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Detective / Inspector - like character
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<blockquote data-quote="Savage Wombat" data-source="post: 1198491" data-attributes="member: 1932"><p>I give you (from my new campaign):</p><p></p><p><u><strong>Sleuth</strong></u></p><p></p><p>Requirements:</p><p>Skills: Gather Information (8 ranks); Search (8 ranks); Sense Motive (4 ranks),</p><p>Feats: Investigator; Track</p><p></p><p> 1st +0 +0 +2 +2 Discerning Eye; Profile; Trained Observer</p><p> 2nd +1 +0 +3 +3 Scene of the Crime</p><p> 3rd +2 +1 +3 +3 Investigative Feat; Sneak Attack +1d6</p><p> 4th +3 +1 +4 +4 Lay of the Land; Non-lethal Force</p><p> 5th +3 +1 +4 +4 Badgering the Witness</p><p> 6th +4 +2 +5 +5 Investigative Feat; Sneak Attack +2d6</p><p> 7th +5 +2 +5 +5 Discern Lie</p><p> 8th +6 +2 +6 +6 </p><p> 9th +6 +3 +6 +6 Investigative Feat; Sneak Attack +3d6</p><p>10th +7 +3 +7 +7 Breaking the Case</p><p></p><p>Hit Die: d6</p><p>Skills:</p><p>Skill Points: 8 + Int Modifier per level</p><p>The sleuth’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), and Use Rope (Dex).</p><p></p><p>Class Features:</p><p>Weapon and Armor Proficiency: Sleuths gain no additional weapon or armor proficiencies.</p><p></p><p>Discerning Eye (EX): The sleuth may use Search instead of Survival when using the Track feat in an urban or indoor environment. If a trail leaves the city, the sleuth must use Survival to follow tracks in that environment.</p><p></p><p>Profile (EX): By making a Gather Information check (DC 15) when talking to witnesses of a crime, the Sleuth compiles a rough mental picture of the suspect. This mental picture provides a physical description, including distinguishing markings and visible mannerisms. Success makes the profile accurate, at least concerning a particular suspect as seen by witnesses.</p><p>The Sleuth can expand the profile by making an Search check (DC 15) involving the crime scene or other evidence linked to the suspect. If successful, the Sleuth combines eyewitness accounts with forensic evidence to develop a profile of the suspect’s method of operation. This provides a +2 circumstance bonus on any skill checks made to uncover additional evidence or otherwise locate and capture the suspect.</p><p></p><p>Trained Observer: At 2nd level, the sleuth gains a +2 bonus on Listen, Search, Sense Motive and Spot checks.</p><p></p><p>Scene of the Crime (EX): At 2nd level, the Sleuth learns how to find and analyze forensic evidence at the scene of a crime. First the Sleuth must make a successful Search check (DC 20) modified by the time that has elapsed since the clue was left, and whether or not the scene was disturbed.</p><p> Circumstances DC Modifier</p><p> Every day since event (max +10) +2</p><p> Scene is outdoors +5</p><p> Scene slightly disturbed +2</p><p> Scene moderately disturbed +4</p><p> Scene extremely disturbed +6</p><p> If the Search check is successful, the Sleuth then makes a Sense Motive check for the entire crime scene; the result determines how well he is able to put the details together to gain additional information:</p><p> DC Results</p><p> 10 Determine Timing</p><p> 15 Determine Methodology and General Motive; Determine Mundane Cause of Death if Body Present</p><p> 20 Determine Race and Gender of Perpetrator; Determine Unusual Cause of Death if Body Present</p><p> 25 Determine Primary Class of Perpetrator; Determine Magical Cause of Death if Body Present</p><p> 30 Discover Outrageous Connection to Perpetrator (this clay is only found in one building in the city)</p><p>Investigative Feat: Beginning at 3rd level, the sleuth gains an additional bonus investigative feat. He gains an additional feat at 6th, and 9th level. These bonus feats must be drawn from the following list of skill enhancement feats: Acrobatic, Agile, Alertness, Athletic, Deceitful, Deft Hands, Diligent, Negotiator, Nimble Fingers, Persuasive, or Stealthy.</p><p></p><p>Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every third level (3rd, 6th, and 9th). If a sleuth gets a sneak attack bonus from another source the bonuses on damage stack.</p><p></p><p>Lay of the Land (EX): By 4th level, the sleuth has learned how to quickly pick out significant or discordant elements in a situation. As a standard action, the sleuth may make a Spot check (DC 15, adjusted by +1 DC per 10' of distance) to recognize where a clue should be in a room or when something is fishy about a situation. This ability does not provide the sleuth any information about a possible clue or loaded situation; he must still make a Search or Sense Motive check to gain actual facts.</p><p></p><p>Non-lethal Force (EX): At 4th level, a sleuth becomes adept at using non-lethal force to subdue an opponent. From this point on, he or she can deal subdual damage with a weapon that normally deals lethal damage (if he or she so chooses) without taking the normal –4 penalty on the attack roll.</p><p></p><p>Badgering the Witness (EX): At 5th level the sleuth has mastered the art of conversation. While in the process of questioning someone, he may make a Bluff check opposed by the target’s Sense Motive check. The target may add its base Will saving throw bonus to the roll along with any other applicable modifiers. If the Bluff check result exceeds this special Sense Motive check result, the target lets something slip that they didn't mean to say. Using this skill against a targets of a different cultural background is difficult, because it’s harder to know what buttons to push; the GM may assign a -4 to -8 penalty on your Bluff check. Most targets are aware that they said something they shouldn't have, and, without a rushed Diplomacy check (DC 30), will end the conversation.</p><p></p><p>Discern Lie (EX): At 7th level, a Sleuth develops the ability to gauge whether another character is telling the truth by reading facial expressions and interpreting body language. The Sleuth must be able to see and hear (but not necessarily understand) the individual under scrutiny. With a successful Sense Motive check opposed by the subject’s Bluff check result or against DC 10 (whichever is greater), the Sleuth can tell whether the subject is deliberately and knowingly speaking a lie. This ability doesn’t reveal the truth, uncover unintentional inaccuracies, or necessarily reveal omissions in information.</p><p></p><p>Breaking the Case (EX): At 10th level, a Sleuth becomes so adept at solving mysteries that he or she can always find a way to put enough pressure on a suspect to get him to confess. As a full round action, the sleuth presents the subject with an incriminating piece of evidence or a logical flaw in the subject's explanation. The suspect then must make a Will save (DC 15 + sleuth's INT modifier). If the suspect fails his save, he confesses, or explains truthfully, along with a full accounting of his motives. If the suspect makes his saving throw, he doesn't provide the sleuth with any information.</p><p> The GM may apply a 4 point situational penalty or bonus to the suspect's saving throw to represent the environment surrounding the conversation. It is easier to extract a confession from a criminal on the stand in a courtroom than from a master villain while you are chained to a rock.</p><p> As long as the sleuth can provide another piece of evidence or logical contradiction, the sleuth may attempt to use the power on the suspect again the following round. The sleuth may make a Bluff check opposed by the subject’s Sense Motive check or DC 30 (whichever is greater) to manufacture evidence to extract a confession, though he may only do this once during a conversation.</p></blockquote><p></p>
[QUOTE="Savage Wombat, post: 1198491, member: 1932"] I give you (from my new campaign): [U][B]Sleuth[/B][/U] Requirements: Skills: Gather Information (8 ranks); Search (8 ranks); Sense Motive (4 ranks), Feats: Investigator; Track 1st +0 +0 +2 +2 Discerning Eye; Profile; Trained Observer 2nd +1 +0 +3 +3 Scene of the Crime 3rd +2 +1 +3 +3 Investigative Feat; Sneak Attack +1d6 4th +3 +1 +4 +4 Lay of the Land; Non-lethal Force 5th +3 +1 +4 +4 Badgering the Witness 6th +4 +2 +5 +5 Investigative Feat; Sneak Attack +2d6 7th +5 +2 +5 +5 Discern Lie 8th +6 +2 +6 +6 9th +6 +3 +6 +6 Investigative Feat; Sneak Attack +3d6 10th +7 +3 +7 +7 Breaking the Case Hit Die: d6 Skills: Skill Points: 8 + Int Modifier per level The sleuth’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), and Use Rope (Dex). Class Features: Weapon and Armor Proficiency: Sleuths gain no additional weapon or armor proficiencies. Discerning Eye (EX): The sleuth may use Search instead of Survival when using the Track feat in an urban or indoor environment. If a trail leaves the city, the sleuth must use Survival to follow tracks in that environment. Profile (EX): By making a Gather Information check (DC 15) when talking to witnesses of a crime, the Sleuth compiles a rough mental picture of the suspect. This mental picture provides a physical description, including distinguishing markings and visible mannerisms. Success makes the profile accurate, at least concerning a particular suspect as seen by witnesses. The Sleuth can expand the profile by making an Search check (DC 15) involving the crime scene or other evidence linked to the suspect. If successful, the Sleuth combines eyewitness accounts with forensic evidence to develop a profile of the suspect’s method of operation. This provides a +2 circumstance bonus on any skill checks made to uncover additional evidence or otherwise locate and capture the suspect. Trained Observer: At 2nd level, the sleuth gains a +2 bonus on Listen, Search, Sense Motive and Spot checks. Scene of the Crime (EX): At 2nd level, the Sleuth learns how to find and analyze forensic evidence at the scene of a crime. First the Sleuth must make a successful Search check (DC 20) modified by the time that has elapsed since the clue was left, and whether or not the scene was disturbed. Circumstances DC Modifier Every day since event (max +10) +2 Scene is outdoors +5 Scene slightly disturbed +2 Scene moderately disturbed +4 Scene extremely disturbed +6 If the Search check is successful, the Sleuth then makes a Sense Motive check for the entire crime scene; the result determines how well he is able to put the details together to gain additional information: DC Results 10 Determine Timing 15 Determine Methodology and General Motive; Determine Mundane Cause of Death if Body Present 20 Determine Race and Gender of Perpetrator; Determine Unusual Cause of Death if Body Present 25 Determine Primary Class of Perpetrator; Determine Magical Cause of Death if Body Present 30 Discover Outrageous Connection to Perpetrator (this clay is only found in one building in the city) Investigative Feat: Beginning at 3rd level, the sleuth gains an additional bonus investigative feat. He gains an additional feat at 6th, and 9th level. These bonus feats must be drawn from the following list of skill enhancement feats: Acrobatic, Agile, Alertness, Athletic, Deceitful, Deft Hands, Diligent, Negotiator, Nimble Fingers, Persuasive, or Stealthy. Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every third level (3rd, 6th, and 9th). If a sleuth gets a sneak attack bonus from another source the bonuses on damage stack. Lay of the Land (EX): By 4th level, the sleuth has learned how to quickly pick out significant or discordant elements in a situation. As a standard action, the sleuth may make a Spot check (DC 15, adjusted by +1 DC per 10' of distance) to recognize where a clue should be in a room or when something is fishy about a situation. This ability does not provide the sleuth any information about a possible clue or loaded situation; he must still make a Search or Sense Motive check to gain actual facts. Non-lethal Force (EX): At 4th level, a sleuth becomes adept at using non-lethal force to subdue an opponent. From this point on, he or she can deal subdual damage with a weapon that normally deals lethal damage (if he or she so chooses) without taking the normal –4 penalty on the attack roll. Badgering the Witness (EX): At 5th level the sleuth has mastered the art of conversation. While in the process of questioning someone, he may make a Bluff check opposed by the target’s Sense Motive check. The target may add its base Will saving throw bonus to the roll along with any other applicable modifiers. If the Bluff check result exceeds this special Sense Motive check result, the target lets something slip that they didn't mean to say. Using this skill against a targets of a different cultural background is difficult, because it’s harder to know what buttons to push; the GM may assign a -4 to -8 penalty on your Bluff check. Most targets are aware that they said something they shouldn't have, and, without a rushed Diplomacy check (DC 30), will end the conversation. Discern Lie (EX): At 7th level, a Sleuth develops the ability to gauge whether another character is telling the truth by reading facial expressions and interpreting body language. The Sleuth must be able to see and hear (but not necessarily understand) the individual under scrutiny. With a successful Sense Motive check opposed by the subject’s Bluff check result or against DC 10 (whichever is greater), the Sleuth can tell whether the subject is deliberately and knowingly speaking a lie. This ability doesn’t reveal the truth, uncover unintentional inaccuracies, or necessarily reveal omissions in information. Breaking the Case (EX): At 10th level, a Sleuth becomes so adept at solving mysteries that he or she can always find a way to put enough pressure on a suspect to get him to confess. As a full round action, the sleuth presents the subject with an incriminating piece of evidence or a logical flaw in the subject's explanation. The suspect then must make a Will save (DC 15 + sleuth's INT modifier). If the suspect fails his save, he confesses, or explains truthfully, along with a full accounting of his motives. If the suspect makes his saving throw, he doesn't provide the sleuth with any information. The GM may apply a 4 point situational penalty or bonus to the suspect's saving throw to represent the environment surrounding the conversation. It is easier to extract a confession from a criminal on the stand in a courtroom than from a master villain while you are chained to a rock. As long as the sleuth can provide another piece of evidence or logical contradiction, the sleuth may attempt to use the power on the suspect again the following round. The sleuth may make a Bluff check opposed by the subject’s Sense Motive check or DC 30 (whichever is greater) to manufacture evidence to extract a confession, though he may only do this once during a conversation. [/QUOTE]
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