Pathfinder 1e
Archetype
Investigator
Profiler
Profilers understand the human psyche to an intense degree, allowing them to predict the criminals they hunt.
- Class
- Investigator
- Kind
- Archetype
- Granted Spells
- —
- Choices
- 26 investigator talent slots replaced (profiler)
Profilers understand the human psyche to an intense degree, allowing them to predict the criminals they hunt.
Replaces
Poison LorePoison ResistanceSwift AlchemyTrap SenseTrapfinding
Archetype Features
Expert Profiler Level 2
A profiler gains a bonus equal to 1/2 his class level (minimum +1) on Sense Motive checks. At 2nd level, he can use inspiration on any Sense Motive check without expending a use of inspiration, provided he is trained in the skill.
At 3rd level, he can attempt to predict a creature's movements using his knowledge of the creature's psychology. He can use this ability only on a creature familiar to him (for example, a serial killer whose crimes the profiler has studied will suffice, even if the profiler hasn't yet identified the serial killer's true identity). To do so, he starts from a place where he knows that the creature has been and why (most often the scene of a crime) and attempts a Sense Motive check against a DC equal to 40 or to 20 + the creature's Bluff modifier, whichever is higher, which the GM rolls in secret. On a failure, the profiler's guess about the creatures movements is inaccurate. On a success, the profiler is able to track the creature's general movements as if using Survival to track (though the usual modifiers on Survival checks to track don't apply, and this ability allows her to track a creature using pass without trace or otherwise leaving no trail). After at most 1 hour (or sooner if there are many possible options for the creature to take, at the GM's discretion), if the profiler has not yet found further evidence of the creature's passing (such as footprints, fingerprints, or any other indication that the creature came this way), he loses track of the creature's movements; if he does, he can try to guess where the creature went next by attempting another check.
This ability replaces trapfinding, poison lore, and trap sense.
Divination Analysis Level 2
At 2nd level, a profiler has analyzed the workings of the mind. His caster level to determine the duration of his divination extracts increases by 1, and he gains a +1 bonus on saving throws against divinations. The increases to caster level and bonus on saving throws increase by 1 at 5th level and by another 1 at 8th level. At 11th level, a profiler can expend one use of inspiration to add 1d6 to the result of a concentration check when using a divination extract or investigator spell-like ability.
This ability replaces poison resistance and poison immunity.
Blood Sleuth Level 4
At 4th level, a profiler can expend one use of his inspiration to use discern next of kin as a spell-like ability. Alternatively, he can expend two uses of inspiration to use blood biography as a spell-like ability.
This ability replaces swift alchemy.
Pack Psychology Level 7
At 7th level, a profiler can understand the way that groups act together, allowing him to exploit the vulnerabilities in their attacks. A profiler can't be flanked by creatures with an Intelligence score and he gains a +1 bonus to his AC against such creatures when they would otherwise flank him, as he plays their movements against each other.
This ability replaces the investigator talent at 7th level.
Investigator talent slots replaced (Profiler)
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...