At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can be selected only 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.
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, and poison conversion. When selecting an alchemist discovery, he must be of a 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 grants a new alchemist discovery.
The investigator rolls a d8 as his inspiration die instead of a d6. If he has the true inspiration ability, he rolls 2d8 and adds both dice to the result. An investigator must be at least 7th level to select this talent.
* 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 effect to dazzled for 1d4 rounds. The DC of 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 critical hits might cause blindness, at the GM's discretion). Blindness can be cured by heal, regeneration, remove blindness, or similar abilities. An investigator must be at least 17th level to select this talent.
When an investigator uses inspiration on an attack roll or a saving throw, he expends one use of inspiration instead of two. An investigator must be at least 9th level to select this talent.
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 of 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. An investigator must be at least 19th level to select this talent.
* 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 of 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 byheal, regeneration, remove deafness, or similar effects. An investigator must be at least 15th level to select this talent.
The investigator can use the Use Magic Device skill even if he's not trained in that skill. If the investigator is trained in Use Magic Device, he can use inspiration on any Use Magic Device checks without expending uses of inspiration.
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.
An investigator can always take 10 on any of his Knowledge checks, even if he's in immediate danger or distracted. An investigator can expend one use of inspiration to take 20 on a Knowledge check, even if he's in immediate danger or distracted. An investigator must be at least 11th level to select this talent.
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 his inspiration die 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 at 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. An investigator must be at least 5th level to select this talent.
An investigator can use inspiration on any Diplomacy, Heal, Perception, Profession, or Sense Motive checks without expending a use of inspiration, provided he's trained in the skill.
Choose a single weapon type (such as sword cane or short sword). As long as the investigator has at least one use of inspiration in his inspiration pool, he no longer has to expend a use of inspiration to use inspiration on attacks made with this weapon. An investigator must have the combat inspiration investigator talent and be at least 19th level to select this talent.
When an investigator succeeds at 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 within 30 feet that can hear him a +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 select this talent.
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.
An investigator can use inspiration on any all Knowledge, Linguistics, or Spellcraft checks without expending a use of inspiration, even if he's not trained in that skill.
When the investigator succeeds at an Intimidate 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 of inspiration in this manner to further increase the duration of the demoralize effect. An investigator must be trained in Intimidate to select this talent. The underworld inspiration investigator talent has no effect on this talent.
Item Lore
An investigator can use Spellcraft to identify the properties and command words of magic items without needing to use detect magic or similar spells. An investigator must be at least 7th level to select this talent.
The investigator can use Perception instead of Survival to both find and follow tracks, using the same DCs given for the Survival skill (Core Rulebook 107). An investigator must be trained in Perception to select this talent.
An investigator can use studied combat as a swift action instead of a move action.
* 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. An investigator must be at least 13th level to select this talent.
An investigator can select one of the following rogue talents in place of 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 fingers, fast getaway, fast picks, fast stealth, firearm training, guileful polyglot, 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 trapsmith, resilience, rogue crawl, rope master, stand up, strong stroke, terrain master, trap spotter, or wall scrambler. Any talent effects based on rogue level use the investigator's class level. If the rogue talent has a prerequisite (such as the major magic rogue talent requiring the minor magic talent), the investigator must meet the prerequisite before selecting that rogue talent. This talent can be selected multiple times; each time, it grants the investigator a new rogue talent.
* When the investigator damages a target of his studied combat, that creature cannot make attacks of opportunity for 1 round. An investigator must be at least 5th level to select this talent.
* When the investigator damages a target of his studied combat, that creature is also sickened for 1 round. An investigator must be at least 7th level to select this talent.
* 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. An investigator must be at least 13th level to select this talent.
When an investigator with this talent uses studied combat, he can apply that ability's insight bonus to his AC against attacks made by the target of his studied combat instead of to his 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. An investigator must be at least 9th level to select this talent.
When an investigator rolls his inspiration die, he can roll twice and take the higher result. An investigator must be at least 13th level to select this talent.
* 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. An investigator must be at least 9th level to select this talent.
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.
An investigator can use inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending a use of inspiration, provided he's trained in the skill.