DiscipleofBob
2008-01-14, 02:30 PM
These are just some random ideas I've been working on that I'd like to flesh out. Yes, some of these are based off of comic book characters. I'm cheesy like that, so sue me. :P
Concept Idea Outline
Ace Detective
Captain of the Watch
Defender of Justice
Spider Thief
Ace Detective
Hit Die: d8 Skill Points: 8+Intelligence
Requirements:
Alignment: Any good or Lawful Neutral
Feats: Urban Tracking
Skill Ranks: Gather Information 10 ranks, Hide 5 ranks, Move Silently 5 ranks, Search, 5 rank, Sense Motive 10 ranks, Spot 5 ranks
Class Skills: Appraise, Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Knowledge (Architecture and Engineering), Knowledge (Local), Knowledge (Nobility and Royalty), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Spot, Tumble, Use Magic Device, Use Rope
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+0|Contacts, Street Wise
2nd|
+1|
+0|
+3|
+0|Deduction 1/Day
3rd|
+2|
+1|
+3|
+1|Interrogation
4th|
+3|
+1|
+4|
+1|Deduction 2/Day
5th|
+3|
+1|
+4|
+1|Foresight[/table]
Contacts: At each level, an Ace Detective gains a contact, representing people whom the Ace Detective has helped or intimidated in the past. These contacts are each Experts with equal to the Ace Detective's class level, an assumed intelligence of 16, and with at least 1 appropriate skill at max ranks. Each day, an Ace Detective can go to any of his contacts and call in a favor, forcing the contact to make one skill check as if he was taking 20 for the Ace Detective. An Ace Detective can use any number of these contacts each day, so effectively he can call in up to 5 of these skill checks. If the DM has more appropriate characters to function in this role, it is up to his discretion to count the DM's NPC's and the Ace Detective's contacts as separate or the same.
Streetwise: An Ace Detective adds his Intelligence modifier as an insight bonus on all Bluff, Diplomacy, Gather Information, Intimidate, Knowledge, Search, and Sense Motive skill checks.
Deduction: At 2nd level, an Ace Detective can, once per day, after learning the results of a Sense Motive, Search, Spot, or Listen check, reroll the skill check adding an additional +10 to the roll. At 4th level, the Ace Detective can use this skill twice per day.
Interrogation: At 3rd level, an Ace Detective becomes experienced in extracting information. By spending a full round intimidating a target and making an intimidate check (DC 10+the target's hit dice), the Ace Detective can create a Zone of Truth effect, only limited to the subject. The will save is DC 15+the Ace Detective's class level. This is a supernatural ability.
Foresight: At 5th level, the Ace Detective has an effect on him equivelant to the Foresight spell, except always active. This is considered an extraordinary ability.
((More to come later.))
Concept Idea Outline
Ace Detective
Captain of the Watch
Defender of Justice
Spider Thief
Ace Detective
Hit Die: d8 Skill Points: 8+Intelligence
Requirements:
Alignment: Any good or Lawful Neutral
Feats: Urban Tracking
Skill Ranks: Gather Information 10 ranks, Hide 5 ranks, Move Silently 5 ranks, Search, 5 rank, Sense Motive 10 ranks, Spot 5 ranks
Class Skills: Appraise, Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Knowledge (Architecture and Engineering), Knowledge (Local), Knowledge (Nobility and Royalty), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Spot, Tumble, Use Magic Device, Use Rope
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+0|Contacts, Street Wise
2nd|
+1|
+0|
+3|
+0|Deduction 1/Day
3rd|
+2|
+1|
+3|
+1|Interrogation
4th|
+3|
+1|
+4|
+1|Deduction 2/Day
5th|
+3|
+1|
+4|
+1|Foresight[/table]
Contacts: At each level, an Ace Detective gains a contact, representing people whom the Ace Detective has helped or intimidated in the past. These contacts are each Experts with equal to the Ace Detective's class level, an assumed intelligence of 16, and with at least 1 appropriate skill at max ranks. Each day, an Ace Detective can go to any of his contacts and call in a favor, forcing the contact to make one skill check as if he was taking 20 for the Ace Detective. An Ace Detective can use any number of these contacts each day, so effectively he can call in up to 5 of these skill checks. If the DM has more appropriate characters to function in this role, it is up to his discretion to count the DM's NPC's and the Ace Detective's contacts as separate or the same.
Streetwise: An Ace Detective adds his Intelligence modifier as an insight bonus on all Bluff, Diplomacy, Gather Information, Intimidate, Knowledge, Search, and Sense Motive skill checks.
Deduction: At 2nd level, an Ace Detective can, once per day, after learning the results of a Sense Motive, Search, Spot, or Listen check, reroll the skill check adding an additional +10 to the roll. At 4th level, the Ace Detective can use this skill twice per day.
Interrogation: At 3rd level, an Ace Detective becomes experienced in extracting information. By spending a full round intimidating a target and making an intimidate check (DC 10+the target's hit dice), the Ace Detective can create a Zone of Truth effect, only limited to the subject. The will save is DC 15+the Ace Detective's class level. This is a supernatural ability.
Foresight: At 5th level, the Ace Detective has an effect on him equivelant to the Foresight spell, except always active. This is considered an extraordinary ability.
((More to come later.))