Jedi Sentinel Elite

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**Species Traits**

• • 4 extra skill points at 1st level and 1 extra skill point at each additional level since humans are versatile and capable. (The 4 skill points at 1st level are added on as a bonus, not multiplied in; see Chapter: Skills.)

**Class Abilities**

• • Profile: An Investigator knows how to create a profile of a criminal. By making a Gather Information check (TN 15) related to a crime, the Investigator compiles a rough mental picture of the suspect. This mental picture provides a physical description, including distinguishing marks and visible mannerisms. Success makes the profile accurate, at least concerning a particular suspect as seen by witnesses. However, the Investigator has no way to be certain that the criminal didn’t wear a disguise or otherwise mask her identity.

The Investigator can expand the profile by making an Investigate check (TN 15) involving the crime scene or other evidence linked to the suspect. If successful, the Investigator combines the information gathered with forensic evidence to develop a profile of the suspect’s method of operation. This provides a +2 circumstance bonus on any skill checks made to uncover additional evidence or otherwise locate the suspect—the Investigator develops a sense of the suspect’s goals and where he or she might strike next.

• • Read Target +2: At 1st level, the Investigator gains the ability to quickly gain deep insight into the people he meets. While talking directly with a person, the Investigator may spend 1 action point and attempt a Sense Motive check (opposed by the target’s Bluff) to “read” the target’s general nature.

If the Investigator’s check is successful, he gains a +1 insight bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks against the target.

At 10th level, the Investigator’s insight bonus against targets he successfully reads increases to +2.

At 16th level, the Investigator’s insight bonus against targets he successfully reads increases to +4.

At 19th level, the Investigator may spend 1 action point to increase the insight bonus to +6.

• • *Fast Learner:* When the character takes this talent and every time he gains a level as an Investigator thereafter, he gains 2 additional skill points to divide up among his various skills as he sees fit.

• • Lightsaber Bonus +2: Starting at 1rst level the Force Knight gain a bonus to attack and damage when using a lightsaber.

• • Lightsaber Deflection (3/round): Starting at first level the Force Knight once per round can use their lightsaber to redirect a missed attack with a ranged energy weapon that targets the Force Knight. The redirected attack can be aimed at a new target by the Force Knight. The redirection is treated as an attack of opportunity, this attack is made at one half the Force Knight’s ranged attack bonus rounded down, and again at 5th level, 9th level, 13th level, and 17th level the Force Knight gains this ability again, each time the Force Knight gains this ability he can use this ability one more time per round each time per round past the first use incurs a -1 penalty to the attack. Making a Lightsaber Deflection is considered an attack of opportunity as such you can not use this ability more times per round than you would normally be able to make attacks of opportunity. Making a Lightsaber Deflection does not incur attacks of opportunity from adjacent opponents.

• • *Forceful Warrior:* When you score a critical hit with a lightsaber, you gain 1 temporary Action Point. If not used before the end of the encounter, it is lost.

• • Sharp Eye: An Investigator is known for being extraordinarily observant. When she gains her first level of this class, the Investigator gains a permanent +2 competence bonus to any three skills from the following list: Investigate, Knowledge (physical sciences, or technology), Research, Sense Motive, Search, Spot.

• • *Niman Initiate:* (Prerequisite: Weapon Focus Lightsaber [Feat]) When wielding a lightsaber, you gain a +1 bonus to your Defense Class, attacks, and damage.

• • Contact (mid-level): An Investigator of 4th level or higher cultivates associates and informants. Each time the Investigator gains a contact, the GM should develop a supporting character to represent the contact. The player can suggest the type of contact his or her character wants to gain, but the contact must be an ordinary character, not a heroic character.

A contact will not accompany an Investigator on missions or risk his or her life. A contact can, however, provide information or render a service (make a specific skill check on the Investigator’s behalf).

At 4th level, the Investigator gains a low-level contact, at 11th level a mid-level contact, and at 17th level a high-level contact.

The Investigator can’t call on the same contact more than once in a week, and when he or she does call on a contact, compensation may be required for the assistance the contact renders. In general, a professional associate won’t be compensated monetarily, but instead will consider that the Investigator owes him or her a favor. Contacts with underworld or street connections usually demand monetary compensation for the services they render, and experts in the use of skills normally want to be paid for the services they provide.

For underworld or street contacts, this expense is represented by a Wealth check against a purchase TN of 10 for the low-level contact, 15 for the mid-level contact, or 20 for the high-level contact. For skilled experts, the purchase TN is 10 + the ranks the expert has in the appropriate skill.

• • Identify Motive: At 4th level, the Investigator can use a crime scene (or evidence from a crime scene) to determine the perpetrator’s state of mind at the time she committed the crime.

If the perpetrator attempted to hide the nature of her crime (such as making a premeditated murder look like a burglary gone awry), the Investigator must make a Sense Motive check opposed by the perpetrator’s Bluff check. If the crime was committed by more than one perpetrator and the Investigator does not know this fact, the Bluff check receives a +5 bonus.

Success allows the Investigator to understand the perpetrator’s emotional state at the time of the crime and reveals how many perpetrators were involved.

• • Fast Tracker: At 5th level, an Investigator becomes especially skillful at tracking. The Investigator moves at normal speed when tracking and takes only a –10 penalty when tracking at up to twice his speed. (This ability only applies to characters that have the Track Feat.)

• • *Outsmart:* This talent may be used against a single selected opponent that the Investigator has witnessed acting in combat for at least 1 round. By spending an Action Point and making an Intelligence check (TN 15) with a bonus equal to his Investigator level, the character is able to analyze, extrapolate and anticipate his opponent’s actions. This insight allows the Investigator to make a Reflex save with a bonus equal to his Investigator level (TN equal to the attack roll) to avoid every successful attack from the particular selected foe. This effect lasts for 3 rounds plus 1 round per level of Investigator the character has.

• • *Jar'Kai:* (Prerequisite: *Lightsaber Defense*, *Niman Initiate* or *Ataru Initiate*) When wielding two lightsabers, you gain twice the normal deflection bonus to your Defense Class from the Lightsaber Defense Talent.

• • *Trakata:* (Prerequisite: Weapon Focus Lightsabers, Weapon Specialization Lightsabers, BAB +8) You can catch your opponent off guard by quickly extinguishing and igniting your lightsaber, taking two swift actions to make a Slight of Hand check to Feint in combat.

• • Nonlethal Force: At 7th level, an Investigator becomes adept at using nonlethal force to subdue an opponent. From this point on, he or she can deal nonlethal damage with a weapon that normally deals lethal damage (if he or she so chooses) without taking the normal –4 penalty on the attack roll.

• • Enhanced Profile: At 7th level, the Investigator improves his ability to create a general psychological profile of a criminal. He does so by attempting a Knowledge (behavioral sciences) check with a variable TN (see below). If this check is successful, the Investigator can better determine the suspect’s background, as represented by her class level. Rather than produce a specific number, this allows the Investigator to determine the suspect’s level within a certain range. The ranges are: 1st–3rd level, 4th–6th level, 7th–10th level, 11th–14th level, and 15th–20th level.

The TN for the Knowledge (behavioral sciences) check is 15 + the suspect’s character level. The TN is increased by 5 if the suspect has levels of any class and is lowered by 5 if the suspect is an ordinary character. If the check is successful, the GM should provide reliable information. If the check fails, the GM should provide inaccurate information a little too low if the suspect is an ordinary character, and a little too high if the suspect is a heroic character.

• • Burning the Midnight Oil: Starting at 8th level, the Investigator has the ability, when a case calls for it, to go without sleep for extended periods and still be able to function normally. Any time she works through the night with no sleep, she may make a Will save (TN 15). If the save is successful, the Investigator gains all the benefits of 8 hours of rest (including the healing of damage) despite not having rested at all. The Investigator can do this repeatedly over the course of several days, but the Will save is assessed a –4 penalty for each additional sleepless night. There are, of course, drawbacks to this ability. If the Investigator fails the Will save, she must either get the required sleep or become fatigued. A fatigued Investigator may still attempt to go another night without sleep, but if she fails her Will save, she falls unconscious for 24 hours. If she succeeds at the Will save, she recovers hit points normally, but remains fatigued. The only way to lift the fatigue caused by this ability is to sleep for 8 hours +2 hours for every night of rest she skipped (even ones on which she succeeded at the Will save).

For example, an Investigator skips one night of sleep and rolls a Will save of 18. She recovers normally and continues working on her case. The next night, she goes sleepless again, but only rolls an 8 on her Will save (including a –4 for having skipped the previous night’s sleep). She gets no recovery and must immediately rest or become fatigued. She decides not to rest and then tries to go sleepless for a third night in a row. This time her Will save is at –8 (for two nights without sleep), but she rolls well, getting a 16—she recovers hit points, but remains fatigued. The fourth night she must either get 14 hours of sleep (8 hours + 6 hours for three sleepless nights) or attempt a Will save with a –12 penalty. Should the save fail, in the morning she would fall unconscious and sleep for 24 hours.

• • *Keen Attacks:* Investigators with this talent can spend an Action Point to increase the critical threat range of their attacks by 2. Regardless of what weapon the character uses (as long he is proficient with it), the threat range for striking a critical hit is increased by 2 points. For example, most weapons threaten a critical hit on the roll of a natural 20. With this talent, that threat range is increased to 18, 19, and 20. Once the hero spends the Action Point to increase a particular weapon’s critical threat range, he cannot switch the Keen Attacks effect to another weapon without spending another Action Point. This effect persists for 3 rounds plus 1 round per class level of the Investigator. *Prerequisite:* Outsmart.

• • *Ataru Initiate:* (Prerequisite: Weapon Finesse [Feat]) May add your Dex bonus (instead of Str) on damage rolls when wielding a lightsaber. When wielding a lightsaber two-handed, you may apply double your Dex bonus to damage.

• • Bring ‘Em Back Alive: At 9th level, an Investigator has the option of not killing an opponent even when attacking with lethal force. If the Investigator’s attack drops an opponent to negative hit points, it can instead, at the Investigator’s option, reduce the opponent’s hit points to exactly 0.

• • *Pushing Slash:* (Prerequisite: *Niman Initiate*) Immediately after making a successful attack at an opponent, You may spend an Action Point to make a Psionic Strike attack against the same opponent, the affected opponent suffers a -3 penalty to their Will Save against the Psionic Strike.

• • *Draw Closer:* (Prerequisite: *Niman Initiate*) 1/round You may preform a special attack. You select a target within 5 meters of you and make a Move Object check to grab your opponent, and pulling them too you, if successful you may make an attack at the targets flat-footed Defense Class. If you are wielding two weapons, and your first attack hits dealing damage you may make an additional attack at the targets flat-footed Defense Class with your off-hand weapon.

• • *Outsmart:* This talent may be used against a single selected opponent that the Investigator has witnessed acting in combat for at least 1 round. By spending an Action Point and making an Intelligence check (TN 15) with a bonus equal to his Investigator level, the character is able to analyze, extrapolate and anticipate his opponent’s actions. This insight allows the Investigator to make a Reflex save with a bonus equal to his Investigator level (TN equal to the attack roll) to avoid every successful attack from the particular selected foe. This effect lasts for 3 rounds plus 1 round per level of Investigator the character has.

• • *Ataru Practitioner*: (Prerequisite: *Ataru Initiate*) Select a target you are in melee combat with or within 6 meters from, you may make a Tumble check against the targets Sense Motive check if you succeed the target is considered flat-footed against your next attack. You must move a minimum of 1 meter when using this talent.

• • *Niman Practitioner:* (Prerequisite: *Niman Initiate, Trakata*) You have mastered using fast, random, and distracting flourishes to limit the movement of your opponents. You may spend an Action Point to make all spaces adjacent to you difficult terrain, additionally you may make an attack of opportunity against any opponent moving in or out of your threatened area, this effect is not negated by full retreat action, taking a 1 meter step, or by making a tumble check.