The material below is Open Game Content from The Modern Path
Skill Points per Level: 5+ Int modifier
Hit Dice per Level: d6
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save|
Benefit: The Investigator can make a related Knowledge check to investigate a clue. This function allows the Investigator to extract extra information from material he or she has found.
The base DC to analyze a clue is 15. It is modified by the time that has elapsed since the clue was left, and whether or not the scene was disturbed.
|Every day since event (max modifier +10)||+2|
|Scene is outdoors||+5|
|Scene slightly disturbed||+2|
|Scene moderately disturbed||+4|
|Scene extremely disturbed||+6|
Analyzing a clue is a full-round action.
Benefit: The Investigator can collect and prepare evidentiary material for a lab. To collect a piece of evidence, make a related Knowledge check (DC 15). If the Investigator succeeds, the evidence is usable by a crime lab.
If the Investigator fails, a crime lab analysis can be done, but the lab takes a –5 penalty on any necessary check.
If the Investigator fails by 5 or more, the lab analysis simply cannot be done.
On the other hand, if the Investigator succeeds by 10 or more, the lab gains a +2 circumstance bonus on its checks to analyze the material.
Collecting evidence generally takes 1d4 minutes per object and to fully examine a topic takes 1d4 hours.
Prerequisite: Analyze Clue
Benefit: An Investigator becomes so attuned at solving mysteries that he finds a way to put two and two together and rarely misses a clue.
For one Hero Point spent, the Investigator can know a specific piece of information from a clue or character, including: alignment, faction, archetype, level etc.
This information is under the discretion of the Game Master.
Benefit: The Investigator may have a number of individuals equal to his Fame as Informants.
Informants are NPCs that can provide information and help to the Investigator. How much information and help is up to the Game Master.
If Fame is permanently lost, the Investigator will not lose any of his Informants.
Benefit: If the Investigator spends one Hero Point, he will know if someone is knowingly lying. The Investigator must be able to hear and understand what a individual is saying to discover any lies. For one Hero Point spent per target, you know if the target deliberately and knowingly speaks a lie by discerning disturbances in its body language caused by lying. This does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.
This effect lasts for 1 round per level of the Investigator and is a standard action to initiate, but not maintain.
Benefit: The Investigator is well-enough wired into the social system to be able to get the names and numbers of individuals with particular abilities and talents.
The Investigator can use Hero Points in place of Prestige Points when dealing with Factions.
Benefit: The Investigator adds half his level (minimum 1) to Knowledge (streetwise) skill checks.
Benefit: An Investigator gains the Trapfinding Rouge class ability. An Investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A Investigator can use Disable Device to disarm any type of traps.
Benefit: The Investigator can use the skill: Knowledge (streetwise) in place of survival to track an individual in an urban setting.
The DC check depends on the community population and the conditions:
|Fewer than 2,000||5|
|Every three persons in the group being sought||-1|
|Per 24 Hrs the quarry has been missing or sought||+1|
|Tracked quarry "lies low"||+5|
|The individual being sought Fame||-1 for each rank in Fame|
WORD IN THE STREETS
Benefit: For one Hero Point spent, the Investigator gets a +1 bonus on Knowledge (streetwise) checks. This effect lasts for 1 round per level of the Investigator and is a standard action to initiate, but not to maintain.