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<blockquote data-quote="Libertad" data-source="post: 9227208" data-attributes="member: 6750502"><p><img src="https://i.imgur.com/6J9oFxL.png" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p><a href="https://www.npmartin.com/when-dark-urban-fantasy-met-crime-fiction-a-match-made-in-noir-heaven/" target="_blank">Image taken from npmartin.com</a></p><p></p><p><strong>Psychic Detective</strong></p><p><strong>Origin</strong> Human</p><p><strong>Archetype</strong> 3rd Level Smart Hero; <strong>Class</strong> Soothsayer</p><p><strong>Background</strong> Near-Death Experience (+1 Wisdom); <strong>Profession</strong> Investigative Services (+1 Intelligence, +1 Wisdom)</p><p><strong>Wealth Level</strong> 3</p><p><strong>Speed</strong> 30 Feet</p><p></p><p><strong>Hit Points</strong> 14 (3d6); <strong>Defense</strong> 13 (10 + Intelligence modifier); <strong>Genius</strong> 4 (Plan DC 13)</p><p></p><p>Strength 10 (+0) Dexterity 10 (+0) Constitution 10 (+0) Intelligence 16 (+3) Wisdom 16 (+3) Charisma 14 (+2)</p><p><strong>Saving Throws</strong> Dexterity +2, Intelligence +5</p><p><strong>Skills</strong> Insight +5, Investigation +7 (expertise), Intimidation +4, Perception +5, Persuasion +4, Security +5</p><p><strong>Languages</strong> English, Italian</p><p><strong>Equipment Proficiencies</strong> Basic, Advanced</p><p><strong>Passive Perception</strong> 15</p><p><strong>Proficiency Bonus</strong> +2</p><p><strong>Special Feature, Unafraid:</strong> Advantage on saving throws against being Frightened.</p><p><strong>Special Feature, Investigative Expertise:</strong> Expertise in Investigation.</p><p></p><p><strong>Talents</strong></p><p></p><p><em>As Foretold:</em> Roll 2d20 and record each result whenever you finish a long rest or at adventure start. Can use a result to replace a d20 roll by anyone. Don’t need to be present or conscious. Results not expended are lost on a long rest and you can’t use the same result twice.</p><p></p><p><em>Blessing of Fortune:</em> Choose one ally within 120 feet you’re aware of as an action to let them add 1d4 to the result of the next attack roll or saving throw before your next turn.</p><p></p><p><em>Mental Refresh:</em> regain 1 Genius Point when you finish a short rest. Can only be done once until the next long rest.</p><p></p><p><strong>Plans</strong></p><p></p><p><em>Clairvoyance:</em> Enact plan after 1 minute of concentration. Can transport your hearing or seeing sense to a point within 120 feet and can use the chosen sense from that point for the next minute. Location must be familiar to you or an obvious location unfamiliar to you. Can switch between your own senses and the chosen as a bonus action, seeing or hearing senses as an action, and can ignore the Blinded and Deafened conditions when your sense is being projected.</p><p></p><p><em>Not Today:</em> Enact plan as a reaction whenever you or an ally you’re aware of regardless of range takes damage dropping them to 0 hit points. They drop to 1 hit point instead.</p><p></p><p><em>Sight Beyond Sight:</em> Ask the GM up to two of the following questions about someone which they must answer truthfully:</p><p></p><p>What do they cherish?</p><p>What do they hate?</p><p>What do they respect?</p><p>What do they seek?</p><p>What kind of being are they?</p><p>What is their strength?</p><p>What is their weakness?</p><p></p><p><em>Witness Your End:</em> Enact plan as an action against a target you’re aware of within 120 feet. They take 3d8 psychic damage on a failed Wisdom save and gain the Frightened condition until the end of their next turn and drop whatever they’re holding. On a success they only take half damage.</p><p></p><p><strong>Feats</strong></p><p></p><p><em>Ability Score Training (2nd level, Minor):</em> +1 Charisma</p><p><em>Weapons Expertise (2nd level, Minor):</em> Add proficiency bonus to weapon attack and damage rolls instead of STR/DEX modifier.</p><p></p><p><strong>Equipment:</strong> Pendant that was broken in the accident, inconspicuous clothing, bag stuff (1 bulk), pocket stuff, first aid kit (2 bulk), laptop computer (1 bulk), 9mm Semi-Auto Pistol (1 bulk), SLR camera, trap camera, utility knife/multitool, security license</p><p></p><p><strong>Attacks</strong></p><p></p><p><em>Pistol, 9mm Semi-Auto +4:</em> 1d10+2 ballistic; Range 100/200; 21 Rounds; Reload Bonus; PV 2; Properties Loud, Semi-Auto; Bulk 1</p><p></p><p><em>Unarmed +4:</em> 1d4+2 bludgeoning; PV 1; Properties Finesse, Light, Special; Bulk -</p><p></p><p><strong>Level Up Progression</strong></p><p></p><p>4th: Plans: Dirty Little Secrets; Wise Hero Training (Streetwise proficiency, Major)</p><p>6th: Plans: Bend Fate; Sleuth Training (Natural Sciences & Stealth proficiency, Major)</p><p>8th: Plans: Your Time Has Come; Advanced Sleuth Training (Insight expertise, Major)</p><p>10th: Plans: Expect the Unexpected (feat), When A Plan Comes Together; Feats: Ability Score Training x2 (Intelligence, Minor)</p><p></p><p><strong>Details:</strong> I’ve been mostly detailing low-middle to high level builds in this thread, but for a change I wanted to try making something low-level that still had a distinct specialty with various interesting options. The Soothsayer class gave me an idea of a detective who makes use of divinatory powers to solve cases, so I set about making a character with problem-solving skills both magical and mundane. The Near-Death Experience background combined well thematically with some of the Soothsayer Plans, and gives the impression of someone who stared into the abyss and thus has the ability to know when death is lurking just around the corner. The Investigative Services profession was a no-brainer, and thankfully had quite a bit of skills as the Soothsayer itself doesn’t get a lot.</p><p></p><p>The class’ basic talents are quite good for skill-users and support roles, inspired by the Divination Wizard’s most beloved features. For feats I sought to increase Charisma to give the detective some good social skills, and Weapons Expertise to let them deal decent damage without needing to rely on their psychic powers all the time. For Plans I chose Clairvoyance and Sight Beyond Sight to enhance the detective/divination part of the build, while Not Today and Witness Your End are more useful in directly hazardous scenarios. The build’s major weakness is their physical mediocrity and fragility. While the Not Today plan can save them from an untimely end, they will need the aid of party members for when they’re staring down the barrel of a gun.</p></blockquote><p></p>
[QUOTE="Libertad, post: 9227208, member: 6750502"] [IMG]https://i.imgur.com/6J9oFxL.png[/IMG] [URL='https://www.npmartin.com/when-dark-urban-fantasy-met-crime-fiction-a-match-made-in-noir-heaven/']Image taken from npmartin.com[/URL] [B]Psychic Detective Origin[/B] Human [B]Archetype[/B] 3rd Level Smart Hero; [B]Class[/B] Soothsayer [B]Background[/B] Near-Death Experience (+1 Wisdom); [B]Profession[/B] Investigative Services (+1 Intelligence, +1 Wisdom) [B]Wealth Level[/B] 3 [B]Speed[/B] 30 Feet [B]Hit Points[/B] 14 (3d6); [B]Defense[/B] 13 (10 + Intelligence modifier); [B]Genius[/B] 4 (Plan DC 13) Strength 10 (+0) Dexterity 10 (+0) Constitution 10 (+0) Intelligence 16 (+3) Wisdom 16 (+3) Charisma 14 (+2) [B]Saving Throws[/B] Dexterity +2, Intelligence +5 [B]Skills[/B] Insight +5, Investigation +7 (expertise), Intimidation +4, Perception +5, Persuasion +4, Security +5 [B]Languages[/B] English, Italian [B]Equipment Proficiencies[/B] Basic, Advanced [B]Passive Perception[/B] 15 [B]Proficiency Bonus[/B] +2 [B]Special Feature, Unafraid:[/B] Advantage on saving throws against being Frightened. [B]Special Feature, Investigative Expertise:[/B] Expertise in Investigation. [B]Talents[/B] [I]As Foretold:[/I] Roll 2d20 and record each result whenever you finish a long rest or at adventure start. Can use a result to replace a d20 roll by anyone. Don’t need to be present or conscious. Results not expended are lost on a long rest and you can’t use the same result twice. [I]Blessing of Fortune:[/I] Choose one ally within 120 feet you’re aware of as an action to let them add 1d4 to the result of the next attack roll or saving throw before your next turn. [I]Mental Refresh:[/I] regain 1 Genius Point when you finish a short rest. Can only be done once until the next long rest. [B]Plans[/B] [I]Clairvoyance:[/I] Enact plan after 1 minute of concentration. Can transport your hearing or seeing sense to a point within 120 feet and can use the chosen sense from that point for the next minute. Location must be familiar to you or an obvious location unfamiliar to you. Can switch between your own senses and the chosen as a bonus action, seeing or hearing senses as an action, and can ignore the Blinded and Deafened conditions when your sense is being projected. [I]Not Today:[/I] Enact plan as a reaction whenever you or an ally you’re aware of regardless of range takes damage dropping them to 0 hit points. They drop to 1 hit point instead. [I]Sight Beyond Sight:[/I] Ask the GM up to two of the following questions about someone which they must answer truthfully: What do they cherish? What do they hate? What do they respect? What do they seek? What kind of being are they? What is their strength? What is their weakness? [I]Witness Your End:[/I] Enact plan as an action against a target you’re aware of within 120 feet. They take 3d8 psychic damage on a failed Wisdom save and gain the Frightened condition until the end of their next turn and drop whatever they’re holding. On a success they only take half damage. [B]Feats[/B] [I]Ability Score Training (2nd level, Minor):[/I] +1 Charisma [I]Weapons Expertise (2nd level, Minor):[/I] Add proficiency bonus to weapon attack and damage rolls instead of STR/DEX modifier. [B]Equipment:[/B] Pendant that was broken in the accident, inconspicuous clothing, bag stuff (1 bulk), pocket stuff, first aid kit (2 bulk), laptop computer (1 bulk), 9mm Semi-Auto Pistol (1 bulk), SLR camera, trap camera, utility knife/multitool, security license [B]Attacks[/B] [I]Pistol, 9mm Semi-Auto +4:[/I] 1d10+2 ballistic; Range 100/200; 21 Rounds; Reload Bonus; PV 2; Properties Loud, Semi-Auto; Bulk 1 [I]Unarmed +4:[/I] 1d4+2 bludgeoning; PV 1; Properties Finesse, Light, Special; Bulk - [B]Level Up Progression[/B] 4th: Plans: Dirty Little Secrets; Wise Hero Training (Streetwise proficiency, Major) 6th: Plans: Bend Fate; Sleuth Training (Natural Sciences & Stealth proficiency, Major) 8th: Plans: Your Time Has Come; Advanced Sleuth Training (Insight expertise, Major) 10th: Plans: Expect the Unexpected (feat), When A Plan Comes Together; Feats: Ability Score Training x2 (Intelligence, Minor) [B]Details:[/B] I’ve been mostly detailing low-middle to high level builds in this thread, but for a change I wanted to try making something low-level that still had a distinct specialty with various interesting options. The Soothsayer class gave me an idea of a detective who makes use of divinatory powers to solve cases, so I set about making a character with problem-solving skills both magical and mundane. The Near-Death Experience background combined well thematically with some of the Soothsayer Plans, and gives the impression of someone who stared into the abyss and thus has the ability to know when death is lurking just around the corner. The Investigative Services profession was a no-brainer, and thankfully had quite a bit of skills as the Soothsayer itself doesn’t get a lot. The class’ basic talents are quite good for skill-users and support roles, inspired by the Divination Wizard’s most beloved features. For feats I sought to increase Charisma to give the detective some good social skills, and Weapons Expertise to let them deal decent damage without needing to rely on their psychic powers all the time. For Plans I chose Clairvoyance and Sight Beyond Sight to enhance the detective/divination part of the build, while Not Today and Witness Your End are more useful in directly hazardous scenarios. The build’s major weakness is their physical mediocrity and fragility. While the Not Today plan can save them from an untimely end, they will need the aid of party members for when they’re staring down the barrel of a gun. [/QUOTE]
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