Pathfinder 1e Archetype Investigator

Toxin Codexer

While most investigators are well versed in the knowledge of poisons, the toxin codexer has made it a way of life.

Class
Investigator
Kind
Archetype
Granted Spells
Choices
26 investigator talent slots replaced (toxin codexer)

While most investigators are well versed in the knowledge of poisons, the toxin codexer has made it a way of life. He meticulously seeks out new poisons and catalogs their effects, both those that are harmful and those that are potentially beneficial. A toxin codexer's detailed understanding of how his toxins work allows him to blend them with exact precision, creating even more deadly venoms or providing painful medicines for those in need.

Replaces

Keen RecollectionTrap SenseTrapfinding

Archetype Features

Poison Lore Level 1

A toxin codexer gains the poison lore ability at 1st level. This ability is otherwise identical to the investigator's poison lore class feature.

Synthetic Venom Level 3

When a toxin codexer prepares his extracts, he can use his slots to prepare short-lived poisons instead of extracts. The following poisons can be prepared into extract slots: 1st--arsenic, giant wasp poison, medium spider venom; 2nd--black adder venom, id moss, striped toadstool; 3rd-- blue whinnis, lich dust, sassone leaf residue; 4th--dark reaver powder, purple worm poison, third eye; 5th--deathblade, hemlock, witch-hunter's sword; 6th--black lotus extract, dragon bile, king's sleep. Additional poison selections can be added to this list with GM approval. The Fortitude save DC of these poisons is 10 + the toxin codexer's Intelligence modifier + the extract level of the poison. Poisons created in this way are unstable and become inert after 1 day if not used. Once the poison is administered to a target, the duration is as normal for that poison's type, even if longer than 1 day. These poisons can be applied to weapons (if applicable) only by the toxin codexer, unless he has the infusion alchemist discovery. This modifies alchemy and replaces trapfinding and the investigator talent gained at 3rd level.

Modify Toxin Level 3

At 3rd level, a toxin codexer learns to unlock both the beneficial and detrimental side effects of his poisons. These effects apply even if the target succeeds at her save against the poison, but they still count as poison effects. A modified toxin becomes inert if not used within 1 hour. As a move action, the toxin codexer can expend one use of inspiration to apply one of the following effects to a poison in his possession, choosing either the benefit or the detriment when an effect has both options. These effects last for a number of rounds equal to the investigator's Intelligence modifier unless otherwise stated. Grant a +2 alchemical bonus or impose a -2 alchemical penalty on saving throws against exhaustion, fatigue, and sleep effects. Grant a +4 alchemical bonus or impose a -4 alchemical penalty on saving throws against effects with the pain descriptor. At 6th level, the toxin codexer can also choose from the following effects: Affect a target so the first time she takes damage each round, she takes an additional 1d6 points of nonlethal damage. This is a pain effect. Inflict or remove the fatigued condition. At 9th level, the toxin codexer can also choose from the following effects: Deal 1 point of bleed damage or cure any ongoing bleed effects. Cure one disease or poison whose save DC does not exceed that of the modified poison. This has no effect on magical curses, diseases, or poisons. At 12th level, the toxin codexer can also choose from the following effects: Cure one magical disease or poison whose save DC does not exceed that of the modified poison. Bestow a 30% spell failure chance on a target. This replaces keen recollection and trap sense.

Investigator talent slots replaced (Toxin Codexer)

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 Potions & Poisons 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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