Investigator Talents

Chance Feat

An investigator may gain any chance feat that he qualifies for in place of an investigator talent.

Disciplined Mind (requires Telekinesis sphere)

When you make attacks with telekinetically manipulated objects, you can use your studied combat and studied strike abilities with the attack, as long as you have line of sight to the target.

Genius for Magic

Whenever you use a magical talent, you may spend 1 point of inspiration to ignore any drawbacks associated with your magical tradition. When you do so, you do not benefit from any drawback feats tied to that drawback.

Hallucinogen (Su)

The alchemist gains the ability to create a hallucinogen, a mutagen-like mixture that heightens one’s perception or sensory ability. It takes 1 hour to brew a dose of hallucinogen, and once brewed, it remains potent until used. The alchemist when brewing the hallucinogen chooses a single alternate divination ability (which he does not need to meet the prerequisites for). The hallucinogen, once ingested, grants the effects of the chosen divine alternate divination ability. Hallucinogens continue to grant the effects for as long as the alchemist concentrates on the effects (maximum of 10 minutes per alchemist level). It otherwise functions as the chosen alternate divination. All limitations of mutagens apply to hallucinogens as if they were the same substance—an alchemist can only maintain one mutagen or hallucinogen at a time, a hallucinogen that is not in an alchemist’s possession becomes inert, drinking a hallucinogen makes a non-alchemist sick, and so on. The infuse mutagen discovery and the persistent mutagen class ability apply to hallucinogens.

Note: This ability is also an Alchemist Discovery.

Mental Superiority (requires Mind sphere)

The investigator may use his class level as his caster level with the Mind sphere. This stacks with other caster level sources normally. In addition, when the investigator uses a single target charm from the Mind sphere on his studied target, he may spend 1 inspiration. If he does and the target succeeds on their saving throw, they must then save against the next lower version of the charm (if there is one) or have it take effect instead. If the target successfully saves against the charm again, they must save against the next lower version (if there is one) or have it take effect.

Self-Preparation (requires Enhancement sphere)

When you use an Enhancement sphere ability that targets yourself or your equipment exclusively, you may use your investigator class level as your caster level. This stacks with other caster level sources normally. In addition, you may spend a point of inspiration to use the ability as a swift action.

Simple Deduction (requires Divination sphere)

You may use your investigator class level as your caster level with the Divination sphere. This stacks with other caster level sources normally. When you use the base divine ability of the sphere, you may spend an inspiration point to use an alternate divination of your choice (even if you do not possess the sphere it is associated with).


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