Brand new Pathfinder Society Investigator


Playtest Feedback

Sovereign Court

After reading the playtest document, I felt that an Investigator was a good fit for a Pathfinder Society character. I had thought of creating an alchemist, maybe with the vivisectionist archetype to replace bombs.

The character

While creating the character, I was inspired by Agatha from Girl Genius and Sherlock Holmes. I went for a young Taldor human lady curious about the world, having had a bit of alchemy training and wanting to make a name for herself.
I focused the character ability scores on Intelligence and Dexterity. In combat, I see the character trying to attack at range if possible or going in melee with a Finesse weapon. At low level, the character will try to flank or aid some combatant, because the weapon she is proficient with and the lack of strength makes her deal very low damage.
To take advantage of the future Sneak damage, I envision the character using Feint and acrobatics to flank. But as I just read that Sneak Attack might be removed from the class, bluff and feinting might not be useful to the character any more.
I went with the sword cane as her weapon. At first level the ability to draw the weapon as a swift action is good because the character’s BAB is +0. At latter level, a rapier would probably be a better weapon, for the extended critical range. I might stick with the cane for RP reason.
Even the 10 skill points seemed not enough to have a rank in everything I wanted.

The first game

I played 5-08 The Confirmation with the brand new character. Most of the party was 2nd level.
I’m not yet very familiar with Alchemy and forgot to not to prepare one of her possible extracts in case she’d needed something particular. An extract only takes one minute to prepare, so it will be a smart move to not prepare both.
Having inspiration be usable free on any trained Knowledge (Spellcraft and another) skill is nice. I regret that I couldn’t try an untrained Knowledge check with a DC> 10, with the character’s Intelligence and a point of Inspiration it would probably have been possible to hit the 15 DC.
I also used two inspirations points to boost an attack, which allowed the character to hit. It was quite satisfying.
The character managed to hit once in melee before that, and avoid getting killed, but I felt she didn’t help that much in combat, the rest of the combatants had good chances to hit and did more damage (two-handed weapons and good Strength, or a bow focused warpriest).

The future

I worry a bit that the character will be lacking in damage compared to the alchemist – with their potent bombs – and the rogue –who get better sneak damage. If the Investigator class loses Sneak Attack, I hope it will be for a damage boosting ability.

In PFS, as long as the character was not played at 2nd level, it is possible to retrain/remake it for free. I’ll probably switch the Bluff skill rank to Heal, taking advantage of the change that it became a class skill.
I might also switch Combat Expertise for another feat, it is not necessary yet, and might not be at all if the class doesn’t have Sneak Attack.

Looking forward to Savina’s next scenario!

Sovereign Court

The character’s statblock in her first game:

Savina
Female human (taldan) investigator 1
N Medium humanoid (human)
Init +3; Senses Perception +5

DEFENSE
AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
hp 9 (1d8+1)
Fort +0, Ref +5, Will +3

OFFENSE
Speed 30 ft.
Melee sword cane +3 (1d6)
Melee dagger +3 (1d4/19-20)
Ranged dagger (thrown) +3 (1d4/19-20)
Investigator Spells Prepared (CL 1st, concentration +4):
1st– cure light wounds, shield

STATISTICS
Str 11, Dex 16, Con 10, Int 17, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 13
Feats Armor Proficiency, Light, Combat Expertise, Simple Weapon Proficiency, Weapon Finesse
Skills Acrobatics +3, Appraise +3, Bluff +4, Climb +0, Craft (Alchemy) +9, Craft (Alchemy/Create item) +10, Craft (Untrained) +3, Diplomacy +0, Disable Device +8, Disguise +0, Escape Artist +3, Fly +3, Heal +1, Intimidate +0, Knowledge (Arcana) +7, Knowledge (History) +7, Knowledge (Nobility) +7, Perception +5, Perception (Trapfinding) +6, Perform (Untrained) +0, Ride +3, Sense Motive +5, Spellcraft +7, Stealth +3, Survival +1, Swim +0, Use Magic Device +4
Languages Common, Kelish, Osiriani, Vudrani
SQ alchemy, inspiration, trapfinding
Gear sword cane; outfit (explorer's); padded; dagger; Backpack, Common [ Formula Book;Alchemist's Kit; Thieves' Tools; ]; Belt Pouch [ Coin (Platinum Piece) (x4); ]
Formula Book Crafter’s Fortune; Cure Light Wounds; Expeditious Retreat; Shield; Touch of the Sea

SPECIAL ABILITIES
Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +1 competence bonus on the Craft (alchemy) check. In addition, you can use Craft (Alchemy) to identify potions as if using Detect Magic. You must hold the potion for 1 round to make such a check.
Expert Duelist (Taldor Faction) In your youth, you spent countless hours perfecting the art of the duel, focusing your feints on defeating a single foe. You gain a +1 trait bonus to your Armor Class so long as you are adjacent to a single foe. This trait bonus is not applied to your Armor Class for touch attacks or when denied your Dex bonus.
Inspiration (Ex) You have 3 points in your inspiration pool.
Perfectionist’s Brew You know that potion recipes should be followed with exact precision.
Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.
Weapon and Armor Proficiency Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

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