Where to go with my SAD skill monkey build for PFS?


Advice

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The Exchange

Barry Trotts, PFS Investigator (Empircist) 2
Simple story: I get to build this char however I want at level 2
The basic build premise is getting the most I can out of the Intelligence stat

  • Empiricist 2 lets me apply Intelligence instead of the normal stat to many skills
  • Orator lets me use the Linguistics skill instead of the social applications of Bluff, Diplomacy and Intimidate
  • Knowledge is Power [arcane discovery] lets me add Intelligence to CMB+CMD

For my next level, I plan on dipping (or more) into Wizard for a Familiar (lots of skill synergy), utility spells, and access to Arcane Discoveries (specifically Knowledge is Power).

After that, I haven't the foggiest where to go with it. Any ideas?

Shadow Lodge

I would keep going with Investigator for Inspiration and talents to let you apply Inspiration to other important skills, plus extra alchemy awesome for Day Job checks.
Saving throws, skill ranks, and BAB are better on an Investigator. Also, I would maybe go with a Carnivalist Rogue dip instead of Wizard unless you really want Knowledge is Power, which I can't seem to find. What does it do?


Saving Cap'n Crunch wrote:

I would keep going with Investigator for Inspiration and talents to let you apply Inspiration to other important skills, plus extra alchemy awesome for Day Job checks.

Saving throws, skill ranks, and BAB are better on an Investigator. Also, I would maybe go with a Carnivalist Rogue dip instead of Wizard unless you really want Knowledge is Power, which I can't seem to find. What does it do?

Knowledge is Power is an arcane discovery that lets you add your intelligence to combat maneuver checks and CMD, as well as strength checks to break things.

Shadow Lodge

That looks nice, but it depends on your strength, as it seems to be in addition to.

The Exchange

Investigator is a hybrid class of Alchemist/Rogue, so I can't take any levels in these classes.
I'm particularly looking for abilities that trigger off of intelligence,
I wish Magus let me get Arcane Discoveries because it synergizes really well, but I don't think it does grant me that access. Arcanist does, AFAIK.
I don't really want to take more than 3 levels of Investigator, because all the abilities gained after 3rd level are about Precision Damage (I'll be doing combat maneuvers only).
More Wizard levels would be nice, but I will be wearing Chain Shirt (unless I have easy access to Mage Armor? That's an interesting route at low levels, but bad at high)
I just realized: would Knowledge is Power apply to carrying capacity?

Shadow Lodge

Oh, yeah, I forgot about the hybrid class restrictions. If you don't want many levels of Investigator, I wouldn't multi-class much more than has been done if I were you, so maybe just keep going wizard. At low levels it is good, at high levels you could use Bracers or perhaps Arcane Armor Training and Mithral Chain to mitigate Spell Failure Chance if your swift actions are reliable.
Given that lifting stuff in general (as opposed to gates and such) requires no actual check, I don't think it applies to carrying capacity.


The limitation on taking levels in parent classes vanished somewhere in the playtest. It's not there now.

Still, I'd stick with investigator at least as far as level 4. Studied combat should work with combat maneuvers and 2nd level extracts (e.g. Alchemical Allocation) are not to be sneezed at.

The Exchange

Well, I plan on having skills be my thing, but I have two routes I could go for combat:

  • Combat Maneuvers with a Longspear and possibly the Infusion discovery.
  • Casting Wizard spells and tripping enemies that try to get near me.
  • Retire the char for now, wait for Occult Adventures to come out, and do something cool with one of those classes.

The Exchange

So if I want to go the maneuver route (I can only pull this off if I can get the Arcane Discovery with Magus instead of Wizard):
Investigator 2 / Magus 1 / Inv 2 / Magus X

The Exchange

If I want to go the Casting route:
Investigator 2 / Wizard X
maybe have 14-16 Dex and Combat Reflexes?


If you find a way to get an arcane discovery as a Magus, let me know. I'd love to use Knowledge as Power with my maneuver-focused Staff Master, but short of dipping Wizard, I can't find a way to pull that off. I suspect the discovery is primarily intended to boost maneuver replication spells such as Hydraulic Push and Pilfering Hand.


"Investigator is a hybrid class of Alchemist/Rogue, so I can't take any levels in these classes. "

you can take levels in your parent class(unlike havine an alt class or archtype) it's abilities that work the same just don't stack. go alchimist and get off with a bomb

"Parent Classes: Each one of the following classes lists two classes that it draws upon to form the basis of its theme. While a character can multiclass with these parent classes, this usually results in redundant abilities. Such abilities don't stack unless specified. If a class feature allows the character to make a one-time choice (such as a bloodline), that choice must match similar choices made by the parent classes and vice-versa (such as selecting the same bloodline). The new classes presented here are all hybrids of two existing core or base classes."

The Exchange

So, for example, would the investigator and rogue levels stack for the purposes of Trapfinding? (+1/2 level to Disable Device and Perception [traps])


Covert Operator wrote:
So, for example, would the investigator and rogue levels stack for the purposes of Trapfinding? (+1/2 level to Disable Device and Perception [traps])

The levels do not stack, but the bonuses would.

To have a better understanding of what I mean I will provide an example.

Investogator 7 Rogue 3 would grant you +3 from Investigator levels and +1 from Rogue levels for a total of +4.

If the levels stacked you would have a total level of 10 which would grant a +5 bonus (as if you were single classed). However, it does not work this way, unless abilities are specifically called out as stacking.

Silver Crusade

I have a character that I have been building in PFS with a similar intent to this. At the moment he is level 3, 2 Alchemist (Minchesmist) and 1 Wizard Foresight school.

So I am also trying to squeeze as much out of intelligence as possible. The character is not made to be great for combat, I find in PFS most people rock up with some tricked out combat monsters and we eat the combat encounters with barely a scratch. My class abilities that are based off if intelligence at the moment are bombs (uses per day and INT to damage, including splash), double int to knowledge, prescience power from wizard school, extracts and wizard spells. Granted my spell progression is crap.

This guy will be a pure skill/knowledge buff. The future is 2 levels of Empiricist Investigator for the insight and knowledge to other skills. Then 2 levels of master of many styles monk to get Kirin style and Kirin strike. I wasn't aware of the knowledge is power arcane discovery but for someone who will have 26 not this will be great.

The Exchange

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I have previously composed a document of every way I can find of adding Int to a skill. Thoughts?

Investigator (Empiricist) 2: Int instead of normal to
—Disable Device
—Perception
—Sense Motive
—Use Magic Device
—Diplomacy to gather information
Orator feat (preq: skill focus linguistics): Use Linguistics instead of
—Bluff to tell a lie/conceal information
—Diplomacy to change attitude of creature
—Intimidate to force a creature to cooperate
Rogue (Kitsune Trickster) 1: add Int in addition to normal to
—Bluff
—Diplomacy
—Disguise
—Sense Motive
Alchemist (Mindchemist) 2: Add Int over again to:
—Knowledge (All)
Alchemist (Vivisectionist) 3: skill replacement
—Replace heal with Knowledge (nature)
Sleepless Detective 1 (prestige class): add Int in addition to normal to
—Perception
—Sense Motive
—Diplomacy to gather information
—Level 2: replace Survival with Perception to follow tracks
Grand Marshal 1 (prestige class): add Int in addition to normal to
—Perception
—Sense Motive
Bruising Intellect trait: add Int instead of Cha to
—Intimidate
Student of Philosophy trait: add Int instead of Cha to
—Diplomacy to persuade others
—Bluff to convince others that a lie is true
Pragmatic Activator trait: add Int instead of Cha to
—Use Magic Device
Clever Wordplay trait: add Int instead of Cha to:
—One chosen Charisma-based skill
Precise Treatment trait: add Int +1 instead of Wis to:
—Heal
Astrolabe (1,000 gp from UE): add Int instead of Wis to
—Survival checks to avoid getting lost
—use with Sextant (500 gp) for additional +4 bonus

The Exchange

3 cool ways I've found of getting to use Knowledge to ID and gain bonuses:
Spirit Whisperer wizard with the Lore spirit
Master of Many Style Monk with Kirin Style
Lore Warden Fighter (7th level)


Spirit Whisperer wizards work best for this with the Heavens spirit. They can use the Guiding Star hex to add their Intelligence modifier to their Charisma modifier for any Charisma-based skill check (when they can see the night sky).

The Exchange

hey, I just noticed, Knowledge is Power isn't PFS-legal

Additional Resources: People of the River wrote:
Discoveries: arcane discoveries on page 9 are legal for play, except knowledge is power

The Exchange

Now I'm at a dilemma. What do I do in combat?
My actions aren't spent to buff others, they're drinking my (infusion) Extracts.
My actions aren't spent attacking, because I have 10 Str, 12 Dex.
Aid Another? CLW wand Heal-fairy? (and even then I'd need to make UMD checks every time)

What do I do?


Caltrops, oil, tindertwigs, fireworks, acid, tanglefoot bags, holy water...

Setting up flanks, using aid another in combat, being the guy with the rope who aids the grappler and actually makes use of the tie up option...

Demoralizing everybody, everywhere, thanks to your Bruising Intellect trait...

Seeing how awful you are with nets...

I dunno, none of this stuff will make you a powerhouse, but it's all potentially useful.


If you have a high AC or can get people between you and the bad guy, you can use the Antagonize feat to force them to come after you instead of your buddies.

There are several fun feats you can use to make intimidate to demoralize work well. My favorite is Enforcer that lets you do non-lethal damage to a person and then take a free action to demoralize: if the target fails his save, he's shaken for as many rounds as you did damage to him. (If you can do at least 5 or 6 damage, this often lasts for most of the combat.)

Having all the knowledge skills is really, really useful in PFS. Having a pack filled with "useful stuff" to deal with creatures is also useful.

And heck, we just got back from a game where my arcanist ran out of spells and couldn't hit with her Ray of Frost through cover, can't provide flanking (because the guy was down a hallway--oh, and couldn't be flanked), so she just ran up behind the front liners and said "I have two hands--can I hold something/fetch something for you?" (Turns out yes--someone needed to change weapons, so she took his old one away and saved him having to drop it.)


You might get some ideas for other uses for Intelligence from BigTuna's wonderful document: Getting X to Y - A Pathfinder guide to using your ability scores.

The Exchange

Abnédago and Gwen, those are some fun ideas

I was thinking that if I wanted to actually hit things I could lower Int 20 -> 19, lower Con 14 -> 12, and up Dexterity 12 -> 16

My AC is gonna be pretty bad, but demoralizing is a good route that I didn't think of.

The great thing about crafting is I get all the alchemical items for 1/3 price, which is cool. I've bought every alchemical item I thought useful, even those Ifrit tattoos

Scarab Sages

Get a Quarterstaff of Entwined Serpents. 5050 gold for at will auto-hit 2d4+2.

It will let you attack things with your terrible stats.

Grand Lodge

I am playing an Empiricist in PFS with a one level dip in Inspired Blade. I am using a dexerity build with Fencing Grace, and fight with a rapier or a crossbow. So far the character has been moderately useful in combat, but most importantly fun to play.

My character has 18 (16+2) dexterity & 17 intelligence.

Half-elf is an excellent race due to its favoured class bonus.

The Exchange

OK, I think I've got it sorted out:
Favoured Class bonus is +1/4 to Inspiration rolls (Investigator)
Half-Elf, Skill Focus (Linguistics) as bonus feat
Investigator (empiricist) 2, as I already have it but with the stat changes I listed above
-Orator feat @1
Monk (Master of Many Styles) 2, with Kirin Style & Strike
-Weapon Finesse feat @3
Investigator X
-Using a weapon with that enchantment that gives Combat Inspiration for free

Scarab Sages

You should drop the monk levels, Kirin style is a trap. It requires a swift action to enter the style, a swift action to identify, and if you are successful a swift action to add the damage on a hit. You have more swift actions than you can use as it is.


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lots of skills points and hampered combat ability is exactly what makes people sad(not SAD) about rogues...

don't paint yourself into that corner on a class that can make good contributions to combat WHILE still being awesome at skills

The Exchange

I think I'll change my weapon to the Quarterstaff of Entwined Serpents

That's the beauty of using Kirin Style and Weapon Finesse!
I get to ignore Strength, and 2*Int would be +10 or +12
The only real problem is hitting, which is why I am going to continue into Investigator X for Studied Combat/Strike.
I'm probably also going to be doing Demoralizing with Linguistics. Can you think of any reasons why I couldn't?

Orator wrote:

Orator

You're able to construct statements and commands that are much more convincing than their content would otherwise suggest.
Prerequisite: Skill Focus (Linguistics).
Benefit: You can use a Linguistics check in place of a Bluff check to tell a falsehood or conceal information, in place of a Diplomacy check to change the attitude of a creature, or in place of an Intimidate check to force a creature to cooperate. You must deliver your attempt in a language the target understands.


If you get your UMD high enough or take a dip you can rely on wands for offense. The humble wand of Magic Missile CL1 is only 750 gold or 2 prestige. Sometimes you can grab higher level ones if you get them on a chronicle sheet. The DCs are low so finding things with no save or partial effects on a save are critical.

The Exchange

Does ACP not apply to wands? I didn't realize this.
level 1 Magic Missile wand is worse than the Quarterstaff of Entwined Serpents (link above)
Are you saying I shouldn't use weapons as my main attack though?

Scarab Sages

Covert Operator wrote:


That's the beauty of using Kirin Style and Weapon Finesse!
I get to ignore Strength, and 2*Int would be +10 or +12

+12 damage to ONE attack on the third round, IF you actually make your knowledge check to identify the creature on round two.

If you took arcane strike and hit with two attack per round for those three rounds you would have +12 damage for one feat without any wasted swift actions.

I made the mistake of taking Kirin Style once. It looks really cool, and then you realize what you have to actually go through in play to make it work.

Over four sessions with Kirin Strike I was able to use that damage bonus one time. Something always prevents it from happening. You fail the knowledge check. Your target dies after you identify it. You have to take an immediate action and interrupt your swift action next round. Even if you also take combat style master to be able to freely enter the style without wasting a swift action to enter the style, it's too unreliable to be worth the four feat investment.

Kirin Style is awful, and if you take it you will regret it.


ACP does not apply to spells from spell trigger, use activated or command word items. That said a CL 1 wand of MM is a waste of time, even aid another is a better use of your combat action - especially if you're using UMD and so activating the wand is not quite guaranteed.

Wand spells which might actually help are those which avoid saves and which have enough of an effect to matter. Buffs mainly though some which create zones of difficult terrain or greater danger (entangle, create pit etc.) may be situationally useful.

The Exchange

A cool combo for Investigator 4 is Alchemical Allocation + Potion of that Half-Elf only spell that grants a feat for free. This would be amazing, and Half-elf is on par with Human for this build.

+17 Linguistics (with inspiration for free total avg +20.5) at level two, coupled with the Orator feat (see above) makes me a pretty good Intimidator.
I dunno, I think I'll go with intimidation, alchemical items, aid another, wands, etc. to they to make myself useful

The Exchange

Yeah, Kirin Strike looks pretty bad, from that POV.
I really like the Inspired Blade route.

really, the only choice now is should I go melee with Inspired Blade, or creative combat (which can be surprisingly effective).

Silver Crusade

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Why not choose a build that has basic martial competence and lots of skills? That way you have a way to contribute to combat baked into the character, in case no one brings a tricked out combat monster, and you still get to be a skill monkey.

Skills are really useful in PFS scenarios. However, skills become less and less important as you level up. Also, there is often a crudely direct approach that obviates the need for skill. For example, an axe is pretty good at opening a locked door. Acrobatics ceases to matter much when you can Fly. A hail of arrows trumps Diplomacy. A Summon Monster I spell is often the best way to disarm a magical trap.

I've seen a lot of people struggle in PFS with 'skill monkey' builds. Not in the ROFLstomp scenarios, but in the difficult ones. They can't contribute much in combat, yet out of combat the full casters often render their skills irrelevant. "Well, we could create disguises and try to talk our way past the gate guards, or the Wizard could turn us all invisible and fly us over the wall". They tend to have a hard time pulling their own weight, especially at middle and higher levels. See here and here, for examples on the boards right now. One can easily find dozens of examples in archived threads of people starting this approach, which works OK at low levels, then asking how they can contribute in combat, after the build is already locked in. Once they decided to dump Strength, without being a full caster, their options became very constrained ...

I don't know the Investigator class very well, but here's one very simple, cheap way for any character to be competent at combat:

* Have at least 14 Strength and 12 Constitution
* Wield a two handed reach weapon, probably a longspear. The Investigator is proficient in the longspear.
* Use your superior intelligence to generate AoOs and protect your allies. I.e. Choose to stand in the tactically best place.

With that as a starting point you'll be all right. You can spend all your other build resources being good at skills, yet remain competent in a fight. Your awesome intelligence will appreciate the use of smart reach tactics to offer foes a lose-lose proposition. Any buffs you receive will boost an already effective combat style. You can take creative actions in combat on your turn while also dealing damage in the form of AoOs during enemy movement. You also provide a protective screen to nearby allies. Just make sure to always grip your longspear in both hands at the end of your turn.

You don't need feats or high DEX to use this combat style. Don't let anyone tell you otherwise. Sure, they help, but the whole idea is to get you the best combat ability possible for the smallest investment. There you go.

P.s. Hope you never adventure with a Bard using the Pageant of the Peacock ability. Said Bard "Knows everything about everything" and consequently is a vastly better skill monkey than you are, yet can also contribute to combat through both lots of direct damage and through bard song.

P.P.s. You are free to invest in any of the dozens of possible combat styles. There are lots of ways that can work. Other people have suggested, and will suggest, all sorts of ways you might fight. I present one method that definitely works well and costs you very little.

P.P.P.s. If you can get access to the True Strike spell your longspear options just got a lot better. Facing a horrible foe (who lacks reach) that wants to eat you for breakfast? Move 15' from the foe and cast True Strike. When the foe generates an AoO you trip them at reach. You provoke an AoO but, since they lack reach, they can't take it. The +20 from True Strike means it will almost certainly work. Foe falls prone. Foe stands up and provokes again, still 10' away, and is done with its turn. You 5' step away and again cast True Strike ...

P.P.P.P.s. Example of how this approach makes you combat effective from 1st level:
* Move 15' from a humanoid foe who lacks reach and ready an action to attack the first foe to come in reach.
* Foe moves up to attack, triggering your readied action and provoking your AoO. You take two attacks, each for 1D8+3.
* If both your attacks hit you inflict 2D8+6 damage, 15 HP average. This is probably only slightly less than what the Barbarian will do in one hit. That's less effective than the Barbarian, but now your combat ability is being compared to that of a Barbarian!


Covert Operator wrote:

A cool combo for Investigator 4 is Alchemical Allocation + Potion of that Half-Elf only spell that grants a feat for free. This would be amazing, and Half-elf is on par with Human for this build.

can't make potions of personal spells.

paragon surge is personal

on that note, lvl5 is the sweet spot for inspired blade/empyrisist imo.
if you take the 1st lvl as inspired blade, the dex to att, dex to damage, parry+riposte you get, weapon focus and etc can easily carry you through those ugly first levels where you dont have discoveries.
then when you reach total lvl 5 (4empyrisist)
you unlock alchemical allocation for buffs/cure X
and you can suddenly put the harm around with studied combat +dex mutagen + (if needed) reduce person

you will have ok-ish damage for the lvl, (1d4+9 assuming just a +1weap and 16stating dex) with amazing to hit (+14) , +12 on the parry vs medium sized creatures,
and your ac will wreck monsters (10base+5(+1mithril chain shirt)+6 dex +1 buckler +1size+2mutagen = 25)

that's with just +1 mithril shirt and a +1weap and a 1st lvl extract. (4.5k out of 10.5k)

Silver Crusade

Here's thread discussing Trap Options that seem like they might be good, but are actually a trap. DEX to damage is a trap option, because it costs lots of investment and gives worse results.

Scarab Sages

Magda Luckbender wrote:
Here's thread discussing Trap Options that seem like they might be good, but are actually a trap. DEX to damage is a trap option, because it costs lots of investment and gives worse results.

Prior to the ACG, this was true, but the inspired blade swashbuckler and Fencing Grace makes this a very small investment with a very large return.

The Exchange

Any way to use Weapon Finesse with a reach weapon?
EDIT: or the Quarterstaff?

Scarab Sages

Covert Operator wrote:
Any way to use Weapon Finesse with a reach weapon?

A whip, or the debatable method of Phalanx Fighter 3/Swashbuckler or Daring Champion x.


Long Lash Kobold tail attachment! Kobolds forever!

The Exchange

or Long Arm, I guess.

The Exchange

Does that tail attachment work on any tail attack, or just Kobold tail attacks

Silver Crusade

Imbicatus wrote:
Magda Luckbender wrote:
Here's thread discussing Trap Options that seem like they might be good, but are actually a trap. DEX to damage is a trap option, because it costs lots of investment and gives worse results.
Prior to the ACG, this was true, but the inspired blade swashbuckler and Fencing Grace makes this a very small investment with a very large return.

I suppose that's true. I personally intensely dislike those options and pretend they don't exist except when I'm GMing PFS, but I should not let my personal bias interfere. Thanks for the correction.

Scarab Sages

You technically can use finesse with a quarterstaff as written. As a double weapon, it can be wielded as a one-handed and a light weapon. You can finesse any light weapon, so you can finesse it when used as a double weapon, just attacking with the "light" side.

However, there is no way to get dex to damage with one, as it doesn't qualify for the agile property.


I believe you need the Tail Terror feat to use a tail attachment. It's debated whether or not you can make use of that feat with Racial Heritage (kobold), but it makes perfect sense to me. Either way, it doesn't work in PFS.

The Exchange

Wow, finessing with double weapons. Due to the language, "you can use it to TWF, as if it was a light weapon and a one-h weapon" is another possible interpretation. It is perfectly reasonable to use your interpretation, though.
I suppose using it two-handed and finessing it is illegal, because it doesn't count as a one-h + light weapon anymore?


Covert Operator wrote:

I'm probably also going to be doing Demoralizing with Linguistics. Can you think of any reasons why I couldn't?

Orator wrote:

Orator

You're able to construct statements and commands that are much more convincing than their content would otherwise suggest.
Prerequisite: Skill Focus (Linguistics).
Benefit: You can use a Linguistics check in place of a Bluff check to tell a falsehood or conceal information, in place of a Diplomacy check to change the attitude of a creature, or in place of an Intimidate check to force a creature to cooperate. You must deliver your attempt in a language the target understands.

You can't demoralize with Linguistics. Orator only lets you use Linguistics "in place of an Intimidate check to force a creature to cooperate" (i.e., to give you information or do what you want them to do). In the description of Intimidate, demoralizing is described in a separate paragraph and bolded to further separate it from the non-combat use of Intimidate. If the writers intended Orator to apply to both uses, they would have written "you can use a Linguistics check...in place of an Intimidate check" without any qualifier.

For similar reasons, an Orator can't use Linguistics to replace Diplomacy when gathering information or to replace Bluff when feinting in combat or passing secret messages.

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