FlamingKobold
2013-02-15, 05:43 AM
Brief design notes and inspiration:
I was inspired to make this by Grindle’s Detective (http://www.giantitp.com/forums/showthread.php?t=271469) class and several of the commenters’ suggestions (specifically those of Realms of Chaos and genericwith). This is aimed at being a solid to high tier three and one of my main concerns is that I gave it too much. Also suggestions for a better name are much appreciated, as this one isn’t very good. Suggestions for higher level abilities would also be nice, although I'm not sure it needs more goodies.
Arcane Investigator
Hit Die: d6
Class Skills: The detective's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise(Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skill Points at 1st Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
{table=head]
Level |
BAB |
Fort |
Ref |
Will |
Special
1st |
+0 |
+0 |
+2 |
+2 |Tracking, Trapfinding, Subduing Strike +1d6, Spells
2nd |
+1 |
+0 |
+3 |
+3 |Inquisitive Specialty, Nonlethal Focus
3rd |
+2 |
+1 |
+3 |
+3 | Subduing Strike +2d6
4th |
+3 |
+1 |
+4 |
+4 | Inquisitive Specialty, Tricks of the Trade
5th |
+3 |
+1 |
+4 |
+4 |Subduing Strike +3d6
6th |
+4 |
+2 |
+5 |
+5 |Inquisitive Specialty, Combat Analysis
7th |
+5 |
+2 |
+5 |
+5 |Subduing Strike +4d6
8th |
+6/+1 |
+2 |
+6 |
+6 |Inquisitive Specialty
9th |
+6/+1 |
+3 |
+6 |
+6 |Subduing Strike +5d6
10th |
+7/+2 |
+3 |
+7 |
+7 |Inquisitive Specialty
11th |
+8/+3 |
+3 |
+7 |
+7 |Subduing Strike +6d6
12th |
+9/+4 |
+4 |
+8 |
+8 |Inquisitive Specialty
13th |
+9/+4 |
+4 |
+8 |
+8 |Subduing Strike +7d6
14th |
+10/+5 |
+4 |
+9 |
+9 |Inquisitive Specialty
15th |
+11/+6/+1 |
+5 |
+9 |
+9 | Subduing Strike +8d6
16th |
+12/+7/+2 |
+5 |
+10 |
+10 |Inquisitive Specialty
17th |
+12/+7/+2 |
+5 |
+10 |
+10 |Subduing Strike +9d6
18th |
+13/+8/+3 |
+6 |
+11 |
+11 | Inquisitive Specialty
19th |
+14/+9/+4 |
+6 |
+11 |
+11 | Subduing Strike +10d6
20th |
+15/+10/+5 |
+6 |
+12 |
+12 | Inquisitive Specialty [/table]
Class Features
Weapon and Armor Proficiency: An arcane investigator is proficient with all simple weapons, plus the sap and whip. Arcane investigators are proficient with light armor and shields (except tower shields) and can cast arcane investigator spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, an arcane investigator wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass arcane investigator still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: An Arcane investigator casts arcane spells, which are drawn from the arcane investigator spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, an arcane investigator must have an intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an arcane investigator’s spell is 10 + the spell level + the arcane investigator’s Intelligence modifier. An arcane investigator has the same number of spells known and spells per day are indicated on the table below.
{table=head]Spells Per Day|Known
{table=head]Level | 1 | 2 | 3 | 4 | 5 | 6
1st | 2 | - | - | - | - | -
2nd | 3 | 0 | - | - | - | -
3rd | 3 | 1 | - | - | - | -
4th | 3 | 2 | 0 | - | - | -
5th | 3 | 3 | 1 | - | - | -
6th | 3 | 3 | 2 | - | - | -
7th | 3 | 3 | 2 | 0 | - | -
8th | 3 | 3 | 3 | 1 | - | -
9th | 3 | 3 | 3 | 2 | - | -
10th | 3 | 3 | 3 | 2 | 0 | - | -
11th | 3 | 3 | 3 | 3 | 1 | - | -
12th | 3 | 3 | 3 | 3 | 2 | - | -
13th | 3 | 3 | 3 | 3 | 2 | 0 | -
14th | 4 | 3 | 3 | 3 | 3 | 1 | -
15th | 4 | 4 | 3 | 3 | 3 | 2 | -
16th | 4 | 4 | 4 | 3 | 3 | 2 | 0
17th | 4 | 4 | 4 | 4 | 3 | 3 | 1
18th | 4 | 4 | 4 | 4 | 4 | 3 | 2
19th | 4 | 4 | 4 | 4 | 4 | 4 | 3
20th | 4 | 4 | 4 | 4 | 4 | 4 | 4
[/table]|{table=head] 1 | 2 | 3 | 4 | 5 | 6
4 | - | - | - | - | -
5 | 2 | - | - | - | -
6 | 3 | - | - | - | -
6 | 3 | 2 | - | - | -
6 | 4 | 3 | - | - | -
6 | 4 | 3 | - | - | -
6 | 4 | 2 | 2 | - | -
6 | 4 | 3 | 3 | - | -
6 | 4 | 3 | 3 | - | -
6 | 4 | 3 | 4 | 2 | - | -
6 | 4 | 3 | 4 | 3 | - | -
6 | 4 | 3 | 4 | 3 | - | -
6 | 4 | 3 | 4 | 4 | 2 | -
6 | 4 | 3 | 4 | 4 | 3 | -
6 | 4 | 3 | 4 | 4 | 3 | -
6 | 5 | 4 | 4 | 4 | 4 | 2
6 | 5 | 5 | 4 | 4 | 4 | 3
6 | 5 | 5 | 5 | 4 | 4 | 3
6 | 5 | 5 | 5 | 5 | 4 | 4
6 | 5 | 5 | 5 | 5 | 5 | 4
[/table][/table]
Tracking: An arcane investigator gains either Tracking or Urban Tracking as a bonus feat. They may use their intelligence rather than wisdom or charisma modifier for survival and gather information checks related to the use of these feats.
Trapfinding (Ex): As the rogue ability of the same name.
Subduing Strike (Ex): As a standard action, an arcane investigator may make a single melee attack. She adds her intelligence modifier to the attack roll and deals extra damage as indicated on the table. All damage dealt with a subduing strike attack is dealt as nonlethal damage.
Nonlethal Focus (Ex): An arcane investigator adds her intelligence modifier as a circumstance bonus on disarm, trip and grapple checks and may deal nonlethal damage with melee attacks without incurring a penalty.
Inquisitive Specialty: At second level and every two levels thereafter, an arcane investigator selects a inquisitive specialty from the list below. When the arcane investigator announces the use of a subduing strike they may choose any number of combat specialties she knows (until there are no dice remaining to sacrifice) and apply them to the attack if it hits.
Tripping Strike (Ex): By sacrificing 1d6 subduing strike damage, the arcane investigator may immediately make a trip attempt on the target without suffering an attack of opportunity. The arcane investigator gains a +1 bonus to the opposed check for each subduing strike die she rolls for the attack. This ability may not be used in conjunction with disarming strike.
Disarming Strike (Ex): By sacrificing 1d6 subduing strike damage, the arcane investigator may immediately make a disarm attempt on the target without suffering an attack of opportunity. The arcane investigator gains a +1 bonus to the opposed check for each subduing strike die she rolls for the attack. This ability may not be used in conjunction with tripping strike.
Distracting Strike (Ex): By sacrificing 1d6 subdual damage, the target must make a concentration check (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or lose concentration immediately. Additionally if the target fails the check they may not cast spells or use powers until the beginning of the arcane investigator’s next turn.
Hindering Strike (Ex): By sacrificing 1d6 subduing strike damage, the target must make a fortitude save (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or have one of their movement speeds (arcane investigator’s choice) halved for a number of rounds equal to the arcane investigator’s intelligence modifier.
Sickening Strike (Ex): By sacrificing 1d6 subduing strike damage, the target must make a fortitude save (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or be sickened for a number of rounds equal to the arcane investigator’s intelligence modifier.
Fatiguing Strike (Ex): By sacrificing 1d6 subduing strike damage, the target must make a fortitude save (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or be fatigued.
Unreadying Strike (Ex): By sacrificing 1d6 subduing strike damage, the target becomes flat-footed until the beginning of his or her next turn.
Powerful Strike (Ex): By sacrificing 1d6 subduing strike damage the arcane investigator may reroll all ones and twos rolled when determining additional subduing strike damage.
Focused Strike (Ex): By sacrificing 1d6 subduing strike damage, the arcane investigator gains a +2 bonus on all opposed rolls initiated by all inquisitive specialties applied on the subduing strike and all DCs for inquisitive specialties on the subduing strike are increased by two. The arcane investigator may apply this inquisitive specialty any number of times (until she has no dice left to sacrifice) per subduing strike.
Frightening Strike (Ex): By sacrificing 2d6 subduing strike damage, the target must make a will save (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or be shaken for a number of rounds equal to the arcane investigator’s intelligence modifier.
Concussive Strike (Ex): By sacrificing 2d6 subduing strike damage, the target must make a fortitude save (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or take a penalty to intelligence and wisdom equal to 2 + the number of subduing strike dice rolled for a number of rounds equal to the arcane investigator’s intelligence modifier. This penalty does not stack with itself.
Deafening Strike (Ex): By sacrificing 2d6 subduing strike damage, the target must make a will save (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or be deafened for a number of rounds equal to the arcane investigator’s intelligence modifier. This penalty does not stack with itself.
Enfeebling Strike (Ex): By sacrificing 2d6 subduing strike damage, the target must make a fortitude save (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or take a penalty to constitution equal to 2 + the number of subduing strike dice rolled for a number of rounds equal to the arcane investigator’s intelligence modifier. This penalty does not stack with itself.
Weakening Strike (Ex): By sacrificing 2d6 subduing strike damage, the target must make a fortitude save (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or take a penalty to strength equal to 2 + the number of subduing strike dice rolled for a number of rounds equal to the arcane investigator’s intelligence modifier. This penalty does not stack with itself.
Crippling Strike (Ex): By sacrificing 2d6 subduing strike damage, the target must make a fortitude save (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or take a penalty to reflex saves equal to the number of subduing strike dice rolled for a number of rounds equal to the arcane investigator’s intelligence modifier.
Eroding Strike (Ex): By sacrificing 3d6 subduing strike damage, the target must make a fortidude save (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or take a penalty to spell resistance (if any) equal to 2 + the number of subduing strike dice rolled for a number of rounds equal to the arcane investigator’s intelligence modifier. This penalty does not stack with itself.
Nauseating Strike (Ex): By sacrificing 3d6 subduing strike damage, the target must make a fortitude save (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or be nauseated until the beginning of the arcane investigator’s next turn.
Unnerving Strike (Ex): By sacrificing 3d6 subduing strike damage, the target must make a fortidude save (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or take a penalty to will save equal to the number of subduing strike dice rolled for a number of rounds equal to the arcane investigator’s intelligence modifier. This penalty does not stack with itself.
Debilitating Strike (Ex): By sacrificing 3d6 subduing strike damage, the target must make a fortitude save (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or take a penalty to fortitude saves equal to the number of subduing strike dice rolled for a number of rounds equal to the arcane investigator’s intelligence modifier.
Confounding Strike (Ex): By sacrificing 4d6 subduing strike damage, the target must make a fortitude save (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or be confused until the beginning of the arcane investigator’s next turn.
Knockout Strike (Ex): By sacrificing 5d6 subduing strike damage, the target must make a fortitude save (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or be knocked unconscious.
Spell-Channeled Strike (Ex): The arcane investigator may sacrifice X subduing strike dice to cast any arcane investigator spell she knows of level X or below as a free action targeting the target of the subduing strike. If the spell requires a save, the DC is equal to 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled.
Tricks of the Trade (Ex): The arcane investigator gains a circumstance bonus on sense motive, gather information, spot, listen, bluff and disguise checks equal to her intelligence modifier.
Combat Analysis (Ex): As a swift action, the arcane investigator may study any visible creature within line of sight that is engaged in combat. After three consecutive rounds of analysis, the arcane investigator gains their intelligence modifier as a bonus to damage and armor class against that creature for 24 hours.
Arcane Investigator Spell List:
Zero Level Spells: Dancing Lights, Daze, Detect Magic, Know Direction, Light, Message, Open/Close, Read Magic
First Level Spells: Alarm, Charm Person, Comprehend Languages, Detect Secret Doors, Disguise Self, Erase, Expeditious Retreat, Feather Fall, Grease, Hold Portal, Hypnotism, Identify, Obscure Object, Sleep, Undetectable Alignment
Second Level Spells: Alter Self, Arcane Lock, Blindness/Deafness, Calm Emotions, Daze Monster, Detect Thoughts, Enthrall, Find Traps, Fox’s Cunning, Hold Person, Hypnotic Pattern, Invisibility, Locate Object, Misdirection, Obscure Object, Silence, Speak With Dead, Suggestion, Tongues, Whispering Wind
Third Level Spells: Arcane Sight, Charm Monster, Clairaudience/Clairvoyance, Confusion, Deep Slumber, Dimensional Anchor, Dispel Magic, Gentle Repose, Glibness, Illusory Script, Scrying, Sculpt Sound, Secret Page, See Invisibility, Slow, Zone of Truth
Fourth Level Spells: Break Enchantment, Detect Scrying, Discern Lies, Divination, Dominate Person, Freedom of Movement, Hold Monster, Legend Lore, Locate Creature, Modify Memory, Zone of Silence
Fifth Level Spells: Contact Other Plane, Dream, False Vision, Greater Dispel Magic, Mind Fog, Mass Suggestion, Mislead, Passwall, Prying Eyes, Sending, Seeming, Symbol of Sleep, Telepathic Bond, Teleport, True Seeing
Sixth Level Spells: Analyze Dweomer, Antimagic Field, Dimensional Lock, Find the Path, Greater Scrying, Mass Charm Monster, Mind Blank (self only) Repulsion, Screen, Sequester, Vision
I was inspired to make this by Grindle’s Detective (http://www.giantitp.com/forums/showthread.php?t=271469) class and several of the commenters’ suggestions (specifically those of Realms of Chaos and genericwith). This is aimed at being a solid to high tier three and one of my main concerns is that I gave it too much. Also suggestions for a better name are much appreciated, as this one isn’t very good. Suggestions for higher level abilities would also be nice, although I'm not sure it needs more goodies.
Arcane Investigator
Hit Die: d6
Class Skills: The detective's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise(Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skill Points at 1st Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
{table=head]
Level |
BAB |
Fort |
Ref |
Will |
Special
1st |
+0 |
+0 |
+2 |
+2 |Tracking, Trapfinding, Subduing Strike +1d6, Spells
2nd |
+1 |
+0 |
+3 |
+3 |Inquisitive Specialty, Nonlethal Focus
3rd |
+2 |
+1 |
+3 |
+3 | Subduing Strike +2d6
4th |
+3 |
+1 |
+4 |
+4 | Inquisitive Specialty, Tricks of the Trade
5th |
+3 |
+1 |
+4 |
+4 |Subduing Strike +3d6
6th |
+4 |
+2 |
+5 |
+5 |Inquisitive Specialty, Combat Analysis
7th |
+5 |
+2 |
+5 |
+5 |Subduing Strike +4d6
8th |
+6/+1 |
+2 |
+6 |
+6 |Inquisitive Specialty
9th |
+6/+1 |
+3 |
+6 |
+6 |Subduing Strike +5d6
10th |
+7/+2 |
+3 |
+7 |
+7 |Inquisitive Specialty
11th |
+8/+3 |
+3 |
+7 |
+7 |Subduing Strike +6d6
12th |
+9/+4 |
+4 |
+8 |
+8 |Inquisitive Specialty
13th |
+9/+4 |
+4 |
+8 |
+8 |Subduing Strike +7d6
14th |
+10/+5 |
+4 |
+9 |
+9 |Inquisitive Specialty
15th |
+11/+6/+1 |
+5 |
+9 |
+9 | Subduing Strike +8d6
16th |
+12/+7/+2 |
+5 |
+10 |
+10 |Inquisitive Specialty
17th |
+12/+7/+2 |
+5 |
+10 |
+10 |Subduing Strike +9d6
18th |
+13/+8/+3 |
+6 |
+11 |
+11 | Inquisitive Specialty
19th |
+14/+9/+4 |
+6 |
+11 |
+11 | Subduing Strike +10d6
20th |
+15/+10/+5 |
+6 |
+12 |
+12 | Inquisitive Specialty [/table]
Class Features
Weapon and Armor Proficiency: An arcane investigator is proficient with all simple weapons, plus the sap and whip. Arcane investigators are proficient with light armor and shields (except tower shields) and can cast arcane investigator spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, an arcane investigator wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass arcane investigator still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: An Arcane investigator casts arcane spells, which are drawn from the arcane investigator spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, an arcane investigator must have an intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an arcane investigator’s spell is 10 + the spell level + the arcane investigator’s Intelligence modifier. An arcane investigator has the same number of spells known and spells per day are indicated on the table below.
{table=head]Spells Per Day|Known
{table=head]Level | 1 | 2 | 3 | 4 | 5 | 6
1st | 2 | - | - | - | - | -
2nd | 3 | 0 | - | - | - | -
3rd | 3 | 1 | - | - | - | -
4th | 3 | 2 | 0 | - | - | -
5th | 3 | 3 | 1 | - | - | -
6th | 3 | 3 | 2 | - | - | -
7th | 3 | 3 | 2 | 0 | - | -
8th | 3 | 3 | 3 | 1 | - | -
9th | 3 | 3 | 3 | 2 | - | -
10th | 3 | 3 | 3 | 2 | 0 | - | -
11th | 3 | 3 | 3 | 3 | 1 | - | -
12th | 3 | 3 | 3 | 3 | 2 | - | -
13th | 3 | 3 | 3 | 3 | 2 | 0 | -
14th | 4 | 3 | 3 | 3 | 3 | 1 | -
15th | 4 | 4 | 3 | 3 | 3 | 2 | -
16th | 4 | 4 | 4 | 3 | 3 | 2 | 0
17th | 4 | 4 | 4 | 4 | 3 | 3 | 1
18th | 4 | 4 | 4 | 4 | 4 | 3 | 2
19th | 4 | 4 | 4 | 4 | 4 | 4 | 3
20th | 4 | 4 | 4 | 4 | 4 | 4 | 4
[/table]|{table=head] 1 | 2 | 3 | 4 | 5 | 6
4 | - | - | - | - | -
5 | 2 | - | - | - | -
6 | 3 | - | - | - | -
6 | 3 | 2 | - | - | -
6 | 4 | 3 | - | - | -
6 | 4 | 3 | - | - | -
6 | 4 | 2 | 2 | - | -
6 | 4 | 3 | 3 | - | -
6 | 4 | 3 | 3 | - | -
6 | 4 | 3 | 4 | 2 | - | -
6 | 4 | 3 | 4 | 3 | - | -
6 | 4 | 3 | 4 | 3 | - | -
6 | 4 | 3 | 4 | 4 | 2 | -
6 | 4 | 3 | 4 | 4 | 3 | -
6 | 4 | 3 | 4 | 4 | 3 | -
6 | 5 | 4 | 4 | 4 | 4 | 2
6 | 5 | 5 | 4 | 4 | 4 | 3
6 | 5 | 5 | 5 | 4 | 4 | 3
6 | 5 | 5 | 5 | 5 | 4 | 4
6 | 5 | 5 | 5 | 5 | 5 | 4
[/table][/table]
Tracking: An arcane investigator gains either Tracking or Urban Tracking as a bonus feat. They may use their intelligence rather than wisdom or charisma modifier for survival and gather information checks related to the use of these feats.
Trapfinding (Ex): As the rogue ability of the same name.
Subduing Strike (Ex): As a standard action, an arcane investigator may make a single melee attack. She adds her intelligence modifier to the attack roll and deals extra damage as indicated on the table. All damage dealt with a subduing strike attack is dealt as nonlethal damage.
Nonlethal Focus (Ex): An arcane investigator adds her intelligence modifier as a circumstance bonus on disarm, trip and grapple checks and may deal nonlethal damage with melee attacks without incurring a penalty.
Inquisitive Specialty: At second level and every two levels thereafter, an arcane investigator selects a inquisitive specialty from the list below. When the arcane investigator announces the use of a subduing strike they may choose any number of combat specialties she knows (until there are no dice remaining to sacrifice) and apply them to the attack if it hits.
Tripping Strike (Ex): By sacrificing 1d6 subduing strike damage, the arcane investigator may immediately make a trip attempt on the target without suffering an attack of opportunity. The arcane investigator gains a +1 bonus to the opposed check for each subduing strike die she rolls for the attack. This ability may not be used in conjunction with disarming strike.
Disarming Strike (Ex): By sacrificing 1d6 subduing strike damage, the arcane investigator may immediately make a disarm attempt on the target without suffering an attack of opportunity. The arcane investigator gains a +1 bonus to the opposed check for each subduing strike die she rolls for the attack. This ability may not be used in conjunction with tripping strike.
Distracting Strike (Ex): By sacrificing 1d6 subdual damage, the target must make a concentration check (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or lose concentration immediately. Additionally if the target fails the check they may not cast spells or use powers until the beginning of the arcane investigator’s next turn.
Hindering Strike (Ex): By sacrificing 1d6 subduing strike damage, the target must make a fortitude save (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or have one of their movement speeds (arcane investigator’s choice) halved for a number of rounds equal to the arcane investigator’s intelligence modifier.
Sickening Strike (Ex): By sacrificing 1d6 subduing strike damage, the target must make a fortitude save (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or be sickened for a number of rounds equal to the arcane investigator’s intelligence modifier.
Fatiguing Strike (Ex): By sacrificing 1d6 subduing strike damage, the target must make a fortitude save (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or be fatigued.
Unreadying Strike (Ex): By sacrificing 1d6 subduing strike damage, the target becomes flat-footed until the beginning of his or her next turn.
Powerful Strike (Ex): By sacrificing 1d6 subduing strike damage the arcane investigator may reroll all ones and twos rolled when determining additional subduing strike damage.
Focused Strike (Ex): By sacrificing 1d6 subduing strike damage, the arcane investigator gains a +2 bonus on all opposed rolls initiated by all inquisitive specialties applied on the subduing strike and all DCs for inquisitive specialties on the subduing strike are increased by two. The arcane investigator may apply this inquisitive specialty any number of times (until she has no dice left to sacrifice) per subduing strike.
Frightening Strike (Ex): By sacrificing 2d6 subduing strike damage, the target must make a will save (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or be shaken for a number of rounds equal to the arcane investigator’s intelligence modifier.
Concussive Strike (Ex): By sacrificing 2d6 subduing strike damage, the target must make a fortitude save (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or take a penalty to intelligence and wisdom equal to 2 + the number of subduing strike dice rolled for a number of rounds equal to the arcane investigator’s intelligence modifier. This penalty does not stack with itself.
Deafening Strike (Ex): By sacrificing 2d6 subduing strike damage, the target must make a will save (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or be deafened for a number of rounds equal to the arcane investigator’s intelligence modifier. This penalty does not stack with itself.
Enfeebling Strike (Ex): By sacrificing 2d6 subduing strike damage, the target must make a fortitude save (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or take a penalty to constitution equal to 2 + the number of subduing strike dice rolled for a number of rounds equal to the arcane investigator’s intelligence modifier. This penalty does not stack with itself.
Weakening Strike (Ex): By sacrificing 2d6 subduing strike damage, the target must make a fortitude save (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or take a penalty to strength equal to 2 + the number of subduing strike dice rolled for a number of rounds equal to the arcane investigator’s intelligence modifier. This penalty does not stack with itself.
Crippling Strike (Ex): By sacrificing 2d6 subduing strike damage, the target must make a fortitude save (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or take a penalty to reflex saves equal to the number of subduing strike dice rolled for a number of rounds equal to the arcane investigator’s intelligence modifier.
Eroding Strike (Ex): By sacrificing 3d6 subduing strike damage, the target must make a fortidude save (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or take a penalty to spell resistance (if any) equal to 2 + the number of subduing strike dice rolled for a number of rounds equal to the arcane investigator’s intelligence modifier. This penalty does not stack with itself.
Nauseating Strike (Ex): By sacrificing 3d6 subduing strike damage, the target must make a fortitude save (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or be nauseated until the beginning of the arcane investigator’s next turn.
Unnerving Strike (Ex): By sacrificing 3d6 subduing strike damage, the target must make a fortidude save (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or take a penalty to will save equal to the number of subduing strike dice rolled for a number of rounds equal to the arcane investigator’s intelligence modifier. This penalty does not stack with itself.
Debilitating Strike (Ex): By sacrificing 3d6 subduing strike damage, the target must make a fortitude save (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or take a penalty to fortitude saves equal to the number of subduing strike dice rolled for a number of rounds equal to the arcane investigator’s intelligence modifier.
Confounding Strike (Ex): By sacrificing 4d6 subduing strike damage, the target must make a fortitude save (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or be confused until the beginning of the arcane investigator’s next turn.
Knockout Strike (Ex): By sacrificing 5d6 subduing strike damage, the target must make a fortitude save (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or be knocked unconscious.
Spell-Channeled Strike (Ex): The arcane investigator may sacrifice X subduing strike dice to cast any arcane investigator spell she knows of level X or below as a free action targeting the target of the subduing strike. If the spell requires a save, the DC is equal to 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled.
Tricks of the Trade (Ex): The arcane investigator gains a circumstance bonus on sense motive, gather information, spot, listen, bluff and disguise checks equal to her intelligence modifier.
Combat Analysis (Ex): As a swift action, the arcane investigator may study any visible creature within line of sight that is engaged in combat. After three consecutive rounds of analysis, the arcane investigator gains their intelligence modifier as a bonus to damage and armor class against that creature for 24 hours.
Arcane Investigator Spell List:
Zero Level Spells: Dancing Lights, Daze, Detect Magic, Know Direction, Light, Message, Open/Close, Read Magic
First Level Spells: Alarm, Charm Person, Comprehend Languages, Detect Secret Doors, Disguise Self, Erase, Expeditious Retreat, Feather Fall, Grease, Hold Portal, Hypnotism, Identify, Obscure Object, Sleep, Undetectable Alignment
Second Level Spells: Alter Self, Arcane Lock, Blindness/Deafness, Calm Emotions, Daze Monster, Detect Thoughts, Enthrall, Find Traps, Fox’s Cunning, Hold Person, Hypnotic Pattern, Invisibility, Locate Object, Misdirection, Obscure Object, Silence, Speak With Dead, Suggestion, Tongues, Whispering Wind
Third Level Spells: Arcane Sight, Charm Monster, Clairaudience/Clairvoyance, Confusion, Deep Slumber, Dimensional Anchor, Dispel Magic, Gentle Repose, Glibness, Illusory Script, Scrying, Sculpt Sound, Secret Page, See Invisibility, Slow, Zone of Truth
Fourth Level Spells: Break Enchantment, Detect Scrying, Discern Lies, Divination, Dominate Person, Freedom of Movement, Hold Monster, Legend Lore, Locate Creature, Modify Memory, Zone of Silence
Fifth Level Spells: Contact Other Plane, Dream, False Vision, Greater Dispel Magic, Mind Fog, Mass Suggestion, Mislead, Passwall, Prying Eyes, Sending, Seeming, Symbol of Sleep, Telepathic Bond, Teleport, True Seeing
Sixth Level Spells: Analyze Dweomer, Antimagic Field, Dimensional Lock, Find the Path, Greater Scrying, Mass Charm Monster, Mind Blank (self only) Repulsion, Screen, Sequester, Vision