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In the Barony of Ranston Grange, most magic use has been declared illegal. Magic weapons must be registered and if deemed too much of a threat might be confiscated and returned only when the owner crosses the border. All other magic items are confiscated and destroyed, even Gnomes, Sorcerers and other inherently magical beings are not permitted to stay in the country (although they are not destroyed unless they refuse to leave). Divine Magic is not accepted any more than Arcane, although the leaders and populace of the Barony would not think of insulting all of the deities by outlawing their gifts. Only deities devoted to magic are outlawed within the borders and divine magic is restricted to the confines of the official temple of each deity.
The paradox of Ranston Grange is that the only effective way to control the use of magic it through magic itself. To this end, the Ranston Detectives were founded. They are an organisation of Wizards under the direct command of the Baron. Their sole and primary job is to actively and vigorously enforce the laws against magic within the realm. They are only allowed to create certain magic items and are severely restricted in the spells that they learn, although they are very good at what they do know. Often the Detectives are accompanied by warriors or fighters who provide the muscle to act on their findings, but are generally more capable in melee than most spell-slingers.
Alignment: Any Lawful
HD: d4
Prerequisites:
Ability to cast: Detect Magic and 3 other Divinations, one of which must be 2nd level or higher.
Prohibited School: Evocation
Skill Points: 2 + Int modifier / level
Class Skills: The Ranston Detective=s class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int).
Weapon and Armour Proficiency: Detectives are skilled with all simple weapons. Detectives are proficient with Padded armour, Leather armour and Studded Leather Armour.
| Base Attack | Fort. | Ref. | Will | Special Abilities |
| L1 | +0 | +2 | +0 | +2 | Save DC +1 |
| L2 | +1 | +3 | +0 | +3 | Create Detective Items |
| L3 | +1 | +3 | +1 | +3 | Save DC +2 |
| L4 | +2 | +4 | +1 | +4 | Saving Throw Bonus +1 |
| L5 | +2 | +4 | +1 | +4 | Save DC +3 |
| L6 | +3 | +5 | +2 | +5 | Saving Throw Bonus +2 |
| L7 | +3 | +5 | +2 | +5 | Bonus Metamagic Feat |
| L8 | +4 | +6 | +2 | +6 | Save DC +3 |
Spells per Day
| 1 | 2 | 3 | 4 |
| L1 | 1 | - | - | - |
| L2 | 2 | - | - | - |
| L3 | 2 | 1 | - | - |
| L4 | 3 | 2 | - | - |
| L5 | 3 | 2 | 1 | - |
| L6 | 3 | 3 | 2 | - |
| L7 | 4 | 3 | 2 | 1 |
| L8 | 4 | 3 | 3 | 2 |
Save DC: Beginning at L1 the Ranston Detective applies a bonus to the DC to save against her spells. The bonus increases to +2 at Level 3, and +3 at Level 5.
Saving Throw Bonus: Because of the hours spent studying the best methods to combat magic use, the Ranston Detective gains a competence bonus to saving throws against spells and spell-like effects at Level 4. This bonus increases to +2 at Level 6, and +3 at Level 8.
Bonus Metamagic Feat: At Level 7, the Detective acquires a bonus metamagic feat from the following list: Empower Spell, Enlarge Spell, Extend Spell, Heighten Spell, Maximise Spell, Quicken Spell. Although Ranston Detectives are not explicitly prohibited from acquiring the Still Spell and Silent Spell feats, they are wary of any ability that hides the use of magic and do not encourage this behaviour.
Create Detective Items: At Level 2 the Ranston Detective knows how to create some magic items as if she had the appropriate feat. She still needs to conform to any other requirements or prerequisites to create specific items, this ability only stands in place of the required feat.
The Items that can be created are:
- Potions: Vision, Clairaudience/Clairvoyance, Darkvision, Detect Thoughts, Truth
- Rings: X-Ray Vision
- Rods: Cancellation, Enemy Detection, Negation
- Wands: Dispel Magic
- Wondrous Items: Lens of detection, Medallion of thoughts, Lantern of revealing, Crystal ball (all types), Gem of seeing, Robe of eyes
Spells: A Ranston Detective casts arcane spells. She is limited to a certain number of spells of each spell level per day, according to her class level. A Detective must prepare spells ahead of time by getting a good night's sleep and spending 1 hour studying her spellbook. While studying, the Detective decides which spells to prepare. To learn, prepare, or cast a spell, a Ranston Detective must have an Intelligence score of at least 10 + the spell's level. A Detective=s bonus spells are based on Intelligence. The Difficulty Class for saving throws against Detective spells is 10 + the spell's level + the Detective's Intelligence modifier.
Ranston Detective Spell List:
L1: Resistance, Detect Magic, Read Magic, Protection from Chaos/Evil/Good, Shield, Comprehend Languages, Detect Secret Doors, Detect Undead, Identify, True Strike, Charm Person, Hypnotism, Sleep, Message,, Locate Object, Detect Thoughts, See Invisibility.
L2: Protection from Arrows, Blindness/Deafness, Dispel Magic, Magic Circle Against Chaos/Evil/Good, Clairaudience/Clairvoyance, Tongues, Suggestion
L3: Hold Person, Dimensional Anchor, Minor Globe of Invulnerability, Remove Curse, Arcane Eye, Detect Scrying, Locate Creature, Scrying, Charm Monster, Confusion, Rary=s Mnemonic Enhancer
L4: Displacement, Slow, Lesser Geas, Dismissal, Contact Other Plane, Prying Eyes, Rary=s Telepathic Bond, Hold Monster, Mind Fog, Permanency, Analyse Dweomer, Legend Lore, True Seeing, Greater Scrying.
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