Jedi Investigator Class

A Jedi Investigator is a specially appointed representative of the Jed Council charged with uncovering hidden threats to the galaxy. Threats worthy of a Jedi Investigator’s attention include darksiders, shady criminal syndicates preying on the innocent, corrupt officials conspiring against the Republic or the Jedi Council, and mysterious alien invaders from beyond the Outer Rim. The Jedi Investigator’s duty is to root out these threats, discover their agendas, and disclose his findings to the Jedi Council so that the appropriate actions can be taken. In a way, the Jedi Investigator brings darkness into the light.

A Jedi Investigator is a skilled insurgent, not above using guile, deception, and force to insinuate himself into a group or organization for the purpose of gathering information. Upon discovering a threat to the Republic or the galaxy at large, a Jedi Investigator might be called upon to neutralize the threat before widespread conflict erupts. This is much easier to accomplish from within, particularly when the Jedi Investigator has no one to help him.

When confronted by a criminal syndicate, a Jedi Investigator might try to join the organization to learn more about its operations. When confronted by a cabal of Dark Side Devotees, the Jedi Investigator might try to lure them out of their lair and into the reach of a team of Jedi Guardians. Against a threat from beyond, the Jedi Investigator might procure samples of the aliens’ weapons and technology so that the Jedi Council and the Republic at large can study the new enemy before readying a defense.

The Jedi Council keeps detailed records of known criminals (pirates, smugglers, and assassins mostly) and often uses Jedi Investigators to spy on these individuals. A Jedi Investigator might be called upon to capture dangerous criminals before they can strike again, although more often than not the Jedi Council hires or appoints others to assist the Investigator in completing such missions.

In the time of the Republic, the Jedi Council calls upon Jedi Investigators to help identify Force-Sensitive children to be trained in the ways of the Force. The task of identifying possible Jedi recruits can be daunting given the thousands of worlds that must be routinely surveyed. Searching the galaxy for Jedi recruits isn’t the primary responsibility of Jedi Investigators, but their keen observation skills make them ideally suited for the task.

Often, a Jedi Investigator operates in secret. Usually, only the Jedi Council (or perhaps a few members or even only one member) knows about the Investigator’s mission. Sometimes an Investigator goes undercover to reveal a threat or even appears to leave the Jedi Order to perform a mission.

To qualify to become a Jedi Investigator, a character must fulfill the following criteria.
Skills: Enhance Senses 4 ranks, Gather Information 6 ranks, Search 3 ranks, See Force 4 ranks, Sense Motive 6 ranks
Feats: Alter, Control, Force-Sensitive, Sense
Special: Jedi Level 1+

Game Rule Information
Vitality: Jedi Investigators gain 1d8 vitality points per level. The character’s Constitution modifier applies.

Class Skills
The Jedi Investigator’s class skills, and the key abilities foe each skill, are as follows.
Bluff (Cha), Climb (Str), Computer Use (Int), Craft* (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge* (Int), Profession* (Wis), Read/Write Language (none), Search (Int), Spot (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: 6 + Int modifier

Class Features
The following are features of the Jedi Investigator prestige class.

Bonus Feat
At 1st level, the Jedi Investigator gains a feat from the following list:
Alertness, Low Profile, Sharp-Eyed, Stealthy, Trustworthy

Beginning at 1st level, a Jedi Investigator can access the motives or background of a single criminal or assailant by analyzing the scene of the crime and studying minute clues. The Jedi Investigator relies on his familiarity with criminal behavior and his Force-tuned instincts to piece together the available clues.

When examining the scene of a crime or violent attack, the Jedi Investigator can make a Sense Motive check. The result determines what information the Jedi Investigator can derive form the crime scene. Each time the Jedi Investigator encounters another crime scene belonging to the same perpetrator, he gains a +5 circumstance bonus on this check. (The GM might wish to apply this bonus secretly if the Jedi Investigator doesn’t know the identity of the perpetrator.)

Task Time DC
Determine perpetrator’s motive 10 minutes 15
Determine perpetrator’s species and gender 30 minutes 20
Determine perpetrator’s primary class 1 hour 25
Determine perpetrator’s relative level 6 hours 30

By analyzing a crime scene extensively, a Jedi Investigator can piece together a comprehensive picture of his target. “Relative level” is given in terms of being much lower than the Investigator (four or more levels); approximately the same level as the investigator (within three levels); or higher than the Investigator (four or more levels higher).

A GM can allow the investigator to gain other kinds of information as well, at his discretion.

Target Bonus
At 1st level, a Jedi Investigator understands his target (or targets) so well that he gains a +1 competence bonus to attack rolls against any one individual. To receive this benefit, the Jedi Investigator must interact with the target for a period of 10 rounds or spy on the target for a period of 1 day. The Jedi Investigator applies the same bonus to Bluff, Listen, Search, Sense Motive, and Spot checks when using these skills in opposition to the target. The competence bonus increase to +2 at 3rd level and +3 at 5th level.

The Jedi Investigator can transfer this bonus to a new target only when the previous target is slain or otherwise neutralized.

Deflect (Defense)
A Jedi learns to deflect blaster bolts and other projectiles with his lightsaber, thereby providing a dodge bonus to Defense against such attacks. You must be carrying an active lightsaber to use this special ability.

Deflecting an attack is a reaction that costs the Jedi a move action in his next round. The Jedi must indicate he is using Deflect (Defense) when an opponent declares an attack against him, but before any attack rolls are made. When used in this fashion, the Jedi gains the dodge bonus against all ranged attacks directed at him in the round.

For example, if Sen Udo-Mal uses his activated lightsaber to deflect any number of blaster attacks in round three of combat, in round four Sen Udo-mal loses a move action to account for the effort expended to deflect the attacks in round three.

Each time the Jedi gains Deflect (Defense), it provides a +1 dodge bonus to Defense when he uses his lightsaber to block ranged attacks.

Deflect (Defense) can be used in conjunction with total defense for even greater protection, providing the dodge bonus for deflecting the attack and the +4 dodge bonus granted by using total defense. In this case, Deflect (Defense) isn’t a reaction; it’s an attack action used in a round when the Jedi expects to come under heavy fire.

The Jedi Investigator cultivates associates and informants throughout his sphere of influence. Each time a Jedi Investigator gains a contact, the GM should develop a supporting character to represent the contact. A player can suggest the type of contact his or her character wants to gain. A contact will not accompany the Jedi on missions or risk his or her life, but a contact can provide information or expert skills. The more powerful the contact is, the less time he or she has to offer the Jedi Investigator. Whatever the case, a Jedi is not allowed to call on the same contact more than once per adventure. The Jedi Investigator can have information contacts, expert contacts, and resource contacts as defined in Favors and Contacts.

Increase Lightsaber Damage
As a Jedi Investigator gains levels, the amount of damage he can deal with his lightsaber increases.

Each time the Jedi gains Increase Lightsaber Damage, the weapon’s damage increases by +1d8.

At 3rd and 5th level, the Jedi Investigator gains the ability to call in favors. By making a favor check, the Jedi Investigator can call upon contacts and resources that most heroes don’t have. This allows the Jedi Investigator to gain important information without going through the time and trouble of a Gather Information skill check, or to requisition resources without paying for them. Favor can also be used to acquire the loan of equipment or documents from influential acquaintances.

To call in a favor, the Jedi Investigator makes a favor check. Roll a d20 and add the Jedi Investigator’s favor bonus (+1 at 3rd level, +2 at 5th level). The GM sets the DC of the check. Simple favors are DC 10, while expensive or illegal favors could be DC 20 or higher. The Jedi Investigator cannot take 10 or 20 on this check, nor can he make multiple attempts at the same (or virtually the same) favor. Truly extreme favors, such as eliminating a major foe, are generally impossible. Such tasks should be the basis of an adventure, not decided by a single die roll.

A Jedi Investigator can try to call in a favor a number of times per week of game time equal to one-half his Jedi Investigator level, rounded up. This is cumulative the noble’s ability to call in favors.

The Gm should carefully monitor the use of favors to ensure that this ability isn’t abused. The success or failure of a mission shouldn’t hinge on the use of a favor, and calling in favors shouldn’t replace good roleplaying or the use of other skills. The GM can disallow any favor deemed to be disruptive to the game. See Favors and Contacts.

Deflect (Attack)
A Jedi learns to deflect blaster bolts with his lightsaber to redirect the attack towards a target within one range increment of the Jedi’s position. (The type of blaster determines the range increment.) You must be carrying an activated lightsaber to use this special ability.

Deflecting and redirecting an attack is a reaction that cost the Jedi a move action in his next round. The Jedi must indicate that his is using his Deflect (Attack) when an opponent declares an attack against him but before any attack rolls are made. Deflect (Defense) and Deflect (Attack) can be used together in the same round (though the Jedi can decide not to use the defense if he wants a better chance of redirecting the incoming attack).

The Jedi can deflect and redirect a number of attacks equal to one-half his Jedi level, rounded up. The redirected attack must miss the Jedi by 5 or less; any attack that hits the Jedi or misses by 6 or more points can’t be redirected.

If the Jedi can redirect the attack, the Jedi immediately rolls an attack roll using his lightsaber attack bonus and applying a – 4 penalty as described below. If this roll is high enough to hit the target, the redirected attack deals damage to the target (the type of blaster determines the damage dealt by a redirected attack).

Each time the Jedi gains Deflect (Attack), the penalty associated with the redirected attack is lessened by 1.

Jedi Knight
When the Jedi Investigator’s total Jedi Class levels (Jedi Investigator levels plus any other Jedi class or prestige class levels) equal 7, the character becomes a full Jedi Knight and gains a bonus knight feat (this replaces the Jedi Knight class feature of any other Jedi class). This bonus knight feat must be drawn from the following list, and the Jedi must meet any prerequisites.
Dissipate/Absorb Energy, Force Mastery, Force Mind, Knight Defense, Knight Mind, Lightsaber Defense

This is a modified version of deflect that allows the Jedi to deflect a ranged attack without the use of a lightsaber. If the Jedi does not have some sort of protective gear (such as an armored gauntlet), or an item that can withstand the ranged attack (such as an energy shield or suitably dense material), the Jedi must spend a Force Point to use this ability. (Force Points spent in this way do not add the usual bonus dice to d20 rolls that the Jedi makes in the subsequent round.) Block doesn't allow the Jedi to extend the defense beyond the Jedi's position, and all other rules concerning deflect (defense) and deflect (attack) apply. A Jedi gains this ability when they gain Deflect (Defense) at +2.

Level BaB Fort Save Ref Save Will Save Special Defense bonus Reputation
1 +0 +1 +1 +1 Bonus Feat, Profile, Target Bonus +1, Deflect (Defense) +1 +0
2 +1 +2 +2 +2 Contact, Increased Lightsaber Damage +1d8 +2 +1
3 +2 +2 +2 +2 Target Bonus +2, Favor +1 +2 +1
4 +3 +2 +2 +2 Contact, Deflect (Attack) +3 +2
5 +3 +3 +3 +3 Target Bonus +3, Favor +2 +3 +2
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