Detective Base Class


Homebrew and House Rules


Hey there. So, I was hoping I could get some feedback from you all. This is a new base class (Or class archetype depending on how you look at it) that I've been working on for some time. Basically, I wanted to create an investigator type class that doesn't rely on magic to get the job done.

I used the Ranger as the template, and for those of you who are curious, at the end I have a comparison list of abilities that got substituted between the two classes.

If you can, please let me know if you like the class. Does the flavor match the class mechanics, is the class balanced? You know, all that good stuff. Looking forward to hearing from you, and thanks in advance. :)

Detective

There are those that live their lives normally, casually, monotonously, and there are those that are privy to another world. They are privy to a world that is right in front of everyone's eyes, but often overlooked. Detectives are the masters of solving riddles and puzzles. They relish in noticing and knowing things before others, even if only seconds before. With a wide variety of skills at their disposal, they are adaptable to just about any situation. Whether they are simply the local constable catching criminals or a famed artifact-hunter of legend, they are generally well-suited to take on any task that requires precision and wit.

Role: Detectives are keen observers and veritable fonts of knowledge. Their skills are best equipped to take on the roles of problem-solvers, professors and scouts. They will shine when tackling mysteries and using their keen minds to analyze complex objects and situations. However, their penchant for precision and accuracy makes them skilled in combat as well.

Alignment: Any
BAB: Full
Good Saves: Reflex & Will
HD: D10

Class Skills: Acrobatics, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Knowledge (All), Linguistics, Perception, Profession, Sense Motive, Sleight of Hand, Stealth, Use Magic Device

Skill Ranks per Level: 6 + Int modifier

Weapon and Armor Proficiency: A detective is proficient with all simple and martial weapons as well as with light armor.

Level/Ability
1. Clever Detective, Weapon Finesse, Follow Clues
2. Tactical Analysis (Sidestep), Cunning Adversary +1
3. Observation (Danger), Intuitive Strike
4. Talented Mind
5. Targeting
6. Tactical Analysis (Deflect), Cunning Adversary +2, Tinkerer
7. Network of Contacts 1/week
8. Detect Lies
9. Observation (Traps)
10. Tactical Analysis (Counter), Cunning Adversary +3
11. Blend In
12. Network of Contacts 2/week
13. Intuitive Aptitude
14. Tactical Analysis (Elude), Cunning Adversary +4
15. Observation (Illusions)
16. Hide in Plain Sight
17. Network of Contacts 3/week
18. Tactical Analysis (Pin Point), Cunning Adversary +5
19. Adrenaline Rush
20. Common Sense

Clever Detective (Ex)
A detective adds half his class level (minimum +1) to Perception, Sense Motive checks and Diplomacy checks made to gather information.

Follow Clues (Ex)
A detective can use Perception to follow tracks as per the Survival skill, as though he possessed the follow clues rogue talent. If the detective already has this ability from another class, he can move at his normal speed while tracking with the Perception skill without taking the usual -5 penalty on his Perception checks.

Weapon Finesse (Ex)
The detective gains the weapon finesse feat at 1st level. In addition, the sword cane is considered a finessable weapon for him.

Tactical Analysis (Ex)

(Side Step): At 2nd level, the detective takes only a –2 penalty on attack rolls for fighting defensively. While using this ability and fighting defensively or using the total defense action, he adds 1 point of intelligence bonus (if any) per detective class level as a dodge bonus to his Armor Class.

Note: The bonuses granted by this class ability do not stack with any of the Crane Style feats.

(Deflect): At 6th level, once per round while using Tactical Analysis, when the detective has at least one hand free and is either fighting defensively or using the total defense action, he can deflect one melee weapon attack that would normally hit him. He expends no action to deflect the attack, but must be aware of it and not be flat-footed. An attack so deflected deals no damage to the detective.
(Counter): At 10th level, the detective only takes a –1 penalty on attack rolls for fighting defensively. Whenever he uses Tactical Analysis to deflect an opponent’s attack, he can make an attack of opportunity against that opponent after the attack is deflected.

(Elude): At 14th level, while using Tactical Analysis, a detective can attempt an Acrobatics check as an immediate action to negate a critical hit confirmation roll against him. The critical hit confirmation is negated (though the attack still hits and deals normal damage) if the Acrobatics check is greater than the opponent's confirmation roll.

(Pinpoint): At 18th level, the detective no longer takes penalties on attack rolls for fighting defensively. Whenever he uses Tactical Analysis, once per round, he can attempt to confirm a critical hit with his Sense Motive Skill instead of using an attack roll. The DC for the Sense Motive roll is 10 + the opponent's base attack bonus.

Cunning Adversary (Ex)
Beginning 2nd level, the detective becomes skilled in outwitting and outmaneuvering his opponents. He gains a +1 bonus to reposition and trip combat maneuver checks. This bonus increases every 4 levels after 2nd (to a maximum of +5 at 18th level).

Observation (Ex)

(Danger): At 3rd level, the detective can always act in a surprise round even if he does not notice his enemies, though he remains flat-footed until he acts.

(Traps): At 9th level, the detective's keen eye for detail helps him notice hidden traps, doors, and clues. The detective is entitled to an immediate Perception check to notice such features whenever he passes within 10 feet of them, whether or not he is actively looking. This check should be made in secret by the GM. If the detective would already receive such a check because of an ability from some other source (such as the trap spotter rogue talent), the GM should roll the Perception check twice whenever the detective is within 10 feet of a trap and use the higher result.

(Illusions) At 15th level, the detective's trained eye becomes able to detect the small nuances that betray illusion spells. The detective is entitled to an immediate will save to disbelieve an illusion whenever he passes within 10 feet of one as if he had interacted with it. This check should be made in secret by the GM.

Intuitive Strike (Ex)

At 3rd level, the detective gains a damage bonus equal to half his class level with finessable melee weapons (Round down, minimum +1). If the detective's opponent is caught flat-footed or is otherwise denied his dexterity bonus, the damage bonus is instead equal to his full class level.

A detective cannot use Intuitive strike while wielding a weapon in his other hand or using a shield. Creatures immune to sneak attack and critical hits are also immune to the extra damage dealt by this ability.

Talented Mind (Ex)
At 4th level, the detective begins to shine in the field of the mind. He gains a pool of points known as "focus points" that he can use to accomplish amazing mental feats. The number of points in a detective's pool are equal to half his class level + his intelligence modifier.

(Steadfast): As long as he maintains his focus (or has at least 1 point in his pool), he enjoys increased mental fortitude and is better able to stay true to his cause. The detective gains a +1 bonus to his Will Save. This bonus increases by +1 for every 4 levels after 4th (to a maximum of +5 at 20th level).

By spending 1 point of focus from his pool, a detective can do one of the following:

(Deduction): As a standard action, the detective may make a true or false assertion, based on sound reason. The GM makes a secret percentile roll (Chance of success is equal to 70% + 1% per detective level to a maximum of 90% success at 20th level.) If the roll is successful, the GM lets the detective know if the assertion is true or false. If the roll fails, the GM provides no information.

Furthermore, the GM is the final arbiter when deciding if this ability can be used. If the detective does not have enough information to make an educated guess, the GM can fiat the use of this ability (This does not expend a point from the detective's pool)

(Encyclopedic Knowledge): As a standard action, the detective gives himself a +4 bonus to a knowledge check of his choosing for 1 round.

(Resolve): As a standard action, the detective can spend a point to remove the fatigued, shaken or sickened conditions. If he is a minimum of level 8, he can instead remove the exhausted, frightened, nauseated or staggered conditions. If a given condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.

The detective's pool of points is replenished each morning after 8 hours of rest.

Targeting (Ex)

At 5th level, as a full-round action, the detective may spend 1 point of focus from his pool to target a specific body part and temporarily cripple it. If the attack is successful, apply the detective's insightful strike damage as if his opponent was caught flat-footed. This ability does not work on creatures that do not have a discernible anatomy.

The target may attempt a fortitude save (DC: 10 + 1/2 detective level + intelligence modifier) to reduce the crippling effects of this ability to 1 round only (Except vital organs: see text). Once a body part is crippled, it cannot be targeted again in this fashion for the duration of the encounter. This ability may be used with a ranged weapon.

Head: The target gains the confused condition for 1d6 + 1 rounds.
Arms: The target takes a -5 penalty to strength for 1d6 + 1 rounds.
Legs: The target's move speed is halved for 1d6 + 1 rounds.
Torso: The target becomes staggered for 1d6 + 1 rounds.
Wings: The target must succeed at DC 20 fly checks or fall 20 feet. The effect lasts for 1d6 + 1 rounds.
Vital Organ: The target gains the bleeding condition. Bleeding damage is equal to 1/2 the detective's level. On a successful save, the bleeding damage is reduced to 1. Bleeding creatures take that amount of damage every round at the start of their turn. The bleeding damage can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage.

Tinkerer (Ex)

The detective learns to find and disable magic traps. He also adds his Intelligence bonus (if any) on all Disable Device and Use Magic Device checks in addition to adding his Dexterity or Charisma modifier as normal.

Network of Contacts (Ex)

By 7th level, the detective becomes adept at using the human resources available to him. Well-connected or well-informed NPCs he has cultivated a relationship with might offer information, discounted prices, access to events, or unique services to the character when he calls in a favor.

Contacts may be willing to take certain risks for the character depending on his relationship with them; however, they do not do anything life threatening or accompany the character on adventures. Some contacts might require additional negotiation or bartering for services.

This ability may be used once per week at 7th level, and one additional time per week every 5 levels thereafter (to a maximum of 3 times per week at 17th level). The detective adds his intelligence bonus (if any) to any social checks made to negotiate with a contact in addition to his charisma modifier.

Detect Lies (Ex)

At 8th level, as an immediate action, the detective may spend 2 points of focus from his pool to immerse himself in the conversation at hand. For the duration of the conversation, he can use his Sense Motive skill (opposed by the other party's Bluff Skill) from round to round to detect whether or not the subject is lying. This does not reveal the nature of the falsehood or give the detective any other insights; it only serves to tell the detective whether the subject is lying or not.

Blend In (Ex)

A detective of 11th level or higher can use his Stealth bonus in place of a Disguise skill check in urban environments. This disguise does not take an action to don. He must make a check whenever someone attempts to pick him out from the local citizens. If his check is successful, he blends into the crowd. While not invisible, enemies do not notice his presence and take no actions against him unless they are taking actions against the local citizens in general.

Intuitive Aptitude (Ex)

At 13th level, the detective can expend 2 points of focus as a swift action from his pool to remain calm under pressure while handling complex devices. For the remainder of the round, he can take 10 on any disable device or use magic device check even while he is in danger.

Hide in Plain Sight (Ex)

At 16th level, a detective can use the Stealth skill even while being observed in urban environments. He does, however, require something to hide behind.

Once per day, he may spend 2 points of focus from his pool to adapt to a certain terrain of his choosing. He requires one minute to observe his surroundings and prepare. Afterwards, he may use Hide in Plain Sight in the unfamiliar terrain he has studied for the remainder of the day.

Adrenaline Rush (Ex)

At 19th level, the detective can expend 3 points of focus from his pool as a swift action to gain a short burst of speed and agility. Whenever he attacks as a full-round action with a finessable melee weapon, he may make three additional attacks as if he was a monk equal to his detective level using flurry of blows.

Common Sense (Ex)

Arguably the most powerful tool of all, sometimes the solutions to problems stare at us in the face without our notice. The detective is better able to pick up on these, and gains a heightened affinity for reason and logic.

At the beginning of each day, the detective is treated as if the Moment of Prescience spell was cast on him by a spellcaster equal to his detective level. Activating the benefits does not take an action, and may be used once per day.

In addition, once per session, the GM may invoke this ability to advance the plot, suggest possible courses of action or point out the risks of a particular decision. Examples of when this ability can be used include but are not limited to: when the character is stumped with a mystery, is about to make a potentially catastrophic decision, or perhaps to recall a vague fragment of relevant information from the recesses of his mind.

Extras:

New Feat: Extra Focus

You can use your focus pool more times per day than most.

Prerequisite: Talented Mind class feature.

Benefit: Your focus pool increases by 2.

Special: You can gain Extra Focus multiple times. Its effects stack.

----

Class Ability Substitutions:
Detective/Ranger

Clever Detective/Expanded Skill List - Track/Hunter's Bond
Follow Clues - Wild Empathy
Weapon Finesse - Medium Armor Proficiency
Intuitive Strike - Favored Enemy, Quarry, Improved Quarry
Tactical Analysis - Combat Style Feat
Tinkerer - Endurance
Network of Contacts - Favored Terrain
Talented Mind/focus-dependent abilities - Spellcasting
Cunning Adversary - Swift Tracker, Woodland Stride
Observation - Evasion/Improved Evasion
Blend In - Camouflage
Hide in Plain Sight - Hide in Plain Sight
Common Sense - Master Hunter


TPK Games: The Deductionist Base Class (PFRPG)

You may wish to compare/contrast the Deductionist with your Detective.

The Deductionist is based on Sherlock Holmes and other detectives.


Another product to look into for inspiration is the Anachronistic Adventurers line, especially the Investigator class. Plus, I believe there was a class/PrC for Eberron that functions kinda like this (to fit the pulpy aspect.)

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