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...
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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