Investigator

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Investigators simply put are those individuals who cant help but wander forward into the unknown, or into a mystery. Often times nothing can hold an investigators attention like a puzzle that needs solving. Be that puzzle a murder that remains unsolved, a disease that needs cured, a supposedly haunted house scaring off the locals, or rumors of dinosaurs still roaming the lands of a distant island. Anyone can be an investigator though most often such individuals tend to go into law enforcement as a general rule of thumb.

**Examples of Investigators in Books, Comics, Games, TV, &Movies**

Jessica Fletcher (Murder She Wrote – Tv), Dr. House (House – Tv), Sherlock Holmes (Sherlock Holmes Mystery Novels – Books), and Velma Binkly (Scooby-Doo – Tv).

**Cross-Class Requirements**

cross-class requirements determine weather of not a character can cross-class into being an Investigator in addition to any other existing classes.

**Requirements:** To become an Investigator a character must have an Int of 13 or higher.

**Game Rule Information**

Investigators have the following game statistics.

**Ability**

Intelligence is the ability associated with this class. Investigators often put a good score into one of their physical abilities (such as Dexterity), and sometimes combine a high Intelligence with either a good Wisdom or Charisma score.

**Hit Die**

At 1st-level (i.e. Character creation) an Investigator receives hit points equal to 1d10 + his or her Constitution Score. Every level thereafter the Investigator gains 1d2 + the character’s Constitution modifier hit points per level. (To a minimum of 1 hit point per level regardless of a negative Constitution Modifier.) *Multi-class Characters* cross-classing into Investigator after 1st level only gain the 1d2 + the character’s Constitution modifier hit points per level, even at 1st level.

**Action Points**

Investigators gain a number of action points equal to 5+ one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.

**Class Skills**

The Investigator’s class skills, and the key ability for each skill, are as follows (see Skills Chapter for skill descriptions):

Climb (Str), Code-Breaking (Int), Computer Use (Int), Craft (visual art, writing) (Int), Disable Device (Int), Drive (Dex), Forgery (Int), Investigate (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (behavioral sciences, history, popular culture, streetwise, tactics, technology) (Int), Listen (Int), Navigate (Int), Profession (Wis), Psychoanalysis (Wis), Read/Write Language, Repair (Int), Research (Int), Search (Int), Speak Language, and Spot (Int).

Also the starting occupation you select can provide you with additional class skills to choose from.

**Skill Points at 1st Level:** (5+ Int modifier) x4.

**Skill Points at Each Additional Level:** 5+ Int modifier.

**Class Features**

The following are class features of the Investigator class.

**Armor & Weapon Proficiencies**

Investigators are proficient with all Simple Weapons and Personal Firearms. (*Multi-class Characters* cross-classing into Investigator after 1st level do not gain any proficiency from this class.)

**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.

**Investigator Talent**

Starting at first level and every 3 levels thereafter the Investigator gains a Talent from one of the available Talent Trees.

**Research Talent Tree**

The Investigator has a natural aptitude for study and fact-finding. These talents can be selected in any order.

• • ***Savant:*** Select one of the skills listed in the following paragraph. The Investigator gets to add a bonus equal to his Investigator level when making checks with that skill. An Investigator can take this talent multiple times; each time it applies to a different skill. Computer Use, Craft (any single skill), Decipher Script, Demolitions, Disable Device, Forgery, Investigate, Knowledge (any single skill), Navigate, Repair, Research, Search.

• • ***Linguist:*** With this talent, the Investigator becomes a master linguist. Whenever the character encounters a new language, either spoken or written, he can make an Intelligence check to determine if he can understand it. The check is made with a bonus equal to the characters’s Investigator level + the character’s Intelligence modifier. For a written language, the bonus applies to a Decipher Script check instead. The TN for the check depends on the situation; TN 15 if the language is in the same group as a language the character has as a Read/Write Language or Speak Language skill; TN 20 if the language is unrelated to any other language the character knows; and TN 25 if the language is ancient or unique (such as Sumerian or ancient Egyptian). (See the sidebar on page 73 for more on language groups.) With this special ability, an Investigator can glean enough meaning from a conversation or document to ascertain the basic message, but this ability in no way simulates actually being able to converse or fluently read and write a given language. *Prerequisites:* At least 1 rank in either Read/Write Language or Speak Language for each of three different languages.

**Fast Learner Talent Tree**

Investigator s not only think faster than others, they absorb information much faster too.

• • ***Fast Learner:*** When the character takes this feat 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.

• • ***Improved Learning:*** Characters with this talent are always one step ahead of their peers when it comes to education. The maximum ranks they can have in any Investigator class skill is 4 + total character level rather than 3 + total character level, as is normal for characters without this talent. *Prerequisite:* Fast Learner.

• • ***Broad Knowledge:*** Heroes with this talent are familiar with a wide range of topics, making them capable of greater proficiency in unfamiliar areas. This talent allows their maximum ranks in all cross class skills to increase to a number that is equal to 75% of their class level +3, rounded down. *Prerequisite:* Fast Learner.

• • ***Cross Training:*** The Investigator may pick any three cross class skills, such as Hide, or Sense Motive. These skills thereafter become class skills for the Investigator. This talent can be taken multiple times. Each time it applies to three new skills. *Prerequisites:* Fast Learner, Broad Knowledge.

**Tactical Talent Tree**

Investigator s are masters at outwitting their foes. These talents represent the hero’s ability to think faster and utilize better tactics than other characters.

• • ***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.

• • ***Tactician:*** One time per class level each day, the Investigator with this talent can add his Intelligence modifier to a single attack roll in addition to his Strength or Dexterity modifier (as appropriate).

• • ***Greater Outsmarting:*** This talent functions just as the Outsmart talent (see above). It also allows the Investigator to add his base Will saving throw bonus to all attacks he makes against the selected foe. This effect lasts for 3 rounds plus 1 round per level of Investigator the character has. *Prerequisite:* Outsmart.

• • ***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.

• • **Greater Keen Attacks:** Investigators with this talent can spend an Action Point to increase the critical threat range of their attacks an additional 2 points (total 4). 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 more points. For example, most weapons threaten a critical hit on the roll of a natural 20. With this talent (and the prerequisite Keen Attacks), that threat range is increased to 16, 17, 18, 19, and 20. Once the character 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. *Prerequisites:* Outsmart, Keen Attacks.

**Empathic Talent Tree**

The Investigator’s innate talents give her a great capacity for empathy.

• • **Empathy:** The Investigator has a knack for being sensitive to the feelings and thoughts of others without having those feelings and thoughts communicated in any objectively explicit manner. This innate talent provides a bonus on checks involving interaction skills (Bluff, Diplomacy, Handle Animal, Intimidate, Perform, and Sense Motive), provided you spend at least 1 minute observing your target prior to making the skill check. The bonus is equal to the character’s Investigator level.

• • **Improved Aid Another:** The Investigator’s bonus on attempts to aid another increases by +1 on a successful aid another check. This talent can be selected multiple times, each time increasing the bonus by +1. *Prerequisites:* Empathy.

• • **Intuition:** The Investigator has an innate ability to sense trouble in the air. The Investigator can make a Will saving throw (TN 15). On a successful save, the character gets a hunch that everything is all right, or she gets a bad feeling about a specific situation, based on the GM’s best guess relating to the circumstances. This talent is usable a number of times per day equal to the character’s Investigator level. *Prerequisites:* Empathy.

**Insightful Talent Tree**

The Investigator’s innate insightfulness serves her well.

• • **Skill Emphasis:** The Investigator chooses a single skill and receives a +3 bonus on all checks with that skill. This bonus does not allow the character to make checks for a trained-only skill if the character has no ranks in the skill.

• • **Aware:** The Investigator is intuitively aware of her surroundings. She adds her base Will saving throw bonus to Listen or Spot checks to avoid surprise. *Prerequisites:* Skill emphasis.

• • **Faith:** The Investigator has a great deal of faith. It might be faith in herself, in a higher power, or in both. This unswerving belief allows the Investigator to add her Wisdom modifier to the die roll whenever she spends 1 action point to improve the result of an attack roll, skill check, saving throw, or ability check. *Prerequisites:* Skill emphasis.

• • **Cool Under Pressure:** The Investigator selects a number of skills equal to 3+ her Wisdom modifier. When making a check with one of these skills, the Investigator can take 10 even when distracted or under duress. *Prerequisites:* Skill emphasis plus either faith or aware.

**Read Target**

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.

**Bonus Feats**

At 2nd, 6th, 10th, 14th, 18th, and 20th levels the Investigator gains a bonus feat. The feat may be selected as any non-Luck Feat, non-Psionic Feat, non-Magic feat, or non- Shield Feat, that the Investigator meets the prerequisites to take.

**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.

**Contact**

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.

**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.

**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.

**Case Files**

By 12th level, the Investigator has amassed an impressive collection of reference material, previous experience, notes, and random bits of data. She uses this library of file folders to uncover useful information from unexpected sources. The Investigator accesses this material by spending 1 action point to gain a +4 bonus on her next check in any Knowledge skill.

**Discern Lie**

At 13th level, an Investigator develops the ability to gauge whether another character is telling the truth by reading facial expressions and interpreting body language. The Investigator must be able to see and hear (but not necessarily understand) the individual under scrutiny.

With a successful Sense Motive check opposed by the subject’s Bluff check result or against TN 10 (whichever is greater), the Investigator can tell whether the subject is deliberately and knowingly speaking a lie. This ability doesn’t reveal the truth, uncover unintentional inaccuracies, or necessarily reveal omissions in information.

**Anticipate Move**

At 13th level, the Investigator gains the ability to intuit what the perpetrator will do next.

The Investigator may attempt a Sense Motive check with a TN equal to 10 + the perpetrator’s character level. If the check succeeds, the GM should give the Investigator a general idea of what the perpetrator will do next. If the check fails, the GM should give the Investigator misleading information about the perpetrator’s next move. The choices generally are: hide (drop out of circulation), brag (tell others what she has done), escalate (commit a bigger or more vicious crime), confess (contact the authorities, though not necessarily turn herself in), relocate (move to a different area without otherwise changing patterns), or practice (commit another crime of the same sort, in the same general area).

**Smoking Gun**

At 15th level, the Investigator has an uncanny knack of knowing which pieces of evidence will be important to an investigation.

When examining a crime scene, collected evidence, or historical records, she may spend 1 action point to have the GM point out one unrecognized fact, item, or action that is the key to solving the mystery. This does not mean that the GM will explain why this particular thing is important that’s still left to the Investigator and her allies to discover. But this ability does help her determine which avenues to explore and prevents her from wasting time investigating false leads.

**Dodge Bullet**

By 16th level an Investigator has developed an amazing ability to avoid death or critical injury. When the Investigator is hit by an attack (but not an area effect), he may spend an action point to cause the hit to miss. If the hit was a critical hit, it is instead converted to a normal hit.

**Sixth Sense**

At 19th level, an Investigator becomes so attuned at solving mysteries that he or she finds a way to put two and two together and rarely misses a clue. Whenever the Investigator spends 1 action point to improve the result of a skill check made using certain skills (see below), the Investigator gets to add an additional 1d6 to the result.

The skills that sixth sense applies to are Gather Information, Investigate, Listen, Research, Search, and Spot.

**Mindhunter**

At 20th level, the Investigator is able to put together an extremely accurate profile of the perpetrator.

The Investigator does this by making a Knowledge (behavioral sciences) check with a TN equal to 15 + the perpetrator’s character level. If the check is successful, the GM should provide an accurate profile. If the check fails, the GM may provide a completely inaccurate profile, or may mix bits of truth and falsehood together into a dangerously misleading profile.

This profile includes: education and income level, choice of vehicle, general appearance (including race), mode of dress, occupation (by field), criminal record (by type of crime), current and recent relationships (friends, lovers, family), choice of victim, social skills, childhood traumas, and how to push the right buttons to get a confession out of the perpetrator.