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I'm very appreciative of everyone's input thus far - it seems to me that I really need to include the build so that my concerns are easier to see and some of the advice I'm being offered better addressed.
Dwarven 1st level Inquisitor (Sanctified Slayer) / 11th level Alchemist (Lamplighter)
Attributes: (after racial modifiers)
STR - 14
DEX - 14
CON - 14
INT - 15 (+1 @ 4th, 8th & 12th)
WIS - 16
CHA - 5
Glory of Old
Feats & Talents:
1st - Steel Soul
3rd - Weapon Focus: Heavy Pick
4th - Talent: Expanded Inspiration (Diplomacy, Heal, Perception, Profession, Sense Motive)
5th - Extra Talent: Quick Study
6th - Talent: Underworld Inspiration (Bluff, Disable Device, Intimidate, Sleight of Hand)
7th - Extra Talent: Inspirational Expertise
8th - Sickening Offensive
9th - Extra Talent: Alchemist Discovery?
10th - Talent: Combat Inspiration
11th - Extra Talent: Alchemist Discovery?
12th - Talent: Alchemist Discovery?
Conversion Inquisition (apply Wisdom instead of Charisma to Bluff, Diplomacy & Intimidate checks)
Monster Lore (add Wisdom modifier to Knowledge checks when identifying foes)
Stern Gaze (+1 to Intimidate & Sense Motive checks)
Studied Target (move action; gain +1 to Bluff, Knowledge, Perception, Sense Motive & Survival checks as well as +1 attack & damage rolls against target until target is dead or changed)
[That's an awful lot for a one level dip, plus spells and save bump]
2nd - Alchemy, Inspiration Pool, Lamplighter
3rd - Alchemical Illumination
4th - Ready for the Revelation (add Inspiration to Initiative, use Intelligence for Initiative)
5th - Studied Combat & Studied Strike, Swift Alchemy
I do delay Studied Combat for a level, but I get it at the exact same time as Quick Study and in the meantime, starting at 1st level I get Studied Target which in time will stack, so that more than makes up for the delay in my opinion.
What I don't know enough about are the Alchemical options and if I should make an effort to pursue them sooner - mutagens, with a cursory glance, seem to be a superb combat option.
Here is a snapshot of the character at 2nd & 6th level with basic gear and no spells active:
Dwarven 1st level Sanctified Slayer / 1st level Lamplighter
STR - 14, DEX - 14, CON - 14, INT - 15, WIS - 16, CHA - 5
HP 17, AC 20, Init +4, Fort +4, Reflex +4, Will +7 (+3 saves vs. Poison, +5 save vs. spells & SLA's)
Attack (War Pick): +4, 1d6+3, Crit. 20, x4
Appraise +6, +8 involving precious metals or gemstones
Craft: Alchemy +7
Disable Device +7
Knowledge: Dungeoneering +6(+1d6), +9(+1d6) to identify abilities & weaknesses
Knowledge: Local +6(+1d6), +9(+1d6) to identify abilities & weaknesses
Knowledge: Nature +6(+1d6), +9(+1d6) to identify abilities & weaknesses
Knowledge: Religion +6(+1d6), +9(+1d6) to identify abilities & weaknesses
Perception +8, +9 when detecting traps)
Sense Motive +9
Dwarven 1st level Sanctified Slayer / 5th level Lamplighter
STR - 14, DEX - 14, CON - 14, INT - 16, WIS - 18, CHA - 5
HP 43, AC 22, Init +5(+1d6), Fort +6, Reflex +7, Will +11 (+3 saves vs. Poison, +5 save vs. spells & SLA's)
Attack (War Pick): +10, 2d6+6, Crit. 19+, x4
Appraise +7, +9 involving precious metals or gemstones
Craft: Alchemy +8
Disable Device +12(+1d6)
Escape Artist +6
Knowledge: Arcana +9(+1d6), +13(+1d6) to identify abilities & weaknesses
Knowledge: Dungeoneering +9(+1d6), +13(+1d6) to identify abilities & weaknesses
Knowledge: Local +9(+1d6), +13(+1d6) to identify abilities & weaknesses
Knowledge: Nature +9(+1d6),+13(+1d6) to identify abilities & weaknesses
Knowledge: Planes +9(+1d6), +13(+1d6) to identify abilities & weaknesses
Knowledge: Religion +9(+1d6), +13(+1d6) to identify abilities & weaknesses
Perception +13(+1d6), +15(+1d6) when detecting traps
Sense Motive +14(+1d6)
I'm actually really happy with my skill spread as it is, though obviously there will be occasional tinkering, and that's what I want the strength of the character to be (little things like Studied Target or Guidance aren't even included above), and I'm fine with my defenses for a non-frontliner - who doesn't love a +11 save vs. Enchantments at 2nd level? What I'm looking for from those of you more experienced with Investigators and Alchemists are what alchemical options I should pursue and when and how they might synergize with the existing character, as well as what changes I might have to make to accommodate them without unraveling the whole thing. Weapon Focus seems like an early feat I could part with if necessary, but I was thinking Deific Obediance/Irori might start drifting into overkill territory. Also, is there anything I've included which looks like it might not be PFS legal (I can never keep track of all the exceptions & eratta).
Any special gear I should be especially looking at? A Keen Warpick and the usual 'Big 6' are all I'm thinking of right now.
Thanks again for all of your help and advice.