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View Full Version : Arcane Investigator [Name Pending - D&D 3.5]



FlamingKobold
2013-02-15, 05:43 AM
Brief design notes and inspiration:
I was inspired to make this by Grindle’s Detective (http://www.giantitp.com/forums/showthread.php?t=271469) class and several of the commenters’ suggestions (specifically those of Realms of Chaos and genericwith). This is aimed at being a solid to high tier three and one of my main concerns is that I gave it too much. Also suggestions for a better name are much appreciated, as this one isn’t very good. Suggestions for higher level abilities would also be nice, although I'm not sure it needs more goodies.

Arcane Investigator

Hit Die: d6

Class Skills: The detective's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise(Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).


Skill Points at 1st Level: (6 + Int modifier) x 4

Skill Points at Each Additional Level: 6 + Int modifier

{table=head]
Level |
BAB |
Fort |
Ref |
Will |
Special


1st |
+0 |
+0 |
+2 |
+2 |Tracking, Trapfinding, Subduing Strike +1d6, Spells


2nd |
+1 |
+0 |
+3 |
+3 |Inquisitive Specialty, Nonlethal Focus


3rd |
+2 |
+1 |
+3 |
+3 | Subduing Strike +2d6


4th |
+3 |
+1 |
+4 |
+4 | Inquisitive Specialty, Tricks of the Trade


5th |
+3 |
+1 |
+4 |
+4 |Subduing Strike +3d6


6th |
+4 |
+2 |
+5 |
+5 |Inquisitive Specialty, Combat Analysis


7th |
+5 |
+2 |
+5 |
+5 |Subduing Strike +4d6


8th |
+6/+1 |
+2 |
+6 |
+6 |Inquisitive Specialty


9th |
+6/+1 |
+3 |
+6 |
+6 |Subduing Strike +5d6


10th |
+7/+2 |
+3 |
+7 |
+7 |Inquisitive Specialty


11th |
+8/+3 |
+3 |
+7 |
+7 |Subduing Strike +6d6


12th |
+9/+4 |
+4 |
+8 |
+8 |Inquisitive Specialty


13th |
+9/+4 |
+4 |
+8 |
+8 |Subduing Strike +7d6


14th |
+10/+5 |
+4 |
+9 |
+9 |Inquisitive Specialty


15th |
+11/+6/+1 |
+5 |
+9 |
+9 | Subduing Strike +8d6


16th |
+12/+7/+2 |
+5 |
+10 |
+10 |Inquisitive Specialty


17th |
+12/+7/+2 |
+5 |
+10 |
+10 |Subduing Strike +9d6


18th |
+13/+8/+3 |
+6 |
+11 |
+11 | Inquisitive Specialty


19th |
+14/+9/+4 |
+6 |
+11 |
+11 | Subduing Strike +10d6


20th |
+15/+10/+5 |
+6 |
+12 |
+12 | Inquisitive Specialty [/table]






Class Features

Weapon and Armor Proficiency: An arcane investigator is proficient with all simple weapons, plus the sap and whip. Arcane investigators are proficient with light armor and shields (except tower shields) and can cast arcane investigator spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, an arcane investigator wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass arcane investigator still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: An Arcane investigator casts arcane spells, which are drawn from the arcane investigator spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, an arcane investigator must have an intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an arcane investigator’s spell is 10 + the spell level + the arcane investigator’s Intelligence modifier. An arcane investigator has the same number of spells known and spells per day are indicated on the table below.

{table=head]Spells Per Day|Known
{table=head]Level | 1 | 2 | 3 | 4 | 5 | 6
1st | 2 | - | - | - | - | -
2nd | 3 | 0 | - | - | - | -
3rd | 3 | 1 | - | - | - | -
4th | 3 | 2 | 0 | - | - | -
5th | 3 | 3 | 1 | - | - | -
6th | 3 | 3 | 2 | - | - | -
7th | 3 | 3 | 2 | 0 | - | -
8th | 3 | 3 | 3 | 1 | - | -
9th | 3 | 3 | 3 | 2 | - | -
10th | 3 | 3 | 3 | 2 | 0 | - | -
11th | 3 | 3 | 3 | 3 | 1 | - | -
12th | 3 | 3 | 3 | 3 | 2 | - | -
13th | 3 | 3 | 3 | 3 | 2 | 0 | -
14th | 4 | 3 | 3 | 3 | 3 | 1 | -
15th | 4 | 4 | 3 | 3 | 3 | 2 | -
16th | 4 | 4 | 4 | 3 | 3 | 2 | 0
17th | 4 | 4 | 4 | 4 | 3 | 3 | 1
18th | 4 | 4 | 4 | 4 | 4 | 3 | 2
19th | 4 | 4 | 4 | 4 | 4 | 4 | 3
20th | 4 | 4 | 4 | 4 | 4 | 4 | 4
[/table]|{table=head] 1 | 2 | 3 | 4 | 5 | 6
4 | - | - | - | - | -
5 | 2 | - | - | - | -
6 | 3 | - | - | - | -
6 | 3 | 2 | - | - | -
6 | 4 | 3 | - | - | -
6 | 4 | 3 | - | - | -
6 | 4 | 2 | 2 | - | -
6 | 4 | 3 | 3 | - | -
6 | 4 | 3 | 3 | - | -
6 | 4 | 3 | 4 | 2 | - | -
6 | 4 | 3 | 4 | 3 | - | -
6 | 4 | 3 | 4 | 3 | - | -
6 | 4 | 3 | 4 | 4 | 2 | -
6 | 4 | 3 | 4 | 4 | 3 | -
6 | 4 | 3 | 4 | 4 | 3 | -
6 | 5 | 4 | 4 | 4 | 4 | 2
6 | 5 | 5 | 4 | 4 | 4 | 3
6 | 5 | 5 | 5 | 4 | 4 | 3
6 | 5 | 5 | 5 | 5 | 4 | 4
6 | 5 | 5 | 5 | 5 | 5 | 4
[/table][/table]


Tracking: An arcane investigator gains either Tracking or Urban Tracking as a bonus feat. They may use their intelligence rather than wisdom or charisma modifier for survival and gather information checks related to the use of these feats.

Trapfinding (Ex): As the rogue ability of the same name.

Subduing Strike (Ex): As a standard action, an arcane investigator may make a single melee attack. She adds her intelligence modifier to the attack roll and deals extra damage as indicated on the table. All damage dealt with a subduing strike attack is dealt as nonlethal damage.

Nonlethal Focus (Ex): An arcane investigator adds her intelligence modifier as a circumstance bonus on disarm, trip and grapple checks and may deal nonlethal damage with melee attacks without incurring a penalty.

Inquisitive Specialty: At second level and every two levels thereafter, an arcane investigator selects a inquisitive specialty from the list below. When the arcane investigator announces the use of a subduing strike they may choose any number of combat specialties she knows (until there are no dice remaining to sacrifice) and apply them to the attack if it hits.


Tripping Strike (Ex): By sacrificing 1d6 subduing strike damage, the arcane investigator may immediately make a trip attempt on the target without suffering an attack of opportunity. The arcane investigator gains a +1 bonus to the opposed check for each subduing strike die she rolls for the attack. This ability may not be used in conjunction with disarming strike.

Disarming Strike (Ex): By sacrificing 1d6 subduing strike damage, the arcane investigator may immediately make a disarm attempt on the target without suffering an attack of opportunity. The arcane investigator gains a +1 bonus to the opposed check for each subduing strike die she rolls for the attack. This ability may not be used in conjunction with tripping strike.

Distracting Strike (Ex): By sacrificing 1d6 subdual damage, the target must make a concentration check (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or lose concentration immediately. Additionally if the target fails the check they may not cast spells or use powers until the beginning of the arcane investigator’s next turn.

Hindering Strike (Ex): By sacrificing 1d6 subduing strike damage, the target must make a fortitude save (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or have one of their movement speeds (arcane investigator’s choice) halved for a number of rounds equal to the arcane investigator’s intelligence modifier.

Sickening Strike (Ex): By sacrificing 1d6 subduing strike damage, the target must make a fortitude save (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or be sickened for a number of rounds equal to the arcane investigator’s intelligence modifier.

Fatiguing Strike (Ex): By sacrificing 1d6 subduing strike damage, the target must make a fortitude save (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or be fatigued.

Unreadying Strike (Ex): By sacrificing 1d6 subduing strike damage, the target becomes flat-footed until the beginning of his or her next turn.

Powerful Strike (Ex): By sacrificing 1d6 subduing strike damage the arcane investigator may reroll all ones and twos rolled when determining additional subduing strike damage.

Focused Strike (Ex): By sacrificing 1d6 subduing strike damage, the arcane investigator gains a +2 bonus on all opposed rolls initiated by all inquisitive specialties applied on the subduing strike and all DCs for inquisitive specialties on the subduing strike are increased by two. The arcane investigator may apply this inquisitive specialty any number of times (until she has no dice left to sacrifice) per subduing strike.

Frightening Strike (Ex): By sacrificing 2d6 subduing strike damage, the target must make a will save (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or be shaken for a number of rounds equal to the arcane investigator’s intelligence modifier.

Concussive Strike (Ex): By sacrificing 2d6 subduing strike damage, the target must make a fortitude save (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or take a penalty to intelligence and wisdom equal to 2 + the number of subduing strike dice rolled for a number of rounds equal to the arcane investigator’s intelligence modifier. This penalty does not stack with itself.

Deafening Strike (Ex): By sacrificing 2d6 subduing strike damage, the target must make a will save (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or be deafened for a number of rounds equal to the arcane investigator’s intelligence modifier. This penalty does not stack with itself.

Enfeebling Strike (Ex): By sacrificing 2d6 subduing strike damage, the target must make a fortitude save (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or take a penalty to constitution equal to 2 + the number of subduing strike dice rolled for a number of rounds equal to the arcane investigator’s intelligence modifier. This penalty does not stack with itself.

Weakening Strike (Ex): By sacrificing 2d6 subduing strike damage, the target must make a fortitude save (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or take a penalty to strength equal to 2 + the number of subduing strike dice rolled for a number of rounds equal to the arcane investigator’s intelligence modifier. This penalty does not stack with itself.

Crippling Strike (Ex): By sacrificing 2d6 subduing strike damage, the target must make a fortitude save (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or take a penalty to reflex saves equal to the number of subduing strike dice rolled for a number of rounds equal to the arcane investigator’s intelligence modifier.

Eroding Strike (Ex): By sacrificing 3d6 subduing strike damage, the target must make a fortidude save (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or take a penalty to spell resistance (if any) equal to 2 + the number of subduing strike dice rolled for a number of rounds equal to the arcane investigator’s intelligence modifier. This penalty does not stack with itself.

Nauseating Strike (Ex): By sacrificing 3d6 subduing strike damage, the target must make a fortitude save (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or be nauseated until the beginning of the arcane investigator’s next turn.

Unnerving Strike (Ex): By sacrificing 3d6 subduing strike damage, the target must make a fortidude save (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or take a penalty to will save equal to the number of subduing strike dice rolled for a number of rounds equal to the arcane investigator’s intelligence modifier. This penalty does not stack with itself.

Debilitating Strike (Ex): By sacrificing 3d6 subduing strike damage, the target must make a fortitude save (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or take a penalty to fortitude saves equal to the number of subduing strike dice rolled for a number of rounds equal to the arcane investigator’s intelligence modifier.

Confounding Strike (Ex): By sacrificing 4d6 subduing strike damage, the target must make a fortitude save (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or be confused until the beginning of the arcane investigator’s next turn.

Knockout Strike (Ex): By sacrificing 5d6 subduing strike damage, the target must make a fortitude save (DC 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled) or be knocked unconscious.

Spell-Channeled Strike (Ex): The arcane investigator may sacrifice X subduing strike dice to cast any arcane investigator spell she knows of level X or below as a free action targeting the target of the subduing strike. If the spell requires a save, the DC is equal to 10 + ½ arcane investigator level + int mod + number of subduing strike dice rolled.

Tricks of the Trade (Ex): The arcane investigator gains a circumstance bonus on sense motive, gather information, spot, listen, bluff and disguise checks equal to her intelligence modifier.

Combat Analysis (Ex): As a swift action, the arcane investigator may study any visible creature within line of sight that is engaged in combat. After three consecutive rounds of analysis, the arcane investigator gains their intelligence modifier as a bonus to damage and armor class against that creature for 24 hours.

Arcane Investigator Spell List:

Zero Level Spells: Dancing Lights, Daze, Detect Magic, Know Direction, Light, Message, Open/Close, Read Magic

First Level Spells: Alarm, Charm Person, Comprehend Languages, Detect Secret Doors, Disguise Self, Erase, Expeditious Retreat, Feather Fall, Grease, Hold Portal, Hypnotism, Identify, Obscure Object, Sleep, Undetectable Alignment

Second Level Spells: Alter Self, Arcane Lock, Blindness/Deafness, Calm Emotions, Daze Monster, Detect Thoughts, Enthrall, Find Traps, Fox’s Cunning, Hold Person, Hypnotic Pattern, Invisibility, Locate Object, Misdirection, Obscure Object, Silence, Speak With Dead, Suggestion, Tongues, Whispering Wind

Third Level Spells: Arcane Sight, Charm Monster, Clairaudience/Clairvoyance, Confusion, Deep Slumber, Dimensional Anchor, Dispel Magic, Gentle Repose, Glibness, Illusory Script, Scrying, Sculpt Sound, Secret Page, See Invisibility, Slow, Zone of Truth

Fourth Level Spells: Break Enchantment, Detect Scrying, Discern Lies, Divination, Dominate Person, Freedom of Movement, Hold Monster, Legend Lore, Locate Creature, Modify Memory, Zone of Silence

Fifth Level Spells: Contact Other Plane, Dream, False Vision, Greater Dispel Magic, Mind Fog, Mass Suggestion, Mislead, Passwall, Prying Eyes, Sending, Seeming, Symbol of Sleep, Telepathic Bond, Teleport, True Seeing

Sixth Level Spells: Analyze Dweomer, Antimagic Field, Dimensional Lock, Find the Path, Greater Scrying, Mass Charm Monster, Mind Blank (self only) Repulsion, Screen, Sequester, Vision

Zelkon
2013-02-15, 08:24 AM
D8 HD. It's far too melee oriented to not have it.

CinuzIta
2013-02-15, 10:17 AM
in my opinion a d6 for hd, as a rogue, would fit better for the general feel of the class..an investigator focus to much on his deductive abilities to be as resistant as a monk or a druid

FlamingKobold
2013-02-15, 12:31 PM
D8 HD. It's far too melee oriented to not have it.


in my opinion a d6 for hd, as a rogue, would fit better for the general feel of the class..an investigator focus to much on his deductive abilities to be as resistant as a monk or a druid

This was my thinking exactly. Originally I had a d8 hit die, but I figured that giving it d6 hit die might help balance some of his offensive abilities a bit, as inspired by the rogue. However, I'm not entirely sure about this decision and am curious to hear the thoughts of others regarding this. Also, updated spell list slightly.

Edit: Also would giving them trapfinding at first level make it too good? What about second?

Frathe
2013-02-15, 05:02 PM
Did you forget to specify the spell progression? I'm guessing it's like a bard.

Edit: Never mind, I see that now, but it'd be nice if you added a table.

{table=head]{colsp=7}
Spells per Day |{colsp=7}
Spells Known


0 |
1st |
2nd |
3rd |
4th |
5th |
6th |
0 |
1st |
2nd |
3rd |
4th |
5th |
6th


2 |
— |
— |
— |
— |
— |
— |
4 |
— |
— |
— |
— |
— |



3 |
0 |
— |
— |
— |
— |
— |
5 |
21 |
— |
— |
— |
— |



3 |
1 |
— |
— |
— |
— |
— |
6 |
3 |
— |
— |
— |
— |



3 |
2 |
0 |
— |
— |
— |
— |
6 |
3 |
21 |
— |
— |
— |



3 |
3 |
1 |
— |
— |
— |
— |
6 |
4 |
3 |
— |
— |
— |



3 |
3 |
2 |
— |
— |
— |
— |
6 |
4 |
3 |
— |
— |
— |



3 |
3 |
2 |
0 |
— |
— |
— |
6 |
4 |
4 |
21 |
— |
— |



3 |
3 |
3 |
1 |
— |
— |
— |
6 |
4 |
4 |
3 |
— |
— |



3 |
3 |
3 |
2 |
— |
— |
— |
6 |
4 |
4 |
3 |
— |
— |



3 |
3 |
3 |
2 |
0 |
— |
— |
6 |
4 |
4 |
4 |
21 |
— |



3 |
3 |
3 |
3 |
1 |
— |
— |
6 |
4 |
4 |
4 |
3 |
— |



3 |
3 |
3 |
3 |
2 |
— |
— |
6 |
4 |
4 |
4 |
3 |
— |



3 |
3 |
3 |
3 |
2 |
0 |
— |
6 |
4 |
4 |
4 |
4 |
21 |



4 |
3 |
3 |
3 |
3 |
1 |
— |
6 |
4 |
4 |
4 |
4 |
3 |



4 |
4 |
3 |
3 |
3 |
2 |
— |
6 |
4 |
4 |
4 |
4 |
3 |



4 |
4 |
4 |
3 |
3 |
2 |
0 |
6 |
5 |
4 |
4 |
4 |
4 |
21


4 |
4 |
4 |
4 |
3 |
3 |
1 |
6 |
5 |
5 |
4 |
4 |
4 |
3


4 |
4 |
4 |
4 |
4 |
3 |
2 |
6 |
5 |
5 |
5 |
4 |
4 |
3


4 |
4 |
4 |
4 |
4 |
4 |
3 |
6 |
5 |
5 |
5 |
5 |
4 |
4


4 |
4 |
4 |
4 |
4 |
4 |
4 |
6 |
5 |
5 |
5 |
5 |
5 |
4 [/table]1. Provided the detective has a high enough Intelligence score to have a bonus spell of this level.

CinuzIta
2013-02-15, 06:13 PM
i don't think that giving it the trap finding ability at 1st level would break the game!

FlamingKobold
2013-02-15, 06:19 PM
i don't think that giving it the trap finding ability at 1st level would break the game!

I added it, but now the class seems really front-heavy. Four class features at level one is a lot.

Good call Frathe, I suppose that was my being lazy. Thanks for the tables, although it seems I did them before I saw your edit.

Frathe
2013-02-15, 07:20 PM
I think you could perhaps make the inspiration from Grindle's Detective clearer. When I was talking to Grindle (who I know in real life), he missed that little spoiler you have at the top and assumed the similarity of your two classes was a coincidence. I also noticed that, beyond inspiration, you seem to have borrowed some of the mechanics behind what you're calling Combat Analysis without specific attribution (which bothers me, because I came up with the Detective ability that that's based on).

FlamingKobold
2013-02-15, 07:32 PM
I figured having it be in the first line of the post would be clear enough, how would you like me to display it? Are you talking about Study Opponent? To be honest the people who I actually took ideas from were primarily the suggestions of Realms of Chaos and Genericwit (thanks!) since their ideas seemed to go in a direction that was different from what Grindle intended, but towards a class that I thought would be interesting to see more fleshed out.

That said does anyone have any comments about the class/balance/etc?

Frathe
2013-02-15, 09:43 PM
So you just ignored what I actually said. Nice. The problem isn't the attribution's placement in the post; it's that it's in an unlabeled spoiler. And I do mean Study Opponent, and I would appreciate credit beyond the word "inspired" if you're going to directly imitate specific abilities from Grindle's class.

FlamingKobold
2013-02-15, 09:51 PM
So you just ignored what I actually said. Nice. The problem isn't the attribution's placement in the post; it's that it's in an unlabeled spoiler. And I do mean Study Opponent, and I would appreciate credit beyond the word "inspired" if you're going to directly imitate specific abilities from Grindle's class.

I'm sorry I'm not trying to be difficult, it seems I just misinterpreted what you said. I'll label the spoiler as something as soon as I hit submit on this one. However I think inspired is the best term for it, as I can't think of anything that seems to better encapsulate the idea that i saw the thread, liked the ideas in the comments and wanted to execute a similar concept in a very different way. If there's a better term that I can't think of, I'd be happy to change it, but nothing's coming to mind. (Ironically, the text for combat analysis was actually copy+pasted from an unfinished/unposted class that I made a few months back, to be honest). If you have any further comments that aren't related to the class, I'd prefer you PM them to me in order to avoid cluttering the thread.

That said, I'm most interested in critiques of the class itself, particularly since I'm unsure of how it fits balance-wise.

Frathe
2013-02-15, 09:55 PM
I'm sorry I'm not trying to be difficult, it seems I just misinterpreted what you said. I'll label the spoiler as something as soon as I hit submit on this one. However I think inspired is the best term for it, as I can't think of anything that seems to better encapsulate the idea that i saw the thread, liked the ideas in the comments and wanted to execute a similar concept in a very different way. If there's a better term that I can't think of, I'd be happy to change it, but nothing's coming to mind. (Ironically, the text for combat analysis was actually copy+pasted from an unfinished/unposted class that I made a few months back, to be honest).

That said, I'm most interested in critiques of the class itself, particularly since I'm unsure of how it fits balance-wise.

Sorry, that's fine then. The ability was just so similar that I assumed it was copied and modified, which I really shouldn't have done, and I apologize for that. You can still say inspired. That's fine then. I was just concerned that the thin unlabeled spoiler was too easy to miss; Grindle missed it, and Grindle seems like one of the most important people to see that.

I do like this idea, and at this point it's pretty distinct from Grindle's. Beyond "detective" as a base it diverges on most points (spellcasting, sneakiness, etc.).

Edit: I'm sorry to take up the thread like this; if we want to discuss more we could PM. I'd like to give you a Tier rating but I'm not much good with that stuff. I know more about creatures, to be honest.