Kitsuki Investigator

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Requirements

Alignment: Any Lawful, Any Nonevil

Base Attack Bonus: +5

Skills: Bluff (4 ranks), Sense Motive (4 ranks), Gather Information (4 ranks), Spot (6 ranks), Listen (6 ranks)

Feats: Alertness, Skill Focus (any), Void Use

Summary

Known for their keen minds, the Kitsuki have made many enemies during their relatively short existence. The magistrates and samurai of the Kitsuki family are hesitant to abandon the trail of crime or mystery without finding the truth. The ninja of the Shosuro joke "The only bribe a Kitsuki will accept is his still beating heart, and even then, be careful."

The Kitsuki count any organized brotherhoods of assassins as their enemies, including the Kolat, the Shosuro, and the infamous Goju. In the case of the Shosuro, the Kitsuki are aware that the family has connections to the ninja, though they always find it quite difficult to connect the exploits of one ninja to the family itself. The ways of the ninja are subtle and complex and many Kitsuki find it invaluable to learn some of their methods of their enemy to better understand them.

To this end, the Kitsuki have developed a special breed of magistrate called the investigator, whose duty it is to track the exploits of the ninja. These individuals must shoulder the more dangerous tasks of enforcing the Emperor's Law. Their studies are more martial than those of their magistrate bretheren. Though the school has only been active for a short while, the few students of this path have proven to be a great asset to the clan and Rokugan as a whole.

Role: Tank Utility

Characteristics: Observation forcused adventurers with truth seeking powers and counter attacking abilities

Source: Way of the Ninja

Game Rule Information

The Kitsuki Investigator has the following game statistics.

Abilities: This class is interesting as by pumping Intelligence, Wisdom and Charisma are your best options for making this class powerful, Wisdom being the most important of the three.

Alignment: Any Lawful, Nonevil

Hit Die: d8

Starting Gold: N/A

Class Skills

The Kitsuki Investigator's class skills are Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), Innuendo (Wis), Intimidate (Cha), Knowledge (all skills taken individually, Int), Jump (Str), Listen (Wis), Move Silently (Dex), Read Lips (Int), Search (Int), Sense Motive (Wis), Spot (Wis), and Use Rope (Dex)

Skill Points at 1st Level: (4 + Int modifier) × 4

Skill Points at Each Additional Level: 4 + Int modifier

Class Features

All of the following are class features of the Kitsuki Investigator.

Weapon and Armor Proficiency: A Kitsuki Investigator is proficient with all simple and martial weapons.

Uncanny Dodge Ex: The investigator has the extraordinary ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (If any) even if caught flat-footed or struck by an invisible attacker. He still loses his Dexterity bonus to AC if immobilized.

At 4th level, the Kitsuki can no longer be flanked; he can react to opponents on either side of him as easily as he can react to a single attacker. This defense denies other creatures the ability to use flank attacks to sneak attack him. Characters four or more levels higher than the investigator can still flank him for sneak attacks.

If the investigator has any levels of another class that offers the uncanny dodge class ability, levels in this class stack with levels of those other classes for determining the full extent of that ability.

Open Eyes Ex: Though he is a well-trained fighter, the investigator knows he must rely on his wits to survive many of the situations the pursuit of the Emperor's Justice takes him. At 1st level the investigator may use the Spot, Sense Motive, and Listen skills as a free action, and the bonus provided by Void Points on these skills is doubled.

By 5th level, the investigator has learned the art of observation so well that he hardly ever misses the important details. The investigator adds twice his Wisdom bonus to Spot, Sense Motive, and Listen skills.

The 8th level Kitsuki investigator is so observant that he automatically takes ten on all Spot, Sense Motive, and Listen checks. In addition, if the Kitsuki takes 20 on a Spot or Listen check it takes half the usual time, and he is considered to have rolled a 25 instead of a 20.

The Eyes See the Heart Ex: By 2nd level, the investigator has developed a keen awareness for falsehood. Anyone attempting to lie in the Kitsuki's presence must make a WIll save (DC +10 the investigator's Wisdom modifier). If this save fails, the investigator immediately knows that the subject is lying. This is an extraordinary ability.

Learn the Enemy Ex: The Kitsuki teach their students the basics of swordplay, but otherwise to simply learn how to fight from their opponents. With practiced to simply learn how to fight from their opponents. With practiced patience and observance, the Kitsuki quickly adapts to weaknesses in his opponent's technique. At 3rd level and above the investigator adds his Intelligence modifier to his AC while in medium or lighter armor.

Ichi-miru Ex: Ichi-miru better known as the art of the cold read is useful in determining the temperament of those around the Kitsuki Investigator. As a free action the Kitsuki investigator can make a Sense Motive check (DC determined by the opposed Bluff check of the target). If successful the investigator determines the alignment and class levels of the target, along with any behaviors and mannerisms, granting the Investigator a +5 to disguise checks to emulate their mark.

Know the Enemy Ex: At 6th level and above, the Kitsuki's timing is such that he can step into the vulnerable areas of an opponent just after he is attacked. If the investigator attacks an opponent that attacked him earlier in the same round, he may make his first attack that round against his opponent as if the opponent were flat footed.

Halt the Enemy Ex: Once the investigator reaches 7th level, he becomes a nearly impassable barrier to his foes. When fighting defensively, the Kitsuki may make one extra attack of opportunity against any opponent.

Defy the Enemy Ex: At 9th level and above, the Kitsuki investigator may spend a Void Point once per round to gain an extra attack at highest base attack bonus against an opponent with a lower Wisdom. The Kitsuki does not know in advance whether or not this ability can be used until he spends the Void Point; if his target's Wisdom is equal or greater, the Void Point is wasted.

Master the Enemy Ex: Once the Kitsuki has mastered his art, he is an irreproachable figure of honor and obvious ability. At 10th level, at the start of a combat round, the investigator may spend a Void Point and force a single opponent to make a Will save at a DC equal to 10 plus the investigator's Charisma mod. If the target fails his save, he is staggered for a number of rounds equal to the Kitsuki's Charisma modifier.

Table 1-1: Kitsuki Investigator Progression
evel Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special
1st +1 +0 +2 +2 Uncanny dodge (flat-footed), open eyes (free action)
2nd +2 +0 +3 +3 The eyes see the heart
3rd +3 +1 +3 +3 Learn the enemy
4th +4 +1 +4 +4 Uncanny dodge (flanking)
5th +5 +1 +4 +4 Ichi miru, open eyes (wis bonus)
6th +6/+1 +2 +5 +5 Know the enemy
7th +7/+2 +2 +5 +5 Halt the enemy
8th +8/+3 +2 +6 +6 Open eyes (take 10)
9th +9/+4 +3 +6 +6 Defy the enemy
10th +10/+5 +3 +7 +7 Master the enemy