The Investigator
A fighter kit
by Brjánn Jónasson
Description: Though Investigators hail from all classes, both the Thief and the Fighter have a special kit dedicated to this line of work.
Fighters must have Str at least 9, Dex at least 9 and Int at least 10 to qualify for this kit.
Role: Investigators are usually the enforcers of law and order. Some serve local lords as sheriffs and constables, but most are free-lance private investigators.
Secondary Skills: Any is possible, although armorers, gamblers, jewelers, limners/painters, scribes, traders/barterers and weaponsmiths are all good candidates.
Weapon Proficiencies: Investigators usually prefer small, concealable weapons like daggers, knifes and darts, and the Swordstick is an all time favorite. Sheriffs and constables might be required to learn to use common enforcement weapons (clubs, rods, crossbows etc.)
Nonweapon Proficiencies:
- Bonus: Information Gathering, Observation, Reading Lips.
- Recommended: Alertness, Appraising, Disguise, Fast-Talking, Heraldry, Intimidation,
Local History, Modern Languages, Religion, Trailing.
Equipment: Investigators equip themselves similarly to normal fighters, but rarely wear heavy armor because of their special benefits.
Special Benefits:
- The Investigator has two thief skills; Move Silently and Detect Noise. Both start at 15% at 1st level, and the Investigator gains 6% to each skill per level advanced.
- Investigators can take Rogue non-weapon proficiencies at normal cost. They can also learn Spellcraft at the cost of 1 slot.
Special Hinderences:
- Lawbreakers in general do not like Investigators serving as sheriffs or constables. The sheriff / constable receives a -2 reaction penalty from thiefs.
Wealth Options: Investigators sometimes run a small business before starting an active adventuring career, and thus get 5d6x10 gp.
Races: All races have Investigators, although the Investigator is most likely to be of the dominant race inhabiting the area they work in.