- Class Skills
- Class Features
- Knowledge Skill Associations
- New Condition: Distracted
Role: Deductionists fill the role of the utility member. They have the ability to disable traps, appraise treasure, use most types of magical items and, with their deduction class ability, help the party uncover clues, exploit hidden vulnerabilities, and generally make themselves useful in a variety of unconventional ways. While the deductionist does not need to take the place of a rogue or bard, they can certainly fill that role if one is not available. They do not have the inherent knack for finding traps, nor the damage potential of the rogue. They lack the spells and enchanting personality of the bard. So either class in a group alongside the deductionist would be most complementary.
Adventurers: Some of the most intriguing characters from fiction have been true deductionists – drawing conclusions from the evidence presented and outing the villain through sheer force of intellect and skill. Non-adventuring deductionists are most often under the employ of the city watch or other law enforcing organization. They are desperately needed in towns and cities where crime is a regular part of life.
Deductionists have a wide variety of skills and abilities that make them indispensable to most parties. Adventuring deductionists find a useful niche even in groups with a full complement of capabilities, as many of their skills are unique.
They have the ability to enhance the martial prowess of their comrades, find weaknesses in their foes, and uncover traps and other secrets that might otherwise go unobserved. They can easily fill the role of the party “face” and are not altogether unprepared for combat, should the need arise.
Alignment: Deductionists must be of lawful alignment, but there is no restriction on good, neutral or evil.
The typical motivation behind this type of intellectual personality is in the pursuit of the cold, hard facts, not necessarily in what is right or wrong. While order and structure are required by the deductionist, motives and consequences are only a necessary means to an end. Using the power of reason is not limited to good, of course. Outwitting the law and the forces of good certainly have precedence in literature – the keen intellect of the deductionist can be applied in the service of society or for more nefarious purposes. While good and evil may be of no consequence, the puzzling disarray of chaos, the lack of structure, is what thwarts our hero. Plans, procedures, contingencies and understanding are all crucial parts of the deductionist’s dominion.
Religion: Deductionists are typically agnostic in their preference for a specific deity. While none could deny the presence or power of the gods and their clerics, most detective-types have no use for the will of the omnipotent, and instead focus on more corporeal matters and the grit and grime of reality. However, deductionists still make excellent investigators for the Church. They could easily be used to help seek out corruption and evil influences within the church or religious organization as is the case with the vicar discipline (see below). A combined inquisitor and deductionist team would be fearsome indeed.
Hit Die: d8
Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each deductionist character begins play with an outfit worth 10 gp or less.
The deductionists class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft: Alchemy (Int), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Knowledge (All) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Use Magic Device (Cha)
Skill Ranks per Level: 4 + Int modifier
|1||+0||+0||+0||+2||1||+1||Exploit weakness +1 (silver), intuition, reason, subtle clues|
|2||+1||+0||+0||+3||1||+1||Deduction, improvised combat, classical education|
|4||+3||+1||+1||+4||2||+1||Deduction, exploit weakness +2 (magic)|
|6||+4||+2||+2||+5||2||+2||Deduction, exploit weakness +3|
|8||+6/+1||+2||+2||+6||3||+2||Deduction, renown, exploit weakness +4 (cold iron)|
|9||+6/+1||+3||+3||+6||3||+3||Eccentric, traveled scholar|
|10||+7/+2||+3||+3||+7||4||+3||Deduction, indexed knowledge|
|11||+8/+3||+3||+3||+7||4||+3||Eccentric, formidable ally|
|12||+9/+4||+4||+4||+8||4||+3||Deduction, exploit weakness +6 (lawful)|
|14||+10/+5||+4||+4||+9||5||+4||Deduction, exploit weakness +7|
|16||+12/+7/+2||+5||+5||+10||6||+4||Deduction, exploit weakness +8|
|18||+13/+8/+3||+6||+6||+11||6||+5||Deduction, exploit weakness +9, improvised combat|
|20||+15/+10/+5||+6||+6||+12||7||+5||Deduction (deadly deduction), exploit weakness +10|
A deductionist draws upon his expansive knowledge, granting him and his allies benefits against the creatures or situations they face. The secrets of deductions are drawn directly from the various knowledge skills in which the deductionist is trained. A deductionist unlocks new deductions as his level increases and can call upon his deductions more often.
Some deductions require a Knowledge check of a type appropriate to the creature or situation faced (see table below). The base DC is 10, plus the CR of the creature(s) type or the hazard faced (A CR 3 trap would be a DC of 13, for example). At the discretion of the DM, common monsters (goblin, kobold, orc) or encounters could have an easier base DC of 5, while rare encounters (demon lords or a building collapsing) might have a base DC of 20.
Deduction Base Knowledge Check DC =
10 + CR of creature or encounter
Unless otherwise stated, using a deduction is a standard action that does provoke an attack of opportunity. If the deductionist is hit by an attack of opportunity while using his deductions, the DC increases to 10 + Damage Taken + CR of creature or encounter.
Deductions may be used multiple times per encounter. Each use costs an additional reason as determined by the ability used.
The deductionist may usually affects a single creature type (but can affect multiple creatures of that type), a single trap, or terrain type, depending on the deduction used. If not stated in the description, the target must be within 60 feet, the deductionist must be aware of whatever he is attempting to deduce (although he need not have a line of sight to it), and the effects of deduction last for 1 minute (10 rounds).
Just as different people often draw different conclusions when presented with the same information, so too do different deductionists learn their trade in different manners and with a different focus. Each deductionist has a particular area of knowledge in which he excels. Many of those around him often consider him an expert in the field.
At 1st level, the deductionist chooses one of these disciplines, gaining the benefits and the limitations described below. Each discipline is associated with two skills. When the deductionist selects his discipline, he uses ranks in the knowledge skill in place of the associated skills. When substituting in this way, the deductionist uses his total Knowledge skill bonus instead of the associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill.
Any feats gained do not require any listed prerequisites for that feat.
The arcanist gains the Scribe Scroll item creation feat as a bonus feat. He uses Knowledge (arcana) to research and replicate the spell for the scroll being created. The base DC for his research is 15 + spell level + required caster level. For example, a 1st level spell cast as a 1st level caster has a DC of 17. The DC for a fireball would be 23 for the 5th level caster minimum for a 3rd level spell.
The arcanist may attempt to scribe any spell from the wizard/sorcerer, magus or bard spell list, but the maximum spell level he may duplicate is equal to his Intelligence modifier, up to a maximum of 6th level. Treat the caster level of the scroll as the lowest required for the spell.
Deductions useful to the arcanist are: Legerdemain, Savant, Savvy Mystic, and Greater Savvy Mystic
As an immediate action, 1/day the Cosmologist can grant a luck bonus equal to his Int bonus to any ally within 30′. The deductionist always knows true north as if permanently affected by the know direction spell.
Deductions useful to the Cosmologist are: Aspectology, Exploit Elemental, Savvy Mystic, and Two Steps Ahead
Opposing Discipline: Naturalist – A cosmologist loses Knowledge (nature) as a class skill.
Skills: Disable Device, Sleight of Hands
Deductions useful to the Engineer are: Danger Sense, Dismantle, Exploit Construct and Greater Danger Sense
True to his name, the generalist specializes in no particular area, but rather seeks knowledge from all disciplines.
A generalist gains a +1 bonus to all knowledge skills and may choose any deduction that requires a discipline as its only prerequisite.
This selected deduction does not count as prerequisite for additional discipline deductions (i.e. Dismantle chosen by a Generalist does not count as the prerequisite for Greater Dismantle and may not be taken).
Deductions useful to the Generalist are: All
Opposing Discipline: None
Special The Guide grants both himself and his and allies a +1 circumstance bonus to Perception and Survival Checks with a Knowledge (geography) check of DC 15 to a specific terrain type. This bonus increases by +1 for every 5 by which the deductionist beats the DC, up to his Max Bonus allowed by his level (see the deductionist class chart). This bonus lasts for 24 hours or until the terrain type changes, at which point a new check will need to be made.
Deductions useful to the Guide are: Ascetic Fortitude, Greater Ascetic Fortitude, Masterful Dragoman, and Reconnoiter
Skills: Appraise, Sense Motive As long as he is understood and the Historian can speak freely and clearly, all allies within 30′ gain an insight bonus of +1 on any skill check in which the deductionist has ranks (including discipline skills). This does not require any action on the part of the Historian, nor does it scale with his level.
Additionally, add +10% to the market value of high value items such as art, jewelry, tapestries, gems, magic items, and items of possible historical significance when sold by the Historian through legitimate sources such as museums, universities, art collections and so on. This has no effect on standard or readily available equipment.
Deductions useful to the Historian are: Greater Savvy Arcanist, Indubitable Theory, Savvy Arcanist, and Tactful Senses
Deductions useful to the Naturalist are: Ascetic Fortitude, Clever Beasts, Greater Ascetic Fortitude, and Mephitic Alchemists
Opposing Discipline: Cosmologist – A naturalist loses Knowledge (planes) as a class skill.
Special The seneschal gains a +3 bonus to Diplomacy when dealing with anyone of title or status; above the station of commoner. He adds +3 to Intimidate checks against anyone of the same race not born of noble birth. The target must be able to speak the same language and understand the deductionist for these bonuses to apply.
Deductions useful to the Seneschal are: Agile Disputation, Anecdote, Confounding Truths, and Distracting Tale
Special The spelunker gains darkvision out to 30′ and is always treated as running for purposes of jumping.
If he already has darkvision, he adds 30′.
Deductions useful to the spelunker are: Contortionist, Danger Sense, Expedited Acumen, and Greater Danger Sense
Special The spy gains Improved Feint as a bonus feat.
Unless completely stripped bare, the deductionist always has enough materials available to make a credible disguise.
Deductions useful to the Spy are: Danger Sense, Greater Danger Sense, Pretentious Masquerade, and Sagacious Guile
Opposing Discipline: Seneschal – A spy loses Knowledge (nobility) as a class skill.
Special The vicar adds his Int as a divine bonus to hit points healed when using treat deadly wounds.
Treat Deadly Wounds is a full-round action for the vicar, but still costs two uses of a first aid kit.
A patient may only benefit from this treatment once every 24 hours. All other rules regarding the Heal skill apply.
Deductions useful to the vicar are: Exploit Undead, Forensics, Faithful Servant, Savvy Arcanist
A deductionist understands the importance of capitalizing on the weaknesses of an opponent and using that against them. This ability represents the deductionist’s aptitude at calculating cause and effect during combat; to analyze and counter a threat, regardless of the circumstances.
Author’s note: This is a cornerstone ability of the deductionist class, much like the sneak attack of the rogue. Their ability to analyze an opponent, find, and then exploit their weaknesses is what makes the deductionist stand out in combat situations. A perfectly timed trip, an expert disarm, or perhaps even stealing the artifact from the major bad guy and running like hell.
While this ability may not work on all opponents, there are several deductions and new feats that allow him to expand the functionality of this talent.
Consider this ability as one where the character is using anything within his grasp along with his particular circumstances to take advantage of his opponent. This might be as simple as a kick to the groin, or as complex as using alchemist’s fire to burn a rope that drops a candelabra down on his opponent. Be creative and have fun with it! At 1st level, as a free action that does not provoke an attack of opportunity, the deductionist makes a knowledge check (appropriate to the creature type) against any target within 30′. The DC for this check is 15 + CR of the opponent.
If he succeeds, the target is considered exploited for 1 round. Against an exploited target he calculates his CMB using his Intelligence bonus instead of Strength and adds ½ his class level as a circumstance bonus.
With any successful combat maneuver against an exploited target, the deductionist deals his Int modifier as either lethal or non-lethal bonus damage in addition to the effect. He may choose to not deal this damage at all.
He may use this ability on the same target any number of times, but each additional attempt adds +1 to the DC of the check. If the deductionist fails, he may still attack or perform a combat maneuver as normal.
The deductionist may choose to spend 1 point of reason when using this ability. Doing so adds one round to the duration the target is exploited per point of Int modifier (minimum of +1). The deductionist must declare he is spending the reason before any rolls are made.
Finally, as the deductionist increases his knowledge and expertise, the capabilities of his exploits grows as well. At 1st level, all attacks from the deductionist (including combat maneuvers used with this ability) are treated as silver for purposes of overcoming DR. At 4th level, his attacks are treated as magic. At 8th level, attacks against exploited targets are treated as cold iron. Finally, at 12th level, his attacks are treated as lawful with regards to overcoming damage resistance; while there is nothing particularly supernatural about this ability, the deductionist can be assumed to have working knowledge of these types of susceptibilities in his opponent and, as such, be familiar with weak spots in their defenses or perhaps even be carrying bits of the material in question to use in his attack. Perhaps he picks up a silver mirror from the dresser, or a climbing piton made from cold iron.
This ability affects any type of target assuming the deductionist has sufficient knowledge skill to make the specific check and possesses the means to affect it in combat (Note: he cannot effect an incorporeal creature with exploit weakness unless he has a way to physically interact with it).
The deductionist adds his Int score to his Perception skill checks in addition to his Wis modifier.
The deductionist’s primary weapon is his intellect. Through keen observation and lightning-fast mental agility, he can connect elements of a problem and forge them into a solution. His understanding of the world around him goes far beyond that of the average person. He is a master of his situation, no matter the moment – a calm in the storm. The deductionist calls this reason, or his ability to determine the answer from the clues provided.
Reason provides the deductionist the ability to aid allies in a variety of situations ranging from combat, to problem-solving, to social savoir faire. Unless otherwise indicated in the deduction, using reason is a free action. When he uses Deductions (see below), he spends reason points. He gains 1 point of Reason at 1st level + his Intelligence modifier (minimum of 1). Reason refreshes after 8 hours of rest. At 4th level and every 3 levels thereafter, as indicated by the class table, he gains an additional point of reason.
The deductionist gains insight through the behaviors and mannerisms of others. As long as the deductionist has at least 1 point of reason remaining, he receives a +1 insight bonus on Perception and Sense Motive checks against mundane disguises, conversations, observations, hidden doors, compartments, and other non-magical uses of these skills. Using this does not require a Knowledge Check.
At 8th level, the deductionist gains this bonus against magical effects.
This ability increases to +2 at 5th level and an additional +1 for every 4 levels thereafter to a maximum of +5 at 17th level.
Reaping the rewards of a youth spent lost in study, the deductionist gains a bonus to all Knowledge skills equal to ½ his class level. He does not gain this bonus to knowledge skills in his opposing discipline.
The deductionist does not rely on traditional combat techniques in a melee. Using whatever means available to him, the deductionist manages to “get through”, rather than “decisively win” in battle. This “style” manifests itself in the form of bonus improvised combat feats at 2nd, 6th, 10th, 14th, and 18th levels.
He may choose from the following feats at 2nd level and beyond, whether or not he qualifies for them: Butterfly’s Sting, Canny Improvisation*, Catch Off-Guard, Combat Expertise, Gang-Up, Throw Anything, Weapon Focus (Improvised).
Starting at 6th level, he may choose from: Improvised Weapon Mastery, Team-Up, Weapon Specialization (Improvised) When attacking an exploited creature (see Exploit Weakness above) with an improvised weapon, he deals his improvised weapon damage + Int instead of the standard damage listed for exploit weakness.
Improvised weapons benefiting from these abilities may not be traditional weapons. Things such as torches, mugs, chairs, chandeliers, rocks and table legs fall into this category; objects constructed to be weapons do not. Normally neither weapon focus nor weapon specialization may be used in conjunction with improvised weapons. This ability represents the need for the deductionist to think on his feet in combat.
A deductionist often picks up little idiosyncrasies and customs of the foreign lands he travels. He gains one bonus trait from the Faith, Social, Race, Religion, or Equipment trait lists at 3rd and again at 9th level. He may select any trait from these lists, whether or not he qualifies for them. He may not select any spellcasting traits, nor may he pick two traits from the same list.
At 5th level the deductionist may choose a bonus Teamwork feat from the following: Back to Back, Broken Wing Gambit, Brutal Grappler, Coordinated Defense, Coordinate Maneuvers, Duck and Cover, Enfilading Fire, Escape Route, Feint Partner, Lookout, Outflank, Pack Attack, Paired Opportunist, Precise Strike, Seize the Moment, Shake it Off, Swap Places, Target of Opportunity.
As a move action, he may designate an ally within 10′ to be treated as if they possessed this same teamwork feat for purposes of determining whether the deductionist receives a bonus from this teamwork feat. This ally does not receive any bonuses from this feat unless they too possess the feat. The positioning of the ally and their actions must still meet the prerequisites listed in the teamwork feat in order for the deductionist to receive the listed bonus. This designated ally remains until the deductionist chooses to switch to another ally or until the ally moves more than 10′ from the deductionist. He does not need to meet the prerequisites for this feat.
At 11th level and again at 17th level, the deductionist gains an additional bonus Teamwork feat from this list. Only one feat at a time may be used in this manner. Switching teamwork feats or allies is a move action.
At 7th and 9th level, the deductionist may choose one from the following rogue talents: Black Market Connection, Canny Observer, Charmer, Coax Information, Convincing Lie, False Friend, Guileful Polyglot, Hard to Fool, Honeyed Word, Obfuscate Story or Steal Story.
At 11th and 13th level, the deductionist may choose one from the above list of rogue talents or from the following: Dispelling Attack, Hunter’s Surprise, Knock-Out Blow, Master of Disguise, Opportunist, Rumormonger, Slippery Mind, Thoughtful Reexamination or Unwitting Ally.
The deductionist may not choose the same talent twice.
At 8th level the deductionist gains a cohort as if he had the Leadership feat. Due to the nature of the deductionist’s work and expertise, his cohorts tend to be more practical or utilitarian such as alchemists, bards, clerics, experts, fighters, gunslingers, inquisitors, magus, ninjas, rogues, sorcerers, etc. He does not attract as cohorts anti-paladins, paladins, druids, samurai, witches, wizards or character-types that have specific codes of conduct associated with them.
Likewise, other deductionists typically choose to live their lives in the spotlight and not that of the follower and rarely, if ever choose the life of another deductionist’s cohort. At the discretion of the GM, he may attract other 3rd-party classes deemed appropriate. He does not attract followers with this ability.
Indexed Knowledge (Ex)
At 10th level, the deductionist has acquired an incredible wealth of knowledge and language, all meticulously annotated and indexed in a journal or tome. This comes from his experiences, adventures and deeds up to this point in his career. By referring back to these indices for information and answers, the deductionist gains an insight bonus to any skill check. He does not have to have any skill points in the skill, and he may use this on skills that are “trained only”.
For purposes of deductions and the use of reason, treat this ability as though it were a standard skill check.
The benefits from this ability depend upon how much time the deductionist has to consult his tome. As a full round action, the deductionist gains an insight bonus equal to 1/2 his level on a single skill check. By taking 1 minute to consult his tome, the deductionist may increase this bonus to his full level. Each use costs 1 point of reason.
By spending 2 points of reason, the deductionist experiences a moment of clarity so acute, not only does not need to consult his book, but he also makes the skill check or uses a deduction as a swift action gaining 1/2 his level as an insight bonus.
If using this in conjunction with a deduction, this cost is added to any existing Reason cost.
The deductionist may use this skill check for any mundane check or when using deductions. Under most conditions, the deductionist must hold the tome in his hands and read from it in order to use this ability (see below).
|Gains ½ Deductionist Level bonus to any skill check, trained or untrained.||Full-Round||1|
|Gains Deductionist Level as a bonus to any skill check, trained or untrained.||1 Minute||1|
|A moment of clarity brings instantaneous recollection of information contained within the book. As a swift action, the Deductionist adds ½ his level to any skill check, trained or untrained..||Swift||2|
The deductionist does not easily succumb to enchantments, glamours or compulsions. At 15th level if he is subjected to any enchantment spell or effect, the deductionist can make an appropriate Knowledge check with a DC equal to the original save as a free action at the start of his turn. If he succeeds at the check, he is no longer subject to the enchantment. He can make this check even against enchantments that normally don’t allow a saving throw. In those cases, generate the Knowledge DC as if the spell or effect did allow a saving throw of the appropriate level. This ability applies even if the check failed in the previous round.
- Arcana (ancient mysteries, arcane magic, magic traditions, arcane symbols, constructs (animation), dragons, magical beasts, magical traps)
- Dungeoneering (aberrations, caverns, oozes, small traps, spelunking)
- Engineering (area traps, buildings, masonry, construction, aqueducts, bridges, fortifications siege weapons, constructs (mechanics), firearms)
- Geography (lands, terrain, climate, cultures)
- History (wars, cities, colonies, migrations, founding of cities)
- Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)
- Nature (animals, fey, giants, monstrous humanoids, natural traps, plants, seasons and cycles, weather, vermin)
- Nobility (lineages, heraldry, personalities, royalty)
- Planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, planar magic)
- Religion (gods and goddesses, divine magic, mythic history, ecclesiastic tradition, holy symbols, undead)
|Agile Disputation||Distracting Tale, Knowledge (nobility) 6 ranks||Confuse an opponent through debate|
|Anecdote||–||Grant +4 on Aid Another through a brief story|
|Ascetic Fortitude||–||Grants a +2 Bonus to Fortitude saves and treat Acrobatics, Swim and Climb as class skills|
|Ascetic Fortitude, Greater||Ascetic Fortitude, 6th level||Grants endure elements and resistance to energy damage|
|Aspectology||Cosmologist, 4th level||Gains the service of a lesser planar being from the Improved Familiar table. Can summon familiar with reason.|
|Clever Beast||Naturalist||Has a knack for training and handling animals.|
|Confounding Truths||–||Fascinate opponents within 30′|
|Contortionist||–||Move quickly to avoid danger and bonuses to acrobatics and escape artist checks|
|Damning Revelation||Expostulate, 12th level||Force opponent to reveal plans|
|Danger Sense||–||Grants +2 bonus to Reflex saves and +4 to AC while flanked|
|Danger Sense, Greater||Danger Sense, 6th level||Deductionist cannot be caught flat-footed; Grants Evasion|
|Deadly Deduction||20th level||Incapacitate an opponent through brilliant deduction|
|Dismantle||Engineer||Gains the use of Exploit Weakness against certain devices and objects|
|Distracting Tale||Seneschal||Use Perform to regale others with stories of heroes and glory. Applies the condition: Distracted (see text)|
|Dreadful Truths||Confounding Truths, 12th Level||Stagger your opponents with information about them|
|Expedited Acumen||Spelunker||Gain +10 movement|
|Exploit Construct||Dismantle, Knowledge (engineering) 8 ranks||Gain bonuses in combat against exploited constructs|
|Exploit Elemental||Aspectology, Knowledge (planes) 8 ranks||Gain bonuses in combat against exploited elementals|
|Exploit Undead||Theological Scribe, Knowledge (religion) 8 ranks||Gain bonuses in combat against exploited undead|
|Expostulate||–||Bonus to Diplomacy checks. Use reason to speed up influencing a target|
|Forensics||4th Level||Investigate and discover clues about target|
|Legerdemain||Savant, Knowledge (arcana) 8 ranks||Gains the Quick Draw feat for use with scrolls only. Bonus to Sleight of Hands when concealing scrolls|
|Indubitable Theory||Historian||Skill bonus in various types of situations|
|Masterful Dragoman||Guide||Bonus to social skills when speaking a creature’s native tongue|
|Mephitic Alchemist||Naturalist, Exploit Weakness class feature, Knowledge (nature) 8 ranks||Apply Exploit Weakness damage to alchemical items|
|Pretentious Masquerade||Spy||Use disguise skill as a move action|
|Reconnoiter||Guide||Bonuses in a given type of terrain|
|Sagacious Guile||Spy, Knowledge (local) 8 ranks||Use superior intellect to escape and confound opponents|
|Savant||Arcanist||Detect magic at will. May use potion or scroll at deductionist level.|
|Savvy Mystic||–||Bonus to Willpower saves; Gain a 0-level spell as a spell-like ability 3/day|
|Savvy Mystic, Greater||Savvy Arcanist, 6th Level||Force a spellcaster to re-roll a concentration check|
|Superior Acumen||Expedited Acumen, Knowledge (dungeoneering) 8 ranks|
|Tactful Senses||Historian||Grant an additional save against enchantments|
|Theological Scribe||Vicar||Gain Scribe Scroll as a bonus feat for divine spells only|
|Two Steps Ahead||–||You gain bonus to AC, Sense Motive and Reflex saves|
|Unyielding Perception||10th level||See through disguises and illusions|
|Visceral Propensity||–||Grant allies bonuses in combat|
|Visceral Propensity, Greater||Visceral Propensity, 12th level||Increased flank area, bonus to teamwork feats.|
* – See Deduction ability description
Through a short quip or brief words, a deductionist lends his comrade the help and confidence they need to overcome the obstacles before them. As long as he has at least 1 point of reason available, he grants +4 on his Aid Another checks instead of the standard +2.
The deductionist may also spend 1 point of reason and use Aid Another as an immediate action.
Prerequisites: Distracting Tale, Knowledge (nobility) 6 ranks
Through his understanding of the law and noble society, the deductionist has the ability to follow the lines elite hierarchy, piecing together who ordered what and aligning those likely involved.
With this information, the deductionist forces his opponents off-balance while they attempt to follow these connections and leaps of logic. To use this ability, the deductionist makes an opposed Knowledge (nobility) check against his opponent’s Sense Motive.
If the deductionist succeeds, he leaves his opponent dazed for 1 round. If his target is already exploited this duration increases to 1d4 rounds. For every 5 points by which he beats the opposed check, add an additional +1 round to the dazed condition. If he beats the DC by 15 or more, his opponent is instead stunned for 1d2 rounds.
While this ability stems from the deductionist’s interactions with the ruling elite, it is nevertheless suitable for use against other opponents as well. For those instances where an opponent literally has no ties to any organization, leader, forum or class structure, add a +5 circumstance bonus to their sense motive check.
This mind-affecting effect is language dependent and costs 1 point of reason. It has no effect on creatures with no intelligence score, constructs, elementals, oozes or undead. If the deductionist has deductions or feats that allow him to specifically target constructs, elementals, or undead (i.e. Exploit Undead, etc.) he may also apply Agile Disputation to that creature type as long as they have an intelligence score of at least 1.
By spending 1 point of reason, he may hold his breath for up to 1 minute per point of Constitution or to stop a bleed effect.
He may not take this deduction if he has selected Danger Sense or Savvy Arcanist.
Prerequisites: Ascetic Fortitude, 6th Level
With at least 1 point of reason remaining, the deductionist is treated as though under the constant effect of endure elements and needs not eat or drink more than once in a 24 hour period.
As an immediate action, he may spend 1 point of reason to gain Resist 5 against any one energy type (acid, cold, fire, electricity) until the start of his next turn. This resistance increases to 10 at 8th level and 15 at 16th level.
If he depletes his reason pool at any time, he grows ravenous with hunger and must eat and drink four times as much as a normal member of his race would until he rests for 8 hours, recovering his reason pool.
Prerequisites: Cosmologist discipline, 4th Level Deductionist
The deductionist has uncovered the means to seek assistance from minor planar beings. He gains the Improved Familiar feat even though he does not qualify for it. Treat his deductionist levels as wizard levels to determine the available type, any abilities or benefits.
Unlike a wizard, the deductionist’s familiar is not always present and requires 1 points of reason to summon as a standard action. Once summoned, the familiar remains for one hour per point of Int modifier (minimum of 1 hour). While it is present, any time the familiar uses Aid Another to help the deductionist with a knowledge skill it possesses, it adds a +4 bonus to the check instead of the standard +2.
The familiar is most useful as counsel and aid during investigations and grants a +2 bonus to Perception and Initiative while summoned. The deductionist does not gain any benefit from the following familiar abilities: share spells or deliver touch spells. However, he may take any feat dealing with summoning (such as augment summoning) or familiars and apply it to his familiar.
Prerequisites: Naturalist discipline
This deductionist is capable of being most charming to both man and beast. An animal being trained by the deductionist can learn 1 additional trick while in his service. The animal loses this trick if it is ever set free, sold, or stolen from the deductionist.
As long as the deductionist has at least 1 point of reason remaining any animal with the starting attitude of indifferent or better improves its Starting Attitude by one step with a successful Knowledge (nature) check (See Diplomacy for the appropriate DC). The effects of this ability last for one hour per level of deductionist. A helpful animal cannot be commanded to fight, but may defend the deductionist at the discretion of the DM.
If the deductionist spends 1 point of reason, he can instead improve an animal‘s Starting Attitude by two steps.
This ability affects the animal creature type only.
It has no effect on creatures with 0 intelligence or those with an intelligence of 3 or higher, nor does it have any effect on unfriendly or hostile animals.
The deductionist confounds those around him with his knack for finding meaning in the smallest of details, astonishing all with his ability to draw out specifics from such vague tidbits.
As a full-round action he falls into monologue, detailing to others the elements of truth about the situation around him as he sees it, putting meaning to everything he sees. All opponents within a 30′ radius must make a saving throw with a DC equal to 10 + 1/2 the deductionist’s level + his Int modifier. Those who fail are fascinated for as long as he continues to speak (up to a maximum number of rounds equal to his Int modifier) + 1d3 rounds after he stops speaking.
If this ability is used under dangerous circumstances (such as combat), his opponents gain a +5 circumstance bonus to their saving throw. If a fascinated creature is attacked or put in a dangerous situation following a failed saving throw, the effect immediately ends. An opponent who makes his saving throw may not be targeted by Confounding Truths again for 24 hours.
This mind-affecting effect is language dependent and costs 1 point of reason. It has no effect on creatures with no Intelligence score, constructs, elementals, oozes or undead. If the deductionist has deductions or feats that allow him to specifically target constructs, elementals, or undead (i.e. Exploit Undead, etc.) he may also affect creatures of that type with Confounding Truths as long as the target has an intelligence score of at least 1.
As long as the deductionist has at least 1 point of reason remaining, he can move through areas at least half his size with no penalty for squeezing.
He may move through areas one-quarter his size and suffer the normal penalties for squeezing.
As a swift action the deductionist may spend 1 point of reason; until the start of his next turn, he gains an insight bonus of +10 to a single Escape Artist check or an Acrobatics checks to move through threatened squares. This bonus is lost while wearing medium or heavy armor.
Prerequisites: Expostulate, 12th Level
The deductionist with this ability can connect clues and events into meaningful patterns so formidably he manipulates his opponents into revealing their plans and secrets. As a full round action, he speaks to a single target within 30 feet, laying out everything he has deduced from the situation or story up to this point.
The target must make a Will save (DC 10 + ½ deductionist level + Int modifier). If his target is exploited, add +2 to the DC. If he fails, the target reveals all information related to the subject at hand. Treat the subject as Helpful with regard to his willingness to share information (see the Diplomacy skill).
If the target makes the saving throw, they are immune to Damning Revelation for 24 hours.
This is a mind-affecting ability and is language dependent. Even if the target makes its saving throw, their attitude towards the deductionist is still improved one step on the Diplomacy “Starting Attitude” chart for the remainder of the encounter.
If the deductionist or his allies attack or otherwise betray the target, their attitude will move or return to hostile.
This effect lasts for 1 minute per deductionist level. After the duration has expired, the target’s attitude returns to its original “Starting Attitude”, but improved by one step for the remainder of the encounter.
This deduction has no effect on constructs, undead, animals, oozes or creatures without an intelligence score. If the deductionist has deductions or feats that allow him to specifically target constructs, elementals, oozes, or undead (i.e. Exploit Undead, etc.) he may also apply Damning Revelation to that creature type, provided they have an intelligence score of at least 1. This ability costs 2 point of reason.
Years of martial training have given the deductionist preternatural senses in dangerous situations.
With this deduction, he is able to assess his situation in near slow motion and react at lightning speed.
He may not take this deduction if he has already selected Ascetic Fortitude or Savvy Arcanist.
Prerequisites: Danger Sense, 6th Level
As an immediate action, he may spend 1 point of Reason to gain Evasion until the start of his next turn.
Prerequisites: 20th Level
The deductionist uses his unsurpassed intellect to lay low even the most powerful of enemies. Despite the best attempts of his enemies at concealing their plans, the deductionist sees through the web of deceit, digging down inexorably to the truth at hand. Once revealed, opponents reel in self-doubt, confusion and defeat.
This mind-affecting ability is the pinnacle of deductive reasoning. To be affected, the target must be able to see and hear the deductionist for 1 full round and be within 30 feet. The target receives a Will save (DC 10 + 1/2 deductionist level + Int modifier). Add +2 to the DC if the target is exploited by the deductionist. If the saving throw succeeds, the target is staggered for 1d4 rounds and is immune to further attempts with this deduction for 24 hours.
If an opponent fails his saving throw, the creature takes his current hit point total in nonlethal damage and is immediately incapacitated. Deadly Deduction is a full-round action, and is a mind-affecting death effect that relies on audible and visual components. The target must be able to understand the deductionist. It has no effect on constructs, elementals, oozes, undead, or creatures with no intelligence score. If the deductionist possesses deductions or feats that allow him to specifically target constructs, elementals, or undead (i.e. Exploit Undead, etc.) he may affect creatures of that type with Deadly Deduction, as long as the target has an intelligence score of at least 1. This costs 4 point of reason.
Prerequisites: Engineer discipline
As long as he has at least 1 point of reason remaining, the deductionist gains a +1 to hit against constructs.
When attempting to dismantle or destroy an object, the deductionist makes a Knowledge (engineering) check as a move action against a DC of 15 + Object Hardness. If successful, he adds his Int modifier (minimum of 1) to damage in addition to any strength modifier, against a device or object. Using dismantle against an object does not provoke an attack of opportunity. Dismantle may not be used in conjunction with the sunder combat maneuver.
Using dismantle in this way costs 1 point of reason and lasts for 1 round per point of Int bonus (minimum of 1 round).
Prerequisites: Seneschal discipline
Through his knowledge of law and noble lore, the deductionist spins a fantastic fable generally applying to the situation in which he presently finds himself.
When the deductionist begins his tale, he rolls an opposed Perform check against his opponent’s Sense Motive. Creatures who are successful are immune to Distracting Tale for 24 hours. A failed check means the creature is distracted (see below) for as long as the deductionist continues his story, up to a maximum of 3 rounds + 1 round per point of Int modifier (minimum of 1 round).
It is a standard action to start and maintain distracting tale each round. The severity of the distraction starts at -1. At 5th level, this increases to -2, -3 at 9th, -4 at 13th and -5 at 17th level.
By spending 1 point of reason, the distracted condition persists for 1 round per Int modifier (minimum of 1 round) after the deductionist ceases his performance.
This is a language dependent ability and has no effect on animals, constructs, elementals, oozes or creatures without an intelligence score. This is mind-affecting effect. If the deductionist possesses deductions or feats that allow him to specifically target constructs, elementals, or undead (i.e. Exploit Undead, etc.) he may affect creatures of that type with Distracting Tale, as long as the target has an intelligence score of at least 1. The deductionist must have at least 1 point of reason available in order to use this ability.
Distracted: Something in the vicinity of this creature is distracting it from important matters at hand. It can still function in combat, but tasks requiring extra attention are hindered somewhat. A distracted creature takes -1 to its initiative, CMD and skill checks for as long as the distraction persists. This is a lesser form of confused.
Prerequisites: Confounding Truths, 12th Level
By spending a full round action in thoughtful examination, the deductionist can deduce a frightening amount of information about his opponents. Upon a successful Knowledge check against the CMD of the highest CR opponent, he exposes the failings of his enemies with terrifying clarity. If this ability is being used in combat, add +5 to his opponent’s CMD.
All opponents within a 30′ radius who can understand the deductionist must make a Will save with a DC equal to 10 + ½ the deductionist’s level + his Int modifier. If any of his opponents are exploited add +2 to the DC. If they fail, they are frightened for 1d4 + Int modifier rounds. If they make their saving throw, they are instead shaken for 1d4 rounds.
This ability is language-dependent and has no effect on constructs, undead, animals, oozes or creatures without an intelligence score. If the deductionist has deductions or feats that allow him to specifically target constructs, elementals, oozes, or undead (i.e. Exploit Undead, etc.) he may also apply Dreadful Truths to that creature type, as long as the target has an intelligence score of at least 1. This ability can be used no more than once every 24 hours on the same target(s) and costs 3 points of reason.
Prerequisites: Spelunker discipline
As long as he has at least 1 point of reason remaining, the deductionist gains a +10′ bonus to his movement speed.
By spending 1 point of reason, he may increase this bonus to +30′ movement speed for 1 round per INT modifier (minimum of 1).
Prerequisites: Dismantle, Knowledge (engineering) 8 ranks
The deductionist’s engineering skills have grown to the point he is able to determine not only how things were likely assembled, but also precisely how they function and will behave in combat.
Special: The deductionist also gains the ability to affect creatures constructs with the following deductions to which they are normally immune: Agile Disputation, Confounding Truths, Damning Revelation, Deadly Deduction, Distracting Tale, Dreadful Truths, Expostulate and Sagacious Guile Any time the deductionist becomes flat-footed or loses his dexterity bonus, he also loses these bonuses.
Prerequisites: Aspectology, Knowledge (planes) 8 ranks
This deductionist is now considered an expert in the field of planar studies, and knows virtually everything there is available to know about elementals and other planar beings.
As long as he has at least 1 point of reason remaining, the deductionist may choose an energy type as a free action. Against an exploited (see Exploit Weakness) creature with that elemental subtype, he gains Energy (type chosen) Resist 10 and a +4 dodge bonus to his AC.
Special: The deductionist also gains the ability to affect creatures of the elemental subtype with the following deductions to which they are normally immune: Agile Disputation, Confounding Truths, Damning Revelation, Deadly Deduction, Distracting Tale, Dreadful Truths, Expostulate and Sagacious Guile
Prerequisites: Theological Scribe, Knowledge (religion) 8 ranks
This deductionist has studied the anatomy and biology of a multitude of creatures and body types. He has perhaps even published a book or thesis on the matter. His knowledge is extensive and it affords him a substantial advantage in combat against the undead.
As long as he has at least 1 point of reason remaining, the deductionist’s improvised attacks against an exploited (see Exploit Weakness) undead target are considered blunt, piercing, and slashing for purposes of overcoming DR and he gains a +4 dodge bonus to AC against it.
Special: The deductionist also gains the ability to affect undead with the following deductions to which they are normally immune: Agile Disputation, Confounding Truths, Damning Revelation, Deadly Deduction, Distracting Tale, Dreadful Truths, Expostulate and Sagacious Guile Any time the deductionist becomes flat-footed or loses his dexterity bonus, he also loses the dodge bonus.
The deductionist is not only a brilliant investigator, but also incredibly insightful. As long as he has 1 point of reason remaining, a deductionist with this talent can influence up to three steps on the Starting Attitude chart under the Diplomacy skill and adds his INT bonus (if positive) to these checks.
By spending 1 point of reason, he can use Diplomacy as a full round action to influence the attitude of a target, rather than taking 1 full minute of interaction. If the check is successful, he improves his target’s starting attitude by no more than one step. This may be used on the same target multiple times, each attempt requiring an additional check and costing 1 point of reason.
If any of the checks fail, the target is immune to Expostulate for 24 hours. This ability is language dependent and has no effect on animals, constructs, oozes, undead, or creatures without an intelligence score.
If the deductionist has deductions or feats that allow him to specifically target constructs, elementals, oozes, or undead (i.e. Exploit Undead, etc.) he may also use Expostulate against that creature type, as long as the target has an intelligence score of at least 1.
Prerequisites: 4th Level
This deductionist envisions how events occurred in an area in which he is investigating. He can use an appropriate knowledge skill to determine a wealth of information from forensic evidence left at the scene of a crime. He gains the ability to extrapolate events from debris, tracks, blood, and other evidence left behind. From the information available (as determined by the DM), he pieces together very useful information such as what type of poison might have been used, what type of weapons were involved, a rough idea of how events or encounters happened, or perhaps even who or what was involved, etc.
The deductionist makes a Perception check against a base DC (see chart below) + the CR of the creature who left the clues. The check is cumulative; for example if he rolls a 25 + CR on his check, he gains the information from that roll and everything before it. Using this ability costs 1 point of reason.
DC 10 What is the nature of the substance (what creature type, poison, alchemical item, etc)?
DC 15 How old is a substance / How long ago was it placed there or used?
DC 20 How was the substance or debris applied or shed? What type of weapon/device was used?
DC 25 Who or what was the specific creature / person / object that this came from?
Prerequisites: Savant, Knowledge (arcana) 8 ranks
As long as he has at least 1 point of reason remaining, he also gains a +4 insight bonus to Sleight of Hands checks to conceal objects of scroll-size or smaller and may cast prestidigitation as a spell-like ability three times per day.
Prerequisites: Historian discipline
As long as he has at least 1 point of reason remaining, the deductionist gains +1 to all saving throws.
With a successful Knowledge (history) check with a DC of 10 + the encounter’s CR, the deductionist forms a theory about a particular creature, trap or encounter type. If his theory is correct (based upon the success of the knowledge check), he knows what to expect during the encounter and, as a result, gains an insight bonus to one saving throw of his choice. This bonus is equal to the Max Bonus listed on the deductionist class chart.
This bonus stacks with the existing +1 bonus already granted by this ability. This bonus lasts for the duration of the encounter and costs 1 point of reason.
Prerequisites: Guide discipline
The deductionist grants an insight bonus to diplomacy and sense motive checks to all allies within 30′ equal to his Guide discipline bonus while he speaks in a creature’s native tongue.
With a successful knowledge check appropriate to the creature type, he may spend 1 point of Reason in order to piece together enough information to communicate with a creature in a language he does not know for 1 minute per class level. The DC for this check is 10 + the creature’s CR.
Anyone benefiting from these bonuses must already be under the effects of his Guide discipline ability and within the terrain type for which they are receiving this bonus.
Prerequisites: Naturalist discipline, Knowledge (nature) 8 ranks
Building upon the knowledge and expertise he has gained in the art of alchemy, the deductionist has devised new and clever ways to use alchemical items.
As long as the deductionist has at least 1 point of reason remaining, he gains any bonuses from feats or special abilities when using mundane alchemical items as though they were improvised weapons.
By spending 1 point of reason, the deductionist may choose to add lethal or non-lethal damage equal to his INT modifier to alchemical items that normally deal no damage (i.e. tanglefoot bag or thunderstone).
In all cases, the bonus to damage only applies to the target hit. It does not apply to splash or area of effect damage.
Prerequisites: Spy discipline
As long as he retains at least 1 point of reason, he may don a disguise as a move action, albeit at a -5 penalty. This has no effect on people who witness him putting on the disguise.
At 8th level, the deductionist may spend 1 point of reason and instead treats his disguises as if he had cast alter self spell with his deductionist levels treated as caster levels. Using the deduction in this manner lasts for 1 minute per deductionist level.
Prerequisites: Guide discipline
Anyone benefiting from these bonuses must already be under the effects of his Guide discipline ability and within the terrain type for which they are receiving this bonus.
Prerequisites: Spy discipline, Knowledge (local) 8 ranks
Though weapons are the most common tools in combat, one should never discount guile and subterfuge. As long as the deductionist has at least 1 point of reason remaining, as a move action he may move up to his speed away from a threatening opponent without provoking an attack of opportunity. To use this ability, the deductionist must first succeed at a Knowledge (local) check with a DC equal to the CMD of his opponent.
The deductionist makes a Bluff check with a DC equal to his opponent’s CMD. If the check is successful, this ability does not provoke an attack of opportunity and his opponent is considered flatfooted to all allies already within 10′ of the opponent until the start of the deductionist’s next turn. If the check fails, his opponent is unaffected and gets an immediate attack of opportunity against the deductionist.
This ability is language dependent and has no effect on animals, constructs, oozes, or creatures without an intelligence score. If the deductionist has deductions or feats that allow him to specifically target constructs, elementals, oozes, or undead (i.e. Exploit Undead, etc.) he may also use Sagacious Guile against that creature type, as long as the target has an intelligence score of at least 1.
Prerequisites: Arcanist discipline
Through his studies, the deductionist has picked up a significant amount of knowledge in the arcane arts. With this knowledge, the deductionist gains a +2 bonus to his Willpower saves. He also knows one 0-level spell from the bard or wizard/sorcerer spell list; he may cast this as a Spell-Like Ability 3 times per day, treating his deductionist levels as his caster level. This deduction may not be taken if he has selected Aesthetic Fortitude or Danger Sense.
Prerequisites: Savvy Mystic, 6th Level
While this deductionist may never be a powerful spellcaster in his own right, he has studied it in theory and his understanding of the processes that go into magic is of a level even some wizards will never obtain. He understands precisely the amount of effort and concentration that goes into casting or maintaining spells, and has spent much time uncovering the best ways to counter them.
As an immediate action, he makes an Exploit Weakness check against a spellcaster he is threatening.
If he succeeds, he may force the spellcaster to roll his concentration check twice, taking the lower of the two results. The deductionist must have at least 1 point of reason remaining to use this ability.
By spending 1 point of reason, the deductionist becomes so distracting, he can force a spellcaster within 30′ to roll a single concentration check and need not threaten them. This is an immediate action and increases the DC by +5.
In either case, if the check fails, he may not target the same spellcaster again for 24 hours. Using this ability counts as a standard use of Exploit Weakness and will not stack. If the deductionist uses this ability against a spellcaster already affected by Exploit Weakness, the original effect immediately ends.
Prerequisites: Expedited Acumen, Knowledge (dungeoneering) 8 ranks
With at least 1 point of reason remaining, the deductionist grants a single ally within 10′ access to one of his teamwork feats. The ally does not need to meet the prerequisites for this feat and retains it for as long as the deductionist is within 10′ of him.
The deductionist knows the value of working as a team and now works with this adventuring party much as he did when training in the field. As a move action, he may spend 1 point of Reason per ally within 30′ granting them the benefits of any single teamwork feat he possesses for 1 round per deductionist class level. He is not required to grant all allies this bonus teamwork feat. If he uses this deduction again to grant a different teamwork feat, the original effect immediately ends.
Prerequisites: Historian discipline
The deductionist gains an automatic Sense Motive check if he comes within 10′ of an individual under the effect of a charm or enchantment. If he detects a charm or enchantment on his target, he may spend 1 point of Reason to grant the subject of the enchantment an immediate second save against the effect.
Prerequisites: Vicar discipline
A deductionist with this ability gains the Scribe Scroll item creation feat as a bonus feat. He uses Knowledge (religion) to research and replicate the spell for the scroll being created. The base DC for his research is 15 + spell level + required caster level. For example, a 1st level spell cast as a 1st level caster has a DC of 17. The DC for a fireball would be 23 for the 5th level caster minimum for a 3rd level spell.
The deductionist may attempt to scribe any spell from the cleric/oracle or druid spell list, but the maximum spell level he may duplicate is equal to his Intelligence modifier, up to a maximum of 6th level. Treat the caster level of a scroll scribed by the deductionist as the lowest required for the spell plus his INT modifier (to a maximum of his deductionist level).
Through the power of observation the deductionist has gained a knack for spotting even the smallest of flaws and idiosyncrasies in his opponent’s fighting style. Armed with this knowledge, he often knows what his opponent is going to do before they do.
If this check is successful, he no longer provokes attacks of opportunity from this opponent, and gains an +1 insight bonus to his AC for 1 round per deductionist level (minimum of 1). If his target is exploited add and additional +1 to this insight AC bonus. This bonus increases to +2 at 5th, +3 at 9th, +4 at 13th and +5 at 17th level and may only be applied to one opponent at a time.
If the deductionist switches targets, the first effect immediately ends. A deductionist may use this ability against an opponent multiple times, but each subsequent use grants his opponent a +2 to their CMD against this check.
Prerequisites: 10th level
Whether through superior perspicacity or a plethora of experience, the deductionist has a knack for seeing through the magical veils of illusion.
He sees things as they actually are, not just as they may appear.
As long as he has at least 1 point of reason remaining and is within 10′ he automatically gets a save to disbelieve illusion magic or a Perception check to recognize a disguise, whether he is looking for such things or not. Additionally, he gains a +2 insight bonus to sense motive checks and saving throws against spells of the Illusion school.
If he succeeds at his save, he may also suppress the effects of an illusion. Using Unyielding Perception in this way costs 2 points of reason and requires a Knowledge (arcana) check equal to 10 + the original saving throw of the spell. If successful, the illusion is effectively dispelled, as per dispel magic, for 1 round per point of the deductionist’s INT modifier. At the end of this time, the illusion returns as if nothing has happened. The duration of the illusion spell still continues while suppressed.
A deductionist with this ability knows the general traits and physiology of humanoids, animals, creatures and other beings through extensive studies. As a standard action with this knowledge, he grants his allies an impressive advantage in combat situations. Succeeding in the appropriate knowledge check (see Knowledge Skill Associations above), he verbally imparts information to all allies within 30 feet, granting them a +1 insight bonus to attack and damage rolls made against the specified creature type for 1 round per deductionist level. The DC for this check is 10 + the CR of the creature(s).
The deductionist does not receive this bonus, however if one of the targets of this ability is also exploited his improvised attacks are considered to have the Bane property against that opponent.
This scales normally by with the Max Bonus per level (i.e. +2 at 5th, +3 at 9th, etc. – see class chart) and each use costs 1 point of reason. It affects all opponents of one creature type per use, but may be used multiple times in an encounter, each against an additional creature type.
Prerequisites: Visceral Propensity, 12th level
As a move action, the deductionist chooses a single ally and an opponent already affected by his Visceral Propensity ability. When both he and his designated ally are attacking this opponent, the deductionist is considered flanking from any square in which he threatens this opponent. He must have at least 1 point of reason in order for this bonus to take effect and may switch designated allies as a move action.
Additionally, due to the increased martial prowess associated with this ability, if both he and his designated ally are already benefiting from teamwork feats, they add an additional +1 insight bonus to the specific bonus or damage being granted (ex: Back to Back would grant a +3 total bonus to AC against flanking opponents). If there is no numerical bonus granted by the feat, this bonus has no effect.
The Deductionist. Copyright, September 4, 2013, Total Party Kill Games. Author(s): Brian Berg, Matt Everhart, David A. Hill