Investigator

Investigator (Fighter 1b, Thief 3, HD 4) – d4 HD CHA

(10 skills, trade 2 at 1st for 1 at 3rd, 5th, and 7th)

Investigators have a range of unique skills associated with their profession that make them very handy companions in adventures. They focus on the collection of information through stealth, trickery, intimidation, and charisma.

Investigators are trained combatants, although not as skilled as fighters. At first level, investigators hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws by two points every four levels of experience. They may use any missile weapons and any one-handed melee weapons.  They may fight with a weapon in each hand.

Because of their need for stealth and quick escapes, investigators cannot wear armor heavier than leather, and cannot use shields or exclusively two-handed melee weapons such as great axes or polearms. 

Investigators often need to enter areas unseen.  They may move silently, hide in shadows, and pick locks, and hear noises as a thief of equal level.    

 

They also have an eye for detail and can detect hidden and secret doors with a proficiency throw of 8+ on 1d20 when actively searching, or 14+ on casual inspection.  Investigators are always on the lookout and receive +1 initiative and -1 to all surprise rolls. 

 

Investigators have learned to fast talk their way out of trouble using quick wits and a silver tongue to confound, confuse and charm those they meet.  The character gains a +2 bonus to reaction rolls with creatures he speaks to. If this bonus results in a total of 12 or more, the subjects act as if charmed while in his presence. They will believe the words of the investigator, even in spite of evidence to the contrary (e.g., ‘Are you going to believe me or your own eyes?’).  Creatures with a WIS greater than the character’s CHA are immune to this power (and the character will know they are immune).  This effect only lasts for a number of turns equal to the investigator’s level/2 (round up).  After that time, the charmed individual(s) will realize they have been duped and all future interactions with that individual will be at -2 to reaction rolls.

 

Based on their focus, investigators gain one bonus proficiency at 1st level.  This can be any class proficiency, climb walls, or backstab. 

 

At 2nd level Investigators develop a series of contacts and general knowledge about what is going on in an area and gains rumormastery.  If the investigator rolls 18+ on 1d20, he has information on local and recent events.  The number required is reduced by 1 per level.

 

At 4TH level Investigators become experts in reading languages. On a proficiency throw of 5+ on 1d20, the investigator can decipher a document (including ciphers, treasure maps, and dead languages, but not magical writings). If the roll does not succeed, the investigator may not try to read that particular piece of writing until he reaches a higher level of experience.

 

At 9th level Investigators contacts are more reliable.  1x per week spent in a familiar market, he can spend 1 turn checking his sources, information drops, sending messages to obtain answers to up to three yes or no questions (Commune spell).

 

When a Investigator attains 9th level (Master Investigator), he can establish a hideout, and 2d6 investigator apprentices of 1st level will come to work with the character. If hired, they must be paid standard rates for ruffians. A successful character might use these followers to start a syndicate. Additional rules for hideouts are detailed in the Campaign chapter.

 

Proficiency List: Ambushing, Alertness, Arcane Dabbling, Bribery, Climbing, Combat Reflexes, Combat Trickery (disarm, incapacitate), Command, Diplomacy, Disguise, Intimidation, Language, Lip Reading, Mapping, Navigation, Passing Without Trace, Precise Shooting, Riding, Running, Seafaring, Signaling, Skirmishing, Swashbuckling, Unarmed Fighting, Weapon Finesse

 

Experience

Title

Lvl

Hit Dice

BTH

0

Informer

1

1d6 (6)

0

1400

Gumshoe

2

2d6 (9)

0

2800

Snoop

3

3d6 (12)

+1

5600

Sleuth

4

4d6 (15)

+1

11200

Agent

5

5d6 (18)

+2

22400

Analyst

6

6d6 (21)

+2

45000

Investigator

7

7d6 (24)

+3

90000

Senior Investigator

8

8d6 (27)

+3

190000

Detective

9

9d6 (30)

+4

290000

Master Detective 10th level

10

9d6+2 (32)

+4

390000

Master  Detective  11th level

11

9d6+4 (34)

+5

490000

Master  Detective  12th level

12

9d6+6 (36)

+5

590000

Master  Detective  13th level

13

9d6+8 (38)

+6

690000

Commissioner

14

9d6+10(40)

+6

 

 

Investigator

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