“Empaths did not come into this world to be victims, we came to be warriors. Be brave. Stay strong. We need all hands on deck.” ― Anthon St. Maarten
“I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone past I will turn the inner eye to see its path. Where the fear has gone there will be nothing. Only I will remain.” ― Frank Herbert, Dune
You’re skilled at identifying patterns, finding clues, and piecing together puzzles about the paranormal. No two investigators do so in the same way. Choose Diplomacy, Life Science, Mysticism, Physical Science, or Survival. The chosen skill is a class skill for you, and it’s your field for other theme features. If the chosen skill is a class skill from the class you take at 1st level, you instead gain a +1 bonus to checks with it. In addition, at character creation, you gain an ability adjustment of +1 to the ability score associated with your chosen skill.
You choose a specific paranormal mystery case that you and the GM create. Reduce the DCs of checks to recall knowledge about and gather information related to your case by 5. You can similarly reduce the DCs of checks to recall knowledge about notable personalities, practices, and events in the paranormal realm and your field. After solving a case, you can take on another after 1 day of studying evidence for a new case. You can abandon a case without solving it to take on a new one. If you do so, you take a –2 penalty to skill checks for 1 week.
↳ ATTENTION TO DETAIL (6TH):
Halve the time it takes you to gather information (minimum 30 minutes), search an area, or perform research to take 20 when recalling knowledge or identifying a creature, a magic item, or technology. In addition, once per day, if you fail a Perception or Sense Motive check or a check in your field, you can reroll the check and use the higher result.
↳ GNAWING HUNCH (12TH):
You’ve learned to trust your hunches.. If a clue can be found by taking 20 on a Perception check or a skill check in your field, the GM must tell you such a clue exists, but not what it is. Once you know a clue exists, you just have to find it.
↳ TRUTH SEEKER (18TH):
Organising evidence about your case and researching it refreshes you and sets you back on your path. Twice per day, you can take 10 minutes to consider and record your findings or look for new insights into them. If you do so, you regain 1 Resolve Point and can recall knowledge. If you instead take 1 hour, you regain 1 Resolve Point and can gather information. Neither of these tasks count as resting to regain Stamina Points.
↳ DIPLOMATIC TRAINING⎾EX⏌(2ND Level Alternate Class Feature):
You gain Culture and Diplomacy as class skills. For each of these skills that is already a class skill for you (or becomes a class skill) from a source other than this archetype, you learn to speak and read a new language. In addition, you can use Diplomacy in place of Intimidate for checks to demoralize and Culture for Life Science checks to identify humanoids and monstrous humanoids. When you fail a Diplomacy check to change a creature’s attitude, the creature’s attitude worsens only if you fail the check by 10 or more.
↳ MILITARY TRAINING⎾EX⏌(4TH Level Alternate Class Feature):
You gain one of the following feats as a bonus feat, provided you meet all the prerequisites of the chosen feat: Advanced Melee Weapon Proficiency, Improved Unarmed Strike, or Longarm Proficiency. If you already have all the listed feats, you can choose a bonus combat feat instead. At 6th level, if you chose Improved Unarmed Strike at 4th level, you gain Improved Combat Maneuver. Otherwise, you gain the Weapon Specialization feat as a bonus feat for the same weapon type to which the bonus feat you gained at 4th level applies.
↳ STALWART TENACITY⎾EX⏌(6TH Level Alternate Class Feature):
Once per day, as a reaction when you’re subjected to a condition, you can delay the onset of that condition for 1 round. This ability can be used to delay only the following conditions: asleep, confused, cowering, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, and stunned. When a round of delay ends, you can spend 1 Resolve Point to extend the delay by 1 round. Time spent delaying counts against the condition’s duration, and if another effect ends the condition before the delay ends, the condition doesn’t affect you further.
↳ STALWART GRIT⎾EX⏌(12TH Level Alternate Class Feature):
When you take damage from a significant enemy (Starfinder Core Rulebook 242) while you still have Stamina Points, as a reaction you can reduce the damage you take by an amount equal to your level plus your key ability modifier. You can’t use this feature if you’re unaware of the enemy when the attack hits you or if you’re flat-footed against the attack at the time. Once you benefit from this feature, you can’t benefit from it again until you take a 10-minute rest to recover Stamina Points.