INVESTIGATOR TALENTS
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.
STUDIED COMBAT/STRIKE TALENTS
Blinding Strike* (Ex) (requires 17th level): When the investigator deals damage with studied strike, the opponent must succeed at a Fortitude saving throw or be permanently blinded. A successful saving throw reduces this to dazzled for 1d4 rounds. The DC for this Fortitude save is equal to 10 + 1/2 the investigator’s level + his Intelligence modifier. This talent has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes (although multiple strikes might cause blindness, at the GM’s discretion). Blindness can be cured by heal, regeneration, remove blindness, or similar abilities.
Confusing Strike* (Ex) (requires 19th level): When the investigator deals damage with studied strike, the opponent must succeed at a Fortitude saving throw or become confused for 1d4+1 rounds. A successful saving throw reduces the duration to 1 round. The DC for this Fortitude save is equal to 10 + 1/2 the investigator’s level + his Intelligence modifier. Constructs, mindless creatures, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits are not affected by this ability.
Deafening Strike* (Ex) (requires 15th level): When an investigator deals damage with studied strike, the opponent must succeed at a Fortitude saving throw or be permanently deafened. A successful Fortitude saving throw reduces the duration of this effect to 1 round. The DC for this save is equal to 10 + 1/2 the investigator’s level + his Intelligence modifier. This talent has no effect on deaf creatures. Deafness can be cured by heal, regeneration, remove deafness, or similar effects.
Domino Effect* (Ex) (requires 5th level): When the investigator uses studied strike, he uses his opponents against each other and sets himself up for his next move. Whenever he successfully deals damage to an opponent with studied strike, as a free action, the investigator can apply the effects of studied combat to an opponent adjacent to the first.
Numerical Strike* (Ex) (requires 5th level): When the investigator confirms a critical hit with a studied strike, he can deal average damage instead of rolling damage as normal. This includes the damage dealt by the successful attack as well as the additional damage from the studied strike.
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Numerical Strike, Greater* (Ex) (requires 13th level): Once per day, when the investigator has confirmed a critical hit with a studied strike, he can deal the strike’s maximum damage instead of rolling damage as normal. This includes the damage dealt by the successful attack as well as the additional damage from the studied strike. He can expend a use of inspiration to use this ability a second time per day. Using this ability doesn’t require an action. The investigator must have the numerical strike talent to select this talent.
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Numerical Strike, Masterful* (Ex) (requires 17th level): The investigator can use greater numerical strike three times per day. The investigator must have the greater numerical strike talent to select this talent.
Prolonged Study* (Ex) (requires 13th level): The investigator can study his opponents for long periods of time. The effects of his studied combat ability last for a number of rounds equal to twice his Intelligence modifier (minimum 2) or until he deals damage with a studied strike, whichever comes first.
Repositioning Strike* (Ex) (requires 13th level): When the investigator deals damage with studied strike, he can perform a reposition combat maneuver as a free action against the creature damaged by studied strike. This reposition does not provoke attacks of opportunity.
Sapping Offensive* (Ex) (requires 5th level): When the investigator damages a studied target, that creature cannot make attacks of opportunity for 1 round.
Sickening Offensive* (Ex) (requires 7th level): When the investigator damages a studied target, that creature is also sickened for 1 round.
Silencing Strike* (Ex) (requires 15th level): When the investigator deals damage with a studied strike, the target must succeed at a Fortitude save (DC = 10 + 1/2 the investigator’s class level + his Intelligence modifier) or be unable to speak (even for verbal components) for 1d4+1 rounds. A successful save reduces the duration to 1 round. This talent has no effect on creatures immune to critical hits.
Slowing Strike* (Ex) (requires 7th level): When the investigator deals damage with studied strike, the opponent must succeed at a Fortitude save (DC = 10 + 1/2 the investigator’s class level + his Intelligence modifier) or be slowed by the crippling blow. A slowed opponent’s movement speeds are each reduced by 5 feet (to a minimum of 5 feet) until the creature is healed through the application of any spell that cures hit point damage or with a successful DC 15 Heal check. Multiple slowing strikes stack, to a minimum of 5 feet.
Stealing Strike* (Ex) (requires 13th level): When the investigator deals damage with studied strike, he can perform a steal combat maneuver as a free action against the creature damaged by studied strike. This steal does not provoke attacks of opportunity.
Timed Strike* (Ex): The longer the investigator studies his opponent, the greater the damage he ultimately deals with his studied strike. When the investigator makes a studied strike, he deals a number of points of additional damage equal to the number of consecutive rounds he studied the target with studied combat.
Toppling Strike* (Ex) (requires 9th level): When the investigator deals damage with studied strike, he can perform a trip combat maneuver as a free action against the creature damaged by studied strike. This trip does not provoke attacks of opportunity.
OTHER TALENTS
Amazing Inspiration (Ex) (requires 7th level): When using inspiration, the investigator rolls a d8 instead of a d6. At 20th level, the investigator rolls 2d8 and adds both dice to the result.
Applied Engineering (Ex): The investigator can leverage his knowledge of engineering to solve tasks that normally require brute strength or keen eyes. He can expend one use of inspiration as a full-round action to study an object or area and attempt a Knowledge (engineering) check. On his next turn, he can use the result of that Knowledge (engineering) check in place of a Strength check to break the object or in place of a Perception check to locate hidden doors or compartments in that area.
Castling (Ex): The investigator treats soft cover granted by creatures of his size or larger as though it were cover instead. Cover the investigator gains from this talent does not allow him to attempt Stealth checks.
Combat Inspiration (Ex) (requires 9th level): When an investigator uses inspiration on an attack roll or saving throw, he expends one use of inspiration instead of two.
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Greater Combat Inspiration (Ex) (requires 19th level): Choose a single weapon type (such as sword cane or short sword). As long as the investigator has at least 1 inspiration point in his inspiration pool, he no longer has to expend a use of inspiration to use that ability with attacks made with this weapon. An investigator must have the combat inspiration investigator talent to select this talent.
Deduction (Ex): An investigator with this talent can use deductive reasoning to verify his own hypotheses. This ability functions as augury, except the investigator must state an hypothesis based on evidence that he has observed and collected rather than a mere question.Rather than answer with “weal” or “woe,” he receives an answer of “likely” or “unlikely,” or “unsure” if there isn’t enough evidence to support his theory. The investigator uses his level as the spell’s caster level, and a failure always returns a result of “unsure.” Since this ability isn’t magical, the likeliness of his hypothesis being likely or unlikely is unaffected by time constraints. The investigator must spend one use of inspiration to use this ability.
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 the inspiration ability with that skill without expending uses of inspiration.
Effortless Aid (Ex): The investigator can use an aid another action as a move action instead of as a standard action. An investigator can expend one use of inspiration to instead perform an aid another action as a swift action.
Eidetic Recollection (Su) (requires 11th level): An investigator can always choose to take 10 on any of his Knowledge checks, even if he’s in immediate danger or distracted. An investigator may expend one use of inspiration to take 20 on a Knowledge skill check even if he’s in immediate danger or distracted.
Empathy (Ex, Su) (requires 5th level): When attempting a Sense Motive check, the investigator makes two d20 rolls and takes the higher result. If an investigator uses inspiration on a Sense Motive check, he rolls the inspiration dice twice and takes the higher result. Once per day, the investigator can expend one use of inspiration to target a single creature that he can see and hear within 30 feet. Upon doing so, the investigator detects the surface thoughts of the target’s mind, as if he concentrated for 3 rounds while using the detect thoughts spell, unless the creature succeeds a Will saving throw. The DC of this save is 10 + 1/2 the investigator’s level + his Intelligence modifier. If the target fails, the investigator can continue to detect the surface thoughts of the target creature for a number of rounds equal to 1/2 his investigator level.
Expanded Inspiration (Ex): An investigator can use his inspiration ability when attempting Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he’s trained in the skill.
Fortified Position (Ex): Whenever the investigator gains a bonus on Reflex saves due to cover, he gains an equal bonus on Fortitude saves.
Hidden Agendas (Ex) (requires 11th level): An investigator learns to obscure his thoughts and endeavors from prying eyes and even intrusive magic. When an investigator uses inspiration while attempting a check to pass secret messages or attempting a Linguistics check to create forgeries, he can roll his inspiration dice twice and take the higher result. In addition, the investigator can use inspiration when attempting a saving throw against a divination spell or effect without expending a use of inspiration.
Hidden Space (Sp): You can use Extradimensional Storage as a spell-like ability, with a caster level equal to your investigator level. You do not gain a spell pool, but may spend spell points on this ability if you gain them from another source. You may take this talent twice, which upgrades your spell-like ability to have the effect of two purchases of Extradimensional Storage.
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Now You See It (Sp): You can access your Extradimensional Storage in a quicker, more subtle manner. You may stow or withdraw a single item as a move action (or as a swift action if you have taken Hidden Space twice). In addition, you may make a Sleight of Hand check to conceal your action, opposed by a Perception check from observers. On success, observers do not notice the action and remain unaware of the item’s absence or presence for at least 1 round. Further, an observer’s opposed Perception check must succeed by 5 or more for them notice the involvement of extradimensional space; otherwise they notice the action but remain uncertain of how it was accomplished. At investigator level 10, you may use this talent as a swift action rather than a move action (or as a free action once per round if you have taken Hidden Space twice).
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Smokescreen (Sp): You can deploy items to cover your escape. As part of a move action you can call any number of objects from your Extradimensional Storage and drop them. You may use this ability to drop loose items like bottles, gravel or sand to turn squares you pass through into difficult terrain (generally requiring 2 lbs. of suitable items per 5-ft. square), block a doorway with something large, or spill liquids such as oil, holy water, or alchemical substances onto the ground. You can also use this ability as a distraction by dropping something that draws attention: by scattering loose papers, shattering glass on hard ground, or throwing out a sack of dead spiders, you may make a check to create a diversion to hide as part of your move action. This latter use generally requires 1 lb. of suitable items.
Inspired Alertness (Ex): Whenever the investigator becomes flat-footed, he can expend one 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.
Inspired Intelligence (Ex): An investigator can add his inspiration die to all Knowledge, Linguistics, or Spellcraft checks without expending a use of inspiration, even those he’s not trained in.
Inspired Intimidator (Ex): When the investigator succeeds at a PSB check to demoralize an opponent, he can expend one use of inspiration to automatically increase the result of the check by 5 for the purpose 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.
Item Lore (Ex) (requires 7th level): An investigator can use Spellcraft to identify the properties and command words of magic items without the use of detect magic or similar spells.
Just a Face in the Crowd (Su): The investigator gains a bonus equal to half his class level on Disguise and Perception checks when 10 or more creatures of his size are within 30 feet of him.
One of Those Faces (Sp): Each day, you can use disguise self as a spell-like ability for up to 10 minutes per character level. This duration need not be continuous, but it must be used in 10-minute increments. Additionally, once you have used this ability, whenever you use it for the next 24 hours you must take the same alternate appearance.
Perceptive Tracking (Ex): The investigator can use Perception instead of Survival to both find and follow tracks, using the same DCs listed under the Survival skill.
Poison Exposure (Ex): The investigator gains a +2 bonus on saving throws against poison. At 5th and 8th level, this bonus increases by an additional +2. At 11th level, the investigator becomes immune to poison.
Predictive Analysis (Ex) (requires 19th level): Whenever the investigator succeeds at a Knowledge check to identify a creature, he can expend one use of inspiration as a free action to predict its movements and behaviors. For the next minute, the creature rolls twice and takes the lower result on any attack, opposed skill check, or MSB check against the investigator. In addition, the investigator rolls twice and takes the higher result on any saving throw against the creature for the same duration.
Quick Study (Ex): An investigator can use his studied combat ability as a swift action instead of a move action.
Scrying Familiarity (Ex): You are well acquainted with scrying sensors. You can roll twice and take the better result on saving throws against divination (scrying) spells and effects and on Perception checks to notice scrying sensors. If you notice a magical sensor, you can attempt a Stealth check opposed by the caster’s caster level check to avoid being detected by the sensor.
Slip Through (Su): You learn to fit through gaps that shouldn’t hold you. You treat yourself as half your size (or one size smaller) for the purpose of squeezing, fitting through narrow spaces with Escape Artist, and similar rules. At the GM’s discretion, you can also accomplish feats such as fitting your arm under a door or sticking a finger through a keyhole. At investigator level 10, you treat yourself a quarter of your size (or two sizes smaller) instead of half.
Studied Defense (Ex) (requires 9th level): When an investigator with this talent uses his studied combat ability, he can chose to apply that ability’s insight bonus to his AC against attacks made by the target of his studied combat instead of to attack rolls against the target of his studied combat. (The insight bonus on damage rolls remains.) He must choose which type of bonus he gains when using studied combat, and it cannot be changed until he uses studied combat again.
Tenacious Inspiration (Ex) (requires 13th level): When an investigator rolls his inspiration die, he can roll an additional inspiration die and take the higher result.
Tools of the Trade (Ex): When using a tool that increases a skill check (like a healer's kit or thieves' tools), the inspiration die applicable to that skill is increased by one step. This also allows the investigator to use inspiration on a crafting skill check if he is using tools to do so.
Unconventional Inspiration (Ex): An investigator with this talent can pick any one skill. He can add his inspiration die to checks attempted with that skill without expending a use of inspiration.
Underworld Inspiration (Ex): An investigator can use his inspiration on Disable Device, Disguise, or Sleight of Hand checks without expending uses of inspiration, provided he’s trained in the skill.