The Detective - PFS character review


Advice

Sovereign Court

As an alternative to my usual arcane caster/sneaky type character, I decided I wanted to try creating a detective character. I wanted this character to be good in melee and excellent at tracking down and interrogating criminals.

Here's what I came up with. I'm looking to make him even better. (This would probably be for PFS, so I'm trying to stick to Core, APG, UC, and UM, and focus on levels 1-11.)

Gruff McScruff, Dwarven Inquisitor of Torag (Conversion Inquisition)
Faction: Silver Crusade
Alignment: Lawful Neutral

Gruff was raised by his father, a Dwarven soldier, after his mother died in a riot. His father loved him, but kept a very orderly, militaristic household. Gruff learned to hate crime, and appreciated the stern, strategic, and unforgiving aspects of Torag, the Dwarven god of the forge. Eventually, he decided to become an inquisitor of Torag, to hunt down lawless criminals and others who would instill chaos on the land. While he might not give charity to beggars, he would hunt down lawbreakers to the ends of Absalom, and is equipped to do so.

For those who don't know, here's a quick rundown of Inquisitor features:
3/4 BAB progression, good Fort and Will saves

Proficiencies: Simple weapons, bows, patron deity's favored weapon; light and medium armor; shields

Skills: 6 ranks + int per level; many class skills

Spells: Wisdom-based spontaneous divine caster, not a ton of spells per day

Judgment: A bonus to damage OR attack rolls OR AC OR... lasts 1 combat, can change/start as a swift action; gets better as you level

Stern Gaze: +1/2 level to Sense Motive and Intimidate

Cunning Initiative: add Wis to Initiative

Detect Alignment at will

Track: +1/2 level to Survival to track something

Teamwork Feats/Solo Tactics: every 3rd level you pick a Teamwork Feat; you can change the last one selected as a Standard Action, and teammates are treated as though they have it.

Bane: at 5th level, weapon gains Bane for 1 round/level each day (nonconsecutive)

Discern Lies: at 5th level, free discern lies for #rounds equal to level

Str 16
Dex 10
Con 16
Int 12
Wis 16
Cha 6

Weapons: Dwarven War Axe, Composite Longbow
Armor: Breastplate

Feats::

1: Intimidating Prowess (add Str to Intimidate checks)
3: Power Attack
Teamwork 3: Duck and Cover (uses ally's Reflex Save roll)
5: Antagonize (can force enemies to attack you using Intimidate or Diplomacy)
Teamwork 6: Outflank (+4 bonus when flanking)

Skills:
-Conversion Inquisition -> Bluff, Diplomacy, and Intimidate are Wis-based
-Stern Gaze -> morale bonus on Intimidate and Sense Motive equal to half inquisitor level
-Monster Lore (2nd level) -> Wis instead of Int on Knowledge checks concerning creatures
-Track (2nd level) -> Adds half level on Survival checks to follow tracks

Max: Perception, Sense Motive, Intimidate, Diplomacy (to gather intel), Survival
1 rank: bluff, climb, heal, 5 knowledges, profession (soldier), ride(?), swim, spellcraft(?), stealth(?)

Spells through 6th level:
0: Detect Magic
0: Guidance
0: Light
0: Sift
0: Brand
0: Create Water
1: Shield of Faith
1: Expeditious Retreat
1: Interrogation
1: Protection from Evil
2: Hold Person
2: Detect Thoughts
2: Resist Energy
2: Invisibility

Magic Items, in order of desirability:
Dwarven Waraxe +X
Belt of Str +X
Headband of Wis +X
Cloak of Resistance
Boots of Speed
Wand of Cure Light Wounds
Breastplate +X
Ring of Protection
Amulet of Natural Armor
alternate material arrows/weapons

So here's what this build looks like at 6th level, halfway through his PFS career.

Melee (assume +1 Dwarven Waraxe, +2 belt of Str, Power Attack):
+8 (+10 if using Judgment) to hit for 1d10 + 10
If using bane: +10 to hit for 1d10 + 2d6 + 12

AC (assume +1 Breastplate): 17 (19 if using Shield of Faith)

Intimidate: 6 ranks + 3 (trained) + 4 Wis (assume Headband of Wis +2) + 4 (Intimidating Prowess) + 3 (Stern Glare) = +20

Sense Motive: 6 ranks + 3 (trained) + 4 Wis + 3 (Stern Glare) = +16

Survival: 6 ranks + 3 (trained) + 4 Wis + 3 (Track) = 16

Thoughts? Critiques? Thanks for your input, guys.


For a detective, I would have expected a higher INT score. Also, the very low CHA hurts the interpersonal skills that are needed (unless you're strictly a CSI).

Sovereign Court

Actually, the Conversion Inquisition (which I basically give up Domain spells for) makes Bluff, Diplomacy, and Intimidate wisdom-based instead of charisma-based. It also gives me a "dominate person for 1 minute" ability at level 8.

Liberty's Edge

Looks pretty good. If you're looking for pure optimization, though, I might suggest switching intelligence and dexterity (you're already getting 6/level from class) and taking heavy armor proficiency at level 1.

Of course, if that skill point is important enough to you, then go for it. Dex is a superstat, though, and a higher AC is going to help you even more once you get antagonize. I mean, what's the point of antagonizing people if your AC isn't really high and it takes you standard actions to heal yourself?

If we're looking at it through the PFS lens, then it's certainly good enough to make important contributions.

Dark Archive

Duck and cover really kind of sucks, especially when you have a very weak reflex save. I'd go for the +1d6 damage when you flank instead.

I'd try to focus on either offense or defense, not both.

If you choose offense, drop the Antagonize and shift the Intimidating prowess to a higher level, picking up Weapon Focus at level 1 or 3. Power attack isn't going to be your friend unless you pump STR and attack bonus more than you are currently.

If you choose defense over offense, pickup heavy armor prof at 3rd level, in place of Power Attack. Plate is a Dwarf's best friend!

Dark Archive

Unfortunately, Inquisitions aren't legal for Inquisitors in PFS. Check Additional Resources under Ultimate Combat.

Shadow Lodge

Check it again. Inquisitions are legal in PFS, but not the ones in Ultimate Combat(Spellkiller, etc).

Note that you have no proficiency in War Axe. It's a martial weapon for dwarves, sure, but you aren't proficient in martial weapons except the ones mentioned in the class writeup. Battle axe is good enough a weapon though.

I'd consider dropping Wisdom some to be raised later. Instead, raise Dex to 13 or more. There's some nice feats which kind of rely on Dex and synergy between Combat Reflexes, Gang Up, Outflank etc is a bit too good to pass up. You'll do fine without it as well though.

Sovereign Court

I chose Duck and Cover because I have a low reflex save - I need all the help I can get, and a second roll is pretty nice.

You're right, Muser - apparently it says "profiency with battleaxe, heavy pick, and warhammer, and dwarven stuff is treated as martial." I think I'll go with a Warhammer - bashing is slightly better than piercing at early levels (hi skeletons!) and the warhammer is Torag's weapon of choice.

Unfortunately, Weapon Focus requires a BAB of +1, so I can't get it at first level. I'm kind of liking the idea of turtling up and then using Antagonize to force people to attack me... in which case I should probably use heavy armor and a shield.

As for feats, I'm afraid Gang Up requires combat expertise... I'd consider going for the Combat Reflexes series, but with Full Plate giving a max dex bonus of +1, I don't feel it's worth it to pump my dex up to 14, which is the minimum I'd consider for that build.

How do these loadouts sound?

DEFENSE

Weapon: Warhammer
Armor: Full Plate
Shield: Heavy Steel Shield

Str 16
Dex 12
Con 16
Int 10
Wis 16
Cha 6

Feats:
1: Heavy Armor Proficiency
3: Antagonize
Teamwork: Shield Wall
5: Toughness
Teamwork: Outflank

Favored spells:
1: Shield of Faith (+2 or more to AC)
1: Doom
2: Blistering Invective

This build tries to get as many AC boosts as it can (from spells, Judgment, etc.), then tanks all the damage and demoralizes all the enemies with my super-high Intimidate and Blistering Invective. (Not quite +20 without Intimidating Prowess, but in retrospect that was overkill.) Since Demoralize means a -2 on all saves, they are then ripe for, say, Hold Person, thanks to my good Wisdom score. Or I can cast Doom once they're Shaken and make them Frightened. (right?)

Compare and contrast:

OFFENSE
Fighter 2 (Polearm Master)/Inquisitor X
Weapon: Hammer, Lucerne (I'd love to use a Dwarven Dorn Dergar, but I don't own Dwarves of Golarion)
Armor: Full Plate (eventually Mithril full plate)

Str 16
Dex 14
Con 16
Int 10
Wis 14
Cha 6

Feats:
1: Combat Reflexes
Fighter 1: Weapon Focus (Lucerne Hammer)
Fighter 2: Power Attack
3: Dodge
Teamwork: Precise Strike (+1d6 damage if flanking)
5: Mobility
Teamwork: Outflank
7: Combat Patrol

Favored Spells:
1: Divine Favor (+1 on attack and damage rolls for 1 minute; increases by +1 per three levels, max +3)
1: Shield of Faith
1: Expeditious Retreat
2: Blistering Invective (still good)
2: Weapon of Awe (+2 damage)

With this build, I get a good setup with reach and Combat Reflexes, plus additional damage output with weapon focus and power attack. Unfortunately, I lose a good amount of skill points and a bit of casting to do so.

_________________________________

Right now I'm leaning towards the Defense build, because the other one feels like I'm trying to do too many things at once. What do you guys think?

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / The Detective - PFS character review All Messageboards

Want to post a reply? Sign in.