Pathfinder 1e Archetype Investigator

Cipher

A cipher is a student of nonexistence.

Class
Investigator
Kind
Archetype
Granted Spells
Choices
26 investigator talent slots replaced (cipher)

A cipher is a student of nonexistence. He trains himself to remain undetected and ignored in order to conduct his investigations without opposition or bothersome questions. By staying unseen, a cipher can follow and observe his quarry; being overlooked in a crowd suits him just fine.

Replaces

Poison LorePoison ResistanceSwift AlchemyTrap SenseTrapfinding

Archetype Features

Unassuming Level 1

A cipher relies on subtlety, rather than skills that would draw attention to him. A cipher removes Bluff, Diplomacy, Intimidate, and Perform from his list of class skills, and he can never use them with inspiration, regardless of any talents or other abilities he might have. A cipher can use his inspiration on any Disguise, Escape Artist, Knowledge (local), Sleight of Hand, and Stealth check without expending a use of inspiration, provided he is trained in the skill, instead of the normal investigator ability to use inspiration on any Knowledge, Linguistics, or Spellcraft check without expending a use of inspiration. This alters the investigator's class skills and inspiration.

Inattention Blindness Level 1

At 1st level, a cipher can blind nearby creatures to his presence. A creature who would become aware of a cipher's presence when the cipher is within 10 feet per cipher level must succeed at a Perception check against a DC equal to 10 + the cipher's investigator level + his Intelligence modifier or the creature ignores the investigator as though it had not become aware of his presence. The cipher can spend a use of inspiration to raise the DC by 1d6. The affected creature continues to ignore the cipher until he attacks, moves out of range, directly interacts with the creature, interacts with another creature or object in a way the affected creature notices, or otherwise specifically draws attention to himself. If the cipher does none of these things, the affected creature can attempt another Perception check at the same DC for each minute the cipher remains in range. A creature that was aware of the cipher's presence prior to being in range of his inattention blinding ability is unaffected. This is a mind-affecting compulsion effect. A cipher can affect only one creature with inattention blindness at any given time, plus one additional creature at 5th level and every 3 investigator levels thereafter, to a maximum of seven creatures at 19th level. Once a cipher reaches that maximum, he can't affect an additional creature until he ends the effect for an already affected creature. If multiple creatures enter the range of inattention blindness simultaneously, they all must attempt Perception checks; the inattention blindness effect affects the creatures with the lowest Perception check results, in order, until it reaches the maximum number of creatures it can affect. The cipher can suppress or activate inattention blindness as a free action, and dismiss its effects on any affected creature within range as a move action. This ability replaces trapfinding, poison lore, poison resistance, poison immunity, and trap sense.

Null Aura (Sp, Su) Level 4

At 4th level, a cipher becomes much harder to notice with divinations. He gains a +4 bonus on saving throws against divination spells, spell-like abilities, and effects. Attempts to locate the cipher with scrying and other spells that share the knowledge and connection rules with scrying function only if the caster has firsthand or familiar knowledge of the cipher, or has one of his body parts (not from secondhand knowledge, possession, or a likeness of the cipher). If the caster does not meet these conditions, or if the cipher succeeds at a saving throw to negate such an effect, the spell or effect reveals nothing but darkness as if the target was invalid or did not exist; unlike normal, even if she is using a spell with a single target, the caster of the divination effect does not discover that her target succeeded at a saving throw. At 9th level, a cipher benefits from constant nondetection, requiring those who wish to use divinations on him to succeed at a caster level check (DC = 15 + his investigator level). This ability replaces swift alchemy and the investigator talent gained at 9th level.

Evasive Level 3

At 3rd level, a cipher can avoid unusual attacks. He gains the evasion ability, and at 11th level, he gains the improved evasion ability. This ability replaces the investigator talents gained at 3rd and 11th levels.

Tenuous Threat Level 5

At 5th level, a cipher's opponents tend to forget that he is a threat. The first time each day that he successfully hits an opponent who is not the target of his studied combat with a melee attack, the opponent must succeed at a Will save (DC = 10 + 1/2 the cipher's investigator level + his Intelligence modifier) or be affected by the cipher's studied strike. This is a mind-affecting effect. This ability alters studied strike, and replaces the investigator talent gained at 5th level.

Hide in Plain Sight Level 7

At 7th level, a cipher can use the Stealth skill to hide even while being observed; as long as his observer is within range of his inattention blindness ability (even if it is not affected by inattention blindness), he can hide without anything to actually hide behind. This ability replaces the investigator talent gained at 7th level.

Investigator talent slots replaced (Cipher)

Chosen as you gain archetype choices — 26 options.

Alchemist Discovery You can select one alchemist discovery as an investigator talent.
Blinding Strike When the investigator deals damage with studied strike, the opponent must succeed at a Fortitude saving throw (DC [see source formula]) or be permanently bli...
Confusing Strike When the investigator deals damage with studied strike, the opponent must succeed at a DC [see source formula] Fortitude saving throw or become confused for ...
Deafening Strike When an investigator deals damage with studied strike, the opponent must succeed at a DC [see source formula] Fortitude saving throw or be permanently deafened.
Device Talent The investigator can use the Use Magic Device skill even if not trained in that skill.
Effortless Aid The investigator can use an aid another action as a move action instead of as a standard action.
Eidetic Recollection An investigator can always choose to take 10 on any of his Knowledge checks, even if he's in immediate danger or distracted.
Empathy When attempting a Sense Motive check, the investigator makes two d20 rolls and takes the higher result.
Expanded Inspiration An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of in...
Hidden Agendas An investigator learns to obscure his thoughts and endeavors from prying eyes and even intrusive magic.
Inspirational Expertise 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...
Inspired Alertness Whenever the investigator becomes flat-footed, he can expend one use of inspiration to ignore that condition.
Inspired Intelligence 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 t...
Inspired Intimidator 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...
Item Lore An investigator can use Spellcraft to identify the properties and command words of magic items without the use of detect magic or similar spells.
Perceptive Tracking The investigator can use Perception instead of Survival to both find and follow tracks, using the same DCs listed under the Survival skill (Core Rulebook 107).
Quick Study An investigator can use his studied combat ability as swift action instead of a move action.
Repositioning Strike 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 ...
Rogue Talent You can select one of the following rogue talents in place of an investigator talent: assault leader, black market connections, camouflage, canny observer, c...
Sapping Offensive When the investigator damages a studied target, that creature cannot make attacks of opportunity for 1 round.
Sickening Offensive When the investigator damages a studied target, that creature is also sickened for 1 round.
Stealing Strike 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.
Tenacious Inspiration When an investigator rolls his inspiration die, he can roll an additional inspiration die and take the higher result.
Toppling Strike 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.
Unconventional Inspiration An investigator with this talent can pick any one skill.
Underworld Inspiration An investigator can use his inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending uses of inspiration, prov...
Attribution

Rules content from Paizo Inc., reproduced by TheCrazyGM under the Open Game License v1.0a. Licensing for reproduced SRD content is covered by the site's Section 15 register.

eco_the_exploiter · OGL-1.0a

Added to the library by eco_the_exploiter on Sept. 18, 2026.

Open Game Content reproduced from Ultimate Intrigue by TheCrazyGM under the OGL-1.0a. Copyright in the reproduced material is held by its original publisher, named in this site's Section 15 notice. The core designation is TheCrazyGM's assertion that the material faithfully matches its cited source; that attestation was recorded by eco_the_exploiter on 2026-09-18.

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