slunkatron's page

Organized Play Member. 18 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


RSS


Ferious Thune wrote:
For the bandolier or adventurer's sash, the idea is that you're keeping items in a more readily accessible place. They don't actually affect action economy that much. The bandolier specifically says you use the retrieve a store item action and it still provokes. But most GMs seem to interpret it as you can draw a weapon-like object from a bandolier or adventurer's sash as part of a move action or as a move without provoking. So it gives you somewhere to store wands. I've run into GMs who don't like me just saying the wand is on my belt, and the bandolier is a cheap fix for that problem. That's especially true once you have more than one or two wands. You can also store potions and alchemical weapons in them, though potions and alchemical weapons are not weapon-like, so you have to use a move action, and it still provokes. Some GMs will more easily accept getting to those items quickly than getting to them in a backpack, even though it's the same action regardless.

Thanks. It is annoying that the item descriptions are so vague given how specifically actions are normally described and categorized.


1 person marked this as a favorite.
Inspector Pendergast wrote:

Investigators do indeed require UMD to activate wands.

Many people originally thought they didn't, that they worked like Alchemists, but it was eventually clarified that the two classes worked differently.

Thanks!


So what is the point of a bandolier or an adventurer's sash, and what is the difference between them?

Also, how does an Investigator use a wand? Is it based on the UMD check?


So I played my 3rd scenario today and used the 4th level pregen Investigator, Quinn. Even though he is a STR Investigator and I am going DEX, I am glad I did. It gave me a feel for the class. I have to say I really enjoyed the class. I think I had the STR mutagen, barkskin, heroism, and shield all going at once, plus bless from someone else. I was very hard to hit and hit almost every time. Plus I had inspiration in my pocket anytime I thought a skill check or attack was a bit short. For my own Investigator I will also have the panache deeds and I expect to use them a lot. The one thing Quinn really lacked was any sort of ranged option and I will have to think about what to do concerning that with my character, although with high DEX ranged is more of an option. Anyway, two weeks to lock down my (now) 2nd level swash/invest.


Ferious Thune wrote:
...I've got a long list of alchemical items I carry around. There are some very useful ones out there.

Please share, especially what I should have with me at early levels.


Thanks to suggestions in this thread right now for traits I am thinking Student of Philosophy and then one of:

1) Theoretical Magician (+3 Spellcraft)

2) Armor Expert (Reduce ACP by 1 to eventually wear Mithril Breastplate)

3) Alchemical Adept (+2 to Craft Alchemy, materials aren't ruined and failures don't cost extra unless you roll a 1)

Any comments on picking between those? 1 and 3 seem the most in character but 2 would eventually be nice in combat. I feel like the boost to AC will be available so many other ways that I am leaning away from 2.


Ferious Thune wrote:

The heal skill isn't often used to heal hitpoints. It's more often used for helping fight of disease. However, the main reason an Investigator might want a decent heal skill is that it's what's often referenced for determining how a creature was killed. I don't know that it's worth spending a trait to turn it into an INT skill. It's not like you've tanked Wisdom.

I went with a higher INT than DEX on my investigator, but I was very skill focused for the first 4 or 5 levels, and my combat effectiveness suffered. But I still only have a 16 DEX at 10th level and I can buff to be more than just effective in combat. If you want your combat abilities to keep up with other martials, though, the 18 DEX will help.

I was thinking of using my first ability score increase on DEX if I started with 17. I figure the first few levels my offense should be ok anyway.


All you guys are doing is making my decisions harder with all these great options. Lol.

A couple more questions:

Is the heal skill worth worrying about given the prevalence of wand of cure light wounds and so forth?

Would it be a bad idea to swap my DEX and INT to 17 DEX and 18 INT? My intelligence is involved in almost everything, skills, panache, intuition, language. I feel like with that being the case and all the ways I am going to have to boost DEX, that I might get more use of the bonuses from INT being 18.


Ok, cool. What confused me was this:

"Bonus Languages A character with a high Intelligence score can select bonus languages from the list of modern human languages above, the bonus languages listed in the source for the character’s race, and Shadowtongue."

I didn't see any other languages listed above in the document.

Anyway, thanks for clearing that up for me.

It just occurred to me it was referring to the core rulebook, which has the other languages listed. I have too many documents.


So as a human with an INT of 17, I can take three bonus languages from the following list only:

• Common (Chelish and Taldan) • Hallit (Kellid) • Kelish (Kelishite) • Osiriani (Garundi) • Polyglot (Mwangi) • Shoanti (Shoanti) • Skald (Ulfen) • Tien (Tian) • Varisian (Varisian)

Do I have that correctly? If so, what languages are good to take? Thanks.


Sounds like a way to have something to offer to spellcasters to take a look at their spells since an Investigator can't reciprocate.


taks wrote:
Because I didn't read the WHOLE title. :)

Don't be hard on yourself. It was a long title. Plus I realized afterwards that there is an actual Society message board.


1 person marked this as a favorite.
taks wrote:
Oh, and once you get infusion... tears to wine is on your list. Starts at +2 to all INT and WIS skils, goes up to +5 at caster level 9, +10 at CL 15.

I thought that spell was not allowed in PFS.


Wow. Great stuff guys. I knew that I couldn't take two social traits but I somehow didn't realize those were both social, probably due to constantly tweaking. Once I get a chance to look into the suggestions I am sure I will have more questions.

Thanks everyone!


I am probably leaning toward the selfish route simply because I have so few extracts available at that point anyway. After thinking about it Infusion seems like it will be more useful at higher levels.

Thanks for the input. As a newbie the number of rules and options is overwhelming.


I should have said that I don't object to being a buffer/debuffer/healer.


1 person marked this as a favorite.

Thanks for the response. Good to know I am not completely off base with my build. I will definitely look for the Swashtigator. Didn't realize there was a clever name, lol. Where are the guides you referenced posted, somewhere on this board I can search for or somewhere else?

As far as what I want to accomplish, I want my character to be the know-it-all so that in any given situation he can get as much information as possible on enemies, the dungeon/area, and what exactly is going on, and also be able to deal with any traps we encounter. As I said, I hated how in the two sessions I played the parties basically had very little idea what was going on and ended up having to just kill everything we came across. I am sure we could have had more success had someone had the relevant knowledge rolls or could speak or understand more languages. I know we could have done something more interesting with the 4 elemental-ish monsters we encountered had we been able to communicate with them or had some idea what they were.

That said, I don't want the other party members to think I have nothing to offer when we get to combat. The Swashbuckler level with Fencing Grace Feat seems like a good start but I am not sure where to go from there. Are there any other Feats I should look to get, or should I just start using them on Investigator Talents? What extracts should I have learn to start, what ones should I try to learn as I advance in level, and what extracts should I have prepared to start (I get only 2 at 1st level Investigator)?

I also have little idea how to use Alchemy to maximize my impact in battle and would like some advice on how to handle that. I figure to get either Mutagen or Infusion first, then get Quick Study, then whichever of Mutagen/Infusion I didn't take first. After that I am lost. What other alchemy talents should I consider? Also, should I be crafting items for battle? Alchemical Fire and Tanglefoot bags seem like useful items to have at the ready but I am unsure how they will work without the Throw Anything Feat (and is that something I should consider getting). I don't know what else I should craft to have available.


25 years ago I last played rpgs. I think I was playing AD&D 2nd Edition. Anyway, I recently discovered Pathfinder. I say this so that everyone understands I am a bit overwhelmed with the multitude of options. I am pretty sure I probably am misunderstanding some things and probably just have others flat out wrong. Anyway, I have played two sessions: one as a 1st level unchained rogue and one as a 4th level pregen Paladin. Both were fun but in both sessions the party basically had no idea what was going on and ended up just murdering everything they came across essentially. Long story short, I want to know what is going on. I want a character who can understand his world and analyze its dangers but I also want to contribute to the party offensively and with buffs and healing if possible. I really like the idea of an Empiricist Investigator and have read as much as I can on these boards about them. I have the basics of a build but still have a lot to decide. I was hoping people on here could offer advice. I appreciate being corrected if wrong about anything so please do so freely. Sorry this will be a bit random and I will probably change tenses when referring to my character.

At the moment my build looks like this:

Variant Human, +2 INT, +2 DEX

STR 10 DEX 18 CON 14 INT 17 WIS 12 CHA 7

Traits: Student of Philosophy and Bruising Intellect. I love the idea of shifting all his skills toward my INT. I worry that this might be overkill as a combo though, especially since I will be taking the Empiricist Archetype. I am sure there must be other useful traits out there and would welcome suggestions.

1st Level as an Inspired Blade Swashbuckler. This gets weapon finesse and weapon focus for rapiers. Plus 5 panache which seems fun. Oh, and +1 BAB is also nice. Use my feat on Fencing Grace. It seems like this will make for a decent attacker right away although the AC worries me. I should have enough gold from the scenarios I have been in to buy a mithral shirt if that is allowed. And I guess he can use a buckler since he gets proficiency with them as a class feature.

2nd and subsequent levels in Empiricist Investigator. He should have 20 HP at 2nd level if I take my favored class in Investigator (10 HP at 1st level swashbuckler plus 2 for the CON, at 2nd level 5 plus 2 for CON plus 1 for FC). That doesn't seem too shabby. I imagine the attack at this point should be sufficient to contribute offensively given the DEX bonuses to attack and damage.

What I am stuck on is where to go next with the build. How can the character best be a valuable member of the party? I figure he will be relevant in any noncombat situation with all the skills shunting toward Intelligence, Inspiration, all the skill ranks from the class and INT, and trap finding and disarming. Plus if I leave an extract unmade I could make something to suit a situation (assuming I have a relevant formulae). I just have so many questions.

What skills should I be ranking up? I am tempted to try to be trained in all of the class ones I have but don't know whether that makes sense or whether I should pump certain ones.

What talents should I get? I know Mutagen and Infusion in some order and then likely quick study or maybe quick study second but after that I don't know. I am tempted by Amazing Inspiration, Expanded Inspiration, and Inspired Inspiration but again I wonder whether I am going overboard with the skills.

What Feat should I take at character level 3 (Investigator 2)? Combat reflexes seemed like it might be nice, especially if I use Long Arm. Is that something worth doing? In general, how can I stay relevant offensively until I get Combat Study and more extracts? And how to stay relevant after?

What 5 formulae should I learn to start or are generally really useful, The formulae that stood out ot me were the following: Comprehend Languages, Cure Light Wounds, Any of the 3 Detect spells (Doors, Metal, Undead), Expeditious retreat, Heightened Awareness, Identify, Jump, Keen Senses, Long arm.

What extracts and alchemical items should I have made and ready to use? I figure bumblefoot bags seem useful at the least.

As I said, I have a lot of questions. I am sure there are ones I have forgotten. I appreciate any input and advice.

tl;dr: I want to be able to understand the creatures and environments around me and still contribute to the party offensively and otherwise.