Legendary Investigator Courses of Study


Courses of study are broad fields that manifest in abilities that aid in the legendary investigator’s adventures. The DCs for any abilities gained from a course of study is 10 + 1/2 the legendary investigator’s class levels + their Intelligence modifier.


A study of anthropology is a study of societies, languages, social structures and communications therein.

Focus Skill: Linguistics

Power Source: Any

Studied Conversationalist (Ex)

At 1st-level, you are so trained in your study of cultures that if you have correctly identified a creature with their corresponding Knowledge skill, you may apply your Intelligence modifier instead of your Charisma modifier to Bluff, Diplomacy, Disguise, and Intimidate checks against said creatures, or of such creatures for disguise.

Quick Rundown (Ex)

At 4th level, you can take your ally aside and give them a pep talk on what to look out for, what to say and how to hold themself in an upcoming conversation. You can spend 10 minutes preparing an ally for upcoming social encounters. For the next 24 hours, the ally uses the higher of either their total or your total skill bonus on skills affected by studied conversationalist.

This ability may be used on a number of skill checks equal to the your Intelligence modifier. You may expend a point of inspiration to grant your inspiration die to those rolls made by the ally and to extend the number of skill checks by the inspiration die result.

Parse Language (Ex)

At 8th level, your knowledge and understanding of the roots of languages allows you a baseline understanding of a language you may not have encountered before. When encountering an unknown language either written or spoken, you may attempt a Linguistics skill check. If you succeed at the skill check (use the DCs listed in the skill description), you are treated as being able to read, write, understand and speak the language for 10 minutes.

Behavior Prediction (Ex)

At 12th level, your understanding of the sociology and cultures of creatures around you. If you have successfully identified a creature as per the studied conversationalist ability, you may add your Intelligence modifier to your initiative if combat is initiated with the target creatures involved.

Additionally, beginning at the start of combat, or the round in which you identify the creature successfully and continuing for a number of rounds equal to your Intelligence modifier, you gain an dodge bonus to AC and a circumstance bonus to saves and attack rolls against the target equal to your Intelligence modifier.

This benefit may only be applied once per creature, per combat. The identification skill check for this ability is a free action but may only be performed once per round.

Compelling Understanding (Ex)

At 16th level, you have a deep understanding of the psychology, social structures and stories of the cultures you come into contact with. If you have successfully identified a creature as per the studied conversationalist ability you may fascinate creatures as per the fascinate bardic music or guide them in a course of action per the mass suggestion spell. This ability does not require any inspiration to use, but you must concentrate on the ability to keep it active and the subjects are allowed a new Will saving throw each minute.


A study of the arcane is to delve into the rituals, diagrams and foci of arcane magics.

Focus Skill: Spellcraft

Power Source: Arcana

Arcane Experience (Ex)

At 1st level, your knowledge of the inner workings of magic and their application on usable objects means you do not need to use your force of will to figure out how to use them. You may use Intelligence in place of Charisma for Use Magic Device checks. Additionally, you qualify as a wizard for feat and spell prerequisite purposes.

Competent Arcana (Ex)

At 4th level, you have studied arcana so thoroughly you can improve upon the magics stored in scrolls and wands. Scrolls and wands that hold arcane spells use the higher of your caster level and saving throw DCs or the item’s.

Inspired Preparations (Ex)

At 8th level, your study of arcana has given you insight into the workings of spells you have not had the time to record. When preparing spells, you may expend inspiration to prepare spells from the arcane spell list that are not in your spellbook. Each spell prepared in this way costs 1 point of inspiration. You may not apply metamagic feats to spells prepared in this way. If the spell is not cast before preparing spells the next day, the spell is lost unless inspiration is again expended.

Quick Reference (Ex)

At 12th level, not only do you keep your spells in mind for the day, but you remember the basics of your other spells so you can quickly reference your spellbook and focus on other spells. You can take a full-round action to change your prepared spells. Each spell changed in this way costs a number of inspiration equal to its spell level. This does not allow you to regain expended spell slots. If these spells benefit from a Spell Mastery feat, reduce the inspiration to 1 instead of 1 per spell level.

Arcane Preparedness (Sp)

At 16th level, you have studied famous mages throughout history and found the through-line of their success. Preparedness. When preparing spells for the day you may set one contingent spell as per the contingency spell. If the contingency is not triggered by the next time you prepare spells, it is lost, though you may set another contingency at that time.


A study in astrology is a focus on the interaction of the planes and stars and their effect on creatures on the material plane. It entails tracking the placement and direction of astral bodies and using their interactions to your benefit.

Focus Skill: Knowledge (planes)

Power Source: Arcana, Divine (ideal) or Occult

Ill Portents (Su)

At 1st-level, your knowledge of the placement of astral bodies allows you to quickly identify when a particular set of signs is an evil portent. As a standard action you may expend a point of inspiration to direct this bad alignment against a single target. They must make a Will save or take a -2 penalty to AC, ability checks, attack rolls, saving throws, and skill checks. This bad luck lasts for a number of rounds equal to 3 + the your Intelligence modifier. A successful save reduces this to just 1 round. Once a creature has been affected by this ability, they are immune to it for 1d4 days when the astral bodies align in a different pattern.

Prediction of Danger (Su)

At 4th level, your consultation of your astrological implements has warned you of an impending danger for you or your allies in the coming day. You may expend a point of inspiration as an immediate action to add your studied combat bonus to you or your ally’s AC or saving throws until the beginning of your next turn. If you apply this benefit to yourself, double the bonus for your intimate knowledge of the impending danger.

Chart the Day’s Course (Sp)

At 8th level, you have figured out how to determine the outcomes of certain courses of actions based on the positioning of the planes and the aspects of those involved. When preparing spells or extracts for the day, you may perform a charting and cast augury as a spell like ability. At 13th level, this becomes divination. Both spells use your legendary investigator level as their caster level.

Shifting of the Signs (Su)

At 12th level, you have learned ways in which to make subtle changes in your environment to shift astral positioning. As a standard action, you may expend a point of inspiration to reverse the bonuses or penalties a target is affected by to the opposite. For example, if used on a creature benefiting from heroism you would change the +2 morale bonus to a -2 penalty. This effect lasts for a number of rounds equal to your 3 + your Intelligence modifier. A successful Will save reduces this to just 1 round. Once a creature has been affected by this ability, they are immune to it for 1d4 days when the astral bodies align in a different pattern.

Curse of the Stars (Sp)

At 16th level, you can make such minor adjustments to the cosmos to bring incredibly poor luck to an individual. By expending a point of inspiration as a standard action you may afflict a target with a curse as per the spell bestow curse if they fail a Will save. If you expend 2 points of inspiration, this is increased to greater bestow curse. This curse cannot be removed by remove curse or but it does expire after a number of days equal to your legendary investigator class level. Limited wish, wish, or miracle can end this effect. If the target succeeds on their will save, they are still affected by the curse, but only for 1 day and the penalties from the curse are halved. The target of this ability may not be subject to the effects of this ability again until the duration of the ongoing curse of the stars expires.


A study of ballistics is a mix of chemistry and the practical application in using firearms, and other projectile shooting weapons.

Focus Skill: Craft (weapons)

Power Source: Any

Marksmanship (Ex)

At 1st level, you gain Exotic Weapon Proficiency (firearms) if you do not possess it already from another source.

Gunsmith (Ex)

At 1st level, you gain the Gunsmithing feat as a bonus feat. You also gain a battered gun identical to the one gained by the gunslinger, and may use the gunsmithing feat to repair and maintain the weapon.

You do not gain this feature if you are playing in a ‘guns everywhere’ campaign.

Favorite Iron (Ex)

at 1st level, you choose one specific type of firearm (such as musket, axe musket, blunderbuss, pistol, or double pistol) to be your preferred type of firearm. You gain the Ranged Study feat with your preferred firearm.

Gritty Inspiration (Ex)

You qualify for feats that require the grit class feature. Any such feat uses your inspiration instead of grit.

Gun Magic (Ex)

At 1st level, you may add the following spells to your spell list:

Quick Clear (Ex)

At 4th level, you may spend 1 inspiration point to remove the broken condition from a single firearm you are currently wielding as a move action.

Blind Shot (Su)

At 4th level, you can spend 1 inspiration point to ignore all miss chances due to concealment when making firearm attacks. This effect lasts until the end of your turn. This ability allows you to ignore concealment but does not reveal or allow you to see the enemy.

Careful Aim (Ex)

At 8th level, you gain a bonus equal to your Dexterity modifier on damage rolls when firing your favorite type of firearm at a target within 30 feet.

Quick Thinking (Ex)

At 8th level, you can draw your preferred firearm as a free action.

Targeted Shot (Ex)

At 12th level, you may spend 1 point of inspiration to make a single attack as a standard action that targets a specific part of the body. You gain the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. Creatures that are immune to sneak attacks are immune to these effects.

Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.

Head: On a hit, the target is damaged normally, and is also confused for 1d6 rounds. This is a mind-affecting effect.

Neck: On a hit, the target is unable to speak or use breath weapons for 1d6 rounds.

Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.

Torso: On a hit, the target is unable to regain hit points for 1d6 rounds.

Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.

Lightning Reload (Ex)

At 12th level, you can reload a single barrel of a one-handed or two-handed firearm as a swift action once per round. If you have the Rapid Reload feat or are using an alchemical cartridge, you can reload a single barrel of the weapon as a free action each round instead. Furthermore, you do not provoke attacks of opportunity by reloading.

Menacing Shot (Ex)

At 16th level, you may spend 1 point of inspiration to shoot your preferred firearm into the air, and affect all living creatures within a 30-foot-radius burst as if they were subject to the fear spell. The DC of this effect is equal to 10 + 1/2 your class level + your Dexterity modifier.

Perfect Shot (Ex)

At 16th level, you automatically confirm all critical hits with your preferred firearm.


The study of chemistry is the study of how the material plane is constructed, and importantly, how to take components from it and create something more.

Focus Skill: Craft (alchemy)

Power Source: Extracts

Bombs (Ex)

At 1st level, you gain the ability to create bombs, a special splash weapon, as the Alchemist ability of the same name except as follows.

Your bomb damage begins as 1d6 + your intelligence modifier and increases by 1d6 at 4th level and every 3 levels thereafter to a maximum of 7d6 at 17th level.

Versatile Bombs (Ex)

At 4th level, you realize how to construct a variety of bombs to suit your needs. When you create a bomb, you may choose to have it deal piercing, bludgeoning, or slashing damage rather than fire damage.

Expanded Artillery (Ex)

At 8th level, you gain two discoveries from those available to alchemists, but these discoveries must affect bombs. From 8th level forward you may also select an alchemist discovery that alters bombs in place of an investigator talent. In both cases use your class level in place of your alchemist level to qualify for these discoveries.

Delayed Dilution (Su)

At 12th level, you have improved your understanding of magical and alchemical formulas, whenever you drink a potion, or extract or apply an oil (or other alchemical solution) to an object or creature you may spend a point of inspiration to increase the duration of its effects by one hour per point of intelligence you possess. You can only maintain a single delayed dilution at a time. At 16th level and again at 20th level you may maintain an additional delayed dilution.

When going beyond these limits you may choose which previous instance to end. This ability does not increase the duration of effects with a duration of instantaneous.

Separate Substance (Su)

At 16th level your understanding of chemistry grants you incredible insight into how to break down almost any material. Whenever you make a studied strike, you may spend a point of inspiration and cause the target to make a fortitude save, DC 10 +½ your class level + your intelligence modifier, failure means you have caused a chain reaction in their body that may lead it to shut down, dealing 2 damage each to its strength, dexterity, and constitution scores. You may also use this ability when sundering an object, instead of the object making a fortitude save you may instead make a craft (alchemy) check with a DC equal to the object’s break DC +10, success means the object is treated as though you succeeded on a strength check against its break DC.


The study of the criminal mind requires the understanding of not only the horrible things that can be done by people, but also the horrible things that can be done to people.

Focus Skill: Sense Motive

Power Source: Any

Forensics (Ex)

At 1st level, you may spend 1 minute examining the scene of a crime or accident, and then use your deductive skills to learn information about the event. You may spend 1 point of inspiration to ask a question, similar to the spell divination, but with a probability of correctness equal to 50% + 2% per class level (maximum 90%) and with the limitation that you can only ask questions about what happened at the crime scene, such as: “What crime/accident occurred?”, “who was involved?”, “what tools or equipment were used?”, “what was the timing of events?”, “what sort of people were involved?”. Answers will tend to be vague, and will not be useful for identifying specific people or objects beyond a very basic description. If a scene is disturbed, then the chances of using this ability successfully can be reduced by 10%, 20% or more.

Only crimes of a physical nature can be examined this way.

Crowd Control (Ex)

At 1st level, you have learned how to deal with aggressive criminals. When fighting humanoids and monstrous humanoids that are no greater than one size larger than you, you may add your Int modifier to your CMB and CMD. You do not provoke attacks of opportunity for using combat maneuvers against these creatures.

Detective Skills (Ex)

At 4th level, you become skilled in the techniques of crime fighters. You gain an insight bonus equal to half your class level when performing the following skills:

  • Using Bluff or Intimidate to threaten criminals with legal punishments or to mislead people about the law
  • Using Perception to detect signs of criminal activity
  • Using Diplomacy or Any Knowledge skill to learn about or gather information about black market or the criminal underworld
  • Using Sense Motive to detect criminal intent
  • Using Appraise to find the value of illicit goods
  • Using Linguistics to detect forgeries
  • Using Heal to examine or treat the victim of a crime

Profiler (Ex)

At 8th level, you can examine a crime scene in order to gain information about a perpetrator.

This takes 10 minutes, and once finished, you may add your findings to a notebook or medium to keep a copy of what you have learned. For as long as you have access to your notes, you can instantly identify any other crime scene with the same criminal at work.

When you study a criminal from your notes, you may spend 1 inspiration to make them your studied target.

This takes one minute.

Mantracker (Ex)

At 8th level, when you study a target via any means, they remain your target until you choose a different target or until you rest for 8 hours. In addition, you can add your inspiration die to Perception, Sense Motive, and Survival checks attempted against that target without spending inspiration. You can move at normal speed while using Survival to follow the target’s tracks without taking the normal –5 penalty, and when moving at up to twice your normal speed while tracking, you take only a –10 penalty instead of the normal –20.

Pacification (Ex)

At 12th level, you may spend 1 inspiration to make a melee attack against a humanoid or monstrous humanoid creature that is no greater than one size larger than you. If this attack hits, in addition to normal damage, the target must make a Fortitude saving throw against a DC equal to 10 + half your class level + your Intelligence modifier or they are stunned for 1d4 rounds. This attack is a standard action.

Unconventional Methods (Sp)

At 12th level, you can expend one use of his inspiration to use the spell discern next of kin, blood biography, or speak with dead as a spell-like ability. In the case of speak with dead, you are limited to speaking to those who died within 24 hours.

Restraints (Sp)

At 16th level, as a standard action, you may spend 1 spell point to conjure restraints around a target made from material in the vicinity. You must make a melee touch attack. Spell resistance does not apply. The creature becomes entangled by restraints that are anchored to the ground (though they can be cut loose from the ground easily enough). If the target is flying, then the restraints become anchored if the target falls to the ground at any time. In addition, the restraints gag the target, making it impossible for them to speak. The restraints last for 1 hour per class level before disintegrating. A restrained creature can escape by making a Strength or Escape Artist check with DC equal to 10 + half your class level + your Intelligence modifier.


A study in dueling is an in-depth study of the forms and techniques of one-on-one combat. You have studied at a prestigious fighting school and have taken those expert techniques into your work as an adventurer or investigator.

Focus Skill: Bluff

Power Source: Any

Focused Weapon (Ex)

At 1st level, you gain Weapon Focus with a single weapon which represents the weapon taught by your dueling school. If you are not already proficient, you gain proficiency with the weapon.

Additionally, your legendary investigator levels count as fighter levels for qualifying for feats, but the feats acquired in this way are only usable with the weapon of your school.

Drilled Technique (Ex)

At 1st level, you have memorized the forms and stances of the various techniques taught by your school. You may add Your Intelligence modifier instead of your Strength for your CMB when using the weapon chosen in the focused weapon technique. If you expend a point of inspiration, you do not provoke attacks of opportunity for using a combat maneuver.

Additionally you are considered to have Combat Expertise for prerequisite purposes.

Practiced Defense (Ex)

At 4th level, your skill with your weapon is such that you are prepared to shift targets and deflect incoming blows. When attacked you may initiate your studied combat against the attacker as an immediate action. Additionally, when wielding your focused weapon, you may attempt to deflect incoming damage from the target of your studied combat. To do so, you must succeed at a combat maneuver of your choice against the attacker’s CMD and use an attack of opportunity. If this attempt is successful, you reduce the damage by half. If you exceed the attacker’s CMD by 5 or more, the damage is reduced to 1/4. If you fail this combat maneuver attempt but by less than 5 you still reduce the damage by 1/4. You may expend a point of inspiration instead of an attack of opportunity when using this ability. Regardless of the success or failure of this special combat maneuver, the other benefits or failure conditions are not applied, though thematically, they should contribute to how the damage was avoided.

Feinting Technique (Ex)

At 8th level, you have learned a masterful set of moves to open up your enemy to your advanced maneuvers. Whenever you successfully feint an enemy while using the weapon from your focused weapon ability, you may automatically attempt a combat maneuver against them. Additionally, you may spend points of inspiration to reduce the action for a feint attempt by one step to a minimum of a swift action. For example if the feint is a standard action, one point would reduce it to a move action, a second point would reduce it to a swift action. However, if you have Improved Feint, it only takes 1 point of Inspiration to reduce it to a swift action.

Counterattack (Ex)

At 12th level, you have mastered the technique of countering your foes. You may use your attack of opportunity to attack a foe that attempts to attack you within your weapon’s reach. You must be using the weapon from your focused weapon ability. Your attack of opportunity is resolved after their attack is resolved and damage, if applicable, is applied. You may spend a point of inspiration to not expend a use of your attack of opportunity.

Striking Maneuver (Ex)

At 16th level, whenever you successfully hit a target with your weapon from the focused weapon ability, you may perform a combat maneuver as a free action against the same target.

Additionally if you successfully perform a combat maneuver, you may spend a point of inspiration to perform one attack against the target of the maneuver at your highest base attack bonus. This extra attack may only be used once per round.


A study in engineering is a focus on structures and machines, how they are put together, how they stay together, and how they are taken down.

Focus Skill: Disable Device

Power Source: Any

Hazard Anticipation (Ex)

At 1st level, you are so studied in your chosen field that you can sense the tell-tale signs of danger of hazards and traps. You may automatically roll a Perception check, with a bonus equal to your legendary investigator class level, to notice a natural hazard, such as loose rocks or a possible mudslide, or traps within 20 feet. Additionally, you may disable magical traps as a rogue can.

Rote Engineering Memory (Ex)

At 4th level, your skill and understanding of engineering concepts becomes second nature to you. You need not expend inspiration to reactivate studied combat against a structure, object, construct, or construct-like creature (like an inevitable).

Additionally, you may take 10 on Disable Device and Knowledge (engineering) checks.

Resonance (Ex)

At 8th level, you have learned the resonant frequencies of various materials and have learned to use sound to cause physical changes in the objects. you can use a tuning fork or any other resonant item (crystal glasses, lute, etc.) to affect a target item, construct or predominantly construct-like creature, like an inevitable within 30 feet.

To do so, you expend a point of inspiration as a standard action that does not provoke an opportunity. The target construct, structure or item (including magic items) takes 1d6 sonic damage per class level that ignores hardness (if applicable). Alternatively, the resonance created can remove any immunity or spell resistance to magic the target may have for 1 minute. The target creature or magic item may attempt a Fortitude save to half the damage or duration of the effect. This ability does not work within or on a target within an area of magical silence.

Applied Engineering (Ex)

At 12th level, you have learned to apply mundane methods to creating the magical and technical marvels usually relegated to masterful spellcasters. You gain Craft Construct as a bonus feat. You are considered to have any spell required in the creation of the construct and may substitute a Knowledge (engineering) check for any Craft check in the construction requirements.

Quick Building (Sp)

At 16th level, you have the magical ability to quickly build engineering marvels out of raw materials.

You may cast fabricate once per day as a spell-like ability.

You may cast it additional times per day by expending inspiration for every use after the first. For the purposes of this fabricate spell, you automatically succeed on any Craft check, even ones you have no ranks in.


A study in mathematics is a focus on numbers, statistics, and geometry. It entails using your understanding of arithmetic and how it interacts with physics, space and time.

Focus Skill: Sense Motive

Power Source: Arcana, Divine (ideal or nature) or Extracts

Calculate Trajectory (Ex)

At 1st level, your ability to quickly calculate the geometry and physics of your situation is beyond compare. You may as a move action apply your Intelligence bonus to your next attack roll, including from a spell, made during the round. This bonus is in addition to the normal ability bonus applied to the roll. If the bonus is not used before the end of your turn, it is lost due to the changing circumstances of the battlefield.

Never Tell Me the Odds (Ex)

At 4th level, your ability to quickly know the probability of events allows you to intuitively shift factors in your favor. By spending a point of inspiration as an immediate action you may shift the result of a d% roll up or down by up to your legendary investigator class levels. For example, if you are an 8th-level legendary investigator and you are attacking a creature with concealment, you roll a 45 on your d100 which would be a miss due to concealment, you may expend inspiration to add your level to the roll making the result a 53. Conversely, if an enemy were affected by the spell confusion and on their turn they roll an 80 on their d100 to attack the nearest creature, you could expend a point of inspiration as an immediate action to reduce the result to a 72, causing them to deal damage to themself.

Absolute Number (Ex)

At 8th level, You have found small ways to impact your environment to change your understanding of the various numbers affecting your environment. You may expend a point of inspiration to reverse a penalty you are suffering from into an insight bonus. This benefit lasts for a number of rounds equal to your Legendary Investigator class levels minus the absolute value of the penalty or the duration of the penalty, whichever is shorter. For example, A 10th-level legendary investigator with this ability could take the -2 penalty to skill checks from the shaken condition and turn them into a +2 insight bonus for 8 rounds.

Applicable Geometry (Ex)

At 12th level, your ability to calculate trajectories, paths of travel and force needed to make shots normally thought impossible. You may spend a point of inspiration as a free action to ignore partial and total cover as long as there is a solid surface that has an unimpeded line of effect from the center of its face. For example, if an enemy is around a corner of a hallway, the legendary investigator could shoot a crossbow bolt at the wall that faces down the hallway ignoring the cover provided, and allowing them to be targeted. Creatures that have total cover instead have total concealment, still requiring the 50% miss chance, or less if ‘never tell me the odds’ is used.

Golden Ratio (Su)

At 16th level, your understanding of mathematics has reached a supernatural height allowing you to adjust the geometry of certain spells. As an immediate action that expends a point of inspiration, you may move 5 feet of an existing wall spell, like wall of force, or spell that affects a geometric area, like an aura, burst, cone or line, to another square within 30 feet of the original square, by rolling a relevant Knowledge check corresponding to the nature of the spell affected. The Knowledge check DC is 10 + the spell level + the caster’s spellcasting ability score modifier. For every 5 by which you exceed the Knowledge check DC you may move an additional 5 feet of the spell. For example, if you are looking to exclude some spaces from a fireball spell cast by an enemy wizard, you would roll Knowledge (arcana). If your roll exceeds a DC 17 (10 + 3rd level spell + the Wizards +4 Intelligence modifier) you may shift 5 feet of the spell, say the 5 feet affecting you, to a square occupied by an enemy goblin 25 feet away. If you exceed the DC by 5, you may also move an additional 5-foot square, say occupied by your ally. Squares of a spell moved in such a way cannot be moved to the same location. However, at 20th level, your understanding expands and you are able to place moved squares of spells into the same square, in effect overlapping the effect. Each overlapped square costs an additional 1 inspiration. The effects of the overlapped squares are treated as though the creature in the square were affected multiple times. This means damage is multiplied, and effects are increased in duration (though not severity). The save, if applicable, for the overlapped effects is only rolled once and the success or failure is applied to the entire overlapped effect.


A study in medicine is a focus on the body, how it functions, how to fix it and how to cause pain if the need arises.

Focus Skill: Heal

Power Source: Divine (ideal or nature) or Extracts

Expert Medicine (Ex)

At 1st level, your training and knowledge of the medical arts helps you instead of your intuitive knowledge of the workings of a body. You may use your Intelligence modifier in place of the normal ability modifier for Heal checks. The bonus provided by the focus skill is doubled to identify any tampering in medical evidence like hiding wounds on a corpse or removing the evidence of a poison in a body. Additionally, you may apply 1/2 your legendary investigator level to Perception checks to identify potions.

Competent Treatment (Ex)

At 4th level, you are so sure in your medical knowledge that you can perform your duties quicker and more skillfully than your peers. The time required to perform the various Heal skill actions is halved. The actions only requiring a standard action become a move action. Additionally, when treating deadly wounds or performing long-term care you may expend a point of inspiration to apply 1d6 plus your Intelligence modifier as additional healing. At 7th level and every 4 levels thereafter, the healing added by the inspiration increases by 1d6 to a maximum of 5d6 + your Intelligence modifier at 19th level.

Heal the Whole Patient (Ex)

At 8th level, your understanding of physiology and ailments of the body allow you to use your medical expertise to treat other debilities besides poisons, disease and wounds. You gain the following additional uses of the Heal skill, each usage below requires one use of a Healer’s kit:

  • Heal 1 point of ability damage. You may use a point of inspiration to increase this to 1d4 points of ability damage. Doing so is a DC 20 Heal check. At 12th level, you may expend a point of inspiration to instead heal 1 point of ability drain or 2 to heal 1d4 ability drain.
  • Remove the following conditions: fatigued, stunned, paralyzed, sickened. Doing so requires a DC 20 Heal check.
  • Reduce the following conditions: nauseated to sickened and exhausted to fatigued. Doing so requires a DC 25 check, however, if you exceed the check by 10 or more, the condition is removed instead of reduced.
  • Remove blindness or deafness from a creature. If they have either condition naturally or stemming from a class ability such as an oracle curse, they are not removed. The DC to do so is 30.
  • At 12th level you may expend a point of inspiration to remove petrification as if using the spell stone to flesh. Doing so requires a DC 40 Heal check.
  • You may expend a point of inspiration to remove a curse from a target. Doing so requires a Heal check against the DC of the curse.

Masterful Healing (Ex)

At 12th level, your skill in the medical arts surpasses all of your peers, so long as your mind stays sharp. As long as you have a point of Inspiration remaining, all healing dice results of Heal skill usage, via the competent treatment ability or other abilities/feats, or conjuration (healing) spells from your legendary investigator spells or extracts are maximized.

Bring Back the Dead (Ex)

At 16th level, your competence with medicine and your understanding of anatomy and physiology extends beyond the realm of living bodies.

You can spend a point of inspiration to perform a special Heal check using 2 uses of a healer’s kit. You can bring a creature that has recently died back to -1 hit points and stable by making a Heal skill check against a DC equal to the number of hit points below -1 they are. Doing so is a full-round action that provokes attacks of opportunity and may only be performed on creatures that have died within the last minute. You may expend an additional inspiration to affect creatures that have died within the last hour but the DC for such a Heal check is doubled. This ability is effective on creatures killed by a death effect, but their body must be intact enough for the creature to live normally; e.g., a disintegrated creature cannot be affected, but a creature might have their head reattached.


A study in naturalism is knowledge of living beings, the rhythm of the seasons, natural elements and their influence on the body, and the effects of vegetal substances on the body and mind.

Focus Skill: Survival

Power Source: Divine (nature) or Extracts

Natural Encyclopedia (Ex)

At 1st level, you use your schooling, study and training instead of trial-and-error, intuitive survival skills in the great outdoors. You may use your Intelligence modifier in place of the normal ability modifier for Survival checks. Additionally, you may roll a Knowledge (nature) check on any creature to learn its general attacks and defenses. This does not identify the creature nor give specific information. For example, you might roll Knowledge (nature) on a dragon and learn that it is resistant to acid, can probably breath acid and has spellcasting, but you would not know whether the breath is a line or a cone or what spells it might know. If the creature is normally identified by Knowledge (nature), double your focus bonus on checks to identify it and its characteristics.

Natural Medicine (Ex)

At 4th level, you can find herbs and plants in your area with which to make curative poultices, stimulants and appetite suppressants. You can create up to 1 poultice per 3 levels per day when you prepare spells, any unused poultices lose their efficacy after 24 hours. You may choose to delay preparing your poultices until they are needed. Preparing a poultice on the fly in such a way takes 1 minute. A single poultice can produce one of the following effects:

  • Appetite Suppressant– This poultice can sustain up to four people as if they had eaten. This poultice cannot be used as a replacement for food for more than 4 days in a row.
  • Mind Clearer– Removes confusion or reduces fear condition one level.
  • Stomach Settling– Remove sickened condition or reduce nauseated to sickened.
  • Stimulant– Removes fatigue or reduces exhaustion to fatigue.

Lay of the Land (Ex)

At 8th level, you always know which direction is north. You travel more quickly through the wilderness; trackless land is considered a trail and trails and roads are highways for the purposes of overland travel. Additionally, you can make a Survival check as if following tracks using the same base DCs and modifiers. If successful you can get a measure of the flora and fauna that are in the general area (usually about 5 to 10 miles) and their numbers. This allows you to roll Knowledge checks to identify those creatures.

Greenspeak (Ex)

At 12th level, you can speak to plants and plant creatures as if you shared a language. This allows you to improve the attitude of plant creatures using your Survival skill as if using Diplomacy.

Thematically this involves watering or helping the plant or plant creature be more comfortable or imitating its postures and movements.

Control over Plants (Su)

At 16th level, you gain a supernatural ability to control the actions of plant creatures. You can affect mindless plant creatures with spells as if they had a mind. Additionally, you may control a plant creature as per the spell dominate monster for a number of hours equal to your legendary investigator level. The hours need not be consecutive but must be spent in 1 hour increments.


A study in spiritualism is a focus on souls and spirits, on the ethereal which borders the real and the effects these two concurrent worlds can have on one another.

Focus Skill: Knowledge (arcana)

Power Source: Occult

Ether Sight (Su)

At 1st level, you gain the ability to see things as they might appear on the ethereal plane. By focusing your attention on a single creature within 30 feet as a standard action you can determine if they are alive, undead, an outsider or possessed. You see a vague outline of the creature’s true form but otherwise glean no additional information. At 7th level you can see invisible creatures within 5 feet of you, at 11th level this range extends to 15 feet, and at 15th level it extends to 30 feet. In any case, this is considered a divination effect with a caster level equal to your own for the purposes of overcoming nondetection and similar magic and can be blocked by other methods which block divination effects.

Disrupt Ether (Su)

At 4th level, you have learned some of the secrets of how incorporeal creatures maintain their form and how to bypass their defenses. When you study an incorporeal target any weapon attacks you make against it are treated as though they had the ghost touch weapon property. In addition, spells you cast have full effect on all incorporeal targets, even those you have not chosen with studied target.

Speak to the Disembodied (Su)

At 8th level, you understand more about the veil between the corporeal and the incorporeal. You gain the ability to speak with creatures and spirits that others may overlook. This allows you to contact the actual spirit of a dead creature if you have some of its remains, speak directly to trapped souls, and communicate with incorporeal creatures that otherwise have no ability to speak. You can attempt to force a spirit targeted with this ability to answer a question but otherwise you engage in normal conversation with them.

When attempting to force a creature to answer a question they make a Will save, failure means they answer you truthfully to the best of their knowledge. A soul generally only knows what it knew in life but an active spirit or a soul that somehow maintained awareness of its surroundings might know more.

Master of the Unseen World (Su)

At 12th level, you are able to extend your knowledge and experience with spirits to others. As a full-round action you grant all allies within 30 feet of you your studied strike ability, though it is only usable against incorporeal creatures, outsiders, possessed creatures, and creatures benefiting from shape changing or illusion magic. Each of these allies also benefits from your Disrupt Ether ability.

Banish the Ephemeral (Su)

At 16th level, whenever you deal studied strike damage to an incorporeal creature, an outsider, or a possessed creature, that creature must make a Will save. Failure means they are banished.

Incorporeal creatures become unable to interact with the material plane for a number of days equal to your legendary investigator level, outsiders are banished to their home plane for this same number of days.

Possessed creatures become free of their possession and their spirit is immune to further possession for the same amount of time, in addition, when a possessing creature is forcibly removed from a target in this way that creature also takes your studied strike damage.


A study in thanatology is the study of dead bodies and undeath, of shambling corpses and malevolent intelligence which refuses to pass on, how to control and even create such creatures.

Focus Skill: Knowledge (religion)

Power Source: Divine (Ideal) or Occult

Undead Servant (Su)

At 1st level, your study of undeath bears fruit in the form of a servant created through application of your knowledge. You gain the service of a small undead animal which follows your commands.

It can be instructed as an animal with the combat trained general purpose though you never need to make Handle Animal checks in regards to your servant. The form of your undead servant is up to you but it begins play with the following statistics. You choose whether your servant is bipedal or quadrupedal.

Type undead; HD 2d8 (12 hp); Size Small; Speed 30 ft.; AC: +2 natural armor; Attack slam (1d6+2); Ability Scores Str 15, Dex 13, Con -, Int 1, Wis 12, Cha 10; Special Qualities low-light vision, darkvision 60 ft, undead traits; Feats Toughness

As your understanding of undeath grows you may also improve your undead servant. To improve your undead servant you spend 500 gp per HD the servant already possesses and 8 hours of work. When the work is completed your undead servant gains one undead hit die and all the benefits that come with it. Your undead servant can have no more hit die than your class level, except at level one. When your undead servant reaches 5 HD you may increase its size to medium, making adjustments to its statistics as necessary. At 9th level you may increase its size again to large if its size is medium, making adjustments to its statistics for its new size. Finally at 13th level you may increase its size again to huge if its size is large, making adjustments to its statistics for its new size. If your undead servant is slain, restoring its functioning requires 8 hours of work and 500gp per HD of the servant. If you choose to forgo a size increase, instead increase the undead servant’s strength and dexterity scores by two.

Anatomical Alteration (Ex)

At 4th level, through your study of undead, you have learned how to alter some of your own anatomy to improve your resiliency. Your skin takes on a sickly pallor and becomes slightly rubbery to the touch. You gain damage reduction equal to 1/2 your legendary investigator level. This is DR/ Piercing. At 10th level you gain fast healing 2 when below half your maximum hit point total. At 15th level your damage reduction becomes DR/ piercing and magic.

Greater Undead Servant (Ex or Su)

At 8th level, you begin to expand the abilities of your undead servant. At 8th level and every four levels thereafter add one of the following to your undead servant, choices marked with a * can be selected more than once.

Channel Resistance (Ex)

The undead servant gains +4 channel resistance.

  • Claws (Ex)* The undead servant gains a set of claws on the ends of its forelimbs. These are primary natural attacks which deal 1d4 damage if the servant is medium size. A quadrupedal undead servant can gain this ability twice though if it does all claw attacks become secondary natural attacks.
  • Fearsome Bellow (Su) The undead servant gains a special attack. As a standard action it can bellow and force all living creatures within 60 feet to make a Will saving throw or become shaken for 1d4 rounds.
  • Lifesense (Su)* The undead servant gains the ability to sense living creatures even those benefiting from invisibility and cover. This acts as blindsense 30 ft, but only in regards to living creatures. Selecting this ability again increases the range to 60 ft.

Malevolence (Ex)

The undead servant grows more cruel. It gains a +2 bonus on damage rolls against targets suffering from a fear effect as well as grappled or helpless foes.

Nightclad (Su)

The undead servant becomes more connected to negative energy and dark places gaining a +4 bonus on stealth checks in dim light or darkness. A medium or small sized undead servant doubles this bonus.

See in Darkness (Su)

The undead servant gains the see in darkness universal monster ability.

Swallow Whole (Ex)

The undead servant gains an oversized mouth and extra space in its body.

It gains a bite attack dealing 1d6 damage if the undead servant is medium. This is a secondary natural attack. When the undead servant makes a successful bite attack against a creature up to one size category smaller than itself it can make a grapple check to attempt to swallow the target without provoking an attack of opportunity. The undead servant’s stomach has AC equal to 10 + the servant’s natural armor bonus and hit points equal to 1/4 the undead servant’s maximum hit points.

Stench (Ex)

The undead servant can release truly wretched odors. As a standard action the undead servant can cause a terrible stench to fill the air around it in a 20 feet radius. Living creatures in this area must make a fortitude save equal to 10 + 1/2 the undead servants hit die each round or become sickened for as long as they remain within 20 feet of the undead servant. Its master is unaffected by this ability and can grant others immunity to it as well, doing so requires 10 minutes and produces a tincture which renders the user immune to the stench for 24 hours.

Toughened Hide (Ex)*

The undead servant gains a +2 bonus to its natural armor

Vicious Slam (Ex)

The undead servant’s slam attack is particularly potent. Whenever the undead servant deals damage to a creature up to its own size category with its slam attack it may make a bull rush attack with a +5 bonus on the roll. The undead servant does not move with its target.

Wings (Ex)

The undead servant gains a pair of wings, you choose the appearance of these wings.

The undead servant gains a fly speed of 40 feet with good maneuverability. If the undead servant is large or larger this fly speed is instead 30 feet with average maneuverability.

Master of the Dead (Su)

At 12th level, you have learned to directly control the energy present in undead and are more adept than most at creating and directing such creatures. You may henceforth prepare animate dead as a 2nd level spell (if you chose the occult power source it is added to your spells known as a 2nd level spell) and only need to provide material components with a value of 10 gp per HD of undead you wish to animate. If you use an onyx worth 100 gp per HD of undead you wish to animate, those undead are created with an additional +2 to their strength scores and +2 natural armor.

Resculpt Servant (Su)

At 16th level, you have mastered the energies within your undead servant completely, its flesh now as shapeable to you as clay. You may spend 1 hour and 1000 gp or more in supplies to change the abilities granted to your servant by the Greater Undead Servant ability. Each ability you wish to change costs 1,000 gp in supplies but the process always takes only one hour. You can expend a 5th level spell slot to instead use this ability as a full-round action, causing the flesh of the servant to slough and twist to suit its new form.

In either case this process can only be undergone by the servant once per day.


A study of Thaumatology is a study in pacts with creatures from other planes, how their name is an integral part of their connection to the material place and how to call upon specific planar creatures.

Focus Skill: Knowledge (planes)

Power Source: Arcane, Divine (Ideal) or Occult

A Power in Names (Su)

At 1st level, you have learned the minor magics that allow you to draw the name of a planar creature. If you succeed on your creature identification Knowledge (planes) check against an outsider, you get closer to learning their name. To truly learn the outsider’s name you must exceed the identification DC by the HD of the creature + their Charisma modifier. If you do not succeed in learning the name with your Knowledge check, you may attempt the next round. The additional knowledge checks on subsequent rounds will not get you more creature information but the amount by which you exceed the check DC is cumulative toward learning the outsider’s name.

For example, if you are trying to learn the name of a medium fire elemental, it has a DC 13 Knowledge (planes) check to learn information about it. It has 4 HD and a +0 Charisma bonus. So on the first round you roll a 15 on your Knowledge check. It is enough to identify the creature and learn some weaknesses but not quite enough to learn the creature’s name because you only exceeded the DC by 2. However, the next round you may again attempt the Knowledge check and if you exceed your roll by 2 or more, you learn the fire elemental’s name because the total by which you exceeded your checks is now greater than 17 (the identification DC + its HD + Charisma modifier).

Once you have learned the name of an outsider, the Will save DCs for all spells and effects you use and your Diplomacy, Bluff and Intimidate skill checks used against them increases by 2. This increase in DC increases to 4 for spells used to trap or banish outsiders like banishment, dismissal, planar binding, etc. Additionally, any other DCs related to such spells like the Charisma check or Spell Resistance check against planar binding are also increased by 4. Finally, your caster level checks against SR or to dispel their spells is increased by 4.

A Name is a Shield (Ex)

At 4th level, your knowledge of a planar creature’s name can protect you against their influence. If you have succeeded in obtaining an outsider’s name via ‘a power in a name’, you gain a +4 resistance bonus to saves against their spells and effects and a +4 insight bonus to your Perception and Sense Motive checks against them. You also gain a spell resistance against them equal to 10 plus your legendary investigator class level.

The Name Protects (Ex)

At 8th level, the fact that you know the creature’s name makes them unable to harm you. Anytime an outsider for which you know the name attempts to attack you, or target you with a spell or ability, they must make a Will save against your class DC. If they fail they are unable to attack or target you that round. If they succeed, they are immune to this ability’s effects for 24 hours.

Effect Saving Throw Success Note
Bind (Paralyze for 1d4 rounds) Will staggered for 1 round This ignores any normal immunity to such effects
Castigate (Deal 5d6 force damage) Fortitude Half damage
Command (as the spell suggestion) Will As the spell charm person for 1d6 rounds This ignores any normal immunity to such effects
Cow (Shaken for 1 minute or frightened for 1d6 rounds) Will Shaken for 1 round This ignores any normal immunity to such effects
Dismiss (as the spell dismissal) Will Teleported 1d4x10 feet in a random direction (determined by a d8 roll) –
Reveal (as the faerie fire spell) No You can detect them as per blindsense for 1d4 rounds –
Silence (as the spell) Will Must make a concentration check to cast spells for 1d4 rounds.

A Name is a Sword (Sp)

At 12th level, you can use the name of the outsider as a weapon against them. As a standard action using a point of inspiration, you may intone their name with some other words of power choosing one of the effects below. The outsider may make the listed saving throw or have the effect shown applied, otherwise they get the effect from the success column. The outsider must be within 60 feet to be able to be affected but does not need to be visible to you.

A Name can Unmake (Sp)

At 16th level, you can use the name of the outsider to rend the fabric of their being.

As a full-round action using a point of inspiration, you may affect them with the disintegrate spell using your legendary investigator levels as the caster level and using your class DC instead of the normal spell DC. You need not make the attack roll. If the target succeeds or survives the attempt, they may not be affected by this ability again. Additionally, this power is taxing and may not be used more than once per day. If the creature is destroyed by this ability, they do not return to their home plane and are forever destroyed.


Despite your trained intellect, you’ve become very aware of the power emotion has over people. Fear has become one of your best tools.

Focus Skill: Intimidate

Power Source: Any

Dual Identity (Ex)

At 1st level, you gain the dual identity feature, as a vigilante.

Seamless Disguise (Ex)

At 1st level, you gain the seamless disguise feature, as a vigilante.

Friend of Darkness (Ex)

At 1st level, while you are in your alternate identity, you gain a competence bonus to your Bluff, Intimidate and Stealth skills equal to half your class level, minimum 1.

Frightening Display (Ex)

At 4th level, when you damage a creature with a melee attack, you may make an Intimidate check as a swift action to attempt to demoralize them.

The target does need to be able to see you.

Perfect Stealth (Sp)

At 8th level, while in your disguised identity, you may cast invisibility as a spell-like ability.

The effect ends if you leave your disguised identity. This is a move action.

True Fear (Su)

At 12th level, creatures within 30 feet of you lose their immunity to fear while they remain. If they leave this area, fear effects continue, but they regain their immunity against any new fear effects. You must be in your disguised identity to use this ability.

Shocking Appearance (Ex)

At 16th level, as a standard action, you may make an Intimidate check to demoralize all enemies that can see you that are within 30 feet of you. If you are invisible, you become visible, but resume your invisibility at the end of your turn. You must be in your disguised identity to use this ability.


To study theology is to study the prayers, sacrifice, codes, and artifacts that are the bedrock of people’s religions, deities and their divine power.

Focus Skill: Knowledge (religion)

Power Source: Divine (ideal)

Divine Understanding (Ex)

At 1st level, you have so thoroughly studied the power underlying divine magic that you can see the ways to thwart its effect over your mind and soul. You may use your Intelligence modifier in place of your Wisdom modifier on Will saving throws against divine magic.

Counter Prayer (Ex)

At 4th level, you know the prayers of the various deities and thus what prayers are antithetical to them. If you succeed at a Knowledge (religion) check against a DC 15 + the target’s HD you identify what deity is providing their spells or supernatural abilities. You then may use a point of inspiration as a free action to counter any channel positive or negative energy attempt or lay on hands or touch of corruption the target makes, including other abilities that use daily uses of channeling, lay on hands or touch of corruption. To counter the channeling, you make a caster level check using your legendary investigator levels against a DC of 11+ the target’s HD. If the caster level check succeeds the channeling attempt is thwarted and the use for the day is expended.

Call Upon Domain (Su)

At 8th level, you know how to draw upon the favor of various deities and how to call the powers of their circles of power. When preparing spells for the day, you may choose one domain (and/or subdomain). You gain the powers of that domain as a cleric of your legendary investigator level -5, however your effective cleric level for determining the power and number of uses of the domain abilities is equal to your legendary investigator level. Additionally you may treat the domain spells as spells you can prepare and during the day you may spontaneously convert any prepared spell for one of your domain spells.

Emulate Obedience (Ex)

At 12th level, you have studied the observances of the most faithful you may spend 1 hour emulating the practices of a particular deity of your choosing. If you succeed, you gain the benefit of the Obedience boon granted by the Deific Obedience feat for that deity. At 18th level, you gain the 1st boon of this deity chosen from any of the three of evangelist, exalted or sentinel. This may be stacked with the benefits of the Deific Obedience (or similar) feat except the benefits must not be from the same deity and the observances both require separate 1 hour rituals.

Deific Blindspot (Su)

At 16th level, through extensive study you have figured out how to avoid the attention and judgments of the gods. If you are faced with a creature with divine spellcasting, you may make a Knowledge (religion) check as a free action to determine which deity is providing their spellcasting capacity. The DC for the check is equal to 10 + the target’s divine caster level plus their spellcasting ability modifier. If you succeed, you may attempt to be unaffected by their divine spells, if you so choose. If you have identified the target’s divine patron, you may, as an immediate action using a point of inspiration, be excluded from a spell as if under the effects of an antimagic field, as the spell. If you are the sole target, neither the spell and action to cast are wasted. If you fail your initial Knowledge check to identify the deific patron of the target, you may retry on subsequent rounds, but no more than once per round.

The Arts

A study of arts is a study of works of beauty created by sentient races, like paintings, sculptures, poetry, music, architecture, calligraphy, and other art forms. These can have a great inspirational effect on the mind and even create their own special form of magic.

Focus Skill: Perform (any one)

Power Source: Arcana

Recreative Reflection (Ex)

At 1st level, you may use your Intelligence modifier in place of the normal ability modifier for Perform checks. You can also expend one use of inspiration to replace a Knowledge check with a Perform check.

Dilettante (Ex)

At 4th level, you gain one versatile performance, as the bard’s ability. You gain a second versatile performance at 8th level.

Exhaustive Critique (Su)

At 8th level, you may peruse a work of the mind to gain insight into the author’s thoughts and purposes. 10 minutes of silent concentration allow you to cast a divination spell from any class with a level equal to 1/2 your investigator level, even if it is not on your known spells list. The spell cast must always target the studied work of art or its author (for example, an investigator versed in architecture could cast find the path to divine the way out an ancient maze, or a bibliophile investigator could find the solution to a riddle contained into a magic tome using revelation).

Amateur’s Wit (Su)

At 12th level, you gain a third versatile performance, and may select an advanced performance instead. If you select a bardic masterpiece for your versatile performance, you can activate it by sacrificing a prepared spell (the masterpiece can last 1 round per level of the sacrificed spell).

Parnassian Scholar (Su)

At 16th level, your creative skills allow you to see the underlying narrative of reality itself and superimpose your own figments of imagination to it. You may cast scripted hallucination three times per day as a spell-like ability.

The Occult

To study the occult is to gaze deep into the unseen world and learn secrets some might consider best left unknown.

Focus Skill: Spellcraft

Power Source: Occult

Hardened Countenance (Ex)

Hours of studying forbidden tomes and twisted puzzles has granted additional protection against the most alien foes. At 1st level you gain a +2 bonus on all saving throws against effects which originate from aberrations and outsiders with an alignment subtype. In addition whenever you use inspiration to add to a knowledge check to identify such foes you may roll your inspiration die twice and take the higher result.

Borrowed Power (Su)

At 4th level, your continued research into guarded secrets and forgotten history opens up new possibilities. By spending a point of inspiration and 10 minutes you can perform a ritual to invite a small measure of power into yourself from creatures beyond.

At the end of this ritual you choose one of your ability scores and it gains a +2 enhancement bonus for 24 hours.

At 10th level you may gain a +4 enhancement bonus to one ability score and at 16th level you may gain a +6 enhancement bonus to one of your ability scores. This is considered a possession effect and any ability which causes such effects to end will also end this effect. You may only maintain one instance of this ability, if you perform the ritual again before the duration expires the effects of the previous ritual end.

Obfuscated Self (Su)

At 8th level, as you hunt for more dangerous and hidden lore you sometimes need to be unknown and able to travel freely. You gain the ability to cast alter self at will as a spell-like ability. While so disguised you are also under the effects of a constant nondetection. The caster level for these effects is equal to your class level.

Snatch Secrets (Su)

At 12th level, your need for forbidden lore can be sated with violence. Whenever you deal studied strike damage to a creature you learn about its abilities and weaknesses as though you had made a knowledge check with a result of 10 + the damage dealt by your studied strike. In addition if the creature has any spell-like abilities you gain the ability to cast one of them of your choice (choose one at random if you are unaware what spell-like abilities the creature possesses) until the end of your next turn, using your character level as the caster level. You must still provide expensive material components for spell-like abilities you steal in this way.

Forbidden Knowledge (Su)

At 16th level you have unlocked secrets belonging to other magical traditions.

You may add a number of spells to your spell list and spells known from the cleric or sorcerer/wizard spell lists. You may choose any number of spells of up to 5th level, but the total of their spell levels can be no more than three times your intelligence modifier. For example if your intelligence modifier is +6 you could add up to 18 total spell levels to your spell list and your spells known. If you add 5th level spells in this way you must still have 5th level spell slots available before you can cast them. You make this calculation when you gain this ability using your base intelligence modifier plus any permanent bonuses you possess. Later intelligence drain or damage, or losing your permanent bonus does not retroactively affect the number of spell levels gained, nor does a later increase in intelligence.


A study of zoology is an endeavor to understand the groupings, behaviors, patterns and environments of the various fauna of the world.

Focus Skill: Handle Animal

Power Source: Divine (nature)

Zoological Encyclopedia (Ex)

At 1st level, you have such a deep understanding of the basic behavior of fauna that you can emulate behaviors and show the signs of communication with ease. You may use your Intelligence modifier in place of your Charisma modifier for Handle Animal and you may use the skill to improve the disposition of an animal similar to Diplomacy.

Additionally, you may use Handle Animal on mindless creatures, as well as on any creature with animal intelligence (up to 6 Intelligence). This ability has no effect on constructs, plants, or the undead. Creatures with Intelligence scores greater than 2 have a DC of 5 higher than normal including the ability-based DCs for this skill in the below abilities. Creatures of any applicable type of Intelligence 2 or lower do not have increased DCs.

Research Companion (Ex)

At 4th level, you have trained a companion to follow you in your studies. You gain an animal companion as a ranger, using your legendary investigator levels to determine its advancement.

You may choose any animal available to the druid, rather than only those available to the ranger. Like the ranger, the effective druid level for determining the animal companion’s abilities is equal to the legendary investigator’s class level – 3.

Backdown Command (Ex)

At 8th level, you have learned techniques to cow certain creatures that may be acting aggressively or doing something you do not wish for them to do. When a creature is about to perform an action you do not want to happen, like move or attack, as an immediate action you may prevent it with a Handle Animal check. You make the Handle Animal check against their current disposition improvement DC (per the Diplomacy skill). If the check succeeds, the target creature loses the action, and may perform a similar action until their next turn. Additionally, the creature is shaken for 1 minute. The creature needs to be able to see or hear the command to be affected and must be of a type affected by your zoological encyclopedia ability.

This ability may also be used to grant the target creature an additional Will save to resist a spell or other ability affecting them, like charm animal, fear, or rage.

Affirmative Command (Ex)

At 12th level, you can make motions and sounds as a standard action to command a creature to follow your orders for a time. If you succeed at a Handle Animal check against a qualifying creature versus the creature’s current disposition DC (per the Diplomacy skill), they follow your orders for a number of rounds equal to your Intelligence modifier.

A qualifying creature is one that is affected by your zoological encyclopedia ability. You can communicate basic commands to the target like ordering movement, fighting and basic ability usage. For example, you could tell a creature to use their breath weapon generally on a group of foes but not tell them to open a door and drag out the man wearing the purple cape.

Others can tell that the creature is acting out of the ordinary for a creature of their type while under your control with a DC 20 Knowledge check (depending on the creature type). However, if your commands follow the normal patterns and behaviors for the creature, it is impossible to tell it is under your control.

You may change your orders or maintain them as a swift action up to the normal duration. Any round that you do not use a Swift action to at least maintain the commands, they may make a Will save. If they succeed, they end the effect early and may act normally.

Creatures gain a cumulative +2 bonus to their Will saves and DCs regarding this ability for each time they have been the target within the last 24 hours.

Pheromonal Protection (Ex)

At 16th level, you have perfected a combination of pheromones and movements to make you seem dangerous to cross. Any fauna that are subject to your zoological encyclopedia ability must make a Will save or be unable to use an offensive ability that targets you, like an attack or special ability. If they have an area-of-effect ability like a breath weapon, they must make the Will save to include you in the area. If the creature succeeds on the Will save and manages to damage you or affect you with a detrimental effect, they are immune to this Will save for 24 hours.

Section 15: Copyright Notice

Legendary Investigators © 2022, Legendary Games; Connor Bates, Andrew J Gibson, Norman Mitchell, Margherita Tramontano, Tara Collins

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