From Cf

An investigator uses a selection of tools and techniques to solve crimes, or provide evidence to substantiate various claims and propositions. She can be part of a law-enforcement agency, or a private detective.



The investigator is specialiced in investigating crime scenes, collecting evidence, performing surveillance, working under-cover, interrogating potential suspects and gathering information from any witnesses. In order to apprehend suspects and provide law-enforcement, she is trained in offensive and defensive techniques.


Intelligence and Charisma are the investigator's most important abilities. In addition to cognitive resources, the investigator's force of personality helps her extract information from suspects and witnesses. Her combat skills rely on Strength and Dexterity.

Game Rules

Hit Die


Class Skills

The techie’s class skills (and the key ability for each skill) are:

Skill Points

  • First level: (6 + Int. modifier) x4.
  • Additional levels: 6 + Int. modifier.

Class Features

All of the following are class features of the techie.

Weapon and Armor Proficiency

A techie has the following weapon and armor proficiency feats:


By making a Gather Information check (DC 15) when talking to witnesses of a crime, the Investigator compiles a rough mental picture of the suspect. This mental picture provides a physical description, including distinguishing markings and visible mannerisms. Success makes the profile accurate, at least concerning a particular suspect as seen by witnesses. (For this Gather Information check, no money changes hands.) The Investigator can expand the profile by making an Investigate check (DC 15) involving the crime scene or other evidence linked to the suspect. If successful, the Investigator combines eyewitness accounts with forensic evidence to develop a profile of the suspect’s method of operation. This provides a +2 circumstance bonus on any skill checks made to uncover additional evidence or otherwise locate and capture the suspect


An Investigator cultivates associates and informants. Each time the Investigator gains a contact, the GM should develop a supporting character to represent the contact. The player can suggest the type of contact his or her character wants to gain, but the contact must be an ordinary character, not a heroic character. A contact will not accompany an Investigator on missions or risk his or her life. A contact can, however, provide information or render a service (make a specific skill check on the Investigator’s behalf). At 1st level, the Investigator gains a low-level contact, at 5th level a mid-level contact, and so on at 9th, 13th and 17th level. The Investigator can’t call on the same contact more than once in a week, and when he or she does call on a contact, compensation may be required for the assistance the contact renders. In general, a professional associate won’t be compensated monetarily, but instead will consider that the Investigator owes him or her a favor. Contacts with underworld or street connections usually demand monetary compensation for the services they render, and experts in the use of skills normally want to be paid for the services they provide.

Bonus Feats

At 2nd, 6th, 10th, 14th and 18th level, the Investigator gets a bonus feat. The bonus feat must be selected from the following list, and the Investigator must meet all the prerequisites of the feat to select it.

  • Advanced Firearms Proficiency, Armor Proficiency (light), Armor Proficiency (medium), Brawl, Defensive Martial Arts, Dodge, Double Tap, Educated, Knockout Punch, Personal Firearms Proficiency, Point Blank Shot.

Nonlethal Force

At 3rd level, an Investigator becomes adept at using nonlethal force to subdue an opponent. From this point on, she can deal nonlethal damage with a weapon that normally deals lethal damage (if she so chooses) without taking the normal –4 penalty on the attack roll.

Sixth Sense

At 4th level, an Investigator becomes so attuned at solving mysteries that she finds a way to put two and two together and rarely misses a clue. Whenever the Investigator spends 1 action point to improve the result of a skill check made using certain skills (see below), the Investigator gets to add an additional 1d6 to the result. The skills that sixth sense applies to are Gather Information, Investigate, Research and Search.

Table: The Investigator:
Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Modifier
1 +0 +2 +2 +2 Profile, 1st Contact +1
2 +1 +3 +3 +3 Bonus Feat +2
3 +2 +3 +3 +3 Nonlethal Force +3
4 +3 +4 +4 +4 Sixth Sense +4
5 +3 +4 +4 +4 2nd Contact +4
6 +4 +5 +5 +5 Bonus Feat +5
7 +5 +5 +5 +5 +6
8 +6/+1 +6 +6 +6 +7
9 +6/+1 +6 +6 +6 3rd Contact +8
10 +7/+2 +7 +7 +7 Bonus Feat +8
11 +8/+3 +7 +7 +7 +9
12 +9/+4 +8 +8 +8 +10
13 +9/+4 +8 +8 +8 4th Contact +11
14 +10/+5 +9 +9 +9 Bonus Feat +12
15 +11/+6/+1 +9 +9 +9 +12
16 +12/+7/+2 +10 +10 +10 +13
17 +12/+7/+2 +10 +10 +10 5th Contact +14
18 +13/+8/+3 +11 +11 +11 Bonus Feat +15
19 +14/+9/+4 +11 +11 +11 +16
20 +15/+10/+5 +12 +12 +12 +16
Personal tools