Pathfinder 1e
Archetype
Investigator
Skeptic
The skeptic accepts the existence of the occult world while challenging claims that the supernatural explains all of life's problems.
- Class
- Investigator
- Kind
- Archetype
- Granted Spells
- —
- Choices
- 26 investigator talent slots replaced (skeptic)
The skeptic accepts the existence of the occult world while challenging claims that the supernatural explains all of life's problems. Skeptics tirelessly strive to debunk the legends surrounding possessions and spiritual hauntings, but stand prepared on the off chance a legend turns out to be true. Though these strong-willed investigators master the art of identifying and overcoming haunts and possessions, they often revel in the thrill of revealing a more mundane truth.
Replaces
Poison ResistanceSwift AlchemyTrapfinding
Archetype Features
Hauntfinding Level 1
At 1st level, a skeptic's knowledge of haunts allows her to notice them with ease, regardless of the methods by which the haunts make their presence known in the realm of the living. The skeptic adds 1/2 her level to all skill checks to notice haunts. If she notices a haunt, she adds this same bonus to any initiative check made as a result of that haunt activating. This bonus is an insight bonus.
This ability replaces trapfinding.
Suspect Hoax Level 2
Regardless of the actual situation at hand, a skeptic naturally suspects that trickery or hoaxing is at hand. This mindset helps to set the skeptic at ease even when confronted by the most terrifying of situations, be the source of that fear mundane or legitimately supernatural. At 2nd level, a skeptic gains a +1 insight bonus on saving throws against spells and spell-like abilities used to falsely create the impression of a supernatural presence, as well as a +1 insight bonus on saving throws caused by the effects of actual haunts or incorporeal undead. This bonus increases to +2 at 5th level, and to +3 at 8th level. At 11th level, a skeptic is immune to fear effects.
This ability replaces poison resistance.
Smite Haunt Level 4
Normally, damaging a haunt is a tricky affair requiring the ability to channel positive energy or wield spells capable of doing the same, but the skeptic learns methods of using her own convictions to accomplish the same feat. At 4th level, as a standard action, a skeptic can focus her willpower to damage an active haunt. She must be within a haunt's area to smite the haunt. When the skeptic uses this ability, she deals an amount of damage to the haunt equal to her studied strike bonus.
This ability replaces swift alchemy.
Exorcising Touch Level 7
At 7th level, a skeptic can damage a creature currently possessing another without lethally harming the possessed creature. To make an exorcising strike, the skeptic must make a touch attack against the possessed creature. On a hit, she damages the possessing creature or entity, dealing an amount of lethal damage equal to her studied strike bonus damage.
The possessed creature takes this amount of damage as nonlethal damage at the same time.
This ability replaces the investigator talent the skeptic would otherwise gain at 7th level.
Grants
Investigator talent slots replaced (Skeptic)
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...