Private Detective


Homebrew and House Rules


Greetings good people.

We have recently moved over to the Pathfinder system, and im trying to make a prestige class. I could use some help, comments, and suggestions. I have used the watch detective as template.
(I hope not that i have made to many spelling errors, ??? = im not sure about it; eg ability)

Private Detective
Req:
Alertness, Investigator(??? no new feat)
Diplomacy (5), Perception (5), Survival (5)

HD: d8
Skill points: 8+int

Skills:
class skills (and the key ability for each skill) are
Acrobatics (Dex)
Appraise (Int)
Bluff (Cha)
Climb (Str)
Craft (Int)
Diplomacy (Cha)
Disable Device (Int)
Disguise (Cha)
Escape Artist (Dex)
Heal (Wis)
Intimidate (Cha)
Knowledge (any) (Int)
Linguistics (Int)
Perception (Wis)
Perform (Cha)
Profession (Wis)
Ride (Dex)
Sense Motive (Wis)
Sleight of Hand (Dex)
Stealth (Dex)
Survival (Wis)
Swim (Str)
Use Magic Device (Cha) - needed when you can cast spells?

BAB: 0/1/2/3/3/4/5/6/6/7
Fort: 0/0/1/1/1/2/2/2/3/3
Ref/will: 2/3/3/4/4/5/5/6/6/7

Levels
1: Perfect Memory (+4 int on recall info on int check)
Forensics (discern the cause and time of death) (Perception check)
DC 15 - sword wound, fire, falling
DC 20 - animal wounds, cold, hypothermia, drowning
DC 25 - spells of a particular element, poison, disease
DC 30 - de virkelige bizarre dødsårsager, fx level drain
maybe more info if check are 5+ above DC
maybe DC get high with +2 for each day the body have been dead.

2: Profile (Diplomacy (Gather information) check (DC 15) to compose an image of someone accused of a crime)???
Obsessive Specialty (Choose one Knowledge skill and gain a bonus equal to his detective level) ???
3: Detective training (+1 insight bonus to Perception, sense motive)
4:
5: Cooperative Interrogation (Succeed bluff give a +4 Intimidate bonus to someone else - and reverse) ???
6: Sense secret doors - DC 20 Perception to sense a secret door within 30 ft
Clarity of Vision - DC 20 perception to sence that something are invisible within 30 ft
7: Improved tracking (track at normal speed)
8: Detective training (+1 insight bonus to Perception, sense motive, for a total +2)
9:
10: Instant Knowledge (1/day make Int check dc 20 to get +10 insight bonus to a know. skill) ???

Spells, cast as sor???
---0-1-2-3-4
01)2/1/-/-/-
02)3/2/-/-/-
03)3/3/0/-/-
04)3/3/1/-/-
05)3/3/2/0/-
06)3/3/3/1/-
07)3/3/3/2/0
08)3/3/3/3/1
09)3/3/2/3/2
10)3/3/3/3/3

spelllist
0:
Detect Curse – Cater determines whether creature or object is cursed
Detect Disease – Caster detects presence of disease in area
Detect Magic – Caster determines presence of magic and magical effects in area
Detect Poison – Caster senses presence of poison
Dwelling Sense – Caster learns name of creature who last remained in the area - move to lvl 1 ???
Know the Blood – Caster learns family details of the subject - move to lvl 1 ???
Detect Dead – Caster detects all corpses in the area

1:
Comprehend Languages – Caster understands spoken and written words of any language
Creature Lore – Caster learns something about a creature he faces
Object Lore – Caster learns something about a single object

2:
Locate Object – Caster senses direction of familiar object
See Invisibility – Allows the caster to see invisible creatures and objects
Detect Thoughts – Caster detects surface thoughts in area
Deductive Augury -
Locate Corpse -

3:
Clairaudience/Clairvoyance – Allows the caster to see or hear in a remote location
Zone of Visibility – Negates invisibility, hiding and concealment

4:
Hand of the Guilty – Indicates the last creature to hold an object
Locate Creature – Caster sense direction of familiar creature
Foretelling – Caster derives magical answer to any question
Timesight - Caster reads the past or future of an object, person or place
Legend Lore – Uncovers legends about people and objects

Deductive Augury: The watch detective may ask for a hint to a mystery, puzzle, or trap . As a standard action, the player makes an assertion that can be true or untrue (such as "The half-orc did it" or "if I pull the red lever, the door will open"). The DM makes a secret percentile roll (chance of success = 70% + 1% per casterlevel) . If the roll is successful, the Dungeon Master gives the player a correct "true" or "untrue" answer to the assertion, though no reason need be given for why the response is correct . If the roll fails, the DM provides no information.

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