Jedi Sentinel Rookie

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

• • Lightsaber Deflection (1/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.