Danganronpa Detective (3.5e Class)
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- 1 Danganronpa Detective
- 1.1 Making a Danganronpa Detective
- 1.2 Campaign Information
A fighter for hope and justice, the Danganronpa Detective is an upholder of the law with court-style abilities for use both in and out of battle. A Danganronpa Detective wields a special firearm that can fire truth bullets and specifically target the weaknesses of enemies. The Danganronpa Detective uses evidence and knowledge of their opponents in order to bring everyone to justice. The class of a Danganronpa Detective is most commonly achieved through a well-respected investigator becoming forced to take matters entirely into their own hands, and taking the occupation of lawyer alongside their role of detective already. They are granted multiple powers from their dedication to do what's right, that hold use in many situations. However, a Danganronpa Detective cannot use magic or armour, as this hampers their intellectual ability and trouble seems to flow to them.
Making a Danganronpa Detective
A Danganronpa Detective isn't skilled at melee combat at all, and they struggle in situations with many opponents. If they can single out one or two opponents they work with much more skill. They may need to take rounds in combat without attacking to use their abilities. However, they work extremely well against guilty parties and a small number of opponents. A Danganronpa Detective works well with teammates, because of their ability to gather new skills from their teammates.
Abilities: A Danganronpa Detective requires charisma over all other stats. Their charisma is used for many of their skills, which involve convicting and convincing opponents and teammates of wrongdoings. Secondly is intelligence, used to gather evidence and investigate opponents. Finally, a Danganronpa Detective uses dexterity, so they can aim and fire their guns with precision.
Races: The majority of Danganronpa Detectives are humans, but this class is not limited to race.
Alignment: Lawful. A Danganronpa Detective needs to be lawful, and they are often good, but evil and neutral Danganronpa Detectives are also acceptable.
Starting Gold: 5d6×10 gp (175 gp).
Starting Age: .
|Saving Throws||Special||Spells per Day||Power
|1st||+1||+0||+2||+2||Justices, Truth Bullets, Non-stop Debate, V-Shot, V-Agree||—||—||—||—||—||—||—||—||—||—||—||—||—|
|2nd||+2||+0||+3||+3||Autopsy, Coat of Truth +1||—||—||—||—||—||—||—||—||—||—||—||—||—|
|6th||+6/+1||+2||+5||+5||Coat of Truth +2||—||—||—||—||—||—||—||—||—||—||—||—||—|
|10th||+10/+5||+3||+7||+7||Coat of Truth +3||—||—||—||—||—||—||—||—||—||—||—||—||—|
|14th||+14/+9/+4||+4||+9||+9||Coat of Truth +4||—||—||—||—||—||—||—||—||—||—||—||—||—|
|18th||+18/+13/+8/+3||+6||+11||+11||Cloak of Truth +5||—||—||—||—||—||—||—||—||—||—||—||—||—|
Class Skills 8 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Danganronpa Detective.
Weapon and Armor Proficiency: A Danganronpa Detective is proficient with simple weapons, exotic weapons (firearms), and light armour.
A Danganronpa Detective fights with abilities called "justices". Through nothing more than the desire to bring the truth to light alone, Danganronpa Detectives are able to use abilities that will help them both them when investigating a crime and in the battlefield. All Danganronpa Detectives have the ability to use truth bullets. In terms of gameplay, truth bullets are bullets that a Danganronpa Detective can fire out of their gun or spend on justices. At the start of each day, a Danganronpa Detective gains a number of truth bullets equal to their Charisma modifier (minimum 1). They can lose or gain truth bullets throughout the day, but they can usually not go higher than double their Charisma modifier (minimum 1), though some feats and magic items may affect this maximum. A Danganronpa Detective can gain truth bullets in the following ways.
Investigation: Upon performing a successful investigation check on something relating to the quest, a Danganronpa Detective gains one truth bullet.
Interrogation: A Danganronpa Detective may interrogate a person for information relating to the quest, and upon rolling a successful diplomacy check, receives one truth bullet.
Justices: Danganronpa Detectives use their truth bullets to deliver justices. Most justices are for in-combat moments, but there are those that can be used out of combat as well. Some justices stay in effect as long as the Danganronpa Detective has at least 1 truth bullet. The following is the list of base Danganronpa Detective justices. A Danganronpa Detective can only use a justice of their level or lower. Unless otherwise noted, a justice can be used multiple successive times, as long as the appropriate amount of truth bullets are fired to perform the justice.
Time Bullet (Ex): At 1st level, a Danganronpa Detective can expand one truth bullet and exchange it for a time bullet, where they are able to replicate the most recent attack of a chosen enemy, as long as it is not a melee attack.
Agree (Ex): At 1st level, a Danganronpa Detective can expand one truth bullet and assist a teammate. They can add half their Charisma modifer to the teammate's damage roll (minimum 1), and doubles the attack's threat range.
Investigation (Ex): At 1st level, a Danganronpa Detective is able to investigate the opponent as a move action, figuring out their weaknesses in exchange for one truth bullet. After doing this, he adds his Charisma modifier to his next attack roll.
Hangman's Gambit (Ex): At 3rd level, a Danganronpa Detective may expand a truth bullet upon missing an attack to reroll the attack with a +2 modifier. This increases by 1 every 3 levels, to a maximum of 6 at level 15. This doubles to +12 at level 20.
Panic Talk Action (Ex): At 3rd level, a Danganronpa Detective may expand a truth bullet to deal an extra (1/2 Danganronpa Detective level)d6 to a single opponent, when the Danganronpa Detective is on 50% of their health.
Lying (Ex): At 3rd level, when out of bullets, a Danganronpa Detective is able to lie to his opponent. This creates a lie bullet. A lie bullet functions exactly like a truth bullet, but the lie must fool an opponent. When you use a lie bullet, an opponent must roll a sense motive check vs 10 + Danganronpa Detective level + your Charisma modifier. If the opponent finds out your lie, they heal the damage you were going to deal to them, or the effect that was going to effect them or you effects the opposite person.
Rebuttal Showdown (Ex): At 7th level, a Danganronpa Detective may expand a truth bullet to select an opponent and force them into a duel. The opponent may only attack the Danganronpa Detective, and vice versa, but the Danganronpa Detective adds their level to their attack roll, and their Charisma modifier to their damage roll and AC.
Debate Scrum (Ex): At 7th level, a Danganronpa Detective can interrupt the combat to start a debate scrum. This ability may only be used if there are an equal amount or less enemies compared to the number of players. It costs two truth bullets to activate. Every player pairs off with one or more enemies based on their initiative (highest initiative PC with highest initiative enemy, second highest PC with second highest enemy, etc). Every player adds the Danganronpa Detective's level to their attack roll, and its Charisma modifier to their damage roll and AC.
Hope/Despair Bullet (Ex): At 7th level, a Danganronpa Detective may expand three truth bullets to use a hope bullet or a despair bullet. A hope bullet allows you to either heal all of the damage your attack deals to the enemy to yourself and your teammates for one attack. A despair bullet allows you to take 20 on your attack roll.
Mind Mine (Ex): At 11th level, a Danganronpa Detective may fire a Mind Mine truth bullet. The Danganronpa Detective must roll an Investigation check vs (10 + opponent's CR) in order to destroy any armour the opponent is wearing.
Objection (Ex): At 11th level, a Danganronpa Detective may expand two truth bullets to object to an opponent's attack. The Danganronpa detective must roll a Diplomacy check vs (opponent's attack roll) in order to block an attack of the opponent.
Mass Panic Debate (Ex): At 11th level, a Danganronpa Detective, when in a combat situation with equal or more enemies than there are PCs, may expand a truth bullet in order to grant their allies a bonus. For every opponent, the Danganronpa Detective and their allies gain a +1 enhancement bonus to attack and damage rolls.
Logic Drive (Ex): At 15th level, a Danganronpa Detective may expand one truth bullet to enter a logic drive. This grants him knowledge of the opponent's weaknesses and resistances.
Argument Armament (Ex): At 15th level, when fighting one opponent, a Danganronpa Detective may expand one truth bullet to enter an Argument Armament. This grants the Danganronpa Detective and his allies the ability to counter the opponent's attacks by rolling a Sense Motive check vs their attack roll.
Psyche Taxi (Ex): At 15th level, a Danganronpa Detective can expand two truth bullets to heighten the truth. This doubles the range of the opponents' weaknesses, and removes resistances. This does not affect immunities.
Bullet Time Battle (Ex): At 19th level, a Danganronpa Detective can expand two truth bullets and activate a Bullet Time Battle. The Danganronpa Detective's truth bullets increase from firing one to firing 1d6 bullets an attack.
Future Bullet (Ex): At 19th level, a Danganronpa Detective can expand one truth bullet to block one attack that is targeted at him next round.
Bullet Refutation (Ex): At 19th level, a Danganronpa Detective can expand all truth bullets (they must have their truth bullet threshold met) in order to grant every PC a thorns effect. (Every attack done to the PCs is refuted to the opponent who attacked them) for 1d4 rounds (minimum 2).
Non-stop Debate (Ex): At 1st level, whenever the Danganronpa Detective attacks an opponent with a truth bullet, they deal an extra 1d8 damage. There is also a 1d4 chance that the opponent will become stunned for one round. This damage increases by 1d8 every 4 levels (maximum 6d8).
V-Shot (Ex): At 1st level, upon getting a critical hit with a truth bullet, your attack's critical increases by one (x2 becomes x3, x3 becomes x4, etc.), and you gain +1 to attack and damage rolls. This increases every three levels, to a max of +5 at level 15. This doubles to +10 at level 20.
V-Agree (Ex): At 1st level, whenever a Danganronpa Detective rolls a critical when making a check relating to a teammate, they may add their Charisma modifier to all of their ally's checks for that round in exchange for one truth bullet. This increases to double the Danganronpa Detective's Charisma modifier at level 10.
Autopsy (Ex): At 2nd level, a Danganronpa Detective is able to investigate a corpse and gain information about the cause of death. This grants the Danganronpa Detective 1d4 - 1 truth bullets. You can do this (1/2 Danganronpa Detective level) times a day.
Coat of Truth (Ex): At 2nd level, a Danganronpa Detective gains a +1 enhancement bonus to AC while wearing light or no armour. This increases by +1 for every 4 levels beyond 2nd level (to a maximum of +5 at 20th level)
Concentration (Ex): At 5th level, a Danganronpa Detective is able to concentrate. Upon rolling a successful concentration check vs 10 + the opponent's CR, the Danganronpa Detective focuses in on their opponent's weak spot and is able to deal a more accurate hit. It adds 1d6 for every 3 levels to your damage roll for one round.
Experienced Arguments (Ex): At 9th level, a Danganronpa Detective's truth bullets deal "Lawful" alignment damage. Along with this, they become piercing. They are counted as a touch attack.
Trial (Ex): At 13th level, a Danganronpa Detective can spend one move action to call the battlefield as "trial grounds". Trial grounds grant all lawful creatures a +(Danganronpa Detective Charisma modifier) enhancement bonus to saving throws, and all chaotic creatures a -(Danganronpa Detective Charisma modifier) debuff to saving throws.
Closing Argument (Ex): At 17th level, a Danganropa Detective can summarize a battle after it has been completed, healing (the number of opponents)d6 health to all PCs.
Ultimate Hope/Despair (Ex): At 20th level, a Danganronpa Detective gains the title of "Ultimate Hope" or "Ultimate Despair. A lawful good Danganronpa Detective becomes the 'Ultimate Hope'. Ultimate Hope grants the Danganronpa Detective "hope bullets" instead of truth bullets, adding an extra 2d10 damage to them and causing them to deal good alignment damage. They add their Charisma modifier to their AC and gain immunity to one energy type of their choice. A lawful evil Danganronpa Detective becomes the 'Ultimate Despair'. Ultimate Despair grants the Danganronpa Detective "despair bullets" instead of truth bullets, adding an extra 2d10 to them and causing them to deal evil alignment damage. They add their Charisma modifier to their attack and damage rolls and their bullets deal one energy type of their choice. A lawful neutral Danganronpa Detective may choose which Ultimate they take.
A Danganronpa Detective that becomes chaotic and/or unlawful loses all of the Danganronpa Detective abilites and levels.
Epic Danganronpa Detective
|21st||Cloak of Truth +6|
|22nd||Truth Bullets +1d10 dmg|
|25th||Cloak of Truth +7|
|26th||Truth Bullets +1d10 dmg|
|29th||Cloak of Truth +8|
|30th||Truth Bullets +1d10 dmg|
8 + Int modifier skill points per level.
Bonus Feats: The epic Danganronpa Detectives gains a bonus feat (selected from the list of epic Rogue bonus feats) every 4 levels after 20th.
Epic Danganronpa Detective Bonus Feat List: Blinding Speed, Combat Archery, Dexterous Fortitude, Dexterous Will, Epic Dodge, Epic Reputation, Epic Skill Focus, Epic Speed, Improved Combat Reflexes, Improved Sneak Attack, Intuitive Trapfinding, Legendary Climber, Lingering Damage, Self-Concealment, Sneak Attack of Opportunity, Spellcasting Harrier, Superior Initiative, Uncanny Accuracy. The rogue may choose a special rogue ability instead of a bonus feat.
Danganronpa Detective Starting Package
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Bonus Feats: .
Playing a Danganronpa Detective
Religion: Danganronpa Detectives aren't exclusively tethered towards any religions.
Other Classes: Danganronpa Detectives are fairly neutral with all classes, but are somewhat suspicious of magic classes.
Combat: A Danganronpa Detective works to deal damage and support teammates from a midpoint area of the battlefield.
Advancement: Danganronpa Detectives work best without multiclassing, but classes such as Rogue or Gunslinger work best for this option.
Danganronpa Detectives in the World
Danganronpa Detectives fit in the world in the cities of the plane, solving crimes and testifying against homicides in court. They help assist and organize the teams in combat.
Daily Life: A Danganronpa Detective's life usually consists of typical police work, and occasional court works.
Notables: Makoto Naegi, Kyoko Kirigi, Hajime Hinata and Shuichi Saihara.
Organizations: Danganronpa Detectives usually associate with law-enforcing groups, such as local police and guards.
NPC Reactions: NPC reactions on Danganronpa Detectives vary greatly. People often see them as on a same level as a guard chief.
Danganronpa Detective Lore
Characters with ranks in Investigation can research Danganronpa Detectives to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
Danganronpa Detective in the Game
Sample Encounter: .
EL : .