| RumpinRufus |
I want to love the Investigator class, but for some reason I'm just not digging the alchemy and poison class features.
Here's my idea for an archetype, based on a criminal profiler.
Analysis (Ex)
A profiler's analysis is identical to bardic performance (using oratory), allowing him to use Naturalist (as the Archivist archetype class ability), Distraction (as the bard class ability) and Countersong (as the bard class ability) at 1st level, usable a total number of rounds per day equal to his level + his Intelligence modifier (minimum 1).
This ability replaces alchemy and swift alchemy.
Canny Sleuth (Ex)
A Sleepless detective adds her Intelligence bonus (if any) on all Perception and Sense Motive checks, as well as on Diplomacy checks made to gather information, in addition to adding her Wisdom or Charisma modifier as normal.
This ability replaces trapfinding and trap sense.
Penetrate Psyche
Profilers are skilled at exploiting the psychology of their foes. At 2nd level, a profiler receives an insight bonus on all Intimidate checks equal to 1/2 her profiler level.
This ability replaces poison resistance and poison lore.
Discern Lies (Sp)
At 5th level, a profiler can discern lies, as per the spell, for a number of rounds per day equal to her profiler level. These rounds do not need to be consecutive. Activating this ability is an immediate action.
This ability replaces the investigator talents gained at 5th and 9th levels.
Reconstructive Prop (Sp)
A profiler is able to discern the psychology of a creature by studying their possessions. At 8th level, a profiler can touch an object, and know the thoughts of the last person to hold or use the object. This functions as if using detect thoughts, revealing the surface thoughts of the creature for up to 1 minute, or as long as the investigator concentrates, whichever is less. A Will save (DC 10 + 1/2 the profiler's level + the profiler's Int modifier) negates this effect. The profiler may use this ability once per day at 8th level. At 12th level and every four levels thereafter, the profiler can use this ability one additional time per day.
This ability replaces poison immunity.
I'd love to hear any thoughts. The idea was to get more of an "investigator" vibe and less of an "alchemist" vibe.
| RumpinRufus |
Thanks for the feedback! I tried to make most of the abilities stronger than what they trade away, as I realize trading 6th level casting is a major hit, and I don't want to recreate Sleuth, which seems to be widely considered underpowered beyond the very early levels.
If you have any suggestions for how to power up the archetype to make up for loss of alchemy, I am all ears!
edit: on the subject of bard stuff, I would like to add in Lore Master as well. Should I just throw it in, or should it trade something away?
edit2: Bardic Knowledge would also make sense, possibly restricted to knowledge checks about monsters. I might like to add in Track as well, to let them identify and follow tracks more easily, as that also seems thematic.
Ascalaphus
|
I don't think you're getting back enough for the loss of alchemy.
I think a no-magic investigator archetype is indeed interesting. You remove Trapfinding, which is indeed not explicitly part of profiling people, but it's also not entirely a contradiction, and it's a nonmagical ability that's somewhat signature for skillmonkeys. How about allowing it as a discovery, copying the Slayer Talent that does that?
I think you should have much more actual Profiling powers. Like being able to deduce abilities of a creature by observing it. Perhaps allowing additional Knowledge checks during combat (rather than just once) to discover more abilities. Or some way to anticipate/react to a creature and perhaps counter its moves.
Remember, just because it's not magical doesn't mean you have to be "mundane" or commonplace. After level 5 you should still be using amazing movie-style powers, just not magical ones.
| RumpinRufus |
Ok, both of you think it needs more oomph. That's exactly what I wanted to hear, so here are some more potential abilities:
Read Enemy (Sp)
The profiler is adept at understanding the intentions and reactions of her targets. At 3rd level, the profiler can make an additional Knowledge about a creature she has identified, with the same DC as to identify the creature, as a swift action. If she succeeds on this check, she can read the creature's surface thoughts until the beginning of her next turn, as if using detect thoughts. A Will save (DC 10 + 1/2 the profiler's level + the profiler's Int modifier) negates this effect. The profiler may attempt this check a number of times per day equal to her level.
Profile Assailant (Sp)
By studying the victim of an assault, the profiler can piece together what transpired at the scene of the attack. At 7th level, if she is within 5 feet of at least one drop of blood or other body part, she can mentally reconstruct the assault. This functions as blood biography, except the questions "Who are you?" and "What are you?" apply to the assailant, and the questions "How was your blood shed?" and "When was your blood shed?" apply to the victim. A Will save (DC 10 + 1/2 the profiler's level + the profiler's Int modifier) negates the answers to the first two questions, but not the latter two questions. Instead of appearing on a designated flat surface, the answers to the questions are immediately known to the profiler. The profiler may use this ability once per day at 7th level. At 11th level and every four levels thereafter, the profiler can use this ability one additional time per day.
Detect Alignment (Sp)
At will, a profiler can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Locate Victims (Sp)
The profiler's keen knowledge of criminal psychology allows her to track down the victims of her target. At 6th level, after successfully using her Read Enemy ability against a creature, within 24 hours she may spend five minutes in concentration to determine the locations of the target's captives or victims. This functions as create treasure map, except it requires no body part, and reveals the location of victims and captives instead of sources of treasure. The victims are given in order of how important the target deemed them to be, and it does not reveal victims that are currently in view of the profiler at the time of her using this ability. The profiler may use this ability once per day at 6th level. At 11th level and every 5th level thereafter, the profiler can use this ability one additional time per day.
I'd love to hear more suggestions!
| RumpinRufus |
Almost forgot to ice the cake:
True Name (Sp)
At 20th level, the profiler's faculties of deduction are so profound she can determine the true name of an outsider. This functions as the arcane discovery of the same name, except it applies to any one outsider with no more than 25 Hit Dice.
This ability replaces True Inspiration.
| Fergurg |
Interesting. Are these abilities explicitly non-magical? I think that would make it better if they were, as it means that he becomes very important in an anti-magic area or against someone with defenses against magic. "Ha, ha! They can't find me! I use Anti-Magic(tm) Cream! Oh crap! How'd that mundane find me?!?"
Ascalaphus
|
I'm not sure why those abilities are spell-like really. Why?
Have you been watching the Sherlock series? I think that's basically the direction I'd be looking into for this. Extreme perception and sense motive that you can leverage into insight into the enemy. How about these?
Anticipate Move (Ex) the profiler is able to guess his enemy's next move. As a standard action, make a Sense Motive check against an enemy (against DC Cha+10+HD or by Bluff bonus +10, whichever is higher). If you succeed, spend an inspiration point. When the enemy takes his turn, you may react to it as if you had readied an action of your choice against the specific action the enemy takes.
Deduce Positions (Ex) as an immediate action you may spend an inspiration point to make a Perception (DC = Stealth bonus +10) check against each creature within 30ft, even the ones you're unaware of. If you beat the DC against a creature, you pinpoint its location. For every 2 points you exceed the DC, reduce the miss chance for (total) concealment by 10%. If you reduce the miss chance against a creature to 20% or less you no longer suffer blind-fighting penalties against that creature. You remain aware of a creature's position until it moves from it's current location.
Continued Analysis (Ex) as a swift action the profiler may spend an inspiration point to make a Knowledge check to learn information about a monster he is observing within 30ft. This functions like the normal use of Knowledge; the goal is to gain even more information. (Normally you can only try one Knowledge check to determine what you know.)