Baron Faey
2012-08-22, 09:14 PM
I just finished DMing a 1920's campain. For that campain I wrote three bases classes, the boxer, the detective, and the gangster (http://www.giantitp.com/forums/showthread.php?t=252888). We had one player who played a (warforged) detective, although he couldn't make it to many games, so I did not get much time to see how this class functioned compared to the other characters.
Thanks to Der_DWSage for help with this class.
DETECTIVE
Alignment: Any Non-Chaotic
Hit Die: d8
Class Skills
Appraise (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (Int), Spellcraft (Int), Spot (Wis), Swim (Str), and Use Rope (dex)
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.
Table: The Detective
Level|BAB|Fort|Ref|Will|Special|1st|2nd|3rd|4th
1st|+1|+0|+0|+2|Code of conduct, Profile, Talents (2) |-|-|-|-
2nd|+2|+0|+0|+3|Team Strike +1d4|-|-|-|-
3rd|+3|+1|+1|+3|Intuition +1|-|-|-|-
4th|+4|+1|+1|+4|Talent|0|-|-|-
5th|+5|+1|+1|+4|Team Strike +1d6|1|-|-|-
6th|+6|+2|+2|+5|Intuition +2|1|-|-|-
7th|+7|+2|+2|+5|Talent|1|0|-|-
8th|+8|+2|+2|+6|Team Strike +2d6|1|1|-|-
9th|+9|+3|+3|+6|Intuition +3|1|1|-|-
10th|+10|+3|+3|+7|Advanced Talent|2|1|0|-
11th|+11|+3|+3|+7|Team Strike +3d6|2|1|1|-
12th|+12|+4|+4|+8|Intuition +4|2|2|1|-
13th|+13|+4|+4|+8|Advanced Talent|3|2|1|0
14th|+14|+4|+4|+9|Team Strike +4d6|3|2|1|1
15th|+15|+5|+5|+9|Intuition +5|3|2|2|1
16th|+16|+5|+5|+10|Advanced Talent|3|3|2|1
17th|+17|+5|+5|+10|Team Strike +5d6|4|3|2|1
18th|+18|+6|+6|+11|Intuition +6|4|3|2|2
19th|+19|+6|+6|+11|Advanced Talent|4|3|3|2
20th|+20|+6|+6|+12|Elite Talent, Team Strike +6d6|4|4|3|3
Class Features
All of the following are class features of the Detective:
Weapon and Armor Proficiency: The Detective is proficient with all simple weapons and martial weapons, and with hand crossbows. The Detective is proficient with light and medium armor, and with shields (but not tower shields).
Code of Conduct:
A detective should never use excessively more force than necessary when apprehending a criminal.
A detective must not knowingly commit crimes as defined by her home city.
A detective must back up any accusation with physical proof or confessions given without magical coercion.
If a detective knowingly breaks any of these, she loses her ability to cast spells and use any detective class features for the rest of the day. If the detective grossly or repeatedly violates her code, or becomes chaotically aligned, she loses her ability to advance as a detective until she receives an atonement spell, or is cleared of wrongdoing by a high legal authority. (IE a judge, king, or commanding officer).
Any of these may be broken if sanctioned by a high legal authority.
Profile: By examining a crime scene, and talking to witnesses, A Detective is able to determine information about the perpetrator(s). A Detective gains a bonus on her Profile check equal to her Detective level + Int mod. If she has at least 5 ranks in search she gains an additional +2. If she has at least 5 ranks in gather information she gains a +2 if there are any witnesses. The Detective may take skill focus: Profile to gain an additional +3 on her check, and if she has Investigative she gains an additional +2 to the check.
Generally, profiling a crime scene requires 10 minutes. A detective may only make a profile check on a crime scene once.
If there are witnesses to the crime who are willing to talk, they may make Wisdom checks (DC 10) to assist the profiler, success giving him a +2 bonus. The maximum bonus A Detective can gain from this is +10
If the crime was a premeditated, the DCs increase by the creature’s Int or Wis (whichever is higher). If the creature cleaned up after the crime (or the scene was significantly altered), the DCs increase by 10. For every day that has passes since the crime was committed, the DC increases by 2.
{table=head]DC|Information determined
10|Creature’s type(s) (IE. Humanoid, Dragon, undead, etc.), size(s), and number
15|How long it has been since the crime was committed
20|Str, Dex, Int and LV, of the Creatures (rounded to the nearest 5 points)
25|Creature’s alignment and motive, plus a 5% chance for every point above 25 of being able to predict its next crime
30+|For every point above 30 the Detective notices evidence that gives her a 5% chance (minimum 1% (for 30 exactly)) of immediately recognizing the perpetrator should she ever encounter it
[/table]
Talent: At the first level A Detective gains two talents chosen from the list below, at the fourth and seventh level she may select an additional talent.
Antimagic initiate: As a standard action, a detective may fire a ray of antimagic. This ray has a close range (25+5/2 LV feet). If the ray hits the target’s touch AC, the target takes a -2 CL drain. This drain stacks with itself. A target may make a will save (DC 10+1/2 dective’s level + detective’s int mod) to halve the drain. Each hour after being drained the caster may make a will save to remove all drain. This is a supernatural ability.
Animal Assistant: The Detective gains an animal companion of a druid equal to his level -3. The Detective must be at least 4th level to take this talent. She may take this talent a second time to increase her effective druid level to her level -2. Levels in Druid or Ranger stack with this for determining effective druid level.
Alternativly, the detective may gain a familiar (as per the sorcerer class feature) as a sorcerer of her level. Levels in sorcerer or wizard stack with this for determining effective sorcerer level.
Bad One Liner: Once per day per five levels, the Detective may make a terrible pun. All creatures within 20ft of the Detective must make a will save (DC=10+½LV+Int) or be stunned for 1 round. By covering their ears, or otherwise rendering themselves unable to hear the line, a creature may avoid this effect. If the player can actually come up with an appropriate pun, the DC increases by 2.
Cooperative Interrogation: When A Detective trained in cooperative interrogation succeeds on a bluff check against someone, he may grant an ally of her choosing a +4 to their next intimidate check against that someone. Alternatively if A Detective succeeds on an intimidate check against someone, he may grant an ally of her choosing a +4 to their next bluff check against that someone. At the 8th level, the bonus granted increases to +6.
Cover: The Detective may develop a cover identity. While disguised as this cover, she gains a +4 bonus to bluff and disguise checks she makes. She must spend one week practicing to develop a cover. At the 8th level, the bonus granted increases to +6. In addition, she may don disguises or armor in ½ the normal time
She may take this talent a second time in order to maintain a number of identities equal to her Int mod. In addition, she may now don disguises or armor in 1/4 the normal time.
Deduction: As a standard action, the detective may make an assertion about the game world (such as this is planted evidence, the red lever opens the door, etc.). The DM then makes a secret percentage dice roll. On a result of 0 to (20-(detective level+Int mod), the DM provides a false statement as to whether it is true or false. On a result of (20-(detective LV+int mod)) to (40-(detective LV+int mod)) the DM provides no answer. On a result of (40-(Detective LV + int mod)) to 100, the DM provides a true answer. The DM may refuse to answer on grounds that the Detective does not have enough information yet to know, in which case the use does not count against her daily limit. The Detective may do this once per day at the first level, and gains an additional use every 4 levels thereafter (5, 9, etc.). A Detective may only ask a particular question once unless she later acquires additional information.
Detect: The Detective gains the at will use of a single 1st or 0th level spell with detect in its name. This may be taken multiple times, each time adding a different detect spell.
Detective Senses: A Detective may detect clues and secret doors as if she had actively searched for them any time she passes within 5ft of them. If she is an elf, she can detect clues or secret doors if she moves within 10ft of them.
Dogged Detective: The Detective gains either Endurance or Iron Will as a bonus feat. In addition, she gains the ability to reroll any failed will save once a day per four levels (min 1/day). She may choose to reroll after she learns that she failed, but before she learns the consequences of the failure. By taking this a second time she may reroll any failed saving throw instead of just will saves.
Evasion: As the rogue class feature. The Detective must be at least 4th level to take this talent.
Fast Tracking: A Detective no longer suffers a -5 penalty on Gather Information or Survival when tracking at her full speed. In addition, she gains either Track or Urban Track as a bonus feat.
Feat: The Detective may gain any feat she qualifies for in place of a talent. The Detective must be at least 4th level to take this talent. This talent may be taken multiple times.
Frontiersman: The detective adds handle animal and survival to her class skills. In addition, she gains wild empathy, although her bonus on this is equal to her detective level + int modifier -4.
Improved Team Strike: The Detectives bonus damage from Team Strike increases by +1d6. A Detective must be at least fourth level before selecting this talent.
Magic Scholar: The Detective may add a single 1st or 2nd level bard, cleric, druid, or sorcerer/wizard spell to her list of spells known. This talent may be taken multiple times.
Mettle: As the Hexblade class feature. The Detective must be at least 4th level to take this talent.
Modern Sensibility: The detective may substitute her intelligence modifier in place of her wisdom modifier on all Wis based skill checks.
Punish the Guilty: If the detective believes a creature commited a crime, she may choose add her Int (if positive) to her next attack roll, and detective level to the damage roll she makes against the creature. If the detective is unable to hit the creature before the end of the round on which she activates this ability, the use is waster. If the creature did not commit the crime the detective believes it did, this grants no bonus to attack or damage and the use is wasted. She may punish the guilty once a day per at the first level, and an additional time daily for every 4 levels beyond the first (5th, 9th, etc.).
Rapid Response: The Detective gains Dash, Improved Initiative, lightning reflexes or Run, as a bonus feat. In addition, she gains a +10ft bonus to land speed.
Rogue Cop: The Detective may continue to gain levels in Detective even if she breaks the Code of Conduct. She takes a -4 penalty on all diplomacy checks when dealing with figures of authority. When the Detective takes this talent, her Team Strike becomes Sneak Attack. A detective may lose any other talent to gain this one at any time, although once made, this can only be undone with an atonement spell.
Streetwise: Whenever the Detective is in her “Home Turf” she gains a morale bonus on Climb, Gather information, Hide, Knowledge (local), Listen, Move Silently, Search, Sense Motive (against locals only), or Spot checks she makes. This bonus is equal to 2 times the number of weeks she has been living there, to a maximum of half her detective level.
Subdue: The Detective may choose to deal subdual damage without taking a -4 penalty on her attack rolls. If she has Team Strike or sneak attack, she may apply either to subdual attacks she makes.
Tough Guy: The Detective gains either Great Fortitude, or Improved toughness as a bonus feat. In addition she gains +1hp/LV. The bonus HPs are added retroactively.
Trapfinding: The detective gains the trapfinding class feature as a rogue.
Uncanny Dodge: The Detective gains Uncanny Dodge, (as the rogue class feature). She must be at least 4th level to take this talent. If she already has Uncanny Dodge, She may select this talent to gain Improved Uncanny Dodge.
Team Strike: Detective are trained to work as a team, and if a Detective can attack a target already under attack by the Detective’s allies, the Detective deals additional damage.
This extra damage is 1d4 at 2nd level, and it increases to 1d6 at the 5th level, and increases by 1d6 every three levels thereafter. Should the Detective score a critical hit with a Team Strike, this extra damage is not multiplied.
Ranged attacks can count as Team Strikes only if the target is within 30 feet.
A Detective can only Team Strike living creatures with discernible anatomy; constructs, oozes, plants and incorporeal creatures lack vital organs to attack. Any creature that is immune to critical hits is also unaffected by a Team Strike. For the purpose of qualifying for feats, the Team Strike may be substituted for Sneak Attack.
Intuition: At 3rd level, A Detective develops an intuitive sense that alerts him to danger and lies, giving him a +1 insight bonus on initiative checks, a +1 dodge bonus to AC against during the surprise round of combat and against traps, and a +1 on sense motive checks. These bonuses increase by +1 for every three levels Detective.
Spells: At the 4th level and beyond A Detective may prepare a small number of divine spells. Her bonus spells and Spell DC are based on her Int mod. A detective knows all spells on her list of any level she can cast. Her Caster Level is equal to her Detective level -3. If she learns an arcane spell through an arcane scholar talent, she still casts the spell as a divine spell.
Detective Spells
1st: Alarm, Bloodhound (SpC), Charm Person, Disguise Self, Detect Chaos, Detect Magic, Detect poison/illicit drugs, Detect Secret Doors, Distract Assailant (SpC), Ebon Eyes (SpC), Eyes of the Avoral (BoED), Identify, Instant Locksmith (SpC), Instant Search (SpC), Light, Message, Obscuring Mist, Sleep, Undetectable Alignment,
2nd: Alarm, Greater (SpC), Alter Self, Augury (PHB),Circle Dance (SpC), Darkvision, Daylight, Detect Thoughts, Discern Shapechanger (SpC), Entice Gift (SpC), Halt (PHB2), Locate Object, Marked Object (SpC), Revielle (SpC), Speak to Allies (SpC), Suggestion, Tactical Precision (SpC), Zone of Truth
3rd: Clairaudience/Clairvoyance, Deep Slumber, Discern Lies, Dispel Magic, Inquisition* (BoED), Lawful Sword (SpC), Listener’s Coin, (SpC), Magic Circle Against Chaos, Nondetection, Phantom Steed (SpC), Speak With Dead, Telepathy Tap* (BoED), Tongues, Word of Binding (SpC)
4th: Arcane Eye, Break Enchantment, Detect Scrying, Dimensional Anchor, Dominate Person, Door Stride**, Implacable Pursuer (SpC), Locate Creature, Mark of Justice, Order’s Wrath, Scrying, Sending, Sword of Conscience (BoED), Treasure Scent (SpC), True Seeing
*Normally, these spells require a sacrifice of stats. For the Detective, these spells do not.
**Takes a standard action to cast, and creates a gateway between two doors of the approximately the same size within 1 mile/level of each other which lasts 1 round/level. The detective can either choose a general direction or a specific door.
Advanced Talent: At the 10th, 13th, 16th, and 19th level A Detective may select an advanced talent from the list below. She may choose a normal talent instead if she so wishes.
Antimagic Enforcer: As antimagic initiate, but the base caster level drain is now 4, and the ray has a medium range (100+10/LV feet). The detective must possess antimagic initiate to take this talent.
Ask Questions Later: The detective may use Speak with Dead at will.
Buddy Cop: The detective becomes particularly skilled at helping others. Whenever they make an assist other check, the bonus they grant is equal to (½ LV)-2 (round down).
Cooperative Interrogation, Greater: The bonus granted increases to +8, then +10 at the 16th level. She must have Cooperative interrogation to take this talent
Deep Cover: Whenever the Detective is using her cover, all divination spells read as though she were who she says she is. In addition, the bonus granted by her cover increases to +8 (+10 at the 16th level). She must possess Cover to take this talent. She now may don disguises and armor in 1/10th the regular time.
Detective Senses, Improved: Any time the detective makes a listen, profile, search, sense motive, or spot check, she may roll twice and use the higher result. She must possess Detective Senses to take this talent.
Executioner: A Detective gains the Death Attack ability of an assassin. If she possess the Subdue talent, she may instead knock out the target for 1d4+her Int mod hours
Evasion, Improved: As the rogue class feature. The Detective must possess evasion to take this talent.
Golem Cop: The Detective has been partially rebuilt to be faster, stronger, etc, using golem technology. This grants her a +4 racial bonus on any ability score of her choice, but she also takes a -2 racial penalty on her charisma score. This talent can be taken multiple times. Taking this talent twice for a single attribute grants an additional +2 to the score. When the detective takes this ability, she gains a SR of 8+HD. Each additional time the SR increases by 2. Unlike normal SR, this SR cannot be lowered.
Magic Scholar, Greater: The Detective may add a single 3rd or 4th level spell to her list of spells known. This spell must come from the bard, cleric, druid, or sorcerer/wizard spell list. This talent may be taken multiple times.
Mettle, Improved: The detective automatically makes all Fort partial or half, and all Will partial or half saving throws. If she actually succeeds on the save, the effect is entirely negated. The Detective must possess Mettle to take this talent.
One-Liner: The Detective may say a one-liner to boost her resolve. Saying a one-liner is a standard action. After saying the one-liner the Detective gains a morale bonus on attack rolls, damage rolls, and saving throws, equal to her intelligence modifier (min +1). In addition, she gains 2*her level+her Int mod in temporary HP. These bonuses and temporary HP last until combat ends. A one-liner may be said once per day.
Punish the Guilty, greater: As Punish the Guilty but she gains her bonuses until either the target is dead or brought to justice, whenever she uses punish the guilty. She may only have one target of Greater Punish the Guilty at any one time.
Shoot first: The detective may roll twice and use the higher result on all initiative checks she rolls.
Technical Expertise: The Detective may take 10 in any situation with 3 skills of her choice. This talent may be taken multiple times (each time applying to 3 more skills)
Elite Talent: At level 20, the Detective gains an elite talent. The Detective may take an advanced or regular talent instead if they so desire.
Antimagic Expert: As limit magic by the caster level drain is 8, and the ray has a long range (400+40/LV feet). The expert must possess antimagic enforcer to take this talent.
Awesome One-Liner: The Detective may say a line that the world will repeat until the 7th generation. Saying an awesome one-liner is a full round action that does not provoke an attack of opportunity. The Detective’s face becomes a Symbol of Fear for enemies, and for the next three rounds all damage rolls and saving throws the detective makes are maximized. Enemies within 60ft must make a will save or be stunned for 1d4 rounds. All saves for Awesome One-Liner are equal to 10+½LV+the Detective’s Int Mod. An awesome one-liner may be delivered once per day, and normal one-liners may now be said 3 times per day. She must have One-Liner to take this talent.
Detective Senses, Honed: The Detective’s senses have become so sharp that a number of times per day equal to her intelligence modifier she may predict when an ambush would have happened and ambush the ambushers. This ability may be used during the surprise round of any combat before the first creature has acted. If used, the Detective and her party act in the surprise round, and the attackers may not.
In addition, whenever she makes a listen, profile, search, sense motive, or spot check, she rolls 1d10+10 instead of a d20, and takes the better result. Rolls of 10 are treated as a natural 20.
Magic Scholar, True: The Detective may add a single 5th or 6th level spell to her list of spells known. This spell must be from the bard, cleric, druid, or sorcerer/wizard spell list. She may cast this spell up to three times a day.
Perfect Deduction: The chance of an answer from deduction being true increases to 100%. She also gains a daily pool equal to her Detective level + her int bonus that she may apply to listen, profile, search, sense motive, or spot check. She may apply any or all of that pool after rolling, but before knowing whether the action was successful or not.
No mercy for the guilty: The Detective gains unlimited use of Punish the Guilty.
Thanks to Der_DWSage for help with this class.
DETECTIVE
Alignment: Any Non-Chaotic
Hit Die: d8
Class Skills
Appraise (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (Int), Spellcraft (Int), Spot (Wis), Swim (Str), and Use Rope (dex)
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.
Table: The Detective
Level|BAB|Fort|Ref|Will|Special|1st|2nd|3rd|4th
1st|+1|+0|+0|+2|Code of conduct, Profile, Talents (2) |-|-|-|-
2nd|+2|+0|+0|+3|Team Strike +1d4|-|-|-|-
3rd|+3|+1|+1|+3|Intuition +1|-|-|-|-
4th|+4|+1|+1|+4|Talent|0|-|-|-
5th|+5|+1|+1|+4|Team Strike +1d6|1|-|-|-
6th|+6|+2|+2|+5|Intuition +2|1|-|-|-
7th|+7|+2|+2|+5|Talent|1|0|-|-
8th|+8|+2|+2|+6|Team Strike +2d6|1|1|-|-
9th|+9|+3|+3|+6|Intuition +3|1|1|-|-
10th|+10|+3|+3|+7|Advanced Talent|2|1|0|-
11th|+11|+3|+3|+7|Team Strike +3d6|2|1|1|-
12th|+12|+4|+4|+8|Intuition +4|2|2|1|-
13th|+13|+4|+4|+8|Advanced Talent|3|2|1|0
14th|+14|+4|+4|+9|Team Strike +4d6|3|2|1|1
15th|+15|+5|+5|+9|Intuition +5|3|2|2|1
16th|+16|+5|+5|+10|Advanced Talent|3|3|2|1
17th|+17|+5|+5|+10|Team Strike +5d6|4|3|2|1
18th|+18|+6|+6|+11|Intuition +6|4|3|2|2
19th|+19|+6|+6|+11|Advanced Talent|4|3|3|2
20th|+20|+6|+6|+12|Elite Talent, Team Strike +6d6|4|4|3|3
Class Features
All of the following are class features of the Detective:
Weapon and Armor Proficiency: The Detective is proficient with all simple weapons and martial weapons, and with hand crossbows. The Detective is proficient with light and medium armor, and with shields (but not tower shields).
Code of Conduct:
A detective should never use excessively more force than necessary when apprehending a criminal.
A detective must not knowingly commit crimes as defined by her home city.
A detective must back up any accusation with physical proof or confessions given without magical coercion.
If a detective knowingly breaks any of these, she loses her ability to cast spells and use any detective class features for the rest of the day. If the detective grossly or repeatedly violates her code, or becomes chaotically aligned, she loses her ability to advance as a detective until she receives an atonement spell, or is cleared of wrongdoing by a high legal authority. (IE a judge, king, or commanding officer).
Any of these may be broken if sanctioned by a high legal authority.
Profile: By examining a crime scene, and talking to witnesses, A Detective is able to determine information about the perpetrator(s). A Detective gains a bonus on her Profile check equal to her Detective level + Int mod. If she has at least 5 ranks in search she gains an additional +2. If she has at least 5 ranks in gather information she gains a +2 if there are any witnesses. The Detective may take skill focus: Profile to gain an additional +3 on her check, and if she has Investigative she gains an additional +2 to the check.
Generally, profiling a crime scene requires 10 minutes. A detective may only make a profile check on a crime scene once.
If there are witnesses to the crime who are willing to talk, they may make Wisdom checks (DC 10) to assist the profiler, success giving him a +2 bonus. The maximum bonus A Detective can gain from this is +10
If the crime was a premeditated, the DCs increase by the creature’s Int or Wis (whichever is higher). If the creature cleaned up after the crime (or the scene was significantly altered), the DCs increase by 10. For every day that has passes since the crime was committed, the DC increases by 2.
{table=head]DC|Information determined
10|Creature’s type(s) (IE. Humanoid, Dragon, undead, etc.), size(s), and number
15|How long it has been since the crime was committed
20|Str, Dex, Int and LV, of the Creatures (rounded to the nearest 5 points)
25|Creature’s alignment and motive, plus a 5% chance for every point above 25 of being able to predict its next crime
30+|For every point above 30 the Detective notices evidence that gives her a 5% chance (minimum 1% (for 30 exactly)) of immediately recognizing the perpetrator should she ever encounter it
[/table]
Talent: At the first level A Detective gains two talents chosen from the list below, at the fourth and seventh level she may select an additional talent.
Antimagic initiate: As a standard action, a detective may fire a ray of antimagic. This ray has a close range (25+5/2 LV feet). If the ray hits the target’s touch AC, the target takes a -2 CL drain. This drain stacks with itself. A target may make a will save (DC 10+1/2 dective’s level + detective’s int mod) to halve the drain. Each hour after being drained the caster may make a will save to remove all drain. This is a supernatural ability.
Animal Assistant: The Detective gains an animal companion of a druid equal to his level -3. The Detective must be at least 4th level to take this talent. She may take this talent a second time to increase her effective druid level to her level -2. Levels in Druid or Ranger stack with this for determining effective druid level.
Alternativly, the detective may gain a familiar (as per the sorcerer class feature) as a sorcerer of her level. Levels in sorcerer or wizard stack with this for determining effective sorcerer level.
Bad One Liner: Once per day per five levels, the Detective may make a terrible pun. All creatures within 20ft of the Detective must make a will save (DC=10+½LV+Int) or be stunned for 1 round. By covering their ears, or otherwise rendering themselves unable to hear the line, a creature may avoid this effect. If the player can actually come up with an appropriate pun, the DC increases by 2.
Cooperative Interrogation: When A Detective trained in cooperative interrogation succeeds on a bluff check against someone, he may grant an ally of her choosing a +4 to their next intimidate check against that someone. Alternatively if A Detective succeeds on an intimidate check against someone, he may grant an ally of her choosing a +4 to their next bluff check against that someone. At the 8th level, the bonus granted increases to +6.
Cover: The Detective may develop a cover identity. While disguised as this cover, she gains a +4 bonus to bluff and disguise checks she makes. She must spend one week practicing to develop a cover. At the 8th level, the bonus granted increases to +6. In addition, she may don disguises or armor in ½ the normal time
She may take this talent a second time in order to maintain a number of identities equal to her Int mod. In addition, she may now don disguises or armor in 1/4 the normal time.
Deduction: As a standard action, the detective may make an assertion about the game world (such as this is planted evidence, the red lever opens the door, etc.). The DM then makes a secret percentage dice roll. On a result of 0 to (20-(detective level+Int mod), the DM provides a false statement as to whether it is true or false. On a result of (20-(detective LV+int mod)) to (40-(detective LV+int mod)) the DM provides no answer. On a result of (40-(Detective LV + int mod)) to 100, the DM provides a true answer. The DM may refuse to answer on grounds that the Detective does not have enough information yet to know, in which case the use does not count against her daily limit. The Detective may do this once per day at the first level, and gains an additional use every 4 levels thereafter (5, 9, etc.). A Detective may only ask a particular question once unless she later acquires additional information.
Detect: The Detective gains the at will use of a single 1st or 0th level spell with detect in its name. This may be taken multiple times, each time adding a different detect spell.
Detective Senses: A Detective may detect clues and secret doors as if she had actively searched for them any time she passes within 5ft of them. If she is an elf, she can detect clues or secret doors if she moves within 10ft of them.
Dogged Detective: The Detective gains either Endurance or Iron Will as a bonus feat. In addition, she gains the ability to reroll any failed will save once a day per four levels (min 1/day). She may choose to reroll after she learns that she failed, but before she learns the consequences of the failure. By taking this a second time she may reroll any failed saving throw instead of just will saves.
Evasion: As the rogue class feature. The Detective must be at least 4th level to take this talent.
Fast Tracking: A Detective no longer suffers a -5 penalty on Gather Information or Survival when tracking at her full speed. In addition, she gains either Track or Urban Track as a bonus feat.
Feat: The Detective may gain any feat she qualifies for in place of a talent. The Detective must be at least 4th level to take this talent. This talent may be taken multiple times.
Frontiersman: The detective adds handle animal and survival to her class skills. In addition, she gains wild empathy, although her bonus on this is equal to her detective level + int modifier -4.
Improved Team Strike: The Detectives bonus damage from Team Strike increases by +1d6. A Detective must be at least fourth level before selecting this talent.
Magic Scholar: The Detective may add a single 1st or 2nd level bard, cleric, druid, or sorcerer/wizard spell to her list of spells known. This talent may be taken multiple times.
Mettle: As the Hexblade class feature. The Detective must be at least 4th level to take this talent.
Modern Sensibility: The detective may substitute her intelligence modifier in place of her wisdom modifier on all Wis based skill checks.
Punish the Guilty: If the detective believes a creature commited a crime, she may choose add her Int (if positive) to her next attack roll, and detective level to the damage roll she makes against the creature. If the detective is unable to hit the creature before the end of the round on which she activates this ability, the use is waster. If the creature did not commit the crime the detective believes it did, this grants no bonus to attack or damage and the use is wasted. She may punish the guilty once a day per at the first level, and an additional time daily for every 4 levels beyond the first (5th, 9th, etc.).
Rapid Response: The Detective gains Dash, Improved Initiative, lightning reflexes or Run, as a bonus feat. In addition, she gains a +10ft bonus to land speed.
Rogue Cop: The Detective may continue to gain levels in Detective even if she breaks the Code of Conduct. She takes a -4 penalty on all diplomacy checks when dealing with figures of authority. When the Detective takes this talent, her Team Strike becomes Sneak Attack. A detective may lose any other talent to gain this one at any time, although once made, this can only be undone with an atonement spell.
Streetwise: Whenever the Detective is in her “Home Turf” she gains a morale bonus on Climb, Gather information, Hide, Knowledge (local), Listen, Move Silently, Search, Sense Motive (against locals only), or Spot checks she makes. This bonus is equal to 2 times the number of weeks she has been living there, to a maximum of half her detective level.
Subdue: The Detective may choose to deal subdual damage without taking a -4 penalty on her attack rolls. If she has Team Strike or sneak attack, she may apply either to subdual attacks she makes.
Tough Guy: The Detective gains either Great Fortitude, or Improved toughness as a bonus feat. In addition she gains +1hp/LV. The bonus HPs are added retroactively.
Trapfinding: The detective gains the trapfinding class feature as a rogue.
Uncanny Dodge: The Detective gains Uncanny Dodge, (as the rogue class feature). She must be at least 4th level to take this talent. If she already has Uncanny Dodge, She may select this talent to gain Improved Uncanny Dodge.
Team Strike: Detective are trained to work as a team, and if a Detective can attack a target already under attack by the Detective’s allies, the Detective deals additional damage.
This extra damage is 1d4 at 2nd level, and it increases to 1d6 at the 5th level, and increases by 1d6 every three levels thereafter. Should the Detective score a critical hit with a Team Strike, this extra damage is not multiplied.
Ranged attacks can count as Team Strikes only if the target is within 30 feet.
A Detective can only Team Strike living creatures with discernible anatomy; constructs, oozes, plants and incorporeal creatures lack vital organs to attack. Any creature that is immune to critical hits is also unaffected by a Team Strike. For the purpose of qualifying for feats, the Team Strike may be substituted for Sneak Attack.
Intuition: At 3rd level, A Detective develops an intuitive sense that alerts him to danger and lies, giving him a +1 insight bonus on initiative checks, a +1 dodge bonus to AC against during the surprise round of combat and against traps, and a +1 on sense motive checks. These bonuses increase by +1 for every three levels Detective.
Spells: At the 4th level and beyond A Detective may prepare a small number of divine spells. Her bonus spells and Spell DC are based on her Int mod. A detective knows all spells on her list of any level she can cast. Her Caster Level is equal to her Detective level -3. If she learns an arcane spell through an arcane scholar talent, she still casts the spell as a divine spell.
Detective Spells
1st: Alarm, Bloodhound (SpC), Charm Person, Disguise Self, Detect Chaos, Detect Magic, Detect poison/illicit drugs, Detect Secret Doors, Distract Assailant (SpC), Ebon Eyes (SpC), Eyes of the Avoral (BoED), Identify, Instant Locksmith (SpC), Instant Search (SpC), Light, Message, Obscuring Mist, Sleep, Undetectable Alignment,
2nd: Alarm, Greater (SpC), Alter Self, Augury (PHB),Circle Dance (SpC), Darkvision, Daylight, Detect Thoughts, Discern Shapechanger (SpC), Entice Gift (SpC), Halt (PHB2), Locate Object, Marked Object (SpC), Revielle (SpC), Speak to Allies (SpC), Suggestion, Tactical Precision (SpC), Zone of Truth
3rd: Clairaudience/Clairvoyance, Deep Slumber, Discern Lies, Dispel Magic, Inquisition* (BoED), Lawful Sword (SpC), Listener’s Coin, (SpC), Magic Circle Against Chaos, Nondetection, Phantom Steed (SpC), Speak With Dead, Telepathy Tap* (BoED), Tongues, Word of Binding (SpC)
4th: Arcane Eye, Break Enchantment, Detect Scrying, Dimensional Anchor, Dominate Person, Door Stride**, Implacable Pursuer (SpC), Locate Creature, Mark of Justice, Order’s Wrath, Scrying, Sending, Sword of Conscience (BoED), Treasure Scent (SpC), True Seeing
*Normally, these spells require a sacrifice of stats. For the Detective, these spells do not.
**Takes a standard action to cast, and creates a gateway between two doors of the approximately the same size within 1 mile/level of each other which lasts 1 round/level. The detective can either choose a general direction or a specific door.
Advanced Talent: At the 10th, 13th, 16th, and 19th level A Detective may select an advanced talent from the list below. She may choose a normal talent instead if she so wishes.
Antimagic Enforcer: As antimagic initiate, but the base caster level drain is now 4, and the ray has a medium range (100+10/LV feet). The detective must possess antimagic initiate to take this talent.
Ask Questions Later: The detective may use Speak with Dead at will.
Buddy Cop: The detective becomes particularly skilled at helping others. Whenever they make an assist other check, the bonus they grant is equal to (½ LV)-2 (round down).
Cooperative Interrogation, Greater: The bonus granted increases to +8, then +10 at the 16th level. She must have Cooperative interrogation to take this talent
Deep Cover: Whenever the Detective is using her cover, all divination spells read as though she were who she says she is. In addition, the bonus granted by her cover increases to +8 (+10 at the 16th level). She must possess Cover to take this talent. She now may don disguises and armor in 1/10th the regular time.
Detective Senses, Improved: Any time the detective makes a listen, profile, search, sense motive, or spot check, she may roll twice and use the higher result. She must possess Detective Senses to take this talent.
Executioner: A Detective gains the Death Attack ability of an assassin. If she possess the Subdue talent, she may instead knock out the target for 1d4+her Int mod hours
Evasion, Improved: As the rogue class feature. The Detective must possess evasion to take this talent.
Golem Cop: The Detective has been partially rebuilt to be faster, stronger, etc, using golem technology. This grants her a +4 racial bonus on any ability score of her choice, but she also takes a -2 racial penalty on her charisma score. This talent can be taken multiple times. Taking this talent twice for a single attribute grants an additional +2 to the score. When the detective takes this ability, she gains a SR of 8+HD. Each additional time the SR increases by 2. Unlike normal SR, this SR cannot be lowered.
Magic Scholar, Greater: The Detective may add a single 3rd or 4th level spell to her list of spells known. This spell must come from the bard, cleric, druid, or sorcerer/wizard spell list. This talent may be taken multiple times.
Mettle, Improved: The detective automatically makes all Fort partial or half, and all Will partial or half saving throws. If she actually succeeds on the save, the effect is entirely negated. The Detective must possess Mettle to take this talent.
One-Liner: The Detective may say a one-liner to boost her resolve. Saying a one-liner is a standard action. After saying the one-liner the Detective gains a morale bonus on attack rolls, damage rolls, and saving throws, equal to her intelligence modifier (min +1). In addition, she gains 2*her level+her Int mod in temporary HP. These bonuses and temporary HP last until combat ends. A one-liner may be said once per day.
Punish the Guilty, greater: As Punish the Guilty but she gains her bonuses until either the target is dead or brought to justice, whenever she uses punish the guilty. She may only have one target of Greater Punish the Guilty at any one time.
Shoot first: The detective may roll twice and use the higher result on all initiative checks she rolls.
Technical Expertise: The Detective may take 10 in any situation with 3 skills of her choice. This talent may be taken multiple times (each time applying to 3 more skills)
Elite Talent: At level 20, the Detective gains an elite talent. The Detective may take an advanced or regular talent instead if they so desire.
Antimagic Expert: As limit magic by the caster level drain is 8, and the ray has a long range (400+40/LV feet). The expert must possess antimagic enforcer to take this talent.
Awesome One-Liner: The Detective may say a line that the world will repeat until the 7th generation. Saying an awesome one-liner is a full round action that does not provoke an attack of opportunity. The Detective’s face becomes a Symbol of Fear for enemies, and for the next three rounds all damage rolls and saving throws the detective makes are maximized. Enemies within 60ft must make a will save or be stunned for 1d4 rounds. All saves for Awesome One-Liner are equal to 10+½LV+the Detective’s Int Mod. An awesome one-liner may be delivered once per day, and normal one-liners may now be said 3 times per day. She must have One-Liner to take this talent.
Detective Senses, Honed: The Detective’s senses have become so sharp that a number of times per day equal to her intelligence modifier she may predict when an ambush would have happened and ambush the ambushers. This ability may be used during the surprise round of any combat before the first creature has acted. If used, the Detective and her party act in the surprise round, and the attackers may not.
In addition, whenever she makes a listen, profile, search, sense motive, or spot check, she rolls 1d10+10 instead of a d20, and takes the better result. Rolls of 10 are treated as a natural 20.
Magic Scholar, True: The Detective may add a single 5th or 6th level spell to her list of spells known. This spell must be from the bard, cleric, druid, or sorcerer/wizard spell list. She may cast this spell up to three times a day.
Perfect Deduction: The chance of an answer from deduction being true increases to 100%. She also gains a daily pool equal to her Detective level + her int bonus that she may apply to listen, profile, search, sense motive, or spot check. She may apply any or all of that pool after rolling, but before knowing whether the action was successful or not.
No mercy for the guilty: The Detective gains unlimited use of Punish the Guilty.