TEXT: 1
  
  The Detective’s 
  Handbook
  Credits
  -Producer-
  Scott Gladstein
  -Designers-
  Scott Gladstein, Christos Gurd, Dayton Johnson,
  Caleb Alysworth, Jeremiah Zerby
  -Editors-
  April Halcomb, Ian Sisson
  -Art-
  Megan Stevens
  -Graphic Design/Layout-
  Scott Gladstein
  -Special Thanks-
  John McDougal
  OGL Compatible: Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax 
  and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams. 
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game 
  Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See 
  http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder
  Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG 
  for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC 
  does not guarantee compatibility, and does not endorse this product.
  A Product of Little Red Goblin Games, LLC
  Questions? Comments? Contact us at:
  ScottGladstein@littleredgoblingames.com
  http://littleredgoblingames.com/
  © 2014, All Rights Reserved
  
  1
  Detective fiction has been a staple of literature. The 
  stories of C. Auguste Dupin, Sherlock Holmes, Judge 
  Dee, Father Brown, the Hardy Boys, Hercule Poirot, 
  Nancy Drew, Miss Marple, Dr. Who, and even Dr. 
  Gregory House have captivated the minds and hearts of 
  many.
  Detectives can see through any ploy, solve any crime, 
  foil any villain, and always remain one step ahead of 
  their prey. Some are literal officers of the law; some are 
  nothing more than brilliant amateur sleuths; and others 
  work as private investigators for hire. Whatever the 
  case may be, they are all astute and wield their repartee 
  like a sword to dispel ignorance and overcome mystery 
  wherever they go.
  Hit Dice: D8.
  Role:
  First and foremost, detectives are masters of skills - a 
  role they share with rogues - but have a unique niche: 
  they can solve mysteries with their class features! 
  They have the ability to test theories and have them 
  confirmed before making accusations. They can even 
  shape the world to conform to their conclusions.
  Detectives are not only skilled in the art of deduction, 
  but they can serve as capable combatants. Contradictory 
  to most classes, detectives can easily ascertain the 
  weaknesses of their enemies and will often allocate time 
  to do so. In addition, they land more consistent critical 
  blows. Yet, this benefit is counterbalanced by a d8 Hit 
  Dice and a mediocre attack bonus.
  Alignment: Any
  Detectives generally have lawful alignments and tend 
  to be neutral or good. Chaotic detectives exist; they 
  make wild jumps in logic that a more disciplined mind 
  would miss. This “shoot from the hip” style of detective 
  work often puts them on the wrong side of the chain 
  of command and may land them in hot water. Evil 
  detectives can be criminal masterminds who play chess 
  games with the law or Machiavellian shadows who 
  command vast criminal empires.
  Playing a Detective: One of the largest challenges 
  faced by one who writes (or plays) a character with 
  an uncanny intelligence in fiction is the character’s 
  interaction with the world. Many mystery writers have 
  discovered tricks, like using less intelligent characters 
  or partners as explanatory devices, to help ease the 
  disconnect in levels of relative intelligence. A favored 
  trick (particularly of Sir Doyle of Holmes fame) was 
  to shape the world to the wit of the character (see the 
  “deduction” class feature). One trick a savvy detective 
  should learn to employ is to “corner the truth” by 
  smartly choosing his wording with his conclusion class 
  feature and ascertaining more specific information than 
  a typical yes/no question would provide.
  Starting Wealth: 5d6 × 10 gp (average 175 gp.). 
  In addition, each character begins play with an outfit 
  worth 10 gp or less and a magnifying glass or other 
  masterwork tool of choice (of the same approximate 
  value) that is suitable for detection.
  The Detective
  A Base Class for the Pathfinder Roleplaying Game
  
  2
  Class Skills
  The detective’s class skills are Bluff (Cha), Craft (Int), 
  Diplomacy (Cha), Disable Device (Dex), Disguise 
  (Cha), Escape Artist (Dex), Knowledge (all) (Int), 
  Linguistics (Int), Perception (Wis), Perform (Cha), 
  Profession (Wis), Sense Motive (Wis), Sleight of Hand 
  (Dex), Stealth (Dex), and Use Magic Device (Cha).
  Skill Ranks per Level: 8 + Int modifier.
  Class Features
  The following are the class features of the detective.
  Weapon and Armor 
  Proficiencies
  The detective is proficient with all simple weapons, plus 
  one martial (non-exotic) weapon of his choosing. He is 
  proficient with light and medium armor but not with 
  shields.
  Exibit 1-1: The Detective
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  1st
  +0
  +0
  +0
  +2
  Conclusions, eureka points, modus operandi
  2nd
  +1
  +0
  +0
  +3
  Investigative edge, watchful eye
  3rd
  +2
  +1
  +1
  +3
  Bonus feat, deduction
  4th
  +3
  +1
  +1
  +4
  Modus operandi, sidekick
  5th
  +3
  +1
  +1
  +4
  Eclectic interests, mental acuity (knowledges)
  6th
  +4
  +2
  +2
  +5
  Check
  7th
  +5
  +2
  +2
  +5
  Bonus feat, mental acuity (skills)
  8th
  +6/+1
  +2
  +2
  +6
  Modus operandi
  9th
  +6/+1
  +3
  +3
  +6
  Eclectic interests, mental acuity (attacks)
  10th
  +7/+2
  +3
  +3
  +7
  Critical thinking
  11th
  +8/+3
  +3
  +3
  +7
  Bonus feat
  12th
  +9/+4
  +4
  +4
  +8
  Modus operandi
  13th
  +9/+4
  +4
  +4
  +8
  Eclectic interests
  14th
  +10/+5
  +4
  +4
  +9
  Vigilance
  15th
  +11/+6/+1
  +5
  +5
  +9
  Bonus feat
  16th
  +12/+7/+2
  +5
  +5
  +10
  Modus operandi
  17th
  +12/+7/+2
  +5
  +5
  +10
  Eclectic interests
  18th
  +13/+8/+3
  +6
  +6
  +11
  Checkmate
  19th
  +14/+9/+4
  +6
  +6
  +11
  Bonus feat
  20th
  +15/+10/+5
  +6
  +6
  +12
  Eternal eureka!, modus operandi
  
  3
  Eureka Points (Ex):
  At 1st level, the detective can claim “eureka points,” 
  which represent correct conclusions he has drawn. A 
  detective can only a claim a number of eureka points 
  equal to 1/2 his detective level + his Wisdom modifier 
  per day. He may spend as many in a day as he wishes, 
  but they do not carry over after he rests. Each day, 
  after 8 hours of rest, the detective begins with 1 point 
  automatically claimed and ready for his use.
  The detective can “claim” these points in three fashions:
  • 
  Firstly, the detective can claim eureka points by 
  correctly proving a hypothesis about a mystery 
  without sufficient information. The proven 
  hypothesis must be relevant to the plot of the game 
  at hand. The hypothesis must be backed up by the 
  detective and proven true beyond a reasonable 
  doubt. It should not be apparent to the 
  average player and may contain information 
  obtained via a Knowledge check to support 
  it. (However, simply making a successful 
  Knowledge check is not sufficient enough 
  to provide an eureka point.) By making 
  hypotheses in this fashion, the detective may 
  not gain more than a single eureka point per 
  scene*.
  *Per Scene: While this is not a direct 
  reference to a mechanical denomination of 
  time in the Pathfinder Roleplaying Game, it 
  is 
  more a reference of passage of literary events 
  in terms of the story. Individual conclusions 
  should only be rewarded with a single eureka 
  point rather than separate point rewards.
  • 
  Secondly, the detective can claim points by 
  identifying an enemy creature during combat. 
  He must have never identified the same kind 
  of creature before. He can gain as many eureka 
  points as he wishes by identifying creatures. He 
  may also claim points by identifying creatures who 
  are attempting to conceal their identities and are 
  relevant to the plot.
  • 
  Thirdly, he can claim eureka points by using his 
  modus operandi class features.
  He may use these points, as a free action that does not 
  provoke attacks of opportunity, to draw conclusions 
  (see the conclusions class feature) and fuel other class 
  features.
  Examples of Ways to Claim Eureka Points:
  • 
  A detective finds a murdered man whom he identifies 
  via a Knowledge (nobility) check as the prince’s 
  attendant. Having seen the attendant with the prince 
  hours before and knowing that the body before him is 
  too old to have been freshly murdered, the detective 
  draws a conclusion that the doppelganger they are 
  hunting is masquerading as the prince’s attendant. 
  Declaring this to his party, he is rewarded with an 
  eureka point.
  • 
  A detective makes a Knowledge (planes) check to 
  ascertain that the devil he is interrogating is bound 
  by an ancient contract never to lie when it is talking 
  to a male. By asking it the name of the creature who 
  stole the Ice Heart Ruby, he learns that it was Zaphos 
  the Blasphemer. When he presents this knowledge to 
  his party, he is rewarded with an eureka point.
  • 
  During the first round of combat, a detective uses his 
  Knowledge (religion) check to identify the skeletal 
  creature before his party as a lich. Because this was 
  the first time he had identified a lich within combat, 
  he gains an eureka point. However, he could not gain 
  another eureka point for identifying another 
  skeletal creature as a lich ever again.
  
  4
  Conclusions (Ex):
  The detective’s mind is always grasping at tangential 
  connections between facts. At 1st level, by using 1 
  eureka point, he may ask a single yes or no question 
  to the GM regarding the game plot or a fact about the 
  world. The GM may only answer “yes” or “no,” nothing 
  more, and the answer has to be based on information 
  known at present. (If the detective asks, “Is the Count 
  alive?”, “Yes” would be correct at the time of the asking 
  if he is currently alive, but he may be killed after 
  asking.)
  This must be used to ascertain facts, not secure 
  advice. (“Did the knight kill his squire?” would be an 
  appropriate question but “Would going to Mt. Blue  be 
  a good idea?” would not be.) If the answer is foggy or 
  requires explanation, the GM may offer a little insight, 
  but the GM cannot provide more information than 
  what is already known. Esoteric questions or questions 
  with no real answers are met with “no” answers.
  Unlike spells, such as augury or divination, there is 
  no margin for error in this feat, but it contains no 
  predictive element. This class feature only answers 
  existing questions in a binary fashion and offers no 
  advice.
  Modus Operandi (Ex):
  The way each detective works is unique to their own 
  minds. The particular methods of their deductions and 
  the playbooks they use are different for each. Some 
  work on “hunches”; others take an extremely analytical 
  approach; and others work the people rather than the 
  facts. While one detective might enjoy theatrics and 
  pomp, another might find it abhorrent and need total 
  silence. At 1st level, the detective selects one of the 
  modus operandi features listed below and gains the 4th 
  level benefit listed for it. Once selected, this cannot be 
  changed. At 8th level and every 4 levels thereafter, the 
  detective gains another benefit of his modus operandi.
  Reader (Cha):
  “If you confront anyone who has lied with the truth, he 
  will usually admit it - often out of sheer surprise. It is 
  only necessary to guess right to produce your effect.” 
  -Agatha Christie
  Murder on the Orient Express
  A detective who reads people rather than evidence can 
  productively study people and their body language to 
  gain information, and he prefers to follows social cues 
  rather than hard facts.
  • 
  1st Level: The detective treats Intimidate as a class 
  skill.
  • 
  4th Level: The detective can claim 1 eureka point 
  for every 2 successful Sense Motive checks he makes 
  against an opponent. He may never claim more 
  than his Charisma modifier in eureka points per 
  day with this class feature.
  • 
  8th Level: The detective can use his Charisma on 
  Knowledge checks in place of his Intelligence and 
  additionally gains a +2 bonus on all Charisma based 
  skill checks.
  • 
  12th Level: The detective may re-roll any failed 
  Charisma-based skill check at a +4 bonus by 
  expending 1 eureka point.
  • 
  16th Level: The detective adds 1/2 his detective 
  level to Bluff and Sense Motive checks.
  • 
  20th Level: The detective automatically 
  knows when a creature is attempting 
  to lie to him (as per discern lies).
  
  5
  Scientific (Int):
  “Detection is, or ought to be, an exact science and 
  should be treated in the same cold and unemotional 
  manner. You have attempted to tinge it [“A Study in 
  Scarlet”] with romanticism, which produces much 
  the same effect as if you worked a love-story... Some 
  facts should be suppressed, or, at least, a just sense of 
  proportion should be observed in treating them. The 
  only point in the case which deserved mention was the 
  curious analytical reasoning from effects to causes, by 
  which I succeeded in unravelling it.”
  -Sir Arthur Conan Doyle
  A Study in Scarlet
  A detective who employs the scientific method and who 
  has a baseline understanding of forensics is particularly 
  effective at piecing distant clues together.
  • 
  1st Level: The detective treats Heal as a class skill.
  • 
  4th Level: The detective gains 1 eureka point for 
  every 2 “yes” answers he secures on conclusions he 
  attempts to draw. He may never claim more than 
  his Intelligence modifier in eureka points per day 
  with this class feature.
  • 
  8th Level: The detective may re-roll any failed 
  Intelligence based check at a +4 bonus by expending 
  1 eureka point.
  • 
  12th Level: The detective adds 1/2 his detective 
  level as a miscellaneous bonus to 3 Knowledge skills 
  of his choosing and 3 Craft skills of his choosing.
  • 
  16th Level: The detective can take 10 on any 
  attempt to identify creatures in the same time it 
  would take to make a normal check even if the 
  situation would not normally allow him to do so.
  • 
  20th Level: The detective can take 20 on any 
  attempt to identify creatures in the same time it 
  would take to make a normal check even if the 
  situation would not normally allow him to do so.
  Gut Reactions (Wis):
  “I believe in intuitions and inspirations. I sometimes 
  feel that I am right. I do not know if I am.”
  -Albert Einstein
  Instinct is what keeps the prey one step ahead of its 
  predator, and only a fool would ignore their instincts. 
  A detective who works using his gut reaction follows 
  hunches, makes wild leaps of logic, plays long odds, 
  and never does what is expected.
  • 
  1st Level: The detective treats Appraise as a class 
  skill.
  • 
  4th Level: Every time the detective successfully 
  makes a Will save, he is restored 1 eureka point. He 
  may never claim more than his Wisdom modifier in 
  eureka points per day with this class feature.
  • 
  8th Level: The detective can use his Wisdom on 
  Knowledge checks in place of his Intelligence and 
  additionally gains a +2 bonus on all Wisdom based 
  skill checks.
  • 
  12th Level: The detective can take 10 on any 
  attempt to follow a hunch with his Sense Motive 
  class feature in the same time it would take to make 
  a normal check even if the situation would not 
  normally allow him to do so.
  • 
  16th Level: The detective gains the evasion class 
  feature of the rogue.
  • 
  20th Level: The detective can take 20 on any 
  attempt to follow a hunch with his Sense Motive 
  class feature in the same time it would take to make 
  a normal check even if the situation would not 
  normally allow him to do so.
  Watchful Eye (Ex):
  At 2nd level, the detective may always act normally in a 
  surprise round.
  
  6
  Investigative Edge (Ex):
  At 2nd level, the detective is rewarded with more 
  information than what is typically available to 
  the average character who successfully identifies 
  creatures. He gains more information than simply the 
  creature’s special powers and vulnerabilities. By every 
  5 the detective beats the required DC to identify the 
  creature, he may select one of the follow categories of 
  information to become privy to.
  Offense
  • 
  Movement speed and forms of movement
  • 
  Number and type of attacks
  • 
  The nature and reach of attacks (including special 
  attacks)
  • 
  Total (current) base attack bonus
  • 
  Total CMB
  Defense
  • 
  Total and current hit points
  • 
  Number of HD
  • 
  Total CMD
  • 
  Total AC (not flat-footed or touch)
  Background
  • 
  Any vulnerabilities or special resistances (DR, 
  elemental resistances, spell resistances etc.)
  • 
  The creature’s subtype (as its type is revealed by the 
  type of check required)
  • 
  Caster level and 4 known spells or spells-like 
  abilities
  • 
  Ability scores
  Detective Bonus Feats:
  At 3rd level and every 4 levels thereafter, the detective 
  gains a bonus feat in addition to those he would gain 
  from normal progression. These feats cannot be combat, 
  metamagic, or racial feats.
  Deduction (Ex):
  At 3rd level, once per week, by using 3 eureka points, 
  the detective may make a statement that will, in some 
  way, result in being true. 
  However, there are limitations to the type of deductions 
  that can be made. If the deduction violates one of the 
  following rules, it fails, and the eureka points are still 
  expended. The deduction cannot alter previously stated 
  facts, cannot affect players’ characters (as all facts are 
  potentially stated in their head), cannot be disruptive to 
  the game, cannot be frivolous, and cannot be ridiculous 
  (“That sword is made of spaghetti!”). Additionally, the 
  deduction may not mechanically preempt the outcome 
  of events that are mechanically governed (such as a skill 
  check or combat) or conflict with major plot elements 
  (at the GM’s discretion, such a deduction can be 
  ignored), but in both instances the spent eureka points 
  can be refunded.
  The effect of a deduction is determined by the GM. 
  The GM might twist it slightly; however, it should 
  never be harmful or negative to the detective.
  Examples
  • 
  A detective could deduce: “The king is a woman,” 
  but it might not be true. The king might have a 
  vestigial female twin in his body or have dressed 
  in women’s clothing recently to escape from a 
  dangerous situation.
  • 
  A detective could deduce: “The [villain] is not 
  evil.” While this may not mechanically change 
  the villain’s alignment, it could reveal/change 
  something regarding his motivation.
  • 
  A detective could not deduce: “We will defeat [the 
  villain]” as this would conflict with a major plot 
  element and would mechanically pre empt the 
  outcome of something mechanically governed. 
  However, deducing “we will receive help if we fight 
  the mad priest” could be true. A conclusion like 
  that might manifest itself as help from an 
  unwelcome source or come in a more 
  abstract form (such as the location of 
  the fight).
  
  7
  Sidekick:
  At 4th level, the detective gains the service of an 
  NPC equal to his detective level -3 who becomes 
  the detective’s sidekick. The sidekick’s race must 
  be common and unremarkable to the area the 
  detective resides in, and the sidekick’s class must 
  be an NPC class from the following list: adept, 
  commoner, warrior, expert, or aristocrat. The 
  sidekick does not have any money or equipment 
  (other than the clothes on his back). Accordingly, 
  the detective is responsible for the wellbeing of 
  his sidekick. His sidekick’s room and board are 
  traditionally deducted from the detective’s own 
  coinpurse.
  The sidekick uses the same method of ability 
  generation as the detective but at a lower tier. 
  If the method of strat generation is ability 
  score points, the sidekick gets -5 less than 
  the detective. The sidekick’s feats and ability 
  selection are left up to the discretion of the 
  detective’s player. However, the sidekick’s actions are 
  governed in part by the GM. At the GM’s discretion, 
  the detective’s player may govern his sidekick directly 
  and typically does so during combat.
  Adventure Paths:
  Deductions can be a problematic class feature when 
  playing very structured games, such as adventure 
  paths. There are three ways to address this. The first 
  is to allow the detective to alter things but not alter 
  things that would be vital to the adventure path (as 
  per the “disruptive to the adventure” rule). The second 
  option would be to use the structure of the adventure 
  path to the detective’s advantage and allow the detective 
  to use his deductive class feature to learn something 
  vital he would not have otherwise learned. (If using this 
  option, make it worth the larger investment of eureka 
  points over what the detective could learn using the 
  conclusions class feature) The third option would be to 
  disallow the deductions class feature and replace it with 
  the bard’s bardic knowledge class feature.
  Exibit 1-2: Dr. Johanna 
  Grumble (AKA Doc 
  Grumble) and her 
  manservant, Horris 
  Peabody, on the job.
  
  8
  If the detective’s relationship with the sidekick should 
  sour to a point where they are no longer able to work 
  together (or if the sidekick should die), the detective 
  may fire his sidekick and hire a new one after 1 month. 
  Should the detective die, the sidekick is no longer 
  employed by him. At the GM’s discretion, the sidekick 
  may be retained if efforts are being made to return 
  the detective to life. The detective’s sidekick is not a 
  familiar, mount, or animal companion and does not 
  qualify for feats as such.
  On the other hand, the detective may forgo retaining 
  a sidekick. If he does, he may allow himself a deeper 
  connection with the other members of his party. This 
  allows him to provide a bonus on all Initiative checks 
  equal to his Wisdom bonus to all allies at the start 
  of combat. Additionally, the detective that forsakes a 
  sidekick can spend a standard action to provide all his 
  allies with 1d4 bonus precision damage until the start 
  of the detective’s next turn against a single target he has 
  already identified. This is a language dependent effect 
  with a range of 60 feet.
  Eclectic Interests:
  At 5th level and every 4 levels thereafter, the detective 
  may invest time into learning an eclectic hobby or 
  field of study. He gains the benefits of his selected class 
  features below. This provides him with context for 
  the actions and investigations he will be performing 
  in the future. However, as they are bizarre and often 
  nonsensical to those around him, the detective will 
  often keep them a secret. 
  Wondrous Weapons:
  The detective becomes proficient with 3 exotic weapons 
  and may count his fighter level as being equal to 1/2 his 
  detective level for the purpose of meeting prerequisites. 
  These levels stack with fighter levels. Additionally, he 
  gains a +2 insight bonus on attack rolls with any exotic 
  weapon he is proficient with.
  Fairy Tale Lore:
  The detective can select 3 1st or 2nd level spells from 
  the bard spell list that he may cast as spell-like abilities. 
  He can cast them a number of times per day equal to 
  1/2 his Charisma modifier (min 1). In addition, the 
  detective can take 10 on any attempt to identify fey in 
  the same time it would take to make a normal check 
  even if the situation would not normally allow him to 
  do so.
  Foreign Lands:
  The detective understands and can speak 6 new (non-
  secret) languages. Additionally, when immersed in a 
  culture for at least 24 hours, he becomes fluent in all 
  the primary languages of that culture. In addition, 
  he gains a +4 insight bonus on attempts to identify 
  humanoid creatures.
  Curious Chemicals:
  The detective gains a +4 insight bonus on Craft 
  (alchemy) checks. In addition, he is immediately aware 
  of any ingested poisoned and may chose to spit it out 
  (negating the effect) if he wishes. Finally, the detective 
  can never accidentally poison himself when applying a 
  poison.
  Mind Boggling Biology:
  The detective gains a +4 insight bonus on attack and 
  damage rolls against creatures with the animal subtype. 
  In addition, the detective can take 10 on any attempt 
  to identify animals in the same time it would take to 
  make a normal check even if the situation would not 
  normally allow him to do so.
  Wondrous Inventions:
  The detective gains a +4 insight bonus on 
  Use Magic Device checks and always 
  automatically passes such checks if the 
  DC is 20 or lower (emulating a class 
  feature or using a wand).
  
  9
  Exciting Engineering: 
  The detective gains a +4 insight bonus on Knowledge 
  (engineering) checks. In addition, the detective can 
  take 10 on any attempt to identify constructs in the 
  same time it would take to make a normal check even 
  if the situation would not normally allow him to do so. 
  Finally, he becomes proficient in all simple and martial 
  firearms*. 
  *If the campaign does not allow for firearms, he may 
  substitute this for all exotic crossbows.
  Thaumatology:
  A detective gains a +4 insight bonus on Spellcraft 
  checks made to identify spells and is always treated as if 
  he has cast detect magic for the purposes of determining 
  if he can identify spells. In addition, he treats Spellcraft 
  as a class skill.
  Mental Acuity (Ex):
  Starting at 5th level, the detective can select the result 
  of a d20 roll and treat the selected number as the 
  natural roll. If the detective wishes to select a number 
  16 or higher, he must pay 1 eureka point. When using 
  this ability within a 24 hour period, the detective my 
  never select the same number twice. The detective 
  may also never select a number within 5 of the last 
  number he selected (+ or -). However, he can use this 
  ability as much as he can. This represents the detective’s 
  methodical approach to dissecting motives and patterns 
  to elicit the outcomes he desires. Mental Acuity may 
  not be utilized with mechanics that allow the detective 
  to re-roll dice.
  At 5th level, he may only use this on Knowledge skill 
  checks. At 7th level, he may also use this on any non-
  Dexterity or non-Strength based skill check. At 9th 
  level, once per day, he may also use this on an attack 
  roll or critical confirmation roll.
  Check (Ex):
  At 6th level, the detective can pay 1 eureka point to 
  automatically confirm a critical hit.
  Critical Thinking (Ex):
  At 10th level, the detective may increase the critical 
  threat range of any weapon he wields by his Wisdom 
  modifier to a maximum of 1/5th of his detective level. 
  This only functions while he has at least 1 claimed but 
  unused eureka point. This does not stack with the keen 
  weapon enhancement or other sources that modify his 
  critical range (such as the Improved Critical feat).
  Vigilance (Ex):
  At 14th level, any ally within 30 feet of the detective 
  may act normally in a surprise round.
  Checkmate (Ex):
  At 18th level, the detective can pay 1 eureka point to 
  elevate a normal hit to a critical threat. He must still 
  roll to confirm the critical hit. This may be used in 
  conjunction with the check class feature, but he would 
  still need to spend a total of 2 eureka points. Finally, 
  any time the detective critically hits, any weapon 
  damage dice are considered to have rolled maximum 
  (but not sneak attack damage, for example).
  Eternal Eureka!:
  At 20th level, a detective gains 2 eureka points each 
  time he would normally gain one from a detective class 
  feature. In addition, he may make deductions daily 
  rather than weekly.
  
  10
  Moriarty [Rogue Talent]
  Behind every good detective is a better villain.
  Prerequisites: Int or Wis 20, 6th Level.
  Benefit: A rogue with this talent has his actions 
  obscured from any form of deduction. This includes 
  spells like divination or the detective’s deduction 
  and conclusion class features. All instances where 
  information could be obtained about the rogue there 
  is a 20% chance that the information is totally false. 
  This might cause a divination to give a false reading, a 
  conclusion to give the opposite answer, or a deduction 
  to fail to take effect on the rogue.
  A rogue with this talent can also claim 2 eureka points 
  per day. He may only spend these on conclusions, as 
  per the conclusion class feature of the detective. He 
  gains the use of the detective’s conclusion class feature 
  only while he has eureka points and may only use it as 
  described in this feat.
  Special: This rogue talent may be selected by a 
  detective as a bonus feat gained from levels in the 
  detective class.
  Clever Boy
  Being smart is one thing, being wise is another, but 
  being original...that is what truly has value.
  Prerequisites: Eureka point pool, Knowledge (any 
  3) 5 ranks.
  Benefit: The maximum number of eureka points 
  you may claim per day is increased by +4. This does 
  not affect the limited number of eureka points you can 
  claim per day with your modus operandi, but rather, it 
  increase the total maximum per day. 
  Special: This feat may be taken multiple times. Each 
  time after the first that it is taken, it only grants the 
  ability to claim an additional 2 eureka points.
  Criminal Intent
  If you delve too deep into the criminal mind, what 
  separates you from them?
  Prerequisites: Eureka point pool, Wis 15, Sense 
  Motive 5 ranks.
  Benefit: You may make a Sense Motive check (DC 
  10 + HD) as a standard action to identify if a creature is 
  of both the non-good and non-lawful alignments. This 
  functions as detect evil and detect chaos at the same 
  time but is mundane in nature.
  Note: Magical effects like undetectable alignment 
  would still interfere with the function of this feat; 
  although, antimagic field would not.
  House Call
  Murder is not the only sort of mystery.
  Prerequisites: Eureka point pool, Wis 15, Heal 5 
  ranks, Sense Motive 5 ranks.
  Benefit: You gain a +4 insight bonus on all checks 
  related to identifying a disease, spell, magic item, 
  poison, and on hunch checks (see Sense Motive in the 
  Pathfinder Core Rulebook for “hunches”).
  Pierce the Veil
  A keen mind always sees the truth.
  Prerequisites: Eureka point pool, Perception 5 
  ranks.
  Benefit: You gain a +4 competence bonus on 
  resisting and seeing though illusion spells. In addition 
  you gain a +10 bonus on Perception checks made to 
  spot invisible creatures.
  Detective Feats
  
  11
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson.
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