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PF2e Remastered Investigator Guide
pathfinder 2e

PF2e Remastered Investigator Guide

24 min read
By Andrew Blase

Helping RPG players find games, game masters find players, and stores fill seats - one connected place instead of a dozen scattered group chats.

  1. Guides
  2. >Pathfinder 2e
  3. >Character Guides
  4. >PF2e Remastered Investigator Guide

The short answer

The Pathfinder 2e Investigator is an Intelligence-based martial from Player Core 2 who turns clues into combat and exploration advantages. It uses Pursue a Lead, Devise a Stratagem, methodologies, and Strategic Strike to decide when a planned attack is worth taking and when information, skills, support actions, or a different target are better.

Introduction

The Pathfinder 2e Remastered Investigator is the class for players who want the dice to become a planning tool. Devise a Stratagem lets you roll before you commit to your key Strike. Pursue a Lead turns investigation into combat tempo when the target is connected to the case. Recall Knowledge makes monster information part of the action economy instead of a lore tax.

On this page

  • Introduction
  • Disclaimer
  • Rating Legend
  • Class Snapshot
  • Class Features Ranked
  • Methodologies Ranked
  • 1. Empiricism ●
  • 2. Forensic Medicine ●
  • 3. Alchemical Sciences ●
  • 4. Interrogation ● in social games, ● elsewhere
  • Devise a Stratagem Turn Plan
  • Ability Scores
  • Skills and Skill Feats
  • Best Feat Paths
  • Investigation Core ●
  • Combat Stratagem ●
  • Methodology Expansion ●
  • Case Management ● in mystery campaigns
  • Weapons, Armor, and Gear
  • Alchemical and Treasure Vault Picks
  • Ancestries and Heritages
  • Backgrounds
  • Archetypes
  • Monster Core Matchups
  • GM Core Campaign Advice
  • Example Builds
  • Empiricist Monster Analyst
  • Forensic Field Medic
  • Alchemical Scene Technician
  • Interrogation Face
  • Hot Takes
  • Final Verdict
  • Related Guides

That is the good news. The bad news is that Investigator punishes vague play. If you do not name leads, carry tools, ask questions, and keep a backup action ready, you will feel like a clever person trapped in a mediocre archer's body. The class is powerful, but it does not play itself. That is the whole point.

An elf Investigator follows clues through a rain-slick city alley.

Use this with the Investigator feat guide, skills guide, Society guide, equipment guide, alchemical items guide, archetypes guide, and GM investigation guidance.

Disclaimer

This guide ranks and explains Investigator options without replacing Player Core 2. It is an optimization and play-advice article, not a copied rules appendix.

Ratings assume a campaign with combat, exploration, social scenes, hazards, witnesses, clues, and enough information for Pursue a Lead to matter. In a pure arena campaign, Investigator ratings drop because the class is built to turn context into action.

Rating Legend

Ratings assume a normal campaign with combat, exploration, social scenes, hazards, and at least some clue-based play.

  • ● Fantastic. Build around this.
  • ● Good. Reliable in most campaigns.
  • ● Situational. Strong only with the right table, party, or adventure structure.
  • ● Weak. Avoid unless the character concept matters more than performance.

Class Snapshot

FeatureInvestigator
SourcePlayer Core 2
Key attributeIntelligence
Hit Points8 plus Constitution modifier
Starting PerceptionExpert
Starting skillsSociety, methodology skill, plus 4 plus Intelligence modifier
AttacksSimple weapons, martial weapons, and unarmed attacks
DefensesLight armor and unarmored defense
SpellcastingNone by default
Core enginePursue a Lead, Clue In, Devise a Stratagem, methodology, Strategic Strike, and skill scaling
ComplexityHigh

Class Features Ranked

This is one of the reasons Investigator feels like the person who notices the adventure before the adventure notices the party. It supports initiative, Search and Investigate exploration, Sense Motive, hidden creatures, ambush prevention, and GM clue delivery.

You start trained in Society, your methodology gives more training, and Intelligence gives you a large skill base. Then you keep gaining skill increases and skill feats aggressively. This is not a side benefit. This is the class chassis.

Pursue a Lead is the social contract feature. You spend time examining a clue, person, place, or pattern, and the rules give you a bonus when that lead matters. The feature becomes great when the GM places real clues in the campaign. It becomes sad wallpaper when every room is just a monster closet.

Clue In lets you help an ally with a check tied to your investigation. It is not flashy, but a timely bonus on a key Thievery, Medicine, Recall Knowledge, or social check can turn a scene. Later feats can scale this into broader team support.

Once per round, you can roll a d20 before deciding how to use the result. If you Strike the devised target before your next turn, your first Strike uses that roll. With the right weapons, you can use Intelligence instead of Strength or Dexterity. Against a target connected to your active investigation, this can be a free action.

The feature is not "roll to attack, but nerdier." It is a turn planner. A high roll means Strike and Strategic Strike. A low roll means do something else and make the enemy wait for the part where your plan gets annoying.

Strategic Strike adds precision damage when Devise a Stratagem lets you use Intelligence for the attack. It starts modest and scales every few levels. It will not out-brawl the dedicated damage monsters, but it rewards accurate, informed attacks and pairs well with weakness and resistance discovery.

Your methodology decides whether you are a field scientist, pure observer, forensic support specialist, or social interrogator. This choice changes your skills, actions, items, and table role more than many PF2e subclass-equivalents.

Being better at untrained Recall Knowledge checks matters because Investigator constantly asks, "What do I know about this?" It does not replace real skill investment, but it keeps the class relevant when the campaign throws an unexpected subject at you.

Extra skill feats tied to your methodology and mental skills are excellent. Investigator has enough skills to make these matter, and the class wants action options that are useful when Devise a Stratagem produces a bad Strike roll.

Your investigation bonus improves. This is quiet math, but it strengthens Pursue a Lead and Clue In, which are exactly the features that make the class feel different from a Rogue or Ranger.

This improves your ability to function outside your trained skill comfort zone. On a class that already wants to poke every part of the fiction, that flexibility is more valuable than it looks.

Light armor and martial weapons are enough because you are not supposed to stand in the blender. Weapon expertise and mastery keep your attacks relevant, but the class is not a Fighter. If you want to solve every encounter by attacking three times, play Fighter.

At high level, the class becomes better at noticing that important clues exist and recognizing them when found. This is excellent when the campaign supports mysteries, conspiracies, high-level threats, or clue-driven exploration. In a pure arena campaign, it is less exciting.

Methodologies Ranked

1. Empiricism ●

Empiricism is the best default methodology because observation never goes out of style. It gives you an extra Intelligence-based skill, That's Odd, and Expeditious Inspection. The last one is the quiet prize: a free-action Recall Knowledge, Seek, or Sense Motive once every 10 minutes is exactly the kind of action economy Investigator wants.

Pick Empiricism if you want the safest generalist, the strongest clue-finder, and the least campaign-fragile methodology. It works in dungeons, social scenes, monster hunts, and actual mysteries.

Best for: general adventuring, new Investigator players, Recall Knowledge builds, clue-heavy campaigns.
Watch out for: it does not give you the raw healing of Forensic Medicine or the item ceiling of Alchemical Sciences.

2. Forensic Medicine ●

Forensic Medicine trains Medicine, improves the class's medical identity, and changes Battle Medicine so you can use it more often on the same target. In practice, this means the Forensic Investigator is a detective who also keeps people upright.

This methodology is excellent because it solves real table problems. Someone will get hit. Someone will need recovery. Someone will ask what killed the body in the hallway. Forensic Medicine answers all three without becoming a full-time healbot.

Best for: support investigators, small parties, dungeon crawls, horror mysteries, campaigns with bodies and afflictions.
Watch out for: if the party already has heavy healing, you may want Empiricism instead.

3. Alchemical Sciences ●

Alchemical Sciences trains Crafting, gives Alchemical Crafting, adds formula support, and lets you create short-lived alchemical elixirs or tools with Quick Tincture. It has the highest ceiling if you like inventory play.

The reason it is not ranked first is speed. You need to know your formulas, have your toolkit, keep a free hand, spend your versatile vials well, and choose items quickly. If you enjoy that, this methodology is excellent. If you hate item management, it will feel like homework with glass bottles.

Best for: item tacticians, dungeon investigators, alchemy fans, campaigns with downtime and treasure access.
Watch out for: slow turns. Pre-pick your common tincture options before the session starts.

4. Interrogation ● in social games, ● elsewhere

Interrogation trains Diplomacy, gives No Cause for Alarm, and lets your questioning feed Pursue a Lead. Pointed Question can pressure a creature and set up your Devise a Stratagem Strike.

This methodology is great when NPCs know things, social pressure matters, and conversations can produce information the party can use. It is mediocre in campaigns where enemies never talk, witnesses never exist, and every plot hook arrives as a glowing arrow over a door.

Best for: intrigue, urban play, courtroom drama, cult investigations, faction campaigns.
Watch out for: it depends heavily on scene design.

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Devise a Stratagem Turn Plan

The most important Investigator habit is deciding what you do when the d20 is bad.

If the Stratagem roll is high: Strike with an eligible weapon, add Strategic Strike when applicable, and use the rest of your turn to reposition, interact, or support the party.

If the Stratagem roll is medium: Check the target's AC estimate, MAP plan, range, cover, concealment, and any bonuses from allies. Sometimes a medium roll is still good enough. Sometimes it is bait.

If the Stratagem roll is low: Do not throw the action into the fire. Use Recall Knowledge, Aid, Battle Medicine, Demoralize, Create a Diversion, Seek, draw or use an item, Clue In, take cover, move, or set up next round.

That is the class. Your bad attack roll became advance warning.

Hot Take: A failed Devise roll is not a wasted turn. It is the game handing you the answer key with coffee stains on it.

Ability Scores

Priority: Intelligence > Dexterity > Constitution/Wisdom > Charisma > Strength

AbilityWhy it matters
Intelligence ●Key attribute, class DC, skills, Recall Knowledge, Devise a Stratagem attacks with eligible weapons
Dexterity ●AC in light armor, Reflex, Stealth, Thievery, ranged accuracy when not using Intelligence
Constitution ●HP buffer for a class with 8 HP per level
Wisdom ●Perception, Will saves, Medicine, Nature, Survival, Sense Motive instincts
Charisma ● for Interrogation, ● otherwiseDiplomacy, Deception, Intimidation, social pressure
Strength ●Bulk, Athletics, and melee backup; less important unless you build around maneuvers

Start with high Intelligence. Put Dexterity high enough that your AC and ranged options are not embarrassing. Add Constitution because clever plans still bleed. Wisdom is better than it looks because Perception and Medicine are constant Investigator tools.

Skills and Skill Feats

Investigator is one of the best skill classes in the game. Build skill packages instead of picking randomly.

SkillBest use
Society ●Automatic training, urban clues, documents, customs, humanoids, legal and cultural play
Medicine ● for Forensic, ● otherwiseBattle Medicine, Treat Wounds, forensic scenes, afflictions, recovery
Crafting ● for Alchemical, ● otherwiseAlchemy, repairs, Identify Alchemy, item-heavy campaigns
Arcana ●Magical clues, constructs, arcane hazards, spell identification
Nature ●Beasts, plants, weather, wilderness investigations
Occultism ●Haunt-adjacent weirdness, cults, spirits, mental effects
Religion ●Undead, fiends, divine magic, cults, sanctified mysteries
Diplomacy ●, ● for InterrogationMaking impressions, questioning witnesses, social access
Deception ●Lie detection scenes, disguises, Create a Diversion
Intimidation ●Demoralize on low-attack turns, interrogation pressure
Thievery ●Locks, traps, infiltration, evidence rooms
Stealth ●Scouting, Avoid Notice, ambush prevention
Athletics ● with Athletic StrategistTrip, Grapple, Shove, Disarm-style control when your build supports it
Lore ●Narrow expertise that can lower DCs and make your detective concept concrete

Your best skill feats depend on methodology, but the big lesson is simple: choose feats that give useful actions when you do not want to Strike. Battle Medicine, social pressure, trap handling, extra Recall Knowledge value, and exploration actions all matter more for Investigator than tiny passive bonuses.

Best Feat Paths

Use the Investigator feat guide for the full feat-by-feat pass. These are the class paths that matter most.

Investigation Core ●

This path makes you better at being the reason the party knows what is happening.

Good picks include Known Weaknesses, That's Odd, Trap Finder, Flexible Studies, Ongoing Investigation, Thorough Research, Whodunnit, Reason Rapidly, Reconstruct the Scene, Lead Investigator, and Just the Facts.

Known Weaknesses is especially important because it attaches Recall Knowledge to Devise a Stratagem. Strategic Assessment is another standout because it can reveal weaknesses, resistances, saves, or immunities after a devised hit. When the campaign uses Monster Core creature information well, these feats turn knowledge into damage and defense.

Combat Stratagem ●

This path makes your planned attacks and combat support more reliable.

Good picks include Takedown Expert, Athletic Strategist, Certain Stratagem, Shared Stratagem, Person of Interest, Defensive Stratagem, Ongoing Strategy, Just As Planned, Foresee Danger, Strategic Bypass, Suspect of Opportunity, and Didactic Strike.

Certain Stratagem is the feat that makes missed devised attacks hurt less. Shared Stratagem and Didactic Strike are team damage tools. Athletic Strategist is the feat that makes maneuver Investigators feel like actual tacticians instead of people trying to Trip with a law degree.

Methodology Expansion ●

This path deepens the methodology you already chose.

Alchemical Sciences wants Alchemical Discoveries, Predictive Purchase, Share Tincture, and Implausible Purchase. Forensic Medicine wants Scalpel's Point and Surgical Shock. Interrogation wants Lie Detector, Just One More Thing, Make 'em Sweat, and social skill support. Empiricism likes Empiricist's Eye, Blind-Fight, and broad Recall Knowledge feats.

Case Management ● in mystery campaigns

Person of Interest, Solid Lead, Suspect of Opportunity, Everyone's a Suspect, and Lead Investigator make the class smoother when enemies, witnesses, clues, and scenes connect across the adventure.

These are less exciting in disconnected monster rooms. They are excellent when the campaign has recurring villains, faction webs, suspected cultists, wilderness tracking, or murder-board energy. Put actual string on the wall only if your lease allows it.

Weapons, Armor, and Gear

Investigator can use simple and martial weapons, but Devise a Stratagem cares about weapon choice. You can use Intelligence for qualifying agile or finesse melee weapons, agile or finesse unarmed attacks, ranged weapons, thrown agile or finesse melee weapons, and the sap.

GearNotes
Shortbow or crossbow ●Ranged Devise a Stratagem is clean, safe, and easy to use
Rapier or shortsword ●Finesse melee backup for close fights
Sap ●Specifically supported by Devise a Stratagem and fits nonlethal detective play
Thrown agile or finesse weapon ●Lets you stay flexible when ranges collapse
Light armor ●Your expected defense lane; keep runes current
Healer's tools ● for Forensic, ● otherwiseRequired for serious Medicine play
Alchemist's toolkit ● for AlchemicalNeeded for Alchemical Sciences tactics
Thieves' tools ●Locks, traps, evidence, infiltration
Crowbar and simple manacles ●Boring tools win adventures. This is not a joke, unfortunately
Spyglass or similar investigation gear ● to ●Depends on campaign terrain and clue style

The Player Core 2 sample Investigator gear points you toward studded leather, sap, shortsword, crossbow with bolts, an adventurer's pack, crowbar, and optional methodology tools. That is a practical baseline: one ranged plan, one melee plan, one clue plan, and enough mundane gear to stop pretending every problem is solved by stabbing it.

For more gear context, use weapons, ranged weapons, armor, runes, adventuring gear and tools, and consumables.

Alchemical and Treasure Vault Picks

Alchemical Sciences is the obvious alchemy methodology, but any Investigator can benefit from the right consumables when the campaign economy supports them.

Item typeWhy it fits Investigator
Elixirs of life ●Backup healing and emergency recovery
Antidotes and antiplagues ●Strong preparation items when clues point to poison or disease
Forensic dye ●A thematic investigation tool from Player Core 2
Polytool ●Treasure Vault utility item for tool-heavy problem solving
Storage adjustment ● to ●Helps toolkit-heavy characters carry more, but comes with practical drawbacks
Insight coffee ● for item-heavy gamesTreasure Vault support for Recall Knowledge and Strategic Strike-focused investigators
Cinnamon seer lozenges ●Recall Knowledge support in consumable form
Phantom roll ● for scoutsHelps investigation-heavy exploration plans like Avoid Notice and scouting
Auric noodles ● to ●Useful when magical clues and Identify Magic matter
Alchemical ammunition ●Good if your ranged plan supports it and your action economy can handle it

Do not buy random consumables because the list is long. Buy answers to the adventures you are actually in. If the GM keeps showing venomous monsters, buy antidotes. If the campaign is about magical ruins, prioritize Identify Magic support. If the table never tracks tools, do not build the Investigator whose main feature is "I packed correctly."

Ancestries and Heritages

Investigator cares about Intelligence, Dexterity, perception-adjacent play, skill access, mobility, and campaign texture. Most ancestries work if the boosts and feats support those priorities.

AncestryWhy it works
Human ●Flexible boosts and feat support make any Investigator easier
Elf ●Dexterity, mobility, and perception-flavored concepts fit well
Gnome ●Curious, magical, and skill-forward concepts fit the class
Goblin ●Dexterity and chaotic problem-solving support scout or alchemical builds
Ratfolk ●Excellent urban, scavenger, alchemical, and clue-hunter flavor
Catfolk ●Mobility and perceptive scout identity are strong
Dwarf ●Durable forensic or tunnel investigator concepts work well
Automaton ● to ●Strong concept for analytical investigators if the campaign supports the source

For broader choices, use the ancestry guide hub and heritage guide. The best pick is usually the one that gives you a clean ability spread, a useful exploration hook, and a reason your character cares enough to keep asking inconvenient questions.

Backgrounds

Investigator backgrounds should support your methodology, clue access, or low-roll action plan. The background does not need to scream "detective." It needs to explain why your character notices patterns, asks follow-up questions, and has a useful skill when the Stratagem die says no.

Background directionBest usersWhy it works
Detective, guard, watch officer, barrister, clerk, or legal witness ●Empiricism, InterrogationSociety, legal process, witness handling, documents, and urban leads all fit the class
Physician, coroner, field medic, undertaker, or apothecary ●Forensic MedicineSupports Medicine, bodies, disease, poison, and evidence left on victims
Alchemist, lab assistant, herbalist, poison researcher, or tinkerer ● to ●Alchemical SciencesGives Crafting context, formula logic, and a reason you own too many bottles
Scholar, archivist, professor, librarian, or occult researcher ●Recall Knowledge buildsReinforces mental skills, Lore, and knowledge-based clue solving
Criminal, spy, smuggler, informant, or underworld fixer ●Urban and infiltration buildsSupports Thievery, Deception, contacts, suspicious access, and "I know a guy" energy
Scout, hunter, guide, sailor, or wilderness witness ● to ●Monster hunts and travel campaignsBetter when the campaign uses tracks, terrain, Survival, Nature, and remote evidence

The best Investigator background gives the GM permission to hand you clues without pretending every case starts with a mysterious envelope on a tavern table.

Archetypes

Investigator loves archetypes because Intelligence and skill scaling support secondary roles. It also risks option overload. If you take Free Archetype, keep a short combat menu.

Archetype laneWhy it fits
Free Archetype ● if allowedInvestigator has enough skills and actions to support a second identity
Lore archetypes ●Reinforces clue, Recall Knowledge, and campaign authority
Medic-style support ●Excellent on non-Forensic builds and still useful on Forensic builds
Martial archetypes ●Helps weapon, range, shield, or maneuver plans
Caster archetypes ●Adds utility magic, scroll access, and problem-solving tools
Alchemical archetype concepts ●Good for non-Alchemical Investigators who still want item answers
Multiclass archetypes ● to ●Strong when they answer a specific build need

The best archetype is the one that adds a useful low-roll action. If it only adds another thing you forget to use, it is decorative luggage.

Monster Core Matchups

Investigator is strongest when the player and GM treat monsters as information puzzles, not just sacks of HP.

Recall Knowledge should identify useful creature facts: weakness, resistance, immunity, weakest save, special reactions, movement modes, senses, or dangerous traits. Strategic Assessment supports that style directly. Against creatures with precision immunity or heavy resistance, your job shifts from "land Strategic Strike" to "tell the party which button works."

Monster Core also matters for exploration. Tracks, lairs, behavior, creature traits, swarm behavior, undead tells, fiendish patterns, and environmental signs give Pursue a Lead something to bite. The creature traits, stat blocks, and encounter use guides are good companion reads.

GM Core Campaign Advice

Investigator needs a GM who lets evidence exist. That does not mean every adventure must be a locked-room murder. It means the world should contain clues before danger, witnesses with partial knowledge, hazards with readable signs, enemies with habits, documents worth finding, and social consequences for clever questions.

Good Investigator campaigns include:

  • Monster hunts where tracks, victims, and terrain reveal the threat.
  • Urban mysteries with witnesses, documents, factions, and false leads.
  • Dungeon crawls with traps, enemy habits, secret doors, and environmental clues.
  • Political games where Interrogation, Society, and Deception matter.
  • Horror or occult games where Medicine, Occultism, Religion, and Recall Knowledge all matter.

Bad Investigator campaigns are not bad campaigns. They are just bad for this class. If the entire game is "open door, roll initiative, repeat," the Investigator becomes a less direct striker with a very nice notebook.

Use session zero, social encounters, hazards, encounter building, and skill check DCs to align the table before the campaign starts.

Example Builds

Empiricist Monster Analyst

Concept: The party's creature expert and field tactician.
Methodology: Empiricism.
Ability priorities: Intelligence, Dexterity, Wisdom, Constitution.
Skills: Society, Arcana, Nature, Occultism, Religion, Lore, Stealth, Thievery.
Weapons: Shortbow or crossbow, rapier or shortsword backup.
Feat direction: Known Weaknesses, That's Odd, Thorough Research, Strategic Assessment, Reason Rapidly, Just the Facts.
Archetype direction: Lore, caster utility, or scout-style support.

This is the safest Investigator build. You notice strange details, identify monsters, tell allies what matters, and use Devise a Stratagem to avoid wasting bad attacks.

Forensic Field Medic

Concept: Coroner, battlefield doctor, and crime-scene reader.
Methodology: Forensic Medicine.
Ability priorities: Intelligence, Wisdom, Dexterity, Constitution.
Skills: Medicine, Society, Religion, Occultism, Nature, Survival, Diplomacy.
Weapons: Crossbow or shortbow, sap or finesse backup.
Gear: Healer's tools, forensic dye, antidotes, antiplagues, elixirs of life.
Feat direction: Battle Medicine support, Scalpel's Point, Surgical Shock, Detective's Readiness, Shared Stratagem.
Archetype direction: Medic-style support if allowed, or lore support for investigative authority.

This build is excellent for smaller parties. You bring clue work and practical recovery without asking the Cleric to solve every medical bill.

Alchemical Scene Technician

Concept: Evidence collector, field chemist, and prepared item specialist.
Methodology: Alchemical Sciences.
Ability priorities: Intelligence, Dexterity, Constitution, Wisdom.
Skills: Crafting, Society, Arcana, Nature, Thievery, Stealth.
Weapons: Ranged weapon plus finesse backup.
Gear: Alchemist's toolkit, formula support, polytool, consumables, storage support if the campaign tracks gear.
Feat direction: Alchemical Discoveries, Predictive Purchase, Share Tincture, Implausible Purchase, Strategic Assessment.
Archetype direction: Martial, lore, or more alchemy only if you can manage turns quickly.

This build has the most preparation texture. It is great if you enjoy being the person who says, "Actually, I packed something for this," and terrible if you need five minutes to choose a bottle.

Interrogation Face

Concept: Investigator as social pressure, courtroom menace, and witness handler.
Methodology: Interrogation.
Ability priorities: Intelligence, Charisma, Dexterity, Wisdom.
Skills: Diplomacy, Deception, Intimidation, Society, Lore, Medicine or Religion depending on campaign.
Weapons: Sap, ranged weapon, finesse backup.
Feat direction: Lie Detector, Just One More Thing, Make 'em Sweat, Person of Interest, Everyone's a Suspect.
Archetype direction: Social, lore, or caster utility.

This is the most campaign-dependent build. In the right game, it feels incredible. In a fight-only campaign, it is like bringing courtroom shoes to a mudslide.

Hot Takes

  • Investigator is not a Rogue with a library card. It is a planner class with precision damage.
  • A bad Devise a Stratagem roll is a feature. It tells you not to waste your turn.
  • Empiricism is the best default methodology because free-action observation is good in almost every campaign.
  • Forensic Medicine is secretly one of the best party glue options in Player Core 2.
  • Alchemical Sciences is great only if the player respects table speed.
  • Interrogation is not weak. It is just honest about whether your campaign has conversations.
  • The GM can accidentally nerf Investigator harder than almost any other class by forgetting clues exist.
  • If you do not enjoy asking questions, do not play this class. The hat is not doing all the work.

Final Verdict

Investigator is at its best when information becomes action. Pursue a Lead before the fight. Devise a Stratagem before committing to the Strike. Recall Knowledge when the party needs an answer. Carry the right tools. Ask the GM what the fiction is telling you.

Best default methodology: Empiricism. Best support methodology: Forensic Medicine. Highest ceiling methodology: Alchemical Sciences. Most campaign-dependent methodology: Interrogation. Worst plan: playing Investigator at a table where nobody wants clues, questions, or evidence to matter.

Related Guides

  • PF2e Remastered Class Guides
  • PF2e Guide Hub
  • All Guides
  • Investigator Feat Guide
  • PF2e Skills Guide
  • PF2e Equipment Guide
  • PF2e Alchemical Items Guide
  • PF2e Archetypes Guide
  • PF2e Monster Core Guide
  • PF2e GM Guide

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