance +4
6 +4 +2 +5 +5 Studied Strike +2d6, Trap Sense +2
7 +5 +2 +5 +5 Investigator Talent
8 +6 +2 +6 +6 Poison Resistance +6, Studied Strike +3d6
9 +6 +3 +6 +6 Investigator Talent, Trap Sense +3
10 +7 +3 +7 +7 Studied Strike +4d6
11 +8 +3 +7 +7 Investigator Talent, Poison Immunity
12 +9 +4 +8 +8 Studied Strike +5d6, Trap Sense +4
13 +9 +4 +8 +8 Investigator Talent
14 +10 +4 +9 +9 Studied Strike +6d6
15 +11 +5 +9 +9 Investigator Talent, Trap Sense +5
16 +12 +5 +10 +10 Studied Strike +7d6
17 +12 +5 +10 +10 Investigator Talent
18 +13 +6 +11 +11 Studied Strike +8d6, Trap Sense +6
19 +14 +6 +11 +11 Investigator Talent
20 +15 +6 +12 +12 Studied Strike +9d6, True Inspiration

Investigator Extracts Per Day

Level 1 2 3 4 5 6
1 1 - - - - -
2 2 - - - - -
3 3 - - - - -
4 3 1 - - - -
5 4 2 - - - -
6 4 3 - - - -
7 4 3 1 - - -
8 4 4 2 - - -
9 5 4 3 - - -
10 5 4 3 1 - -
11 5 4 4 2 - -
12 5 5 4 3 - -
13 5 5 4 3 1 -
14 5 5 4 4 2 -
15 5 5 5 4 3 -
16 5 5 5 4 3 1
17 5 5 5 4 4 2
18 5 5 5 5 4 3
19 5 5 5 5 5 4
20 5 5 5 5 5 5

Weapon and Armor Proficiency: Investigators are proficient with simple weapons, plus the hand crossbow, pistol, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

Alchemy (Ex): Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts.

When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. The power they lend creates powerful effects, but also binds the extract’s effect to its creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator’s level as the caster level.

An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on the table above. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.

Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.

An investigator uses the alchemist formulae list, which determines the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is 10 + the extract’s level + the investigator’s Intelligence modifier.

An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard’s spellbook to learn any formulae that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator’s or an alchemist’s formula book (and vice versa). An investigator does not need to decipher arcane writing before copying them.

Alchemist Formulae

Inspiration (Ex): An investigator is beyond skilled and knowledgeable—he also possesses keen powers of observation and deduction above and beyond the abilities of others. An investigator typically uses these powers to aid in their investigations, but can use these flashes of inspiration for other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence bonus, minimum 1. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check (including any he takes 10 or 20 on). This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without spending a use of inspiration, provided he’s trained in that skill. An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep.

Inspiration can also be used on attack rolls and saving throws, though at the cost of expending two uses of inspiration from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding (Ex): An investigator adds half his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

Poison Resistance (Ex): At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 11th level, the investigator becomes completely immune to poison.

Poison Lore (Ex): An investigator has a deep understanding and appreciation for poisons. Starting at 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator takes minute and physical examine the poison, he can make a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) to identify any magical poison (DC to identify is equal to the poison’s saving throw DC). Lastly, once a poison is identified, he can spend one minute and make a Craft (alchemy) check (DC equal to the poison’s saving throw DC) to neutralize one dose of the poison. This renders the dose harmless. The investigator has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.

Investigator Talent (Ex or Su): At 3rd level and every two levels thereafter, an investigator can take an investigator talent. Unless otherwise noted, an investigator talent can only be selected once.

  • Alchemist Discovery (Ex): The investigator can select one of the following alchemist discoveries as an investigator talent: combine extracts, concentrate poison, dilution, elixir of life, enhance potion, eternal potion, extend potion, infusion, mutagen, poison conversion. When taking an alchemist discovery he must be high enough level to qualify for that discovery, using his investigator level as his alchemist level to determine if he qualifies. This talent can be selected multiple times; each time, it applies to a new alchemist discovery.
  • Amazing Inspiration (Ex): When using inspiration, the investigator rolls a d8 instead of d6. At 20th level, the investigator rolls 2d8 and adds both dice to the result. An investigator must be at least 7th level to select this investigator talent.
  • Combat Inspiration (Ex): When an investigator uses inspiration on an attack roll or saving throw, he expends one use of inspiration instead of two. An investigator must be at least 9th level to\ select this investigator talent.
  • Device Talent (Ex): The investigator can use the Use Magic Device skill even if not trained in that skill. If the investigator is trained in Use Magic Device, he can use inspiration with that skill without expending uses of inspiration.
  • Effortless Aid (Ex): The investigator can perform aid another actions as a move action instead of a standard action. An investigator can expend one use of inspiration to instead perform an aid another action as a swift action. Spending inspiration in this way is a free action.
  • Eidetic Recollection (Su): An investigator can always choose to take 10 on any of his Knowledge check, even if in immediate danger or distracted. An investigator may expend one use of inspiration to take 20 on a Knowledge skill check even if in immediate danger or distracted. An investigator must be at least 11th level to select this talent.
  • Empathy (Ex, Su): When making a Sense Motive check, the investigator makes two d20 rolls and takes the highest. An investigator also rolls two inspiration dice and takes the highest of that roll, and then adds the two highest rolls together. Once per day as a full-round action, the investigator can expend one use of inspiration to gain the some of the effects of detect thoughts targeting a single creature that he can see and hear within 30 feet. Upon doing so the investigator detects the surface thoughts of the creature’s mind as if he concentrated for three rounds while using the detect thoughts spell unless the creature succeeds a Will saving throw (DC = 10 + 1/2 the investigator’s level + his Intelligence modifier). If the target fails the saving throw, the investigator can continue to detect the surface thoughts of the target creature for a number of rounds equal to half his investigator level. An investigator must be at least 5th level to select this investigator talent.
  • Expanded Inspiration (Ex): An investigator can use his inspiration on Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he’s trained in the skill.
  • Hidden Agendas (Ex): An investigator learns to obscure his thoughts and endeavors from prying eyes and even intrusive magic. When an investigator uses inspiration while using the Bluff skill to pass secret messages or the Linguistics skill to create forgeries, he can roll his inspiration die twice and take the higher result. In addition, the investigator can use inspiration when making a saving throw against a divination spell or effect without expending a use of inspiration. An investigator must be 11th level to select this investigator talent.
  • Inspirational Expertise (Ex): When an investigator successfully uses a Knowledge check to identify a monster’s special powers or vulnerabilities he can expend one use of inspiration as a swift action to grant allies that can hear him and are within 30 feet of him +4 insight bonus on attack rolls against that monster or type of monster for 1 round. An investigator must be at least 7th level to take this investigator talent.
  • Inspired Alertness (Ex): Whenever the investigator becomes flat-footed, he can expend a use of inspiration to ignore that condition. He must be conscious to do so, and must decide to do so when he becomes flat-footed. Using this ability doesn’t require an action.
  • Inspiring Intimidator (Ex): When the investigator successfully uses the Intimidate skill to demoralize an opponent, he can expend one use of inspiration to automatically increase the result of the check by 5 for purposes of determining the duration of the demoralize effect. He can choose to spend multiple uses to inspiration in this manner to further increase the duration of the demoralize effect. He must be trained in Intimidate to take this investigator talent. The underworld inspiration investigator talent has no effect on this talent.
  • Intelligence Inspiration (Ex): An investigator can add his inspiration die to all Knowledge, Linguistics, or Spellcraft checks without expending uses of inspiration, even those he’s not trained in.
  • Item Lore (Ex): An investigator can use Spellcraft to identify the properties and command words of magic items without the use of detect magic or similar spells. An investigator must be at least 7th level to take this investigator talent.
  • Perceptive Tracking (Ex): The investigator can use Perception instead of Survival to both find and follow tracks (using the same DCs listed in the Survival skill). An investigator must be trained in Perception to take this investigator talent.
  • Quick Study (Ex): An investigator can use his studied combat as move action instead of a standard action. He can spend 1 point of inspiration to use it as a swift action instead. An investigator must be at least 5th level to select this investigator talent.
  • Rogue Talent (Ex): The investigator can select one of the following rogue talents as an investigator talent: assault leader, black market connections, camouflage, canny observer, charmer, coax information, combat swipe, convincing liar, cunning trigger, deft palm, expert leaper, fast finger, fast getaway, fast picks, fast stealth, firearm training, guileful polygot, grit, hard to fool, hold breath, honeyed words, iron guts, lasting poison, ledge walker, major magic, minor magic, nimble climber, peerless maneuver, quick disable, quick disguise, quick trapsmithing, resilience, rogue crawl, rope master, stand up, strong stroke, terrain master, trap spotter, wall scrambler. If the rogue talent has a prerequisite (such as the major magic rogue talent requiring the minor magic talent), the investigator must fulfill the prerequisite before taking the rogue talent. This investigator talent can be selected multiple times; each time, it applies to a new rogue talent.
  • Studied Defense (Ex): When an investigator with this talent uses studied combat (see below), he can chose to gain the insight of half his investigator level to his AC against attacks made by the target of his studied combat, instead of attack rolls against the target of his studied combat. He much choose which type of bonus he gains when using studied combat, and it cannot be changed until he uses studied combat again. An investigator must be at least 9th level to select this investigator talent.
  • Tenacious Inspiration (Ex): When an investigator rolls an inspiration die, he can roll two inspiration dice and take the higher result. (If using this with true inspiration, he can roll two sets of inspiration dice and the higher result.) The investigator must at least 13th level to select this talent.
  • Underworld Inspiration (Ex): An investigator can use his inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending uses of inspiration, provided he’s trained in the skill.

Keen Recollection (Ex): At 3rd level, an investigator can make all Knowledge skills untrained.

Trap Sense (Ex): At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saving throws made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase to +2 when the investigator reaches 6th level, and by 1 for every third level thereafter.

Studied Combat (Ex): With a keen eye and a calculating mind, an investigator can measure the mettle and combat skill of his opponent, and take advantage of any gaps in talent or training. At 4th level, an investigator can take a standard action to study single enemy that he can see. Upon doing so, he adds half his investigator level as an insight bonus to melee attack rolls against the creature for a number of rounds equal to his half his Intelligence modifier (minimum 1 round), or until he chooses to make a studied strike, whichever comes first.

An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator’s studied combat, he cannot become the target of the same investigator’s studied combat for 24 hours.

Studied Strike (Ex): At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action upon successfully hitting with a melee attack to deal additional damage. The damage is 1d6 at 4th level and increases by 1d6 for every two investigator levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attack are also immune to studied strike.

If the investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead do nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.

The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.

Swift Alchemy (Ex): At 4th level, an investigator can create alchemical items with astounding speed. It takes an investigator half the normal amount of time to create alchemical items. He can also apply poison to a weapon as a move action.

True Inspiration (Ex): At 20th level, an investigator can use inspiration on all skills (even ones he isn’t trained in) and all ability checks without spending inspiration. In addition, whenever he spends inspiration on an ability check, attack roll, saving throw, or skill check, he adds 2d6 rather than 1d6 to the result. (If using the amazing inspiration investigator talent, he rolls 2d8 instead.).

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