Findsman Class

Findsmen are religious hunters who track their prey by divining omens sent to them during mystical rituals. Many species view them as legendary figures, although within Gand society the profession holds special importance and prestige. While many non-Gand disavow the power of the Findsman rituals, the accuracy with which Gand bounty hunters and bodyguards predict the movements of their quarry or foes cannot be denied. This notoriety has led some non-Gand to pursue the Findsman faith. The self-depreciating nature of Gand society often chafes the egos of non-Gand who strive to become findsmen, which explains why the galaxy holds so few of them.

Findsmen are hired as security advisors, bodyguards, bounty hunters, investigators, and assassins. Omens lead the findsmen to their prey with such uncanny accuracy that others sometimes find unsettling. They view the findsmen as a bizarre religious sect devoted to a “hunting religion,” while Gand themselves consider findsmen as being on “the path to truth.”

Various findsmen sects exist, each believing something different about the duties and responsibilities of their members and each performing their mystical rituals in a different way. Some of the sects even fight one another, mostly competing in the pursuit of the same targets, although sometimes they wage bloody conflicts until a third sect steps in to negotiate a settlement.

If a Findsman breaks with his sect, he might as well have signed his own death warrant. Traditionally, the duty of hunting a “rogue Findsman” falls to his original sponsor. Each Findsman sect has a different punishment for such a crime, ranging from exile to death.

To qualify for the Findsman prestige class, a character must fulfill the following criteria.
Species: Gand
Base Attack Bonus: +3
Skills: Astrogate 5 ranks, Empathy 5 ranks, Survival 5 ranks
Feats: Force-Sensitive, Track

Game Rule Information
Vitality: A Findsman gains 1d8 vitality points per level. The character’s Constitution modifier applies.

Class Skills
The Findsman’s class skills (and the key ability for each skill) are as follows.
Astrogate (Int), Computer Use (Int), Craft* (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge* (Int), Listen (Wis), Move Silently (Dex), Profession* (Wis), Read/Write Language, Search (Int), Sense Motive (Wis), Speak Language, Spot (Wis), Survival (Wis)
*This skill actually encompasses a number of unrealted skills. Each time this skill is learned, a specific category must also be chosen.
Skill Points at Each Level: 4 + Int modifier
Note: All skills that require Control or Alter are cross class skills.

Class Features
The following are features of the Findsman prestige class.

Starting Feats
A Findsman gains the following feats.
Armor Proficiency (Light)
Armor Proficiency (Medium)
Weapon Group Proficiency (Blaster Pistols)
Weapon Group Proficiency (Blaster Rifles)

The Findsman tradition is highly revered in Gand society, turning its practitioners into celebrities. Beginning at 1st level, the Findsman can add his class level to his Reputation bonus for any check involving other Findsman or any Gand. The GM can choose to add this bonus to the special Reputation checks made to attract Gand followers.

If the Findsman is not allied with any sect of Findsmen, he is considered infamous by members of all sects and suffers a penalty equal to his class level instead of gaining a bonus.

Target Bonus
The Findsman uses meditation techniques to become uncannily familiar with his target. He gains a +1 bonus on attack rolls against the target and a +1 bonus on Astrogate, Bluff, Listen, Search, Sense Motive, Spot, and Survival checks when tracking or otherwise using these skills against the selected target. The competence bonus increase to +2 at 4th level, +3 at 7th level, and +4 at 10th level. This bonus stacks with target bonuses from other sources, such as the Bounty Hunter prestige class.

Each time the Findsman chooses a target, he must meditate for 8 hours before he gains the benefits of this ability. If his meditation is disturbed, he must begin anew. Once the period of meditation is complete, the benefits remain until the Findsman selects a new target and completes another 8 hours of deep meditation.

The target bonus normally applies only to a single individual. Alternatively, the Findsman may select a number of individuals equal to or less than his Findsman class level, but the bonus is one-half normal (round fractions down).

Swirling Mists
Much of the Gand homeworld is shrouded in mist. Findsman visualize the mist to “center” themselves before embarking on hunts. Beginning at 2nd level, the Findsman can use this or some other visualization technique to gain a bonus on certain skill checks.

The Findsman spends 10 minutes visualizing whatever serene environment he finds most relaxing. He loses his perception of everything around him, as if entering a different reality, and is treated as helpless. Once he’s successfully navigated the mists (or other environment), he “emerges” with special clarity. In game terms, he gains a competence bonus on one of the following skills.
Astrogate, Empathy, Enhance Senses, Farseeing, Gather Information, Knowledge (any one), Listen, Search, Sense Motive, or Survival.

The bonus lasts for 1 hour per class level, and the size of the bonus depends on the Findsman’s class level (as shown in the table below).

At 4th level and higher, the Findsman can use this ability more than once per day. The Findsman cannot apply additional bonuses to a skill already enhanced by this ability, nor does this ability allow the Findsman to make untrained skill checks he would normally not be permitted to make.

Findsman’s Class Level Competence Bonus Times/Day
2nd-3rd +1 1
4th-5th +1 2
6th-7th +2 2
8th-9th +2 3
10th +3 3

Free Farseeing
Beginning at 2nd level, the Findsman can see far away places, as well as past and possible future events. The Findsman with at least 1 rank in the Farseeing skill can make one free Farseeing check each day (this does not count against the normal limit for the skill).

Beginning at 5th level, the Findsman can make two free Farseeing checks each day. The frequency increases to three free checks at 8th level.

The Findsman must pay the skill’s normal vitality point cost each time a Farseeing check is made.

Sneak Attack
Beginning at 3rd level, a Findsman can strike a vital spot of an off-guard or unaware opponent for extra damage. Any time the Findsman’s opponent would be denied a Dexterity bonus to Defense (whether the target actually has a Dexterity bonus or not), or when the Findsman flanks his target, the Findsman’s attack deals extra damage. The extra damage is +1d6 at 3rd level, +2d6 at 6th level, and +3d6 at 9th level.

See the Bounty Hunter prestige class for a complete description of what circumstances affect the use of sneak attack. The Findsman’s sneak attack bonus dice are cumulative with those gained by any other class (such as the Bounty Hunter).

Locate Target
Beginning at 8th level, the Findsman can use the Force to sense when his target (the recipient of the Findsman’s target bonus) is near. As an attack action, the Findsman can discern the precise distance and direction of the target. This ability only works when the target is an individual, not a small group (see Target Bonus, above).

If the target is using Force Stealth to conceal his location for the Findsman, the Findsman must succeed at a See Force check (opposed by the target’s Force Stealth check result) to determine the target’s precise distance and direction. The Findsman can add his target bonus to the check (see Target Bonus, above). If the target is farther than 100 kilometers from the Findsman, the See Force check automatically fails.

The See Force skill may be used untrained, and using it requires a full-round action.

Level BaB Fort Save Ref Save Will Save Special Defense bonus Reputation
1 +1 +1 +1 +2 Notoriety, Target Bonus +1 +1 +0
2 +2 +2 +1 +2 Swirling Mists, Free Farseeing (1/day) +2 +0
3 +3 +2 +1 +3 Sneak Attack +1d6 +2 +1
4 +4 +2 +2 +3 Target Bonus +2 +3 +1
5 +5 +2 +2 +4 Free Farseeing (2/day) +3 +1
6 +6 +3 +2 +4 Sneak Attack +2d6 +4 +2
7 +7 +3 +3 +4 Target Bonus +3 +4 +2
8 +8 +4 +3 +5 Free Farseeing (3/day), Locate Target +5 +2
9 +9 +4 +3 +5 Sneak Attack +3d6 +5 +3
10 +10 +5 +4 +6 Target Bonus +4 +6 +3
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