
ekibus |

So far I'm a 1lvl inspired and 3 emp investigator went dex to damage and then combat reflexes. He does ok but feel like he is missing things. I can make slight alterations since I misunderstood things (aka piranha strike won't work with a rapier and combat reflexes doesn't really work with riposte) also just realized reduce person is really nice.. originally planned for longarm. So is it worth ditching swash for full investigator? Maybe move a couple points to get power attack? (Push back combat reflexes for a level)

avr |

Well, the opportune parry and riposte is really nice even if only once per round. I don't know that I'd use combat reflexes all that often to parry, you'd burn thru panache really fast that way even if you could riposte more than 1/round which as you note you can't. Investigator AC won't improve as fast as your attack bonus (you're about to get studied combat) and so using your attack bonus to defend is good.
For attack & damage getting a mutagen which improves dexterity will help, as will using an extract of cat's grace - alchemical and enhancement bonuses, they will stack.
Rather than combat reflexes you might consider extra investigator talent if you got something other than mutagen as your first investigator talent. If you have mutagen already, the possessed hand feat would give you +1 insight to attack and damage, as well as opening up some interesting followup feats.

Louise Bishop |

AVR pretty much covered things
Mutagen, Reduce person, Cat's Grace.
The thing is you had the Swashigator Class levels. But we're picking the reacher style feats.
First and foremost Swashigator is a lower damage build than the STR based builds. But he is one of the master of skills. Downright outstrips most classes in that department.
So if you were looking for big damage there is only so much you can do. But you will have good defenses with things like mirror image and the high dex and ac.

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A few things worth noting about the build. You will, once you have a high crit range weapon and a second attack you will be getting an extra attack every round because you will crit on average once a round this will help you maintain a decent dpr.
You will likely be the most accurate person at the table when fully buffed, so when the high ac enemy shows you will be the one to shine.
Try to find ways to make the most out of your first round. Using accelerated drinker for a potion with a combin extract will make you a monster. I go with reduce person, long arm and cats grace with heroism and mutagens already up.
High levels bane baldric is a nice addition.
Also make sure you get quick study asap.

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I have the same build and basically have my Dex mutagen up and drink long arm first round of every battle (move into position for AoO). I've now hit level 5 so my next gimmick will be to use an extract of academical allocation + Elixir of Dragon Breath (lightning or acid) and walk into combat with a big breath weapon. The duration on the elixir is 1 hour, DC is 16 for half (not amazing) but if there is a common enemy theme you can drink this a few times per day and have multiple blast weapons.

ekibus |

The possessed hand is pretty cool. Being able to use the ability to grab something (wand!) In a pinch is nice. Don't realize cat Grace stacks, but at the beginning was planning to reserve muy 2 slot for alchemical allocation. Tough call, I try to only spend the first round to buff otherwise the fight ends fast. Debating on quick study at 5 or 6. But to clarify. Is combat reflexes worth it or better off losing a little accuracy for power attack? I did pick up mutagen (just got level 4) I was ruled accelerated drinker didn't work with ectracts

ekibus |

Just looking at how much accuracy you get you should be able to afford some loss.... sigh just found out extend potion and enhance doesn't work with extracts.. sigh every step feels like another one backwards with this class.. Seriously a alchemists doesn't need to use um but the investigator does and on and on...

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Sorry about that last post. Was in a rush a my phone keyboard was not cooperating.
Let me try again investigators are melee alchemist they trade bombs for attack and damage boosts. They are among the the most accurate characters in the game so they can afford to take power attack.
Another nice option is using monsterous physique to turn into a Charda with an agile amulet you will be a blender.

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I would not worry to much about booting them. The admixture vial and combine extracts "boost", that is the closest you will get. They also increase every level, so in that way they scale naturally (barkskin is a perfect example). You will have more than enough extracts. Though you can't extend them but you will get more extracts so if you need extra duration whip up a second it takes 1 min.
The whole class feats being spells scales really well so just find the stuff you like and don't worry to much about boosting the ability it's already very powerful and versatile. Grab resinous skin, heroism, elixir of spirit sight (alchemical allocation), Seishinru Spirit Elixir (alchemical allocation), barkskin, air walk/overland flight, fluid form, stoneskin, see invisibility/echolocation etc.

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Also consider communal potions (protection from energy, spider climb, etc). I recently played a session where I used alchemical allocation with a potion of communal protection from energy. Dished out 10 minutes and 60 hit points of fire protection to each party member right before we stepped into the final encounter which ended up being a bunch of flaming skeletons (fire damage when they hit, fire damage when you hit, fire damage for starting next to them). 2 of 5 characters were forced to run away from fear while the other 3 managed to avoid death by fire thanks to the energy buffer spell provided.