Horrifically Overpowered Class Features for Pathfinder 1e - The Investigator (Paid Patron Excusive!) (Patreon)
Content
Here's the next in my series of paying-member-exclusive Thursday posts (sorry about it going up on Friday - I promise I'm doing my best), Horrifically Overpowered Class Features for the Hybrid and Occult character classes of Pathfinder 1st edition. This goes along with the paying-member-exclusive Index of Horrifically Overpowered Content, which I will update every time a new Horrifically Overpowered products or article goes up. The index also has the Horrifically Overpowered Feat I suggest using to allow characters to access these HO class features.
This is one a LOT of people say they've been waiting for -- the Investigator!
(What did you THINK a Horrifficially Overpowered Investigator would look like? Art by Vlastimil Šesták)
Horrifically Overpowered Investigator Class Skills (Horrifically Overpowered): You can use all skills as if you were trained in them, even if you are not. You gain the class skill bonus for all your investigator class skills, even if you are not trained in them. If you put a skill point gained from this class into a skill, it becomes an investigator class skill for you if it wasn't already. When you add your inspiration dice to a skill check for an investigator class skill, you my treat any result of 1 or 2 on the inspiration die as a 3.
Horrifically Overpowered Investigator Weapon and Armor Proficiency (Horrifically Overpowered): When you add your inspiration die to an attack roll with a weapon from the list of weapons investigators gain proficiency with, it's base threat range it expanded by a value equal to the inspiration die, and you may add your inspiration die to the roll to confirm any threat.
When wearing the investigator class gives you proficiency with, when you add inspiration dice to an attack or damage roll, your inspiration die also adds it's value as Dodge bonus to your AC until the beginning of your next turn.
Horrifically Overpowered Inspiration (Horrifically Overpowered): When you add your inspiration die to any check other than a skill check, you my treat any result of 1 or 2 on the inspiration die as a 3. You have 3 additional points of inspiration.
Horrifically Overpowered Trapfinding (Horrifically Overpowered): When you anyone sets off a trap within your LOS, you can expend a point of inspiration to roll a Perception check to find traps, adding the inspiration bonus. If you succeed, you notice the trap just before it is set off, and can shout a warning for the triggering character to stop. If they do not, they set off the trap-no one else can take an action after you shout a warning, before the triggering character sets off the trap if they not choose to heed your warning.
Horrifically Overpowered Poison Lore (Horrifically Overpowered): Each day when your inspiration pool is renewed, if you do not already have a dose of Alchemical Poison, you can create a dose. This is a commercially available poison you make from things you have gathered in the course of your adventures. Your Alchemical Poison cannot be worth more than your class level x your class level x 10. No one else can use your Alchemical Poison, and you cannot sell it. If you already have a dose of Alchemical Poison, you can swap it for a different poison that follows these rules, either when you regain your inspiration points or with an hours work and an alchemist's kit or lab.
Horrifically Overpowered Poison Resistance (Horrifically Overpowered): You are immune to all poisons.
Horrifically Overpowered Investigator Talents (Horrifically Overpowered): You may add 2 to the value of any bonus or duration created by one of your investigator talents.
Horrifically Overpowered Keen Recollection (Horrifically Overpowered): When rolling to add your inspiration die to a Knowledge skill, you roll 3 dice and add the highest of them as the inspiration die.
Horrifically Overpowered Trap Sense (Horrifically Overpowered): If you fail a saving throw from a trap, or are hit by an attack from a trap, as an immediate action you can expend one use of inspiration point to roll your inspiration die and add it to your Reflex save or AC. If the new total is enough to make the save or avoid the attack, you do.
Horrifically Overpowered Studied Combat (Horrifically Overpowered): Studied combat becomes a free action you can only take once per round. Your studied combat does not end prematurely if you damage the target, and you gain the inspiration bonus to all your attacks against that target until the studied combat ends.
Horrifically Overpowered Studied Strike (Horrifically Overpowered): This is no longer precision damage. It can score critical hits, and has a 20 threat range and a x2 critical multiplier. You can use it against targets that have concealment. The damage increases to 1d6 per level.
In short it does everything but give you a pony for your birthday.
Horrifically Overpowered Swift Alchemy (Horrifically Overpowered): Making alchemical items takes you 1/10th the normal time, or you can create an alchemical item as a Move action by expending a use of inspiration. You can apply poison to a weapon as a Swift or Immediate action.
Horrifically Overpowered True Inspiration (Horrifically Overpowered): Anytime you roll multiple inspiration dice to determine a bonus, rather than taking the highest rules, you add all the dice together and use that as your inspiration bonus.
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