Investigator Feedback, lvl 1


Playtest Feedback

Grand Lodge

Pathfinder Battles Case Subscriber; Pathfinder Maps Subscriber

So I really liked the idea of the investigator and got the opportunity to try one out tonight. Had some fun with a Tiefling investigator, grabbed the claws alternate trait, some chain shirt action and weapon finesse with an 18 dex/16 int build and tried out First steps part 1.

Overall impression. At first level it felt a lot like the archaeologist bard having a good combination of knowledge skills and rogue abilities. I actually preferred the investigator in this role because I don't need a high Charisma so I could sink those points into Int for more skills. In the long run I think bard/investigator will have similar knowledge checks since the Investigator can spend more points on Int and has inspiration for free on knowledge checks.

Inspiration was fun, I used it on a disable device skill check, but it was one without an impossible DC. I like having that 2 points for saving throw is really nice in emergencies, making it hard to spend that next point. I look forward to a more skill focuses scenario and wonder how much I could burn through in the initial skill checks during an adventure.

Skill/non-combat role was very strong, combat was less so since I didn't put too many points in Str (12) so damage was on the low side but the high dex + finesse gave me a decent attack chance and I could range if I wanted too. Looking forward to sneak attack.

I am disappointed at one thing though, the initial description suggested a combination of Sherlock Holmes and Dr. Jeckyl but mutagen isn't automatic, its a choice you can make. Seems to me if you use that description, mutagen should be there.

Looking forward, poison use just doesn't fit. I think I would rather have mutagen or evasion or uncanny dodge in that slot. Especially mutagen.


Taenia wrote:

So I really liked the idea of the investigator and got the opportunity to try one out tonight. Had some fun with a Tiefling investigator, grabbed the claws alternate trait, some chain shirt action and weapon finesse with an 18 dex/16 int build and tried out First steps part 1.

Overall impression. At first level it felt a lot like the archaeologist bard having a good combination of knowledge skills and rogue abilities. I actually preferred the investigator in this role because I don't need a high Charisma so I could sink those points into Int for more skills. In the long run I think bard/investigator will have similar knowledge checks since the Investigator can spend more points on Int and has inspiration for free on knowledge checks.

Inspiration was fun, I used it on a disable device skill check, but it was one without an impossible DC. I like having that 2 points for saving throw is really nice in emergencies, making it hard to spend that next point. I look forward to a more skill focuses scenario and wonder how much I could burn through in the initial skill checks during an adventure.

Skill/non-combat role was very strong, combat was less so since I didn't put too many points in Str (12) so damage was on the low side but the high dex + finesse gave me a decent attack chance and I could range if I wanted too. Looking forward to sneak attack.

I am disappointed at one thing though, the initial description suggested a combination of Sherlock Holmes and Dr. Jeckyl but mutagen isn't automatic, its a choice you can make. Seems to me if you use that description, mutagen should be there.

Looking forward, poison use just doesn't fit. I think I would rather have mutagen or evasion or uncanny dodge in that slot. Especially mutagen.

Wow, what a coincidence! I also wound up making a Tiefling Investigator with Claws and playing First Steps Part 1 the night it came out, but people got tired and we didn't finish, so I'm delaying adding my feedback in full until we do. I can definitively say that it was awesome for skills.

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