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13:12, 28th March 2024 (GMT+0)

Detective Class Progression.

Posted by BartenderFor group 0
Bartender
GM, 13 posts
Fri 5 Mar 2021
at 18:05
  • msg #1

Detective Class Progression

Role: Detectives are adaptive, able to handle a variety of situations using a combination of grit, cunning, and raw firepower.  They tend to have strong ties to others, not necessarily in the form of friendship, but in an intangible form of currency composed of favors and bartering...With the occasional, all-too-tangible debt.

Alignment: Any.  Detectives come from many backgrounds, and pursue their profession for different reasons.  White knights are a rarity, matched just as often by crooked hired guns.  Some ally with authority, while others would sooner bargain with the con artists making up the seedy underbelly of the city.

Hit Die: d10m maxed.

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills: All.  Detectives are capable of learning any given skill, given the time and motivation.
Ranks per Level: TBD

Lvl  BAB  F/R/W  Special
1    0           Sneak Attack 1d6, Trapfinding
2    1           Deeds, Grit
3    2           Sneak Attack 2d6, Rogue Talent
4    3           Deed, Daring Act
5    3           Sneak Attack 3d6, Evasion
6    4           Rogue Talent
7    5           Sneak Attack 4d6, Quickdraw
8    6           Deed, Nimble
9    6           Sneak Attack 5d6, Uncanny Dodge
10   7           Advanced Rogue Talent
11   8           Sneak Attack 6d6, Bonus Saving Throw Feat
12   9           Deed, Dare
13   9           Sneak Attack 7d6, Bonus Feat
14   10          Advanced Rogue Talent
15   11          Sneak Attack 8d6, Bonus Feat
16   12          Deed, Dare
17   12          Sneak Attack 9d6, Bonus Feat
18   13          Advanced Rogue Talent
19   14          Sneak Attack 10d6, Master Strike
20   15          Deed, True Grit

Sneak Attack
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

See Precision Damage & Critical Hits FAQ for more information.

Trapfinding
A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Grit
A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.

Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.

Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.

Deeds
Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.

The deeds of John Sawyer are listed below.

This message was last edited by the GM at 19:14, Fri 05 Mar 2021.
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