Investigator

The Investigator is the classic detective, at home on the streets searching for his prey.

Alignment: Any
Hit Die: d8
Action Points: 5
Skill Points at 1st Level: (5 + Int modifier) x4.
Skill Points at Each Additional Level: 5 + Int modifier.
Wealth Bonus: +1

Class Skills

Appraise (Int), Balance (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge: Local (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Pilot: Automobile (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Surveillance (Wis)

Table: The Investigator

Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus
1 +0 +0 +2 +0 Deduction +1 +0
2 +1 +0 +3 +0 Read Character +2 +0
3 +2 +1 +3 +1 Networking +2 +1
4 +3 +1 +4 +1 Bonus Feat +3 +1
5 +3 +1 +4 +1
+3 +1
6 +4 +2 +5 +2 Bonus Feat +3 +2
7 +5 +2 +5 +2 Networking +4 +2
8 +6/+1 +2 +6 +2 Bonus Feat +4 +2
9 +6/+1 +3 +6 +3 Special Ability +5 +3
10 +7/+2 +3 +7 +3 Bonus Feat +5 +3
11 +8/+3 +3 +7 +3 Networking +5 +3
12 +9/+4 +4 +8 +4 Bonus Feat +6 +4
13 +9/+4 +4 +8 +4 Special Ability +6 +4
14 +10/+5 +4 +9 +4 Bonus Feat +7 +4
15 +11/+6/+1 +5 +9 +5 Networking +7 +5
16 +12/+7/+2 +5 +10 +5 Bonus Feat +7 +5
17 +12/+7/+2 +5 +10 +5 Special Ability +8 +5
18 +13/+8/+3 +6 +11 +6 Bonus Feat +8 +6
19 +14/+9/+4 +6 +11 +6 Networking +9 +6
20 +15/+10/+5 +6 +12 +6 Bonus Feat +9 +6

Class Features

All of the following are class features of the investigator:

Weapon and Armor Proficiency: Investigators are proficient with all simple weapons, the sap, and personal firearms.

Deduction:
This ability allows an investigator to pluck critical facts out of the morass of a mystery. It is two parts skill arid three parts luck; sometimes an investigator just happens to recognize a clue that other people would overlook. Deduction is not intended to replace Gather Information, Search, or other forms of active investigation. Instead, it is a bonus to these skills. It gives the investigator access to clues he might have missed, or highlights details that might not have seemed important. Perhaps the party didn't pay attention to the fact that the pattern of broken glass shows that the window was broken from inside the room, or that the guardsman was killed with a blunt weapon, but all of the Irontooth Tribe use spears out of devotion to their god. Usually, Deduction will not solve a mystery, but it will give the investigator a new lead to look into.
In every game session, an investigator may make one voluntary Deduction check for every five investigator levels that he possesses. This is an Intelligence check, and the investigator can add his class levels to the roll. The amount of information he receives is based on the result:
Check Result Information Gained
10 Revisit and highlight existing information.
20 Reveal a small detail that was missed or ignored.
25 Significant insight — a major clue about motive or identity is gained.
30 A Holmesian revelation occurs; many pieces fall into place.

If there is no useful information to be gained about a particular situation, the GM should highlight the facts that the party already possesses and try to point the investigator in the right direction.

In addition to the investigator's active use of Deduction, a GM may choose to have the character make an involuntary Deduction check at other times, to see if he notices minor details or facts that have slipped by the other characters, This does not count toward the character's voluntary Deduction check limit.

While Deduction is mainly useful when an investigator is attempting to solve a crime, it can be helpful in other situations. In general, it can be used any time that the character is faced with a mystery; a good roll should give the investigator a push in the right direction.

Read Character:
One of the primary skills of the investigator is the ability to size up the people that he meets – to get a sense of their motivations and capabilities. A talented investigator can determine a character's class, alignment, and even level. This requires a Wisdom check against the DC specified below; the investigator may add his class level to this roll, and if he has five or more ranks in Sense Motive he gets an additional +2 synergy bonus.
Task DC
Determine Class 15
Determine Partial Alignment 20
Determine Level 25
Determine Complete Alignment 30

Determine Partial Alignment allows the investigator to judge his target's bias towards either law and chaos or good and evil; determining the complete alignment requires a more difficult check. As each check can only be attempted once, the investigator can't just use Determine Partial Alignment twice.

An investigator may make one check in each category for each target he deals with: no retry is allowed. Each check requires a full minute of observation or conversation, so an investigator with a limited amount of time will have to decide what information he's most interested in. A character can make an impulsive judgment and make a check after a single round, but this increases the DC by 10. The GM should make all checks secretly. If the investigator misses the check by five or fewer points, he simply can't form an opinion; if he misses the roll by more than five points, he should receive incorrect information.

Networking:
Over the course of a career, a successful investigator will build up a web of contacts and informants, Most investigators specialize in dealing with certain types of people, and this experience transcends personal contacts; an investigator who is used to dealing with criminals will have an edge when he is looking for information in the underworld, even if he is in a city he doesn't know that well.

Networking is similar to the favored enemies of a ranger. At level three and every four levels after that, an investigator picks a Networking specialty. The choices are:
Specialty Examples
Academic Scholars, students, philosophers, university staff
Aristocratic Nobility, the wealthy social elite
Criminal Anyone who makes a career out of breaking the law
Merchants Craftsmen and traders
Military Professional soldiers, both mercenary warriors and career soldiers
Police People who make a living upholding the law
Political Anyone who is actively involved in government, from the governor to the tax collector
Poor Beggars, peasants, and others at the bottom of the social ladder
Religious Priests, monks, and hermits

An investigator gains a bonus to a number of skills when there is a connection to one of his networking specialties. He gains a bonus to Bluff, Diplomacy, Sense Motive, and Read Character when he's targeting some one covered by the specialty, and a bonus to Gather Information and Knowledge (local) when he's looking for information relating to the specialty. This bonus starts out at +2; every time the investigator selects a new Networking specialty, the bonuses on each of his old specialties are increased by one.

In addition, each time an investigator selects a specialty, he gains one special informant in that specialty. The informant begins as a permenant consultant-grade contact, with a loyalty of at least level 3. Should this informant be killed, she will not be replaced.

Networking specialties are not exclusive. A baron could be covered by both the aristocratic and government specialties, while a crooked bishop could be criminal and religious. In these cases, an investigator should use the highest bonus he possesses; Networking bonuses are not cumulative. If you have an idea for a specialty that is not on this list – you want your investigator to specialize in naval contacts, for example – that's fine, as long as you can get your GM's approval.

Bonus Feats: Investigators can follow many different paths. Some learn to fight, specializing in brawling or disarming enemies. Others focus on honing their deductive abilities. At fourth level and every two levels thereafter, an investigator can pick an extra feat from the following list: Alertness, Combat Expertise, Dodge, Improved Disarm, Investigator, Persuasive, Skill Focus (Gather Information), Skill Focus (Search), Skill Focus (Sense Motive), Stealthy, Track, Unarmed Strike Basics, or any Social feat. The investigator must meet the prerequisites of any bonus feat he wishes to take.

Special Abilities: At 9th level and every four levels thereafter, an investigator gets a special ability of his choice from the following:
  • Dramatic moment: The investigator has a knack for dramatic confrontation. Once per gaming session he may take a +10 circumstance bonus when using one of the following skills: Bluff, Diplomacy, Intimidate, Sense Motive.
  • Informants: The investigator gains two additional informants, as described under Networking. These are permanent contacts who will act to provide the character with information and minor assistance. The investigator must work together with the GM when selecting these informants; the investigator can make requests but the GM has the final word. Also note that NPCs with apparent value may not make the best informants. A prince is constantly surrounded by guards and busy with affairs of state, and it may be difficult for him to slip away to talk to the investigator. But no one pays any attention to the Royal Librarian. Typically these informants should be associated with one of the character's .networking specialties, but the GM has the final say on choice of informants.
    Unlike the NPCs listed with Networking, these informants will be replaced with new NPCs if they are killed or alienated. A character can take this ability multiple times.
  • Skill Mastery: The character selects a number of skills equal to his Intelligence modifier. When making a skill check with one of these skills, the investigator may take l0 even if circumstances would normally prevent him from doing so. An investigator may take this ability multiple times.
  • Slippery Mind: The investigator's quick wits and dedication to his work can allow him to break free of compulsion, be it mundane, chemical, or arcane. If an investigator with this ability is targeted by an attempt at mind control or enchantment and fails his saving throw, he may make an attempt to save again on the following round. The character only gets one additional save. This ability can only be taken once.
  • Feat: An investigator may take a feat instead of a special ability.