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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.

Der_DWSage
2012-08-24, 10:54 AM
Huh. At a glance, I absolutely love this class. (Witty One-Liner is one of the best things I've seen in ages from PEACH, but I'm biased towards bad puns.) Deductions and team attacks and flavor, oh my! But hey, here's my nitpicks...

Proficiencies and class skills
Full BAB, D8 HD, medium armor, shields...I don't know why, but the fact that this class gets shields bugs me. It's just a mental nitpick. I would also argue that they get proficiency in hand crossbows, for flavor's sake. (It's not like they're overpowered, or anything.)

Class skills are good and flavorful, and I can sympathize with them only getting 6 skill points to the Rogue's 8. They're skill monkeys, but not as monkeyish as Rogues. With full BAB, they're equivalent to fighters...but not quite as good in a fight. You did a good job of balancing the two out, I feel.

Code of Conduct
I absolutely adore this, and 90% of the time I would just leave it as is. However, I also have to wonder-what about those that go deep undercover? Specifically, this line:
"A detective must not knowingly commit crimes as defined by her home city."

A slight modification to it could be done to it, or a line in the 'breaking the code of conduct' line about detectives breaking laws in order to apprehend dangerous criminals being less unsightly. I'd also push that the atonement spell not be the ONLY way for a Detective to, well, atone. For them, I'd say pleading their case to a judge or similar law enforcement official and being cleared by them would also be a suitable way to be back on the right path. But that's personal bias-I just don't like the Atonement spell being the only way for people to repent, especially since its a spell that even an evil Cleric can get...

And of course, there's the ever-present D&D mindset. Those that play adventurers will inevitably murder someone, or many people. Murder is definitely a law that can be predicted to be broken. I'm not sure how to fix this one really, since to do so kind of breaks the flavor of what the detective is.

Class Abilities
Ah, the part I love and adore. I give you major kudos for the talents, mate. I'll only give a few nitpicks or extra praise here and there.

Antimagic Initiate
Not bad at all, all things considered. But my question is:Does this stack with itself? If you're willing to give up your actions each round to shut down an enemy mage, I don't see why not. And I can't think of many things to go against it or with it. Also clarifying whether it's Extraordinary, Supernatural, or spell-like. (Ally caster has an antimagic shell? I step inside and start shutting down the enemy mages...)

Animal Assistant
I like that there's a way to lessen the penalty for not being a Druid. But I'd also push for those that want more comedy relief, or just a smart ally-perhaps a Familiar variant?

Bad One Liner
This one is excellent. The only thing odd is the range. (I'm charismatic, so...more people hear the one-liner?) Personal preference is to just set it to be a 20 foot radius, but that's personal nitpicking.

Feat
Just alter the wording so that it's a feat they qualify for. Yes, it shouldn't have to say, but some people like to scratch at things until DMs go mad.

Punish the Guilty
Hm. I like this one as a sensible Smite, but I'd also expand the wording on this one. From 'If the detective observes a creature committing a crime,' to 'If the detective knows a crime that the target creature has committed, they can choose to punish him for it. If they are mistaken, the ability has no effect and is wasted for the day.' Otherwise, they might not get to use this ability on totally sensible reasons for doing it. 'What do you mean I can't use Punish the Guilty on the Orcish Drug Dealer who's kicking our arses?' 'Well, you never -saw- him dealing drugs, and he's only defending himself...but yeah, guilty as all all get-out.'

Golem Cop.
I. Could not. Stop laughing. But more seriously, if they're taking this...why not add in a few Construct traits as well? Giving them light/moderate/heavy fortification, bonuses and immunities to poison, not having to breathe...and also pointing out that they can't have the ability bonus count towards Charisma. Perhaps tying the traits to each stat they take, such as...

Golemonic Arms:+4 bonus to strength. The character can no longer be Fatigued or Exhausted.

Golemonic Skin:+4 bonus to Constitution. The character is also immune to Nonlethal damage, Sneak attacks and Critical hits, but all healing spells cast on them are reduced in effectiveness by 50%. (Especially harmful when remembering the spell resistance added in.)

Golemonic Fingers:+4 bonus to Dexterity. The character is also immune to stunning and paralysis effects.

Golemonic Brain:+4 bonus to Intelligence. The character also gains a +4 racial bonus against all mind-affecting affects, and is immune to any effect that would drain Intelligence or Wisdom.

Golemonic Sense(?):+4 bonus to Wisdom. The character also gains blindsight out to 5 feet, and is immune to sleep effects.

But this may be bloating an already bloated section.

Inquisitor / Arcane Scholar
Since Arcane spells are cast as divine spells anyway...why not just combine these?

Spell Selection
Pretty much excellent, though I have problems with a few.

Dominate Monster? That seems a bit much, even if it is only one spell. Dominate Person would be much more believable.

Alter Self also seems a bit...out there. Disguise Self does the same thing, but Alter Self gives them access to some interesting things that I don't see as being flavorful for a Detective. Instead, how about a variant of Glibness that applies to Disguise checks?

Just a few more that I would add, as well.


1st level:Eyes of the Avoral (BoED), Message (PHB), Undetectable Alignment (PHB),

2nd level:Energize Potion (BoED), Augury (PHB), Halt (PHB2), Discern Shapechanger (SpC),

3rd level:Telepathy Tap* (BoED), Inquisition* (BoED), Nondetection (PHB)

4th level:Sword of Conscience (BoED), Sending (PHB), Mark of Justice (PHB), Treasure Scent (SpC)

*Normally, these spells require a sacrifice of stats. For the Detective, these spells do not.

Most of these are divination in nature, but I feel a need to explain some of them anyway. Undetectable Alignment and Nondetection are basic spells for anyone that goes undercover against those with magic. Augury is that 'Gut Feeling' that Detectives acquire over the years. Energize Potion is for those that acquire the feeling of Macguyver over the years. (They locked me up without weapons? We'll see what mister Cure Light Wounds can do about -that.-) Inquisition kind of feels like cheating with the augmented description of Punish the Wicked, but it also just feels like one of those things Detectives would sell their grandmother to get. Perhaps bump it up to a 4th level spell. And Treasure Scent...well, follow the money, and you'll find where the crimes end up.

All in all, I give you major kudos for the class, and I'll probably be making use of it myself in the future. As such, I felt I had to be as harsh as possible. It seems like a pretty solid information-gathering class that has both combat capability and fun to add outside of when they need the info. Now where did I put that copy of Sherlock Holmes...

Baron Faey
2012-08-24, 07:53 PM
”I don't know why, but the fact that this class gets shields bugs me. It's just a mental nitpick. I would also argue that they get proficiency in hand crossbows, for flavor's sake.”

I gave them shields because I though this class should also include guards as a possible character type to play. I had forgotten that hand crossbows were exotic. Added.


“A slight modification to it could be done to it, or a line in the 'breaking the code of conduct' line about detectives breaking laws in order to apprehend dangerous criminals being less unsightly.”

How about this “any of these may be broken if sanctioned by a high legal authority (IE a judge, king, or commanding officer)” I think this would solve some problems you mentioned.



“For them, I'd say pleading their case to a judge or similar law enforcement official and being cleared by them would also be a suitable way to be back on the right path.”
I like this. Added.


“Antimagic Initiate…”Does this stack with itself?”
Yes. That was the idea. I will add a sentence to clarify this.


“Also clarifying whether it's Extraordinary, Supernatural, or spell-like.”
Done.


“Animal Assistant…But I'd also push for those that want more comedy relief, or just a smart ally-perhaps a Familiar variant?”
Well, I suppose that would be alright. Added.


“Bad One Liner…The only thing odd is the range.”
Yes, that was a carry-over from when I tried to make this a Cha based class. 20ft sounds reasonable.


“Feat…Just alter the wording so that it's a feat they qualify for.”
Thank you.


“Punish the Guilty…”
Makes sense. With it as written the detective in our game never had a chance to use it. What do you think of this?
“If the detective believes that the target creature has committed a crime, they can choose to punish him for it. If they are mistaken, the ability has no effect and is wasted for the day.”



“Golem Cop...”
I like those ideas, but to me those look like very powerful talents. A thought I had, was the first time they take Golem Cop for an attribute they gain a stat boost, and then the second time they gain one of those features. Of course, then that feels a little weak for a talent. I will think on this more.


“Inquisitor / Arcane Scholar…”
Since it uses the same mechanic, I suppose those could be combined to save space.


“Dominate Monster…Dominate Person”
Agreed, changed.


“Alter Self also seems a bit...out there. Disguise Self does the same thing, but Alter Self gives them access to some interesting things that I don't see as being flavorful for a Detective”
I was thinking it could be used to let a human detective appear as a gnome, since with disguise self they would end up being a very tall gnome. Would you have a problem with the pathfinder version (http://www.d20pfsrd.com/magic/all-spells/a/alter-self)?


“Just a few more that I would add, as well...”
I do not have the book of exalted deeds, but based on your description I would agree with all of those, although I’m not exactly sure what energize potion does. For the others I very much agree they belong on this list. Especially for halt.
[Edit: I forgot, I actually do have BoED. I will look up those spells now...]