Old Investigator Talents

Arcane Infiltration (Requires Alteration or Illusion sphere)

The action required to maintain your glamers and shapeshifts via concentration is reduced by one step.

Chance Feat

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

Dim Mak

You may use any melee weapon to deal nonlethal damage without penalty if your target is denied their Dexterity bonus to AC. When using this ability the weapon is treated as if it also had the shadow wake weapon enhancement.

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.

Focused Infiltration (Requires Arcane Infiltration)

When maintaining a glamer via concentration, you may treat your rogue level as High-Caster levels for the purposes of determining the duration.

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.

Hidden Space (Sp)

You can use Extradimensional Storage as a spell-like ability. You use your rogue level in place of caster level, and for casting class levels when determining MSB and MSD. 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.

Note: This ability is also a Rogue Talent.

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.

Now You See It (Sp) (requires Hidden Space)

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).

Note: This ability is also a rogue talent.

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.

Shadow Shaper

Gain a surreal feat.

Shadow Tools

Gain the Shadowstuff Armament feat. In place of making a weapon, shield or armor you may also make small functional tools from shadowstuff to negate the penalty to Craft or Disable Device checks for using improvised tools. When using tools granted by this feat gain a +1 circumstance bonus to the related skill check for every 5 rogue levels you possess.

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).

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.

Note: This ability is also a rogue talent.

Smokescreen (Sp) (requires Hidden Space)

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 Bluff check to create a diversion to hide as part of your move action. This latter use generally requires 1 lb. of suitable items.

Note: This ability is also a rogue talent.

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