The Itinerant Monk is driven to understand the world around them. They are masters of diverse lore, language, and observation. Enlightenment is of the utmost importance to them. These seekers tend to be very diplomatic and trustworthy, in order to ensure their own freedom of movement, and access to dusty libraries and personal collections. Because of their reputation for enlightenment, deduction, fairness, and diplomacy, they are often called upon to answer unsolvable crimes.
To qualify to become an Itinerant Monk, a character must fulfill the following criteria.
Skill: Diplomacy 4 Ranks, Knowledge (Any two) 5 ranks, Read Language (Any) 4 Ranks, Speak Language (Any) 4 Ranks.
Feats: Skill Focus
Hit Die: 1d6
Action Points: The Itinerant Monk gains a number of action points equal to 6 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.
The Itinerant Monk’s class skills (and the key ability for each skill) are: Appraise (Int), Concentration (Con), Decipher Script (Int), Diplomacy (Wis), Gather Information (Cha), Handle Animals (Cha), Investigate, Knowledge (all skills taken individually) (Int), Listen (Wis), Search (Int), Spot (Wis), Speak Language, Treat Injury (Wis).
Skill Points at Each Level: 9 + Int modifier.
Smash Agrik's black balls with these damn table codes!!!!
LEVEL BAB FOR REF WIL Feature DEF REP
1st +0 +0 +0 +2 Skills +1 +1
2nd +1 +0 +0 +3 Secret +1 +1
3rd +1 +1 +1 +3 Profile +2 +1
4th +2 +1 +1 +4 Secret +2 +2
5th +2 +1 +1 +4 Lore +3 +2
6th +3 +2 +2 +5 Secret +3 +2
7th +3 +2 +2 +5 Discern Lie +4 +3
8th +4 +2 +2 +6 Secret +4 +3
9th +4 +3 +3 +6 Sixth Sense +5 +3
10th +5 +3 +3 +7 Secret +5 +4
The following features pertain to the Itinerant Monk advanced class.
Skills: The itinerant monk has invested must effort into understanding causal relations in the world around him. This effort allows him to gain incite into events that have transpired. The Itinerant monk gains access to two new class skills.
Investigate (Int) Trained Only
Check: A character generally uses Search to discover clues and Investigate to analyze them. If the character has access to a crime lab, the character uses the Investigate skill to collect and prepare samples for the lab. The result of the Investigate check provides bonuses or penalties to the lab workers.
Analyze Clue: The character can make an Investigate check to apply forensics knowledge to a clue. This function of the Investigate skill does not give the character clues where none existed before. It simply allows the character to extract extra information from a clue 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.
Collect Evidence: The character can collect and prepare evidentiary material for a lab. This use of the Investigate skill requires an evidence kit.
To collect a piece of evidence, make an Investigate check (DC 15). If the character succeeds, the evidence is usable by a crime lab. If the character fails, a crime lab analysis can be done, but the lab takes a –5 penalty on any necessary check. If the character fails by 5 or more, the lab analysis simply cannot be done. On the other hand, if the character succeeds by 10 or more, the lab gains a +2 circumstance bonus on its checks to analyze the material.
This function of the Investigate skill does not provide the character with evidentiary items. It simply allows the character to collect items he or she has found in a manner that best aids in their analysis later, at a crime lab.
Try Again?: Generally, analyzing a clue again doesn’t add new insight unless another clue is introduced. Evidence collected cannot be recollected, unless there is more of it to take.
Special: A character can take 10 when making an Investigate check, but cannot take 20.
Collecting evidence requires an evidence kit. If the character does not have the appropriate kit, the character takes a –4 penalty on his or her check.
A character with the Attentive feat and at least 1 rank in this skill gets a +2 bonus on all Investigate checks.
Time: Analyzing a clue is a full-round action. Collecting evidence generally takes 1d4 minutes per object.
Check: Researching a topic takes time, skill, and some luck. The GM determines how obscure a particular topic is (the more obscure, the higher the DC) and what kind of information might be available depending on where the character is conducting his or her research.
Information ranges from general to protected. Given enough time (usually 1d4 hours) and a successful skill check, the character gets a general idea about a given topic. This assumes that no obvious reasons exist why such information would be unavailable, and that the character has a way to acquire restricted or protected information.
The higher the check result, the better and more complete the information. If the character wants to discover a specific fact, date, map, or similar bit of information, add +5 to +15 to the DC.
Try Again?: Yes.
Special: A character can take 10 or take 20 on a Research check.
Time: A Research check takes 1d4 hours.
Secret: At 1st level and every two levels higher than 1st (3rd, 5th, 7th, and 9th), the Itinerant Monk chooses one secret from the table below. Her level plus Intelligence modifier determines the total number of secrets she can choose. She can’t choose the same secret twice.
Lore: At 2nd level, a Itinerant Monk gains the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. The Itinerant Monk adds her level and her Intelligence modifier to the lore check, which functions otherwise exactly like a bardic knowledge check.
By making a Gather Information check (DC 15) when talking to witnesses of a crime, the Itinerant Monk 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 Itinerant Monk 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 Itinerant Monk 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.
At 7th level, an Itinerant Monk develops the ability to gauge whether another character is telling the truth by reading facial expressions and interpreting body language. The Itinerant Monk must be able to see and hear (but not necessarily understand) the individual under scrutiny.
With a successful Sense Motive check opposed by the subject’s Bluff check result or against DC 10 (whichever is greater), the Itinerant Monk 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.
At 10th level, an Itinerant Monk 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 Itinerant Monk spends 1 action point to improve the result of a skill check made using certain skills (see below), the Itinerant Monk gets to add an additional 1d6 to the result.
The skills that sixth sense applies to are Gather Information, Investigate, Listen, Research, Search, and Spot.
Instant mastery: 4 ranks of a skill in which the character has no ranks
Secret health: +3 hit points
Secrets of inner strength: +2 bonus on Will saves
The lore of true stamina: +2 bonus on Fortitude saves
Secret knowledge of avoidance: +2 bonus on Reflex saves
Weapon trick: +1 bonus on attack rolls
Dodge trick: +1 bonus to Defense
Applicable knowledge: Any one feat