Private Investigator
HD: d8
Alignment: Any non-evil
BAB: Average
Saves: Good Fortitude, Bad Reflex, Bad Will
Class Skills: Appraise, Balance, Bluff, Climb, Craft(Trapmaking), Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Heal, Hide, Intimidate, Jump, Knowledge(local), Knowledge(architecture&engineering), Knowledge(history), Listen, Tumble, Move Silently, Open Lock, Ride, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Swim, Use Rope. Skill Points: 8+Int Mod
Weapon+Armor Proficiencies: All Simple and Light Martial, also Firearms and Whip. Light Armor, but not shields.
Shadow, Trap Sense +1, Imp. Unarmed Strike
Uncanny Dodge, Bonus Feat
Trap Sense +2, Come to a Conclusion 1/day
Bonus Feat
Trap Sense +3
Bonus Feat
Trap Sense +4
Come to a Conclusion 2/day, Bonus Feat
Trap Sense +5, Evasion
Bonus Feat
Trap Sense +6, Train Cadets
Imp. Uncanny Dodge, Bonus Feat
Trap Sense +7, Come to a Conclusion 3/day
Bonus Feat
Trap Sense +8
Imp. Evasion, Bonus Feat
Trap Sense +9
Come to a Conclusion 4/day, Bonus Feat
Trap Sense +10
The Case is Solved, Bonus Feat
Shadow: +2 Spot and Hide
Trap Sense: +# added to AC and Reflex saves versus traps (see Barbarian class features)
Improved Unarmed Strike: as the feat
Uncanny Dodge: Cannot be caught flat-footed. (see Barbarian class features)
Bonus Feat: choose a Feat from this list (you need to meet the prerequisites): Acrobatics, Agile, Alertness, Athletic, Blind-Fight, Combat Expertise, Combat Reflexes, Deceitful, Deft Hands, Diligent, Dodge, Endurance, Improved Initiative, Investigator, Mounted Combat, Negotiator, Nimble Fingers, Persuasive, Point Blank Shot, Rapid Reload, Run, Skill Focus, Stealthy, Toughness, Open Minded, Quick Reconnoiter, Dash, Faster Healing, Fleet of Foot, Improved Toughness, Sly Fortune. (list incomplete)
Come to a Conclusion: starting at third level, a private investigator can make a breakthrough in a case he is working on. He does this using intuition and 2 clues he has collected. This takes 8 hours and reveals another clue.
Evasion: as Monk class feature
The Case is Solved: Once per week(10 days cooldown), a private investigator can solve a case with only 3 clues. He knows who did it. Why. When. Where. How. This takes 2 hours.
Starting Gold: 500gp
Alignment: Any non-evil
BAB: Average
Saves: Good Fortitude, Bad Reflex, Bad Will
Class Skills: Appraise, Balance, Bluff, Climb, Craft(Trapmaking), Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Heal, Hide, Intimidate, Jump, Knowledge(local), Knowledge(architecture&engineering), Knowledge(history), Listen, Tumble, Move Silently, Open Lock, Ride, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Swim, Use Rope. Skill Points: 8+Int Mod
Weapon+Armor Proficiencies: All Simple and Light Martial, also Firearms and Whip. Light Armor, but not shields.
Shadow, Trap Sense +1, Imp. Unarmed Strike
Uncanny Dodge, Bonus Feat
Trap Sense +2, Come to a Conclusion 1/day
Bonus Feat
Trap Sense +3
Bonus Feat
Trap Sense +4
Come to a Conclusion 2/day, Bonus Feat
Trap Sense +5, Evasion
Bonus Feat
Trap Sense +6, Train Cadets
Imp. Uncanny Dodge, Bonus Feat
Trap Sense +7, Come to a Conclusion 3/day
Bonus Feat
Trap Sense +8
Imp. Evasion, Bonus Feat
Trap Sense +9
Come to a Conclusion 4/day, Bonus Feat
Trap Sense +10
The Case is Solved, Bonus Feat
Shadow: +2 Spot and Hide
Trap Sense: +# added to AC and Reflex saves versus traps (see Barbarian class features)
Improved Unarmed Strike: as the feat
Uncanny Dodge: Cannot be caught flat-footed. (see Barbarian class features)
Bonus Feat: choose a Feat from this list (you need to meet the prerequisites): Acrobatics, Agile, Alertness, Athletic, Blind-Fight, Combat Expertise, Combat Reflexes, Deceitful, Deft Hands, Diligent, Dodge, Endurance, Improved Initiative, Investigator, Mounted Combat, Negotiator, Nimble Fingers, Persuasive, Point Blank Shot, Rapid Reload, Run, Skill Focus, Stealthy, Toughness, Open Minded, Quick Reconnoiter, Dash, Faster Healing, Fleet of Foot, Improved Toughness, Sly Fortune. (list incomplete)
Come to a Conclusion: starting at third level, a private investigator can make a breakthrough in a case he is working on. He does this using intuition and 2 clues he has collected. This takes 8 hours and reveals another clue.
Evasion: as Monk class feature
The Case is Solved: Once per week(10 days cooldown), a private investigator can solve a case with only 3 clues. He knows who did it. Why. When. Where. How. This takes 2 hours.
Starting Gold: 500gp
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