Pathfinder 1e
Archetype
Investigator
Forensic Physician
A forensic physician specializes in analyzing medical details in order to solve crimes and uncover evidence.
- Class
- Investigator
- Kind
- Archetype
- Granted Spells
- —
- Choices
- 26 investigator talent slots replaced (forensic physician)
A forensic physician specializes in analyzing medical details in order to solve crimes and uncover evidence. Whether it is a disease, blood work, a poison, or bones, the forensic physician's medical expertise allows him great insight into his cases, much to the chagrin of criminals who seek to cover up the nature of their crimes, even those with magical methods at their disposal.
Replaces
Trap SenseTrapfinding
Archetype Features
Medical Expertise Level 1
At 1st level, a forensic physician can use inspiration on any Heal checks without expending a use, if he is trained in the skill, but not on any Linguistics check.
If he later takes the expanded inspiration investigator talent, he can use inspiration on Linguistic checks without expending a use, if he is trained in the skill.
A forensic physician adds half his investigator level (minimum 1) on Heal checks. This bonus doubles on Heal checks to notice tampering with medical evidence, such as those used to defeat dress corpse.
This ability alters inspiration and replaces trapfinding.
Disease Lore Level 3
At 3rd level, a forensic physician can use Heal to identify a disease after only 1 minute of examining the symptoms (DC = the disease's saving throw DC), and he can spend 1 minute and attempt a Heal check at the same DC to disinfect an infected object or corpse. At 3rd level, he receives a +2 bonus on saving throws against diseases. This bonus increases by 2 at 6th level and every 3 investigator levels thereafter.
This ability replaces trap sense and the investigator talent gained at 3rd level.
Blood Lore Level 5
At 5th level, a forensic physician can study a sample of blood and learn about its origins by attempting a Heal check with a DC of 20 for a creature very familiar to the forensic physician (generally common PC races for a PC forensic physician), 25 if the creature is somewhat familiar to the forensic physician (typically a commonly known monster, but not the subject of many investigations), and 30 or more for rarer creatures. This allows the forensic physician to identify the race of creature that spilled the blood, and the creature's age and gender (if any).
If the forensic physician succeeds at the Heal check but might not have heard of the creature's race before, he can attempt an automatic Knowledge check to see if he knows about the creature. If he succeeds, he identifies the blood (and gains all other benefits of the Knowledge check); otherwise, he knows that he succeeded at the Heal check but the blood is not from a creature he recognizes.
If the blood is in its original setting, and the forensic physician exceeds the DC by 5 or more, he can study the blood to determine a rough estimate of when the blood was shed, and he can study the bloodstain patterns to get an approximate idea of how the creatures involved were positioned and moving.
This ability replaces the investigator talent gained at 5th level.
Investigator talent slots replaced (Forensic Physician)
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...