Pathfinder 1e Archetype Investigator

Cult Hunter

Cult hunters seek out heretical secret societies, purging their ideological taint and banishing summoned servants.

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

Cult hunters seek out heretical secret societies, purging their ideological taint and banishing summoned servants.

Replaces

Poison LorePoison ResistanceSwift AlchemyTrap SenseTrapfinding

Archetype Features

Sense Madness Level 1

A cult hunter adds a bonus equal to 1/2 his class level (minimum +1) on Sense Motive checks, or double that bonus to determine whether a creature suffers from natural or magical insanity. This ability replaces trapfinding.

Purify Body and Mind Level 2

At 2nd level, a cult hunter gains a +1 bonus on saving throws against compulsions and poisons. This bonus increases to +2 at 5th level and +3 at 8th level. At 11th level, a cult hunter who fails a saving throw against a compulsion or poison can expend 1 use of his inspiration to reroll the saving throw (and his inspiration die, if added to the save). He must accept the result of this second roll, even if it is worse. This ability replaces poison resistance and poison immunity.

Student of the Beyond Level 2

At 2nd level, a cult hunter gains a bonus equal to 1/2 his class level on Knowledge and Spellcraft checks made to recognize any calling and summoning spells, portals, rifts, and planar travel. This ability replaces poison lore.

Ambush Defenses Level 3

At 3rd level, a cult hunter gains a +1 insight bonus during a surprise round triggered by his enemies on Reflex saves and to his AC. This bonus increases by 1 for every 3 investigator levels beyond 3rd. This ability replaces trap sense.

Cultic Study Level 4

A cult hunter can spend 8 hours studying a specific deity or religion to gain a +1 bonus on Bluff, Intimidate, Knowledge, Perception, and Sense Motive checks against followers of that deity or religion and against extraplanar creatures. These bonuses increase by 1 for every 4 investigator levels beyond 4th. If he studies a new deity or religion, the bonuses replace the former bonuses. This ability replaces swift alchemy.

Cult Combat Level 4

A cult hunter's bonuses on attack and damage rolls when using studied combat increase by 1 against followers of the cult he chose with his cultic study ability and decrease by 1 against other targets. This ability alters studied combat.

Cult Strike Level 4

A cult hunter's studied strike uses d8s for the bonus damage against targets that belong to the cult he's studied. Against other targets, his studied strike uses d4s for the bonus damage. This ability alters studied strike.

Summoning Sense Level 7

At 7th level, a cult hunter gains the benefits of uncanny dodge and improved uncanny dodge against summoned creatures. This ability replaces the 7th-level investigator talent.

Extraplanar Expulsion Level 13

At 13th level, a cult hunter can grant himself the ability to use dispel chaos, dispel evil, dispel good, or dispel law as a spell-like ability (using his investigator level as his caster level and his Intelligence to determine the DCs) by sacrificing an unused 5th- or 6th-level extract for the day. He is able to use this ability as many times as he likes, but only so long as he continues to have unused 5thor 6th-level extract slots to expend. This replaces the 13th-level investigator talent.

Investigator talent slots replaced (Cult Hunter)

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 Horror Adventures 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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