Agent of Inquiry

*Whether on the trail of a fugitive, a long-lost treasure trove, or a criminal mastermind, agents of enquiry are motivated by an intense curiosity about the world and use knowledge of it as a weapon. Observing the world around them, they gain valuable knowledge about the situation they’re in, process that information using inspiration and deduction, and cut to the quick of the matter in unexpected ways.*

## Abilities

### Inspiration (Ex)

At 1st level, an agent of enquiry is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An agent of enquiry typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations. An agent of enquiry has the ability to augment skill checks and ability checks through his brilliant inspiration. The agent of enquiry has an inspiration pool equal to half his Gambler level + his Intelligence modifier (minimum 1). An agent of enquiry’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An agent of enquiry can only use inspiration once per check or roll. The agent of enquiry can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the agent of enquiry’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

This replaces Gold Toss.

### Deductful Dodge (Ex)

Sometimes, while the agent is looking for clues while on the case, foes tend to miss him, or perhaps the agent can see the enemies attack coming before they even make their move through deduction. At 1st level, when the agent is a target of an attack he may make a Perception check as a free action (he does not need to be aware of the attack) using his Perception roll as his AC against the attack. If he is unaware of the attack, he takes a -4 to the roll dodging attacks without knowing he even dodged them. He may do this a number of times per day equal 3 + his Charisma modifier.

This replaces Beginner's Luck.

### Gentlemanly Gambits

*Careful Teamwork (Su):* An agent of enquiry uses his charismatic personality to keep allies coordinated, alert, and ready for action. By spending a luck point, allies within 30 feet gain a +1 bonus on Initiative checks, Perception, and Disable Device checks for 1 hour. They also gain a +1 insight bonus on Reflex saves and to AC against traps and when they are flat-footed. These bonuses increase by +1 at 5th level and every six levels thereafter. The targets must be able to see and hear the Agent of Enquiry during the effect to gain the bonuses.

*Master of Disguise (Ex and Su):* By sheer force of gentlemanly power, you could possibly convince anyone of your disguise. You may spend a luck point to gain a +20 bonus to a single Disguise check. Furthermore, you may spend an extra luck point to deceive even magical means of making your disguise look real. You appear as the creature type you are attempting to mimic (such as Undead or Plant) when someone is using any means of detection to root you out as otherwise. The gambler must be 12th level to gain this ability.

*Parley (Su):* An agent of enquiry can use parley to trick a creature into revealing its secrets. Using this ability requires a successful Sense Motive check to see through a Bluff or notice mental compulsion. By spending a luck point, the target must make a Will save (DC 10 + half of the Gambler’s level + his Charisma modifier). Success renders the target immune to this power for 24 hours. On a failed save, a liar inadvertently reveals the lie and the truth behind it. A creature under a charm or compulsion reveals the nature of its enchantment and who placed it (if the creature knows) and gains a new saving throw to break free from the enchantment. This ability is language-dependent.

*Show Yourselves (Ex):*An agent of enquiry can use their demanding voice and stature to compel creatures to reveal themselves when hiding. By spending a luck point per enemy, enemies within 30 feet must make a Will save (DC 10 + half of the Gambler’s level + his Charisma modifier). If they fail, they must cease using Stealth, unlock and open doors between themselves and the agent of enquiry, and dismiss, suppress, or dispel if necessary magical effects that grant invisibility or any other form of concealment from the agent of enquiry. As long as they can hear the Agent of Enquiry, affected creatures may not attack or flee until they have eliminated every such effect, though they are freed from this compulsion immediately if attacked. Creatures in the area must make this save each round the Agent of Enquiry keeps up this effect (to a maximum of 10 minutes). This ability is language-dependent . The Agent of Enquiry must be 12th level to choose this gambit.

### Eye for Detail (Ex)

At 5th level, the agent of enquiry gains a bonus equal to half his level on Knowledge (History), Perception, and Sense Motive checks, as well as Diplomacy checks to gather information (minimum +1).

This replaces Professional Gambler.

### Gentleman’s Hustle (Ex)

The agent is adept at chasing after suspects of crimes he inspects, or running from suspects. Starting at 3rd level, he gains a 10-foot movement bonus to his base land speed. This increases by 5 feet every 4 levels thereafter. He loses this bonus movement speed while in any armor other than light.

This replaces Fortune's Favor.

### A Gentleman's Repose (Su)

At 20th level, the agent is capable of surviving off of luck alone. When struck by anything that would mean death, the Agent of Enquiry can spend his remaining luck points to instead survive at 0 HP and becoming unconscious. This works even against death effects. However, if he were to be killed by a death effect, he would be placed in a comatose state for 24 hours.

This replaces Even the Odds.