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INVESTIGATOR

Whether on the trail of a fugitive, a long-lost treasure trove, or a criminal mastermind, investigators are motivated by an intense curiosity about the world and use knowledge of it as a weapon. Mixing gumption and learnedness into a personal alchemy of daring, investigators are full of surprises. Observing the world around them, they gain valuable knowledge about the situation they’re in, process that information using inspiration and deduction, and cut to the quick of the matter in unexpected ways. Investigators are always evaluating situations they encounter, sizing up potential foes, and looking out for secret dangers, all while using their vast knowledge and powers of perception to find solutions to the most perplexing problems.

 

Alignment: Any.

Hit Die: d8.

Class Skills: The Investigator's class skills are Acrobatics (Dex), Athletics (Str), Craft (Int), Disable Device (Dex), Deception (Cha), Escape Artist (Dex), Heal (Wis), Influence (Cha), Knowledge (all) (Int), Linguistics (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Skill Ranks per Level: 6 + INT modifier

Table: The Investigator

Investigator.png

CLASS FEATURES

The following are the class features of the investigator:

 

Weapon and Armor Proficiency:

Investigators are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is the character's first level in any class, he may select a martial tradition of his choice.

Combat Training (Ex):
An investigator is considered a Proficient practitioner, gaining spheres and talents as appropriate. He uses Intelligence as his practitioner modifier.

Course of Study (Ex):

An investigator has a curious mind and may dabble in many disciplines, but his thirst for knowledge drives him to specialize in a particular field which he uses to his advantage when adventuring. At 1st level, an investigator chooses a course of study, gaining its abilities as he gains levels. Once the choice is made, it cannot be changed.


Each course of study also provides a bonus equal to the investigator's level to a related skill notated under the course of study as the ‘focus skill.’

All of the available courses of study can be found HERE.

Inspiration (Ex):

An investigator is beyond knowledgeable and skilled — he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these f lashes of inspiration in 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 modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. 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 on which he takes 10 or 20. 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 expending a use of inspiration, provided he’s trained in the skill.

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

 

Studied Combat (Ex):

A life of an investigator typically leads him into danger, so he must always be ready to bring his wits to bear in a fight. By taking the time to observe the movements and tactics of his opponent, an investigator can take advantage of openings in the opponent’s guard and faults in their skill. At 1st level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level (minimum 1) as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage and is not multiplied on a critical hit.
 

An investigator can only have one target of studied combat at a time, and once a creature has become the target of his studied combat, it cannot become the target of the same investigator’s studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.

Studied Strike (Ex):

An investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage, ending any instance of studied combat on the target. The damage is 1d6 at 1st level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 10d6 at 19th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks 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 deal 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.

Quick Wits (Ex):

At 2nd level, an investigator’s ability to focus on the minutiae in his environment gives him a deep insight into his surroundings. He may use his Intelligence modifier instead of his Wisdom modifier for Perception and Sense Motive. Additionally, he may use Intelligence instead of Charisma when using Influence to gather information.


Investigator Talent (Ex or Su):

At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once. Investigator talents marked with an asterisk (*) add effects to an investigator’s studied combat or studied strike. Only one of these talents can be applied to an individual attack, but the decision can be made when the damage is dealt.

All of the available investigator talents can be found HERE.
 

Danger Sense (Ex):

At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. In addition, he gains a +1 bonus on Perception checks to avoid being surprised by a foe. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).

 

Keen Recollection (Ex):

At 3rd level, an investigator can attempt all Knowledge or Lore skill checks untrained. This does not allow him to apply his inspiration die to the check if he would normally be unable.

 

Piercing the Veil (Ex):

An investigator’s grasp of facts and data teaches him to see past the veils and legerdemain conjured up by others, granting him resistance to even the most potent illusions. At 4th level, the investigator may use his Intelligence modifier instead of his Wisdom modifier on Will saving throws against illusions. Additionally, he may spend a point of inspiration to add his inspiration die to such a Will saving throw.

Stimulate the Mind (Ex):

At 10th level, once per day, the investigator may spend 10 minutes reviewing notes, collecting his thoughts, narrating events or doing some other intellectually stimulating activity to roll his inspiration die to regain the resulting number in points of inspiration.

 

Slippery Mind (Ex):

At 14th level, theinvestigator’s mental control allows him to wrest control of his mind from the influence of others. If the investigator fails a saving throw and is affected by an enchantment or other mind-affecting spell or effect, he may attempt the save again 1 round later at the same DC. The investigator gets only this one extra chance to succeed on his saving throw.

True Inspiration (Ex):

At 20th level, an investigator can use inspiration on all skill checks — even ones he isn’t trained in — and all ability checks without spending inspiration. In addition, whenever he expends inspiration on an ability check, attack roll, saving throw, or skill check, he adds 2d6 rather than 1d6 to the result. Some talents can affect this. If using the amazing inspiration investigator talent, he rolls 2d8 instead. If using this with empathy, tenacious inspiration, underworld inspiration, or a similar talent, he rolls two sets of inspiration dice and uses the higher of the two results.

ARCHETYPES

The following archetypes are available to the investigator

CIPHER

MASTERMIND

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