Prestige Classes

PRESTIGE CLASSES

A prestige class represents a focus and a calling for the experienced adventurer. It provides a specialization and a range of power and ability to give a character that something extra to set him or her apart.
Although each prestige class naturally builds from a certain basic class, every prestige class is available to all characters who fulfill the prerequisites of the class, regardless of what basic classes they have gained levels in.

The Gamemaster may add prestige classes specifically suited to his or her campaign. Conversely, the GM can decide that certain classes aren’t available in the campaign. Check with your GM before selecting a prestige class.

Qualifying for a prestige class

Prestige classes are like basic classes, except that they have requirements that must be met before a character can attain 1st level in the class. A character who qualifies can choose an advanced class as an additional class as he or she gains levels, using the multiclassing rules. Some combination of base attack bonus, feats, and skill training determines whether a character is eligible to gain a level in a prestige class.

SOLDIER
Requirements
To qualify to become a Soldier, a character must fulfill the following criteria.
Base Attack Bonus: +5, personal firearms proficiency

Class Information
Hit Die: D10
Action Points: 6 + one-half character level, rounded down, every time the character attains a new level in this class.
Attack Bonus: Good
Defenses: +4 Ref, +2 Will

Class Features
The following features pertain to the Soldier advanced class.

Weapon Focus
At 1st level, a Soldier gains the Weapon Focus class feature, providing the benefit of the feat with the same name. The Soldier chooses a specific weapon. The soldier can choose unarmed strike or grapple as the weapon. The soldier must be proficient with the chosen weapon.
The soldier adds +1 to all attack rolls made using the selected weapon.

Weapon Specialization
At 2nd level, a Soldier gains weapon specialization with a specific melee or ranged weapon that he or she also has applied the Weapon Focus feat or class feature to. The soldier gets a +2 bonus on damage rolls with the chosen weapon.

Bonus Feats
At 3rd, 6th, and 9th level, the Soldier gets a bonus feat.

Tactical Aid
As a full-round action, the Soldier provides tactical aid to all of his allies (including himself) within sight and voice
range of his position. This use of tactical aid requires an action point.
This aid provides a +1 competence bonus on attack rolls. The bonus lasts for a number of rounds equal to one-half
of the Soldier’s level in the advanced class, rounded down.

Improved Critical
For the weapon the Soldier has applied weapon specialization to the Soldier’s threat range increases by one.

Improved Reaction
At 7th level, a Soldier gains a +2 competence bonus on initiative checks.

Greater Weapon Specialization
At 8th level, a Soldier gains greater weapon specialization with the weapon he or she selected at 2nd level. This ability increases the bonus on damage rolls to +4 when using the selected weapon.

Critical Strike
At 10th level, a Soldier gains the ability to automatically confirm a threat as a critical hit when attacking with the weapon he or she has applied weapon specialization to, eliminating the need to make a roll to confirm the critical hit.

MARTIAL ARTIST
Requirements
To qualify to become a Martial Artist, a character must fulfill the following criteria.
Base Attack Bonus: +5.
Skill: Athletics
Feats: Combat Martial Arts, Defensive Martial Arts.

Class Information
Hit Die: D8
Action Points: 6 + one-half character level, rounded down, every time the martial artist attains a new level in this class.
Base Attack Bonus: Good
Defenses: +4 Ref, +2 Fort

Class Features
The following features pertain to the Martial Artist advanced class.

Living Weapon
The Martial Artist attacks with either fist interchangeably, or even with elbows, knees, and feet. This means that the Martial Artist may even make unarmed strikes when his or her hands are full, and there is no such thing as an off-hand attack for a Martial Artist striking unarmed.
The Martial Artist also deals more damage with unarmed strikes. At 1st level, the martial artist deals 1d6 points of damage with an unarmed strike. At 4th level, damage increases to 1d8. At 8th level, it increases to 1d10.
This is an increase to Combat Martial Arts damage; this has no effect on Brawl.

Flying Kick
Starting at 2nd level, a Martial Artist can use a charge to deliver a devastating flying kick to an opponent. At the end of this charge, the martial artist adds his or her class level as a bonus to the damage he or she deals with an unarmed strike.

Bonus Feats
At 3rd, 6th, and 9th level, the Martial Artist gets a bonus feat.

Iron Fist
At 5th level, a Martial Artist gains the ability to spend 1 action point to increase the damage he or she deals to a single opponent with a single unarmed strike. The martial artist declares the use of the action point after making a successful unarmed strike. The result of the action point roll is added to the damage roll for that attack.
At 10th level, this ability im­proves. The Martial Artist now adds the result of the action point roll to all successful attacks he or she makes in a round.

Flurry of Blows
At 7th level, a Martial Artist gains the ability to strike with a flurry of blows at the expense of accuracy. The Martial Artist must be unarmored to use this talent, and he or she must make unarmed strikes to gain the benefit. With a flurry of blows, the Martial Artist may make one extra attack in a round at his or her highest base attack bonus. This attack and each other attack made in the round take a –2 penalty. This ability can only be used when taking the full attack action. The penalty applies to all attacks for one full round, including attacks of opportunity.

GUNSLINGER
Requirements
To qualify to become a Gunslinger, a character must fulfill the following criteria.
Base Attack Bonus: +5.
Feat: Personal Firearms Proficiency.

Class Information
Hit Die: 1d10
Base Attack: Good
Defenses: +4 Ref, +2 Will
Action Points: 6 + one-half character level, rounded down, every time the gunslinger attains a new level in this class.

The following features pertain to the Gunslinger advanced class.

Close Combat Shot
At 1st level, a Gunslinger gains the ability to make a ranged attack with a Medium-size or smaller firearm while in a threatened area without provoking an attack of opportunity.

Weapon Focus
At 2nd level, a Gunslinger gains the Weapon Focus class feature, providing the benefit of the feat with the same name. The Gunslinger must choose a specific personal firearm.
The gunslinger adds +1 to all attack rolls you make using the selected personal firearm.

Bonus Feats
At 3rd, 6th, and 9th level, the Gunslinger gets a bonus feat.

Defensive Position
Starting at 4th level, the Gunslinger gains an additional +2 cover bonus to his reflex defense whenever he is behind cover, in addition to the normal cover bonuses.

Lightning Shot
Starting at 5th level, a Gunslinger can make a flurry of ranged attacks with a personal firearm at the expense of accuracy. With a lightning shot, the Gunslinger may make one extra ranged attack with a personal firearm in a round at his or her highest base attack bonus. This attack and each other attack made in the round take a –2 penalty. This ability can only be used when taking the full attack action. The penalty applies to all attacks for one full round, including attacks of opportunity.

Sharp-Shooting
At 7th level, if the Gunslinger uses a personal firearm to attack a target, the cover bonus to the target’s Reflex Defense is reduced by 2.

Greater Weapon Focus
At 8th level, a Gunslinger receives a +1 competence bonus on attack rolls made with the firearm selected for the Weapon Focus ability at 2nd level. This bonus stacks with the earlier bonus.

Bullseye
At 10th level, a Gunslinger becomes so adept at using the firearm to which he or she has applied Weapon Focus and Greater Weapon Focus that the gunslinger’s attacks with that firearm can deal extra damage. With a successful attack, before damage is rolled, the gunslinger can spend 1 action point to deal +3d6 points of damage.

INFILTRATOR
Requirements
To qualify to become an Infiltrator, a character must fulfill the following criteria.
Base Attack Bonus: +5.
Skills: Stealth trained

Class Information

Hit Die: D8
Action Points: 6 + one-half character level, rounded down, every time the infiltrator attains a new level in this class.
Base Attack: Good
Defenses: +2 Ref, +2 Will

Sweep
An Infiltrator knows how to size up an area and get the lay of the land in a single sweep of his or her eyes. This sweep provides a +4 circumstance bonus on perception checks and covers an area out to 30 feet away from the Infiltrator. The Infiltrator can use this bonus at the start of an encounter.
Anything not concealed can be spotted in a sweep with a successful check (DC 10). The DC for concealed or less obvious threats is equal to their stealth check result.

Improvised Implements
At 2nd level, an Infiltrator no longer takes a –4 penalty when wielding an improvised weapon. Also, the Infiltrator is able to make do without proper equipment in certain circumstances where equipment is normally required (i.e. climbing, disabling devices).

Bonus Feats
At 3rd, 6th, and 9th level, the Infiltrator gets a bonus feat.

Evasion
If an Infiltrator of 4th level or higher can avoid area attacks. If the attack misses, he takes no damage. If the attack hits, he takes half damage. Evasion can only be used when wearing light armor or no armor.

Skill Mastery
At 5th level, an Infiltrator selects a number of skills from his or her trained list equal to 3 + his or her Intelligence modifier. When making a check using one of these skills, the Infiltrator may take 10 even if stress and distractions would normally prevent him or her from doing so.

Improvised Weapon Damage
At 7th level, an Infiltrator’s attacks with improvised weapons deal more damage. The Infiltrator treats an improvised weapon as one size category larger than it is for the purpose of determining the damage it deals.

Improved Sweep
At 8th level, an Infiltrator’s ability to get the lay of the land improves. Now the Infiltrator not only spots potential perils with a successful check, he or she can determine the relative strength of these dangers. A successful check relates the danger’s strength compared to the Infiltrator: stronger (higher level or Hit Dice), on par (same level or HD), or weaker (lower level or HD).

Without a Trace
At 10th level, the infiltrator receives a +10 bonus to all stealth checks.

DAREDEVIL
Requirements
To qualify to become a Daredevil, a character must fulfill the following criteria:
Base Attack Bonus: +5.
Skills: Pilot trained
Feat: Endurance

Class Information

Hit Die: D10
Action Points: 6 + one-half character level, rounded down, every time he or she attains a new level in this class.
Base Attack: Fair
Defenses: +4 Ref, +2 Fort

Class Features

Fearless
A Daredevil gains a +4 morale bonus to his Will defense

Nip-Up
A Daredevil of 2nd level or higher can stand up from a prone position as a free action that does not provoke an attack of opportunity.

Bonus Feats
At 3rd, 6th, and 9th level, the Daredevil gets a bonus feat.

Action Boost
This ability, gained at 4th level, allows a Daredevil to spend 2 action points on a single action in a round. A Daredevil can spend 1 action point, see the result of the roll, and then decide to spend a second point, as long as he or she does so before the Gamemaster reveals the result of the action.

Adrenaline Rush
At 5th level, a Daredevil can temporarily increase one of his or her physical ability scores (Strength, Dexterity, or Constitution). The Daredevil spends 1 action point and gets to increase the selected ability score by 1d4+1 points. The increase lasts for a number of rounds equal to his or her class level. At the end of the duration, the Daredevil is fatigued for 1d4+1 rounds.
At 8th level, a Daredevil can temporarily increase two physical ability scores. At the end of the duration, the Daredevil is fatigued for 1d6+2 rounds.

Delay Damage
Once per day, a Daredevil of 7th level or higher can delay the damage dealt by a single attack or effect for a number of rounds equal to his or her class level.

Damage Threshold
A 10th-level Daredevil increases his or her massive damage threshold by 3 points. This increase stacks with the increase provided by the Improved Damage Threshold feat.

BODYGUARD
Requirements
To qualify to become a Bodyguard, a character must fulfill the following criteria.
Base Attack Bonus: +5
Skills: Persuasion trained
Feat: Personal Firearms Proficiency.

Class Information

Hit Die: D12
Action Points: 6 + one-half character level, rounded down, every time the Bodyguard attains a new level in this class.
Defenses: +4 Ref, +2 Fort
Base Attack: Good

Class Features

Harm’s Way
Once per round, if the Bodyguard is adjacent to an ally who is targeted by a direct melee or ranged attack (but not an area effect), the Bodyguard can subject him or herself to the attack in the ally’s stead. If the attack hits the Bodyguard, he or her takes damage normally. If it misses, it also misses the ally.
The Bodyguard must declare his or her intention to place him or herself in harm’s way before the attack roll is made. The Bodyguard selects his or her ally either prior to combat or immediately after the Bodyguard makes his or her initiative check. The Bodyguard can’t change his or her ally for the duration of the combat.

Combat Sense
This ability allows a Bodyguard of 2nd level or higher to designate a single opponent during his or her action and receive a +1 competence bonus on attacks against that opponent. The Bodyguard can select a new opponent on any action.
At 8th level, the competence bonus increases to +2.

Bonus Feats
At 3rd, 6th, and 9th level, the Bodyguard gets a bonus feat.

Sudden Action
Once per day, a Bodyguard of 4th level or higher can focus his or her effort to burst into sudden action when the situation calls for it. The Bodyguard can change his or her place in the initiative order, moving higher in the count by a number less than or equal to his or her class level, as the Bodyguard sees fit. The Bodyguard can declare the use of this ability at the start of any round, before anyone else takes an action.

Improved Charge
A Bodyguard of 5th level or higher can make a charge without having to move in a straight line. All other charge rules apply, but the Bodyguard can alter his or her direction when making a charge to avoid obstacles.

Defensive Strike
At 7th level, if an opponent makes a melee attack against the Bodyguard and misses while the Bodyguard is using the total defense option, the Bodyguard can attack that opponent on his or her next turn (as an attack action) with a +4 bonus on his or her attack roll. The Bodyguard gains no bonus against an opponent who doesn’t attack the Bodyguard or against an opponent who makes a successful attack.

Blanket Protection
At 10th level, a Bodyguard can use his expertise to provide protection for up to six allies (not including himself) within sight and voice range of his position.
The Bodyguard spends 1 action point and takes a full-round action to issue orders and directions. Doing this provides the Bodyguard’s allies with a +1 insight bonus to Defense for 3 rounds.

FIELD SCIENTIST
Requirements
To qualify to become a Field Scientist, a character must fulfill the following criteria.
Skills: Craft (chemical), Craft (electronic), (earth and life sciences), Knowledge (physical sciences), or Knowledge (technology)

Class Information

Hit Die: D8
Action Points: 6 + one-half character level, rounded down, every time the Field Scientist attains a new level in this class.
Defenses: +4 Will, +1 Fort
Base Attack: Poor

Class Features

Smart Defense
A Field Scientist applies his or her Intelligence bonus and his or her Dexterity bonus to his or her Reflex Defense. Any situation that would deny the Field Scientist his or her Dexterity bonus to Defense also denies the Intelligence bonus.

Scientific Improvisation
At 2nd level, a Field Scientist gains the ability to improvise solutions using common objects and scientific know-how. This ability lets the Field Scientist create objects in a dramatic situation quickly and cheaply, but that have a limited duration.
By spending 1 action point and combining common objects with a Craft check that corresponds to the function desired, the Field Scientist can build a tool or device to deal with any situation. The DC for the Craft check is equal to 5 + the purchase DC of the object that most closely matches the desired function.
Only objects that can normally be used more than once can be improvised.
Electronic devices, special tools, weapons, mechanical devices, and more can be built with scientific improvisation. It takes a full-round action to make an object with scientific improvisation. The object, when put into use, lasts for a number of rounds equal to the Field Scientist’s class level, or until the end of the current encounter, before it breaks down. It can’t be repaired.

Bonus Feats
At 3rd, 6th, and 9th level, the Field Scientist gets a bonus feat.

Skill Mastery
At 4th level, a Field Scientist selects a number of skills from his or her class list equal to 3 + his or her Intelligence modifier. When making a skill check using one of these skills, the Field Scientist may take 10 even if stress and distractions would normally prevent him or her from doing so.

Minor Breakthrough
Upon attaining 5th level, a Field Scientist receives credit for a minor scientific breakthrough that earns him or her the recognition of her peers. The Field Scientist chooses one of the following Knowledge skills: behavioral sciences, earth and life sciences, physical sciences, or technology. When dealing with others with at least 1 rank in the same Knowledge skill, the Field Scientist gains a +2 bonus on persuasion checks.

Smart Survival
A Field Scientist of 7th level or higher can spend 1 action point to reduce the damage dealt by a single attack or effect by 5 points.

Smart Weapon
At 8th level, the Field Scientist selects one weapon that he or she is proficient in and can use with one hand. With the selected weapon, the Field Scientist can use his or her Intelligence modifier instead of Strength or Dexterity modifier on attack rolls.

Major Breakthrough
At 10th level, the Field Scientist gains a +2 bonus on persuasion checks when dealing with individuals who have at least 1 rank in any of the following Knowledge skills: behavioral sciences, earth and life sciences, physical sciences, or technology. This bonus stacks with the bonus provided by the minor breakthrough ability.

TECHIE
Requirements
To qualify to become a Techie, a character must fulfill the following criteria.
Skills: Use Computer trained.

Class Information

Hit Die: D6
Action Points: 6 + one-half character level, rounded down, every time the Techie attains a new level in this class.
Defenses: +2 Will
Attack Bonus: Poor

Class Features

Jury-Rig
A Techie gains a +2 competence bonus on mechanics skill checks made to attempt temporary or jury-rigged repairs. At 7th level, this competence bonus increases to +4.

Extreme Machine
If it has mechanical or electronic components, a Techie of 2nd level or higher can get maximum performance out of it.
By spending 1 action point and making a mechanics check or a use computer check, the Techie can temporarily improve a machine’s performance—at the risk of causing the machine to need repairs later. The DC for the Craft check depends on the type of improvement being made, as shown on the table below.

Improvement Craft DC Repair Chance (d%)
Ranged Weapons
+1 to damage 15 01–25
+2 to damage 20 01–50
+3 to damage 25 01–75
+5 ft. to range increment 15 01–25
+10 ft. to range increment 25 01–50
Electronic Devices
+1 equipment bonus 15 01–25
+2 equipment bonus 20 01–50
+3 equipment bonus 25 01–75
Vehicles
+1 on initiative checks 20 01–25
+1 to maneuver 25 01–50
+2 to maneuver 30 01–75
The Techie performs the extreme modifications in 1 hour. The Techie can’t take 10 or take 20 on this check. If the check succeeds, the effect of the improvement lasts for a number of minutes equal to his or her Techie class level, beginning when the object is first put into use. The Techie selects the single improvement he or she wants to make prior to making the check. After the duration of the effect ends, the machine reverts to its previous state and a repair chance percentile roll is made. The result of this roll indicates whether the machine re­quires repairs before it can be used again.

Bonus Feats
At 3rd, 6th, and 9th level, the Techie gets a bonus feat.

Build Robot
A Techie of 4th level or higher can build remote-controlled robots that are Tiny or Diminutive in size. These robots serve as the Techie’s eyes, ears, or hands out to a predetermined distance away from the character when the Techie wants to use one of the following skills: Computer Use, Perception, or Mechanics.
The Techie must be trained in the skill that he wants to program into the robot. The Techie can only control one robot at a time, and only one of his robots can be active at any time.
Follow these steps to build a robot.
Wealth Check: The purchase DC for the components needed to construct a robot is based on the robot’s size.

Size Purchase DC
Diminutive 18
Tiny 15
Make the Wealth check to purchase and gather the necessary components prior to starting construction.
Construct Frame: The robot’s body determines its size, shape, locomotion, and hit points. The DC of the Craft (mechanical) check is set by the robot’s size and modified by the form of locomotion selected.

Size Craft DC
Diminutive 15
Tiny 12

Components DC Modifier
Frame Shape and Locomotion 1
Bipedal +4
Quadruped +3
Treads +2
Wheels +1
External Components 2
Manipulators 3 +3
Audio/visual sensor +2
Remote Range 1
Remote control link, 100 feet +1
Remote control link, 200 feet +3
Remote control link, 300 feet +5
1 Select only one of the options in this category.
2 Select one or more of the options in this category.
3 Necessary for a robot built to use any skill except Listen or Spot.
Select a frame size and form, add manipulators and sensors as necessary, and choose a type of remote control link. Add all the modifiers to determine the check’s DC. Make the Craft (mechanical) check to construct the robot’s frame.
It takes a Techie 30 hours to construct a Diminutive robot frame or 12 hours to construct a Tiny robot frame.
A Diminutive robot can be 6 to 12 inches long or tall and weighs about 1 pound. A Tiny robot can be 13 to 24 inches long or tall and weighs up to 3 pounds. Statistics for these robots can be found in the Creature listings.
Construct the Electronics: The next step is to build the internal electronics for the robot and install them in the frame. The DC is based on the size of the robot and modified by the number of components that need to be wired together. For a Diminutive robot, the DC is 20. For a Tiny robot, the DC is 15. Add +1 to the DC for each external component and +2 for the remote link. Make the Craft (electronic) check.
It takes a Techie 12 hours to wire a Diminutive robot or 6 hours to wire a Tiny robot.

Program the Robot: The Techie programs the robot as the final step. Decide how many ranks of the appropriate skill to program into the robot, up to the number of ranks the Techie has in the skill. A Techie’s robot can only contain programming for one skill. Make the Computer Use check to program the robot.
The DC for the Computer Use check is 20, modified by the number of ranks the Techie wants to program into the robot (+1 to the DC for each rank). It takes 1 hour to program the robot.
Reprogramming: A robot can be reprogrammed at any time. Doing this requires 1 hour of work and a use computer check (DC 20 + the number of ranks programmed into the robot).

Mastercraft
At 5th level, the Techie becomes adept at creating mastercraft objects. He of she applies the mastercraft ability to one of his or her Craft skills (electronic or mechanical). From this point on, he or she can build mastercraft objects using that skill.
With Craft (electronic), the Techie can build electronic devices. With Craft (mechanical), the Techie can build mechanical devices, including weapons.
On average, it takes twice as long to build a mastercraft object as it does to build an ordinary object of the same type. The cost to build a mastercraft object is equal to the purchase DC for the components (see the appropriate Craft skill description) + the bonus provided by the mastercraft feature. A Techie can add the mastercraft feature to an existing ordinary object by making the Wealth check and then making the Craft check as though he or she were constructing the object from scratch.
In addition to the Wealth check, the Techie must also pay a cost in experience points equal to 25 x his or her Techie level x the bonus provided by the mastercraft feature. The XP must be paid before making the Craft check. If the expenditure of these XP would drop the Techie to below the minimum needed for his or her current level, then the XP can’t be paid and the Techie can’t use the mastercraft ability until he or she gains enough additional XP to remain at his or her current level after the expenditure is made.
When successfully completed, a mastercraft object provides a +1 bonus to its quality compared to an ordinary object of the same type. All weapons and armor, and certain other types of equipment, such as computers and electronic devices, can be constructed as mastercraft objects.
At 8th level, the Techie can add the mastercraft ability to another Craft skill, or he or she can improve his or her ability in the skill selected at 5th level, so that his or her mastercraft objects provide a +2 bonus.
At 10th level, the Techie adds another +1 bonus to his or her mastercraft ability. If the Techie focuses his or her ability on one Craft skill, his or her mastercraft objects now provide a +3 bonus. If the Techie already has the ability for both Craft skills, he or she chooses which one to improve to a +2 bonus.
The Craft DC for a mastercraft object is the same as for a normal object of the same type, as described in the Craft skill, with the following modification: For a +1 object, add +3 to the Craft DC; for a +2 object, add +5 to the Craft DC; and for a +3 object, add +10 to the Craft DC.

FIELD MEDIC
Requirements
To qualify to become a Field Medic, a character must fulfill the following ­criteria.
Base Attack Bonus: +2.
Skills: Treat Injury trained
Feat: Surgery.

Class Information

Hit Die: D8
Action Points: 6 + one-half character level, rounded down, every time the Field Medic attains a new level in this class.
Defenses: +2 Reflex, +4 Fort
Attack Bonus: Fair

Class Features

Medical Specialist
The Field Medic receives a competence bonus on Treat Injury checks. At 1st level, the bonus is +1. It increases to +2 at 5th level, and to +3 at 8th level.

Expert Healer
At 2nd level and higher, the Field Medic’s ability to restore hit points with a medical kit or surgery kit and a successful use of the Treat Injury skill improves. In addition to the normal hit point recovery rate (1d4 for a medical kit, 1d6 per patient’s character level for surgery), the Field Medic restores 1 hit point for every level he or she has in this advanced class.

Bonus Feats
At 3rd, 6th, and 9th level, the Field Medic gets a bonus feat.

Medical Mastery
When making a Treat Injury skill check, a Field Medic of 4th level or higher may take 10 even if stress and distractions would normally prevent him or her from doing so.

Minor Medical Miracle
At 7th level or higher, a Field Medic can save a character reduced to –10 hit points or lower. If the Field Medic is able to administer aid within 3 rounds of the character’s death, he or she can make a Treat Injury check. The DC for this check is 30, and the Field Medic can’t take 10 or take 20. If the check succeeds, the dead character stabilizes at -9 hit points.
If the Field Medic fails the skill check or the patient fails the save, the dead character can’t be saved.

Medical Miracle
At 10th level, a Field Medic can revive a character reduced to –10 hit points or lower. If the Field Medic is able to administer aid within 3 minutes of the character’s death, he or she can make a Treat Injury check. The DC for this check is 40, and the Field Medic can’t take 10 or take 20. If the check succeeds, the dead character stabilizes at 0 hit points and is conscious.

If the Field Medic fails the skill check, the dead character can’t be restored.

INVESTIGATOR
Requirements
To qualify to become an Investigator, a character must fulfill the following criteria.
Base Attack Bonus: +2
Skills: Perception trained

Class Information

Hit Die: D8
Defenses: +4 Ref
Attack Bonus: Fair

Class Features

Profile
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.

Contact
An Investigator of 2nd level or higher 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 2nd level, the Investigator gains a low-level contact, at 5th level a mid-level contact, and at 8th level a high-level contact.
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.
For underworld or street contacts, this expense is represented by a Wealth check against a purchase DC of 10 for the low-level contact, 15 for the mid-level contact, or 20 for the high-level contact. For skilled experts, the purchase DC is 10 + the ranks the expert has in the appropriate skill.

Bonus Feats
At 3rd, 6th, and 9th level, the Investigator gets a bonus feat.

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

Discern Lie
At 7th level, an Investigator develops the ability to gauge whether another character is telling the truth by reading facial expressions and interpreting body language. The Investigator must be able to see and hear (but not necessarily understand) the individual under scrutiny.
With a successful perception check opposed by the subject’s deception check result, the Investigator can tell whether the subject is deliberately and knowingly speaking a lie. This ability doesn’t reveal the truth, uncover unintentional inaccuracies, or necessarily reveal omissions in information.

Sixth Sense
At 10th level, an Investigator becomes so attuned at solving mysteries that he or 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.

PERSONALITY
Requirements
To qualify to become a Personality, a character must fulfill the following criteria.
Skills: Persuasion trained

Class Information

Hit Die: D6
Action Points: 6 + one-half character level, rounded down, every time the Personality attains a new level in this class.
Defenses: +3 Will
Base Attack: Poor

Class Features

Unlimited Access
When others would normally make a persuasion check to smooth-talk, the Personality adds a bonus equal to his or her Personality level.

Bonus Class Skill
At 2nd and again at 7th level, the Personality gains an additional trained skill.
Bonus Feats

At 3rd, 6th, and 9th level, the Personality gets a bonus feat.

Sugar Momma/Daddy
At 4th level, a Personality’s charisma attracts a wealthy benefactor. The Personality then has a 30% chance on a D100 to convince the benefactor to pay for him.

Winning Smile
At 5th level, a Personality develops such a force of personal magnetism that he or she can convince a single target to regard him or her as a trusted friend. (If the target is currently being threatened or attacked by the Personality or his or her allies, this ability won’t work.) The Personality attacks the target’s Will save, using his Personality level + his charisma modifier.
This ability doesn’t enable the Personality to control the target, but the target perceives the Personality’s words and actions in the most favorable way. The Personality can try to give the target orders, but he or she must win an opposed Charisma check to convince the target to perform any actions the target wouldn’t normally undertake. The target never obeys suicidal or obviously harmful orders, and any act by the Personality or his or her allies that threatens the target breaks the mood and clears the target’s head. Otherwise, a target remains won over.
This is a Mind-Affecting ability.

Compelling Performance
At 10th level, a Personality’s force of personal magnetism increases to the point that he or she can arouse a single emotion of his or her choice—despair, hope, or rage—in a target. To use this ability, the Personality must spend 1 action point. The emotion he or she arouses affects one target (a GM character) within 15 feet of the Personality (or within 15 feet of a television, radio, or telephone that broadcasts the Personality’s performance). The performance requires a full-round action, and its effects on the target last for 1d4+1 rounds.
Despair: The target takes a –2 morale penalty on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Hope: The target gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Rage: The target gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a –1 penalty to Defense. In a dramatic situation, the target is compelled to fight, regardless of the danger.

Prestige Classes

The Aftermath TheLoach