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<blockquote data-quote="Vigilance" data-source="post: 2722504" data-attributes="member: 4275"><p><strong>Good Cop</strong></p><p></p><p><strong>Description:</strong> The good cop uses his contacts on the street and his ability to gain a criminal’s trust to secure confessions and remove dangerous criminals off the street. The good cop isn’t the best forensics expert in the world nor is he an infiltrator able to pull off a years-long sting against a mafia family. He is however skilled in the art of psychological profiling, “soft” interrogation and undercover surveillance. </p><p></p><p><strong>Requirements</strong></p><p>To qualify to become a good cop a character must meet the following criteria (the quickest path into this class is through the Charismatic Hero basic class).</p><p>Skills: Bluff 6 ranks, Diplomacy 6 ranks, Gather Information 6 ranks</p><p>Feats: Trustworthy</p><p></p><p><strong>Class Information</strong></p><p>The following information pertains to the good cop advanced class. </p><p>Hit Die: 1d8</p><p>Action Points: 6+ one-half character level, rounded down, every time the character gains a new level in this class.</p><p></p><p><strong>Class Skills:</strong> The good cop’s class skills (and the ability for each skill) are: Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Drive (Dex), Gather Information (Cha), Knowledge (behavioral sciences, civics, popular culture, streetwise) (Int), Investigate (Int), Listen (Wis), Sense Motive (Wis) and Spot (Wis)</p><p>Skill points at each level: 7+Int. modifier</p><p></p><p>Base Attack progression: Slow</p><p>Fort Save: Medium (like the soldier)</p><p>Ref Save: Medium</p><p>Will Save: Fast</p><p>Defense Bonus: Medium</p><p>Reputation Bonus: Fast (like the Infiltrator)</p><p></p><p>Class Features</p><p>All of the following are features of the good cop advanced class. </p><p></p><p><strong>Good Cop:</strong> At 1st level the good cop gains the ability to add his reputation modifier to all Bluff and Diplomacy skill checks when dealing with criminals and other law-enforcement agencies. The good cop has a reputation for being an honest broker which aids his dealings with the underworld. Since this reputation is for (relative) honesty, the good cop can also Bluff his way into a criminal’s head, making him think he is a liberal do-gooder more concerned with the criminal’s “feelings” than his victims. </p><p></p><p>At 4th level the good cop adds his reputation modifier to all Gather Information skill checks.</p><p></p><p>At 8th level the good cop adds his reputation modifier to all Investigate skill checks. </p><p></p><p><strong>Banter:</strong> At 2nd level the good cop adds his Charisma modifier as a competence bonus to his Defense. His wise cracking style distracts and annoys his opponents in combat. </p><p></p><p>At 5th level the good cop’s competence bonus to Defense equals his Charisma modifier +1.</p><p></p><p>At 10th level the good cop’s competence bonus to Defense equals his Charisma modifier +2.</p><p></p><p><strong>Bonus Feats:</strong> At 3rd, 6th and 9th level the good cop gains a bonus feat from the following list: Alertness, Armor Proficiency (light), Attentive, Combat Expertise, Deceptive, Defensive Martial Arts, Educated, Improved Disarm, Personal Firearms and Renown. The good cop must meet the prerequisite for any feat selected.</p><p></p><p><strong>Undercover Persona:</strong> At 3rd, 5th and 10th levels the good cop develops an undercover persona. An undercover persona is a simple disguise that can be adopted without a Disguise kit and in much less time than a more elaborate Disguise (one minute). This Disguise will not fool anyone who actually knows the good cop, it simply allows him to fit in on the street to observe events as they unfold. Some examples: a bum, a drug seeker, a john, a gawking tourist, a maintenance worker. This list is by no means exhaustive and the player can create his own undercover persona with the GM’s permission. </p><p></p><p><strong>Street Contacts:</strong> This ability works like the Favor Charismatic Hero talent but the player must pick one contact the first time this ability is used from either the criminal or law enforcement arenas. Thereafter the good cop must always seek help from that contact and if they cannot help (or are unwilling to for some reason) then the attempt fails.</p><p></p><p>When a contact is selected the player may determine two skill foci for the contact. The contact will have a number of ranks in these skills equal to the good cop’s reputation modifier. The contact can provide aid in these areas automatically but only one per day. Any other assistance the character seeks from the contact has a flat 50% chance of not succeeding (either because the contact is unable or unwilling to help or the good cop simply can’t reach him). If the contact can help in an area outside his specialty the most assistance he can offer a +2 bonus to a single skill check.</p><p></p><p>At 8th level the good cop may select a second contact and may use this ability twice per day. He can either seek assistance from the same contact twice or each contact once. </p><p></p><p><strong>The Shield:</strong> The good cop’s mission, like all cops is to protect and serve the public. At 7th level he can grant his Banter bonus to Defense to a single ally instead of himself. To use this ability the good cop must be within 30 feet of the ally he is protecting. Use of this ability is a move action that does not provoke attacks of opportunity.</p></blockquote><p></p>
[QUOTE="Vigilance, post: 2722504, member: 4275"] [B]Good Cop[/B] [B]Description:[/B] The good cop uses his contacts on the street and his ability to gain a criminal’s trust to secure confessions and remove dangerous criminals off the street. The good cop isn’t the best forensics expert in the world nor is he an infiltrator able to pull off a years-long sting against a mafia family. He is however skilled in the art of psychological profiling, “soft” interrogation and undercover surveillance. [B]Requirements[/B] To qualify to become a good cop a character must meet the following criteria (the quickest path into this class is through the Charismatic Hero basic class). Skills: Bluff 6 ranks, Diplomacy 6 ranks, Gather Information 6 ranks Feats: Trustworthy [B]Class Information[/B] The following information pertains to the good cop advanced class. Hit Die: 1d8 Action Points: 6+ one-half character level, rounded down, every time the character gains a new level in this class. [B]Class Skills:[/B] The good cop’s class skills (and the ability for each skill) are: Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Drive (Dex), Gather Information (Cha), Knowledge (behavioral sciences, civics, popular culture, streetwise) (Int), Investigate (Int), Listen (Wis), Sense Motive (Wis) and Spot (Wis) Skill points at each level: 7+Int. modifier Base Attack progression: Slow Fort Save: Medium (like the soldier) Ref Save: Medium Will Save: Fast Defense Bonus: Medium Reputation Bonus: Fast (like the Infiltrator) Class Features All of the following are features of the good cop advanced class. [B]Good Cop:[/B] At 1st level the good cop gains the ability to add his reputation modifier to all Bluff and Diplomacy skill checks when dealing with criminals and other law-enforcement agencies. The good cop has a reputation for being an honest broker which aids his dealings with the underworld. Since this reputation is for (relative) honesty, the good cop can also Bluff his way into a criminal’s head, making him think he is a liberal do-gooder more concerned with the criminal’s “feelings” than his victims. At 4th level the good cop adds his reputation modifier to all Gather Information skill checks. At 8th level the good cop adds his reputation modifier to all Investigate skill checks. [B]Banter:[/B] At 2nd level the good cop adds his Charisma modifier as a competence bonus to his Defense. His wise cracking style distracts and annoys his opponents in combat. At 5th level the good cop’s competence bonus to Defense equals his Charisma modifier +1. At 10th level the good cop’s competence bonus to Defense equals his Charisma modifier +2. [B]Bonus Feats:[/B] At 3rd, 6th and 9th level the good cop gains a bonus feat from the following list: Alertness, Armor Proficiency (light), Attentive, Combat Expertise, Deceptive, Defensive Martial Arts, Educated, Improved Disarm, Personal Firearms and Renown. The good cop must meet the prerequisite for any feat selected. [B]Undercover Persona:[/B] At 3rd, 5th and 10th levels the good cop develops an undercover persona. An undercover persona is a simple disguise that can be adopted without a Disguise kit and in much less time than a more elaborate Disguise (one minute). This Disguise will not fool anyone who actually knows the good cop, it simply allows him to fit in on the street to observe events as they unfold. Some examples: a bum, a drug seeker, a john, a gawking tourist, a maintenance worker. This list is by no means exhaustive and the player can create his own undercover persona with the GM’s permission. [B]Street Contacts:[/B] This ability works like the Favor Charismatic Hero talent but the player must pick one contact the first time this ability is used from either the criminal or law enforcement arenas. Thereafter the good cop must always seek help from that contact and if they cannot help (or are unwilling to for some reason) then the attempt fails. When a contact is selected the player may determine two skill foci for the contact. The contact will have a number of ranks in these skills equal to the good cop’s reputation modifier. The contact can provide aid in these areas automatically but only one per day. Any other assistance the character seeks from the contact has a flat 50% chance of not succeeding (either because the contact is unable or unwilling to help or the good cop simply can’t reach him). If the contact can help in an area outside his specialty the most assistance he can offer a +2 bonus to a single skill check. At 8th level the good cop may select a second contact and may use this ability twice per day. He can either seek assistance from the same contact twice or each contact once. [B]The Shield:[/B] The good cop’s mission, like all cops is to protect and serve the public. At 7th level he can grant his Banter bonus to Defense to a single ally instead of himself. To use this ability the good cop must be within 30 feet of the ally he is protecting. Use of this ability is a move action that does not provoke attacks of opportunity. [/QUOTE]
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