Occult Detective [Archive] - Wizards Community

Post/Author/DateTimePost
Jay_Ibero_911

08-15-07, 08:53 PM
Having recently read "The Things that Aren't There" by C.J. Henderson, featuring the detective Teddy London going against all kinds of other worldly stuff, I got the idea to try and make an occult detective type character. Here's what I've come up with so far:

Race:Human
Alignment: Lawful Good

STR-14 (6)
DEX-14 (6)
CON-14 (6)
INT-10 (2)
WIS-14 (6)
CHA-10 (2)

Lv1(Ranger)Track, Weapon Focus, Improved Initiative
Lv2(Ranger)Two-Weapon Fighting
Lv3(Fighter)Combat Focus, Quick Reconnoiter
Lv4(Fighter)Blind Fight, +1 Stat
Lv5(Ranger)Endurance
Lv6(Occult Slayer)Skill Focus (Gather Information)
Lv7(Justiciar)
Lv8(Justiciar)+1 Stat
Lv9(Occult Slayer)Feat
Lv10(Occult Slayer)
Lv11(Occult Slayer)
Lv12(Occult Slayer)Combat Awareness, +1 Stat
Lv13()
Lv14()
Lv15()Feat

Skills to max as best as possible:
Survival, Listen, Spot, Search, Sense Motive, Gather Information

Occult Slayer and Justiciar combine to create just the right flavor in my opinion. Occult Slayer also conveniently has gather info as a class skill, enabling earliest possible entry to Justiciar. Favored Enemy (Evil Outsiders) of course. Feat selection designed to meet pre-reqs as well as fit thematically with the character. He's very alert, good at digging up info, and tracking down the bad guys. It will be hard to even remotely match Teddy London's combat style since he typically used his revolver betty or his dagger veronica...sometimes heavier weapons if available. I think this build will do sword and board, using TWF with one handed weapon and armor spikes to get the most out of non-lethal strike and crippling strike when I can. Won't be the most amazing character in combat, but won't be too bad either. Any suggestions for how to finish him up without breaking the theme?
ornsjach

08-15-07, 09:25 PM
perhaps drop a lvl of Paladin (a note worthty good do-er) in some where and pick up protection from evil then go knight of the chalice for more anti-evil outsider fun
Jay_Ibero_911

08-15-07, 10:08 PM
perhaps drop a lvl of Paladin (a note worthty good do-er) in some where and pick up protection from evil then go knight of the chalice for more anti-evil outsider fun

I had thought of that, but Paladin is a little strong in the lawful good direction to fit with the character. The character will probably be lawful good anyway, but he won't be bound by a code of conduct so he'll be free to act in the name of the greater good at times if he feels the need. Also, I don't particularly care for the idea of a spellcasting occult slayer. Also, can't really afford the charisma to make the most of the paladin abilities anyway. The character is supposed to just be a sleuth and hunter, not a divine champion.
ornsjach

08-15-07, 10:46 PM
well theres all ways the scout route with swift hunter or the dark hunter or blood hound PrC
jstorrie

08-15-07, 10:53 PM
I think you really need more skills/level to really do the detective archetype well. Gather Info, Search and Sense Motive, yes, but also Diplomacy, Intimidate (as your 'Diplomacy-reroll'), Knowledge (Local), one or more other Knowledges...

For this type I'd do Ranger/Rogue and skip Occult Slayer entirely. I've been aiming to work up something similar with Cler/Church Inquisitor, and it really does come heavily down to having a lot of skill points and good class skill selection; 10 Int and 2 skill/level classes won't cut it.
Iswald

08-15-07, 11:11 PM
Another level of ranger and you'd be able to use your high wisdom for spells. Or, you could try to work in a couple more feats using combat awareness, since they work much better if you have at least three. Otherwise, it seems like you've put too many points into wisdom. You could put them into int instead so that you had more skill points.
Jay_Ibero_911

08-16-07, 09:43 PM
Race:Human
Alignment: Lawful Good

STR-14 (6)
DEX-14 (6)
CON-14 (6)
INT-12 (4)
WIS-12 (4)
CHA-10 (2)

Lv1(Ranger)Track, Run, Skill Focus (Gather Information)
Lv2(Ranger)Two-Weapon Fighting
Lv3(Fighter)Weapon Focus, Quick Reconnoiter
Lv4(Fighter)Improved Initiative, +1 DEX
Lv5(Ranger)Endurance
Lv6(Occult Slayer)Two-Weapon Pounce
Lv7(Justiciar)
Lv8(Justiciar)+1 STR
Lv9(Occult Slayer)Fleet of Foot
Lv10(Occult Slayer)
Lv11(Occult Slayer)
Lv12(Occult Slayer)Two-Weapon Rend, +1 STR
Lv13()
Lv14()
Lv15()Feat

Gets more skills, forgets about the combat focus. He's still plenty aware and will have a good will save anyway. Basically use one handed weapon and shield, along with armor spikes, winning initiative then pouncing on vulnerable foes popping them with non-lethal strike and dealing some strength damage too, then hoping for a flank to continued witht the strength damage till the foe is either unconscious or paralyzed from 0 str. He'll never dominate an adventure, but he'll be an interesting persona...a kind of brooding persona who doesn't exactly like his work, but is constantly finding himself pushed into having to help people out by fate and good consience.
Arassuil

08-16-07, 10:39 PM
Lv1(Ranger)Track, Weapon Focus, Skill Focus (Gather Information)
Lv2(Ranger)Two-Weapon Fighting
Lv3(Fighter)Improved Initiative, Quick Reconnoiter
Lv4(Fighter)Run, +1 DEX
Lv5(Ranger)Endurance
Lv6(Occult Slayer)Two-Weapon Pounce
Lv7(Justiciar)
Lv8(Justiciar)+1 STR
Lv9(Occult Slayer)Fleet of Foot
Lv10(Occult Slayer)
Lv11(Occult Slayer)
Lv12(Occult Slayer)Two-Weapon Rend, +1 STR
Lv13()
Lv14()
Lv15()Feat


I can't remember, but I thought that Run isn't a fighter bonus feat. If it is, then I'll stand corrected :)
Jay_Ibero_911

08-17-07, 09:29 AM
I can't remember, but I thought that Run isn't a fighter bonus feat. If it is, then I'll stand corrected :)

Yeah, it's not...but I can still get it to work...just gotta re-order the feats a bit.