Investigator

Always on the beat, looking into dangerous situations or lurking in the shadows. You stay out of sight when needed and look into things that aren’t obvious at first glance, and dig the truth out of even the most convoluted of scenarios.

**Preparedness (Ex)**

At 2nd level, The Investigator can spend a full round action to center themselves and prepare an action. This action can be a standard, swift, or move action and what kind of action it is must be determined but can be vague (Move action, throw something, take cover, ect…) Once readied this action remains readied for up to 1 hour per investigator level, or until they ready another action.

**Inspiration (Ex)**

At 2nd level, an investigator is beyond knowledgeable and skilled—it 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 flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through its brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + its Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after it gets a restful night’s sleep. As a free action, it can expend one use of inspiration from its pool to add 1d6 to the result of that check, including any on which it 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, Investigate, Drive, or Use Computer skill checks without expending a use of inspiration, provided it is 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.

At 6th level, the Investigator selects 2 new skills they can apply their inspiration to, and again they gain 2 more skills at both 12th and 18th level. In addition, the investigator rolls 1d8 instead of 1d6 for their inspiration.

At 8th The investigator can leverage its knowledge of engineering to solve tasks that normally require brute strength or keen eyes. It can expend one use of inspiration as a full-round action to study an object or area and attempt a Knowledge (engineering) check. On its next turn, it 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.

At 14th level the investigator rolls a d10 for it’s inspiration.

#### Studied Combat (Ex)

With a keen eye and calculating mind, an investigator can assess the mettle of its opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that it can see. Upon doing so, it adds 1/2 its investigator level 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 its Intelligence modifier (minimum 1) or until it deals damage through a critical hit or a sneak attack if they possess that ability, 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 an investigator’s studied combat, it cannot become the target of the same investigator’s studied combat again for 24 hours unless the investigator expends two uses of inspiration when taking the move action to use this ability.

Activating this ability becomes a swift action at 14th level.

### Nonlethal Force (Ex):

At 6th level, an Investigator becomes adept at using nonlethal force to subdue an opponent. From this point on, it can deal nonlethal damage with a weapon that normally deals lethal damage (if it so chooses) without taking the normal -4 penalty on the attack roll.

**Hunch (Ex):**

At 8th level, an Investigator develops the ability to gauge whether another character is telling the truth by reading facial expressions and interpreting body language. The Investigator must be able to see and hear (but not necessarily understand) the individual under scrutiny.

With a successful Sense Motive check opposed by the subject’s Bluff check result or against DC 10 (whichever is greater), the Investigator can tell whether the subject is deliberately and knowingly speaking a lie, or if they themselves believe something to be true even if the investigator knows it isn’t. This ability doesn’t reveal the truth, uncover unintentional inaccuracies, or necessarily reveal omissions in information.

In addition, if an Investigator is caught in a surprise attack, it can make a sense motive check instead of an initiative check. If its sense motive places it highest in the initiative order, it can react properly to any sort  of ambush or surprise attack before the attacker can successfully launch their attack.

**True Inspiration (Ex):**

At 20th level, an investigator increases the bonus it gains from class skills by +2.

In addition, whenever it expends inspiration on an ability check, attack roll, saving throw, or skill check, it adds 2d6 rather than 1d10 to the result.