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  1. - Top - End - #1
    Barbarian in the Playground
     
    BardGuy

    Join Date
    Apr 2014

    Default Building an Investigator

    So, I have a campaign coming up and I ended up getting the classic "trapfinder" role.
    Out of the pathfinder classes that offer the Trapfinding class ability, I think the Investigator is something I'd like to try. I have played a rogue several times, and it just seems too bland these days to play another one. I played an alchemist once and bloody loved the class. I figure that the Investigator should be a good fit.

    The party consists of:
    Dhampir Conjurer Specialist Wizard
    Half-Orc Barbarian
    Elven druid
    +
    My Human Investigator

    I'm thinking crossbow user/buffer type, using the alchemist infusion discovery + combine extracts + inspired alchemy to make our barbarian unstoppable.

    Thoughts?

  2. - Top - End - #2
    Bugbear in the Playground
     
    MonkGuy

    Join Date
    Sep 2008
    Gender
    Male

    Default Re: Building an Investigator

    Crossbows generally make me cringe in Pathfinder, but it might work. The Investigator does have to pay an extra feat tax since you need Weapon Focus: Crossbow and Ranged Study to use Studied Combat (your bread and butter combat buff) with ranged weapons. I built an archer investigator for a game I played at levels 9-18. Ranged is not impossible for investigators, but zero bonus feats and a two-feat tax makes it really painful in the low levels.

    Edit: I still have my old investigator character file in Herolab, maybe it can give you some ideas?

    Spoiler: Investigator
    Show
    Akorian
    Male half-orc investigator (empiricist) 18 (Pathfinder RPG Advanced Class Guide 30, 100)
    NG Medium humanoid (human, orc)
    Init +14; Senses blindsight 40 ft., darkvision 60 ft.; Perception +63
    --------------------
    Defense
    --------------------
    AC 46, touch 31, flat-footed 33 (+4 armor, +5 deflection, +9 Dex, +4 dodge, +1 insight, +2 luck, +7 natural, +4 shield)
    hp 201 (18d8+108)
    Fort +22, Ref +33, Will +22; +2 morale bonus vs. transmutation spells
    Defensive Abilities evasion, trap sense +6; Immune unfailing logic (immune to illusions)
    --------------------
    Offense
    --------------------
    Speed 60 ft.
    Melee luck blade (0 wishes) +41/+41/+36/+31 (1d6+27/19-20) or
    . . unarmed strike +39/+39/+34/+29 (1d3+25 nonlethal)
    Ranged +1 greenwood commanding adaptive cyclonic seeking shock composite longbow +42/+42/+42/+37/+32 (1d8+38/19-20/×3 plus 1d6 electricity)
    Special Attacks studied combat (+9, 5 rounds), studied strike +8d6
    Investigator (Empiricist) Extracts Prepared (CL 18th; concentration +23)
    . . 6th—heal (3)
    . . 5th—spell resistance (4), undead anatomy II[UM]
    . . 4th—death ward (2), fluid form[APG] (2), freedom of movement (2)
    . . 3rd—burrow[UM] (4, DC 18), displacement (2)
    . . 2nd—barkskin (3), extreme flexibility[ACG] (2), perceive cues[APG]
    . . 1st—heightened awareness[ACG] (3), long arm[ACG], shield (3)
    --------------------
    Statistics
    --------------------
    Str 24, Dex 28, Con 20, Int 20, Wis 10, Cha 7
    Base Atk +13; CMB +40; CMD 52
    Feats Clustered Shots[UC], Deadly Aim, Endurance, Fast Learner[ARG], Manyshot, Point-Blank Shot, Precise Shot, Ranged Study[ACG], Rapid Shot, Snap Shot[UC], Weapon Focus (longbow)
    Traits fate's favored, student of philosophy
    Skills Acrobatics +15 (+27 to jump), Appraise +7, Bluff +0, Climb +13, Diplomacy +19 (+26 to gather information (You can use your Intelligence Modifier instead of Charisma)), Disable Device +39, Disguise +0, Escape Artist +21, Fly +11, Heal +6, Intimidate +0, Knowledge (arcana) +28, Knowledge (dungeoneering) +11, Knowledge (engineering) +21, Knowledge (geography) +11, Knowledge (history) +28, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (nobility) +11, Knowledge (planes) +11, Knowledge (religion) +28, Linguistics +11, Perception +63, Perform (string instruments) +6, Ride +11, Sense Motive +33, Sleight of Hand +20, Spellcraft +28, Stealth +15, Survival +3 (+5 to avoid becoming lost), Swim +9, Use Magic Device +28; Racial Modifiers ceaseless observation
    Languages Abyssal, Celestial, Common, Giant, Necril, Orc, Thassilonian, Varisian
    SQ alchemy (alchemy crafting +18), inspiration (1d8, 14/day), investigator talents (amazing inspiration[ACG], combat inspiration[ACG], combine extracts, infusion, mutagen[UM], quick study[ACG], sickening offensive[ACG], studied defense[ACG]), keen recollection, mutagen (+4/-2, +2 natural armor, 180 minutes), orc blood, trapfinding +9
    Combat Gear adamantine durable arrow (50), blunt arrows[APG] (50), boro bead (1st level)[UE], boro bead (1st level)[UE], boro bead (1st level)[UE], boro bead (2nd level)[UE], boro bead (2nd level)[UE], boro bead (2nd level)[UE], cold iron durable arrow (50), durable arrow (50), gloves of arrow snaring, jaunt boots[UE], jingasa of the fortunate soldier[UE], mutagen[APG], potion of delay disease, potion of gaseous form, potion of keep watch, potion of keep watch, potion of neutralize poison, potion of remove blindness/deafness, potion of remove curse, potion of shield of faith +5, potion of spider climb, silver durable arrow (50), wand of infernal healing (50 charges), antiemetic snuff[ACG] (4), dye arrow (20), vomit capsule[ACG] (5); Other Gear +1 greenwood commanding adaptive cyclonic seeking shock composite longbow, luck blade (0 wishes), dusty rose prism ioun stone, opalescent white pyramid ioun stone, admixture vial[UE], belt of physical might +2 (Dex, Con), bracers of falcon's aim[UE], cloak of resistance +5, cracked dusty rose prism ioun stone, elixir of hiding, elixir of vision, fog-cutting lenses, headband of vast intelligence +6, lantern of auras[ACG], ring of evasion, ring of protection +2, sihedron medallion, sihedron ring, swarmbane clasp[UE], wayfinder[ISWG], alchemy crafting kit[APG], bandolier[UE], bandolier[UE], bedroll, belt pouch, flint and steel, handkerchief covered in fey blood, ink, black, inkpen, masterwork backpack[APG], masterwork Lute, masterwork thieves' tools, masterwork thieves' tools, mess kit[UE], soap, trail rations (5), waterskin, wrist sheath, spring loaded (2), 147,614 gp
    --------------------
    Special Abilities
    --------------------
    Admixture vial (1/day) Combine two extracts (max 3rd level) into one, as combine extracts discovery.
    Alchemy +18 (Su) +18 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
    Blindsight (40 feet) Sense things and creatures without seeing them.
    Boro bead (1st level, 1/day) Recharge a consumed extract of the chosen level.
    Boro bead (1st level, 1/day) Recharge a consumed extract of the chosen level.
    Boro bead (1st level, 1/day) Recharge a consumed extract of the chosen level.
    Boro bead (2nd level, 1/day) Recharge a consumed extract of the chosen level.
    Boro bead (2nd level, 1/day) Recharge a consumed extract of the chosen level.
    Boro bead (2nd level, 1/day) Recharge a consumed extract of the chosen level.
    Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+7)
    Clustered Shots Total damage from full-round ranged attacks before applying DR
    Combat Inspiration (Ex) Applying inspiration to attacks/saves only costs 1 point.
    Combine Extracts When the alchemist creates an extract, he can place two formulae into one extract. When the extract is consumed, both formulae take effect. This extract has a level two levels higher than the highest level formulae placed in the extract. An alchemist
    Darkvision (60 feet) You can see in the dark (black and white vision only).
    Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
    Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
    Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
    Fate's Favored Increase luck bonuses by 1.
    Gloves of arrow snaring (2/day) Once worn, these snug gloves seem to meld with the hands, becoming almost invisible to casual observation. Twice per day, the wearer can act as if he had the Snatch Arrows feat (see Chapter 5 for details), even if he does not meet the prerequisites for the feat. Both gloves must be worn for the magic to be effective, and at least one hand must be free to take advantage of the magic.

    Construction
    Requirements: Craft Wondrous Item, shield; Cost 2,000 gp
    Infusion When created an extract can be used by anyone, but takes up a slot until used.
    Inspiration (+1d8, 14/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
    Jaunt boots (3/day) When make 5 ft step, move up to 15 ft without AoO.
    Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
    Manyshot You can shoot two arrows as the first attack of a full attack action.
    Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
    Mutagen (DC 24) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 180 minutes.
    Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
    Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
    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.
    Ranged Study (Longbow) Gain bonuses and can use studied combat and studied strike with chosen weapon.
    Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
    Ring of evasion No damage if you succeed on a Reflex save for half damage.
    Sickening Offensive (Ex) Studied strike sickens foe for 1 rd.
    Snap Shot Threaten squares within 5 feet of you when wielding a ranged weapon
    Student of Philosophy Use Int instead of Cha for Diplomacy checks to persuade others and Bluff checks to lie.
    Studied Combat (+9, 5 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike.
    Studied Defense (Ex) When using studied combat, can choose to apply bonus to att to AC instead.
    Studied Strike +8d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
    Trap Sense +6 (Ex) +6 bonus on reflex saves and AC against traps.
    Trapfinding +9 Gain a bonus to find or disable traps, including magical ones.
    Unfailing Logic (immune to illusions) (Ex) Immune to illusion and disbeleivable effects
    Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).
    Last edited by Kudaku; 2015-10-08 at 03:07 PM.

  3. - Top - End - #3
    Titan in the Playground
     
    Grod_The_Giant's Avatar

    Join Date
    Oct 2006
    Location
    Pittsburgh, PA
    Gender
    Male

    Default Re: Building an Investigator

    Investigators are hands-down the best skillmonkeys I've ever seen in play. You get great skills, an Int focus, Inspiration (potentially for free) and extracts like Focused Scrutiny all combine to get you stupid high bonuses to a lot of things. Take the Empiricist archetype and traits like Student of Philosophy, Bruising Intellect, Clever Wordplay and Pragmatic Activator and you can use your best stat for, like, so much.

    Combat wise... Going ranged probably isn't worth it, since you'll have to pay a feat and be within 30 ft, although with Steel Hound you can at least make it as a touch attack. You want lots of attacks, to rack up the bonus damage, so things like TWF and natural weapons are useful. You might even dip into Inspired Blade Swashbuckler, to pick up 2/3 of everything you need to get Dex to damage, and Int Mod panache to boot. Sickening Strike is lovely, incidentally. Combine with Cornugan Smash for bonus fun.
    Last edited by Grod_The_Giant; 2015-10-08 at 03:51 PM.

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