Dresden Files - Karin Murphy


Advice


I'm hoping my wife create her first character. She found the investigator class and asked if she could play someone like Karin Murphy from The Dresden Files.

I said yes, but then realized it was actually a difficult target to build for.

Police detective
Martial arts expert
"Tiny but fierce"
Eventually quite potent with a sword

Thoughts?


An slayer with perception, sense motive and some knowledge skills (police detective) with improved unarmed strike and some defensive style chain (martial arts) who uses a sword which can be used with weapon finesse and the odd unarmed strike (TWF) seems like it should work. The studied target would boost damage in the absence of strength as well as boosting some relevant skills.

Iron will would be another feat both relevant and in character.


Ballistic101 wrote:


Police detective
Martial arts expert
"Tiny but fierce"
Eventually quite potent with a sword

lots of skills

IUS and feats available for a style chain
dex-based
most can use swords

==>Unchained Rogue 3 / Slayer rest or Unarmed Fighter 2 / Investigator rest

Shadow Lodge

Make sure you put on some fancy Boots.


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The investigator is actually a bit more complicated then what it appears. How close is she trying to get to Murphy? If she is ok with more sword and less martial arts I would say go the level of inspired swash and Empiricist investigator from there. But I would probably explain the investigator to her as if Dresden took her down to the basement to show off his geek hobby of alchemy and she fell in love with it. Who knows maybe she will relate :) That said I would argue with the gm that her formula book needs to be a talking skull that has them memorized and helps her make the extracts in the morning (Yay Bob!)

So to explain where it might get complicated, perhaps it is my build but eh. I went half elf for the favored bonus and I took skill focus umd. At level 1 I took the inspired swash so now finesse, weapon focus and fencing grace. Now a swordsman and really what is nice is parry and riposte levels up with you. Mow with the investigator she will have to deal with extracts, her first talent really should be mutagen. At level 3 I had a 13 str (which Murphy is suppose to be surprisingly strong) so power attack..at level 5 I took extra investigator talent for quick study. Then we are almost to 2nd level extract and alchemical allocation...which means she can now use all potions without consuming (go for extend and enhance potion imo) Meanwhile the umd is catching up to near perfection..I have a lvl 7 and with heroism going umd is up to +19...so wands are guaranteed scrolls are pretty close. So not only will she be dealing with the basics but mechanics for parry/ riposte and basically knowledge of all low level spells..don't get me wrong I love the class but seems a lot for a new player


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Karin Murphy is a paladin


Dave Justus wrote:
Karin Murphy is a paladin

Or just a Lawful Good [insert class] that takes her beliefs VERY seriously.

If I had to stat her out, I'd probably make her some kind of Rogue/Slayer multiclassed with Brawler. Str=Dex=Int>Con>Wis>Cha


Karin preferred weapons are firearms, particularly sub-machine guns, her martial arts are her 'fall back' tool when dealing with monsters and idiots (including Harry).

You may wish to start with the Gunslinger class or at least put one of the Firearm Archetypes to use in the formula.


Gun Chemist then?


That doesn't sound too bad, perhaps with a level or two of Tetori Monk for the advanced unarmed damage and grappling skills.


She comes from a world with commonplace guns. She'd laugh in your face if you called her a gunslinger. It's not that handguns are a great mystery where she's from, they're just the default weapon for her occupation.


A Constable?


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i love this idea!! i have no experience w/ the investigator class but how about;

aasimar w/ scion of humanity
2 monk -war scholar for her martial arts & her knowledge of how to fight the monsters
3 fighter -trench fighter for her gun-play and firearms knowledge
1 swashbuckler -inspired blade for her sword-play
4 investigator police detective

not close to done but i couldn't wait to post what i hashed out.

thoughts? adjustments?

Karin Murphy:

Female imperious human fighter (trench fighter) 3/investigator 4/monk (war scholar) 2/swashbuckler (inspired blade) 1 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Advanced Class Guide 30, 56, 125, Pathfinder RPG Bestiary 7)
LG Medium outsider (native)
Init +15; Senses darkvision 60 ft.; Perception +15
--------------------
Defense
--------------------
AC 24, touch 16, flat-footed 18 (+6 armor, +6 Dex, +2 shield; +2 deflection vs. evil)
hp 114 (10 HD; 6d8+4d10+50)
Fort +12, Ref +17, Will +11 (+1 vs. fear); +2 bonus vs. poison, +2 trait bonus vs. charm and compulsion; +2 resistance vs. evil
Defensive Abilities evasion, trap sense +1; Resist acid 5, cold 5, electricity 5, fire 0
--------------------
Offense
--------------------
Speed 30 ft.
Melee +5 cold iron rapier +21/+16 (1d6+6/18-20) or
. . mwk noqual cestus +11/+6 (1d4+1/19-20)
Ranged +2 double-barreled pistol +9/+9/+4 (1d8+15/×4)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (2), studied combat (+2, 1 round), studied strike +1d6
Investigator Extracts Prepared (CL 4th; concentration +5)
--------------------
Statistics
--------------------
Str 13, Dex 22, Con 20, Int 12, Wis 16, Cha 8
Base Atk +8; CMB +10; CMD 26
Feats Clustered Shots[UC], Deadly Aim, Improved Initiative, Point-Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, Weapon Focus (rapier)
Traits birthmark, reactionary
Flaws cautious, haunted
Skills Acrobatics +15, Bluff +1, Craft (alchemy) +6 (+10 to create alchemical items), Craft (firearms) +6, Diplomacy +1, Disable Device +12, Escape Artist +10, Knowledge (arcana) +7 (+10 to identify the abilities and weaknesses of creatures), Knowledge (dungeoneering) +7 (+10 to identify the abilities and weaknesses of creatures), Knowledge (history) +6 (+9 to identify the abilities and weaknesses of creatures), Knowledge (local) +8 (+11 to identify the abilities and weaknesses of creatures), Knowledge (nature) +8 (+11 to identify the abilities and weaknesses of creatures), Knowledge (nobility) +6 (+9 to identify the abilities and weaknesses of creatures), Knowledge (planes) +8 (+11 to identify the abilities and weaknesses of creatures), Knowledge (religion) +8 (+11 to identify the abilities and weaknesses of creatures), Linguistics +11, Perception +15, Perform (Shootist) +3, Sense Motive +7, Spellcraft +5, Stealth +12, Survival +7 (+11 in urban and underground settings); Racial Modifiers +2 Sense Motive, +2 Stealth
Languages Ancient Osiriani, Celestial, Common, Kelish, Osiriani, Thassilonian
SQ alchemy (alchemy crafting +4), battle focus, gutter rat[ARG], heart of the slums[ARG], heart of the streets[APG], imperious human[ARG], inspiration (3/day), inspired panache, investigator talent (quick study[ACG]), keen recollection, mixed heritage[ARG], monster lore +3, poison lore, rapid planning, scion of humanity[ARG], silver tongued[ARG], swift alchemy, trapfinding +2, trench warfare, truespeaker[ARG], umbral unmasking
Other Gear +1 mithral kikko armor[UC], +1 mithral buckler, +2 double-barreled pistol[UC], +5 cold iron rapier, mwk noqual cestus[APG], belt of physical might +4 (Dex, Con), handy haversack, 32,807 gp, 8 sp
--------------------
Tracked Resources
--------------------
Inspiration (+1d6, 3/day) (Ex) - 0/3
Panache Pool (2/day) - 0/2
--------------------
Special Abilities
--------------------
Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Battle Focus (Ex) Spend a move action to gain your wisdom modifier to damage.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deeds
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (0) You have the specified Energy Resistance against Fire attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Gutter Rat Often second-class citizens living in sprawling ghettos and slums, these humans work hard to eke out an existence in a city. Replace the skilled racial trait with heart of the slums and the bonus feat racial trait with mixed heritage (heart of the st
Heart of the Slums +4 Survival in underground/urban environments. Save twice vs. disease, and take the better roll.
Heart of the Streets +1 AC while adjacent to at least two allies. Crowds do not count as difficult terrain.
Imperious Human Hailing from either an empire, an emerging nation, or a controlling city-state, these humans are arrogant expansionists, absorbing others to their causes and culture. Replace the skilled racial trait with silver tongued and the bonus feat racial trai
Inspiration (+1d6, 3/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Mixed Heritage Often human civilization is defined by more than one characteristic. A human with this trait may select a second “Heart of the” racial trait. This replaces the bonus feat racial trait.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknesses of creatures.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Lore (Ex) After 1 min can use Know to ID poisons, 1 min more to neutralize with Craft (alchemy).
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Study (Ex) Use studied combat as a swift action.
Rapid Planning (Ex) You can study the scene to give your allies bonuses in combat.
Rapid Reload (Double-barreled pistol) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Silver Tongued You can shift a creature's attitude by three steps with Diplomacy.
Studied Combat (+2, 1 round) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +1d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Trench Warfare (Ex) +2 to AC bonuses from cover.
Truespeaker Learn two languages for each rank you put in Linguistics.
Umbral Unmasking You cast a shadow with angelic wings(DC 15 Perception to notice)
--------------------

RPG Superstar 2009 Top 32

Ballistic101 wrote:

I'm hoping my wife create her first character. She found the investigator class and asked if she could play someone like Karin Murphy from The Dresden Files.

I said yes, but then realized it was actually a difficult target to build for.

Police detective
Martial arts expert
"Tiny but fierce"
Eventually quite potent with a sword

Thoughts?

What campaign is this for? Some campaigns do allow for a character to start as a member of the city guard - Medeaval/Renessaince equivelent to the police.

Class-wise, I would actually suggest a Slayer (possible w/the Bounty Hunter archetype). Dip into Monk at 2nd level (and aquire a firearm and the Amature Gunslinger feat if allowed in the campaign).

I am Nemesis wrote:

i love this idea!! i have no experience w/ the investigator class but how about;

aasimar w/ scion of humanity
2 monk -war scholar for her martial arts & her knowledge of how to fight the monsters
3 fighter -trench fighter for her gun-play and firearms knowledge
1 swashbuckler -inspired blade for her sword-play
4 investigator police detective

not close to done but i couldn't wait to post what i hashed out.

thoughts? adjustments?
** spoiler omitted **...

Remember that this is her actual character, not a theoretical build. So, the question is what does she start with for a Lvl 1.

Not that your suggestion is bad, but break it down to a Level by Level build.


This is for Curse of the Crimson Throne.

I've been primarily looking at Investigator, and I had been considering the Antiquarian archetype. The flavor of the magic coming from a set of charms fits well with Dresden's shield bracelet.

I had been thinking a single level dip into Monk for the unarmed strike, flurry, and 1d6 unarmed damage. The lack or wisdom won't matter, I was planing on light armor anyway, and I had been trying to see if a good archetype would add to the flavor, but haven't settled on anything.

I would prefer unchained monk, but the fact that with only 1 level and a poor wisdom score, Stunning fist will be mostly useless, I had wanted something to replace that.


Losing alchemist talents is a hard hit. I am gonna have to agree with the slayer Murphy always was more martial and while she realized there was magic, she knew she was out of her depth. That said 2 levels of brawler makes more sense than monk. I would get her take on the character, explain that this character would be based on Murphy but there will be differences..see what she likes. I would explain to her the names of the classes doesn't mean that is all they do. A slayer would make a really nice detective..if she wants the gun I would see if she is good with a bow :P


What's the point buy for this game?

Lord Fyre wrote:

Remember that this is her actual character, not a theoretical build. So, the question is what does she start with for a Lvl 1.

Not that your suggestion is bad, but break it down to a Level by Level build.

i'm terrible at doing level by level, be forewarned

archon blooded aasimar (+2 con, +2 wis) w/ additional Aasimar Abilities recommended being an additional +2 con, +2 dex & w/ scion of humanity to pass for human.

for her martial arts & War Scholar for her knowledge of how to fight the monsters. Murphy trained in martial arts since childhood- 3 brothers
1 UNCHAINED monk -(war scholars can wear light armors)
2 UNCHAINED monk -war scholar- i'd do a 2 level dip for evasion
'
for her gun-play and firearms knowledge. father was a Guardsmen w/ a gun, taught her about guns
3 fighter -trench fighter gets dex to firearm damage after 3 levels
4 fighter -trench fighter
5 fighter -trench fighter

for her sword-play. technically learned as a martial artist but refined here
6 swashbuckler -inspired blade

"police detective" in Korvosa, the Jewel of Varisia, becoming a member of the Korvosan Guard is a complicated proposition. if Murphy can pull it off, having an insider in the queens personal guard of warrior women would be extremely beneficial. go for it
7 investigator
8 investigator
9 investigator
10 investigator

RPG Superstar 2009 Top 32

I am Nemesis wrote:

What's the point buy for this game?

Lord Fyre wrote:

Remember that this is her actual character, not a theoretical build. So, the question is what does she start with for a Lvl 1.

Not that your suggestion is bad, but break it down to a Level by Level build.

i'm terrible at doing level by level, be forewarned

archon blooded aasimar (+2 con, +2 wis) w/ additional Aasimar Abilities recommended being an additional +2 con, +2 dex & w/ scion of humanity to pass for human.

for her martial arts & War Scholar for her knowledge of how to fight the monsters. Murphy trained in martial arts since childhood- 3 brothers
1 UNCHAINED monk -(war scholars can wear light armors)
2 UNCHAINED monk -war scholar- i'd do a 2 level dip for evasion
'
for her gun-play and firearms knowledge. father was a Guardsmen w/ a gun, taught her about guns
3 fighter -trench fighter gets dex to firearm damage after 3 levels
4 fighter -trench fighter
5 fighter -trench fighter

for her sword-play. technically learned as a martial artist but refined here
6 swashbuckler -inspired blade

"police detective" in Korvosa, the Jewel of Varisia, becoming a member of the Korvosan Guard is a complicated proposition. if Murphy can pull it off, having an insider in the queens personal guard of warrior women would be extremely beneficial. go for it
7 investigator
8 investigator
9 investigator
10 investigator

This is actually quite good. ;)


Makes sense, there was a post a long time ago that mentioned most literary characters would be around 7 or more. As I mentioned see what she is looking for and have her help


This is a 20 point buy.

I appreciate all the help. I'd already pretty much settled on skipping the gun training. I think AVR called it out best when she mentioned that murphy used guns because it was modern times, not because she was in anyway a gunslinger.

I mostly like the concept that I am Nemesis came up with.

The is not going to be a min/max group, everyone will be more flavor. Right now the rest of the part is:

Half Elf Skald
Human Gunslinger (the other newbie in the group)
Human Bloodrager


*eye twitch*

I sure hope you guys get a hold of a wand of cure light wounds or find a cleric henchmen, quickly.

RPG Superstar 2009 Top 32

DeathlessOne wrote:

*eye twitch*

I sure hope you guys get a hold of a wand of cure light wounds or find a cleric henchmen, quickly.

Out of left field …

Cleric of Abadar?
(Though Iomedae might better, the priests of Abadar are involved in the guard.)

Liberty's Edge

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The inquisitor might be a good fit. Inquisitors are very skillful and intimidating, can tell if people are lying to them, and are fierce in defense of their church, their beliefs, and their people. They have bonuses to perception and initiative, so they see everything that's going on and respond quickly in an emergency.

The class, like the investigator, has a lot of moving parts, but they come on slowly, and spontaneous spell-casters are generally easier for newer players. She'll be able to use wands for Cure Light Wounds and other useful spells. At level 3 she can take Power Attack, and then once Bane comes online, her sword will be fearsome indeed!

RPG Superstar 2009 Top 32

keerawa wrote:

The inquisitor might be a good fit. Inquisitors are very skillful and intimidating, can tell if people are lying to them, and are fierce in defense of their church, their beliefs, and their people. They have bonuses to perception and initiative, so they see everything that's going on and respond quickly in an emergency.

The class, like the investigator, has a lot of moving parts, but they come on slowly, and spontaneous spell-casters are generally easier for newer players. She'll be able to use wands for Cure Light Wounds and other useful spells. At level 3 she can take Power Attack, and then once Bane comes online, her sword will be fearsome indeed!

That would work very well.


Lord Fyre wrote:

Out of left field …

Cleric of Abadar?
(Though Iomedae might better, the priests of Abadar are involved in the guard.)

Oh, I was merely attempting to bring attention to what I perceived as a somewhat ... serious... gap in party versatility. Unless your skaldis going to be a healing focused (possibly Sunsinger) character, then you'll be fine.


Just started CoCT last night with my Monster Tactician Inquisitor. Definitely seems like the right way to go. Antiquarian Investigator also seems really neat though. Inquisitors get repeating crossbow proficiency, which isn't OMGWTFBBQ amazing but is still flavorful.


Lord Fyre wrote:
This is actually quite good. ;)
ekibus wrote:
Makes sense, there was a post a long time ago that mentioned most literary characters would be around 7 or more. As I mentioned see what she is looking for and have her help

@ Lord Fyre & ekibus Thanks.

I really think the inquisitor class would be a good replacement for the fighter levels. The OP and his wife would need to decide how far to take it to get the good stuff, seeing as how the Mrs. expressed interest in the investigator class.

so now that i'm reworking what i've done, what are the recommendations for feats & investigator talent since the gun stuff doesn't apply anymore?
20 point buy

Karin Murphy:

Female imperious human inquisitor of Iomedae 4/investigator (empiricist) 5/unchained monk (war scholar) 2/swashbuckler (ins (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Advanced Class Guide 30, 56, 100, 125, Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Bestiary 7, Pathfinder Unchained 14)
LG Medium outsider (native)
Init +14; Senses darkvision 60 ft.; Perception +15
--------------------
Defense
--------------------
AC 24, touch 16, flat-footed 18 (+6 armor, +6 Dex, +2 shield; +2 deflection vs. evil)
hp 135 (12 HD; 9d8+3d10+60)
Fort +13, Ref +17, Will +9 (+2 save vs. illusion and disbelievable effects); +2 trait bonus vs. charm and compulsion; +2 resistance vs. evil
Defensive Abilities evasion, trap sense +1; Resist acid 5, cold 5, electricity 5, unfailing logic
--------------------
Offense
--------------------
Speed 30 ft.
Melee +5 cold iron rapier +22/+17 (1d6+5/18-20) or
. . gauntlet (from armor) +10/+10/+5 (1d3) or
. . mwk noqual cestus +11/+11/+6 (1d4/19-20) or
. . unarmed strike +10/+10/+5 (1d3)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), flurry of blows (unchained), judgment 2/day, panache (3), studied combat (+2, 2 rounds), studied strike +1d6
Inquisitor Spell-Like Abilities (CL 4th; concentration +5)
. . At will—detect alignment
Inquisitor Spells Known (CL 4th; concentration +5)
. . Domain Justice inquisition[UM]
Investigator (Empiricist) Extracts Prepared (CL 5th; concentration +7)
--------------------
Statistics
--------------------
Str 10, Dex 22, Con 20, Int 14, Wis 12, Cha 10
Base Atk +9; CMB +10; CMD 25
Feats Improved Initiative, Improved Unarmed Strike, Weapon Focus (rapier)
Traits birthmark, reactionary
Flaws cautious, haunted
Skills Acrobatics +15, Bluff +2, Craft (alchemy) +10 (+15 to create alchemical items), Diplomacy +2 (+4 to gather information (You can use your Intelligence Modifier instead of Charisma)), Disable Device +10, Escape Artist +10, Intimidate +2, Knowledge (arcana) +10 (+11 to identify the abilities and weaknesses of creatures), Knowledge (dungeoneering) +10 (+11 to identify the abilities and weaknesses of creatures), Knowledge (history) +10 (+11 to identify the abilities and weaknesses of creatures), Knowledge (local) +10 (+11 to identify the abilities and weaknesses of creatures), Knowledge (nature) +10 (+11 to identify the abilities and weaknesses of creatures), Knowledge (nobility) +10 (+11 to identify the abilities and weaknesses of creatures), Knowledge (planes) +10 (+11 to identify the abilities and weaknesses of creatures), Knowledge (religion) +10 (+11 to identify the abilities and weaknesses of creatures), Linguistics +12, Perception +15, Ride +10, Sense Motive +15, Sleight of Hand +15, Spellcraft +10, Stealth +15, Survival +8 (+12 in urban and underground settings), Swim +5; Racial Modifiers +2 Sense Motive, +2 Sleight of Hand, +2 Stealth
Languages Ancient Osiriani, Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Kelish, Osiriani, Sylvan, Thassilonian
SQ alchemy (alchemy crafting +5), battle focus, ceaseless observation, gutter rat[ARG], heart of the slums[ARG], heart of the streets[APG], imperious human[ARG], inspiration (4/day), inspired panache, investigator talent (quick study[ACG]), judicious force, keen recollection, mixed heritage[ARG], monster lore +1, monster lore +1, rapid planning, scion of humanity[ARG], silver tongued[ARG], solo tactics, stern gaze +2, track +2, trapfinding +2, truespeaker[ARG], umbral unmasking
Other Gear +1 mithral kikko armor[UC], +1 mithral buckler, +5 cold iron rapier, mwk noqual cestus[APG], belt of physical might +4 (Dex, Con), handy haversack, 32,807 gp, 8 sp
--------------------
Tracked Resources
--------------------
Detect Alignment (At will) (Sp) - 0/0
Inspiration (+1d6, 4/day) (Ex) - 0/4
Judgment (2/day) (Su) - 0/2
Judicious Force (1/day) (Su) - 0/1
Panache Pool (3/day) - 0/3
Teamwork Feat (change 1/day) - 0/1
--------------------
Special Abilities
--------------------
Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Battle Focus (Ex) Spend a move action to gain your wisdom modifier to damage.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+2)
Darkvision (60 feet) You can see in the dark (black and white only).
Deeds
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Gutter Rat Often second-class citizens living in sprawling ghettos and slums, these humans work hard to eke out an existence in a city. Replace the skilled racial trait with heart of the slums and the bonus feat racial trait with mixed heritage (heart of the st
Heart of the Slums +4 Survival in underground/urban environments. Save twice vs. disease, and take the better roll.
Heart of the Streets +1 AC while adjacent to at least two allies. Crowds do not count as difficult terrain.
Imperious Human Hailing from either an empire, an emerging nation, or a controlling city-state, these humans are arrogant expansionists, absorbing others to their causes and culture. Replace the skilled racial trait with silver tongued and the bonus feat racial trai
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Inquisitor Domain (Justice Inquisition) Deities: Iomedae, Pharasma.

Granted Powers: Some must learn that to submit to one's fate often means submitting to your form of justice.
Inspiration (+1d6, 4/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Judgment (2/day) (Su) Variable bonuses increase as the combat continues.
Judicious Force (1/day) (Su) Immediate, if self or ally in 10 ft makes a critical threat gain +4 to confirm.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Mixed Heritage Often human civilization is defined by more than one characteristic. A human with this trait may select a second “Heart of the” racial trait. This replaces the bonus feat racial trait.
Monster Lore +1 (Ex) +1 to Knowledge checks when identifying the weaknesses of creatures.
Monster Lore +1 (Ex) +1 to Knowledge checks when identifying the weaknesses of creatures.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Quick Study (Ex) Use studied combat as a swift action.
Rapid Planning (Ex) You can study the scene to give your allies bonuses in combat.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Silver Tongued You can shift a creature's attitude by three steps with Diplomacy.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stern Gaze +2 (Ex) +2 to Sense Motive and Intimidate.
Studied Combat (+2, 2 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +1d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Track +2 Add the listed bonus to Survival checks made to track.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Truespeaker Learn two languages for each rank you put in Linguistics.
Umbral Unmasking You cast no shadow (DC 15 Perception to notice)
Unfailing Logic +2 (Ex) +2 save vs. illusion and disbelievable effects

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I so want to sleep but let me cover this quick. I'm not too familiar with third party so cant help much with the monk. Honestly I really don't see her as a monk...she isn't in a monastery and she doesn't strike me as the "find the meaning of nothing" Brawler is a better fit...but honestly I would skip.. It really doesn't bring much to the build and sadly a rapier can't flurry. As for the inquisitor I could see if Murphy was religious that would be a perfect fit. Granted it's been awhile but my memory really doesn't bring up religion with her..If anything if you are gonna invest in 4 levels by all that is holy go the 5th for bane!! Sacred slayer would be a very nice dip. Also with the levels of inquisitor you could get resist energy which goes a ways to help not getting evasion.

Honestly diplomacy needs to be buffed way up. Just the fact to gather info...umm yeah that intelligence is way too low. Student of philosophy really shores up diplomacy. Sorry I would explain a little better but honestly fighting to keep my eyes open


So something came to mind as I was going to sleep, Jim Butcher is obviously a DnD guy and I started to think in basic terms. So Michael Carpenter is a paladin, Dresden is a wizard and Murphy is a fighter. Now granted its been a couple years since I read the books (on my list to reread after my marathon of Gemmell books) But I seem to remember her using different types of weapons..even military grade once or twice. Really nothing in the way of mysticism until she gets a holy sword. For her detective role I would see maybe a level or two of rogue (probably slayer)

Funny enough the character that reminds me the most of a investigator is Butters. He is the smartest character in the story (maybe Dresden beats him but not sure) I seem to remember Bob teaching him alchemy too and of course he gets the sword too. After Michael teaching him I would see the level of swashbuckler too and as I mentioned Bob as the spellbook just works perfectly. Sadly his carrying capacity would take a hit from the accordion :)

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ekibus wrote:

So something came to mind as I was going to sleep, Jim Butcher is obviously a DnD guy and I started to think in basic terms. So Michael Carpenter is a paladin, Dresden is a wizard and Murphy is a fighter. Now granted its been a couple years since I read the books (on my list to reread after my marathon of Gemmell books) But I seem to remember her using different types of weapons..even military grade once or twice. Really nothing in the way of mysticism until she gets a holy sword. For her detective role I would see maybe a level or two of rogue (probably slayer)

Funny enough the character that reminds me the most of a investigator is Butters. He is the smartest character in the story (maybe Dresden beats him but not sure) I seem to remember Bob teaching him alchemy too and of course he gets the sword too. After Michael teaching him I would see the level of swashbuckler too and as I mentioned Bob as the spellbook just works perfectly. Sadly his carrying capacity would take a hit from the accordion :)

POLKA WILL NEVER DIE!!


ekibus wrote:
Funny enough the character that reminds me the most of a investigator is Butters. He is the smartest character in the story (maybe Dresden beats him but not sure) I seem to remember Bob teaching him alchemy too and of course he gets the sword too. After Michael teaching him I would see the level of swashbuckler too and as I mentioned Bob as the spellbook just works perfectly. Sadly his carrying capacity would take a hit from the accordion :)
Lord Fyre wrote:
POLKA WILL NEVER DIE!!

i couldn't agree with you two more!

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