Jedi Sentinel Intermediate

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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 (2/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 (low-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.