Playtest: Level 2 Brawler / Investigator - PFS


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I got to play a game of PFS on the weekend (The Infernal Vault), for which I ran my freshly-created (GM Credit) level 2 BRAWLVESTIGATOR. With actual playtime under my belt, I figured I’m now legitimate enough to comment on the two classes, at least in regards to low-level play. Fair warning, this could get lengthy.

Character Creation Thoughts

I had been itching to try the Brawler, as I think Martial Maneuvers looks like a ton of fun. I love the flexibility that it promises. I also love punching things. I threw together a pretty basic stat array of 17/14/14/13/12/8, as I wanted that 13 Int for Combat Expertise so that I could Martial Maneuvers into any of the fun combat maneuver feats.

Then I thought: “Hmm, 6 skill points a level isn’t bad. Wish I had a bigger array of skills to pick from,” and swiftly realised that I could throw out my second Brawler level for more fun (and double playtesting) by grabbing a level of Investigator. Because, hey, one level of Investigator is incredible. All the knowledge skills, Inspiration, Extracts, Trapfinding, two good saves (+2 Will!), more skill points. Fantastic. I altered my stat array to 16 str so I could bump my int to 14 for the extra point of Inspiration.

Stats, weirdly laid out because I use google docs not HeroLab:

Human - Brawler 1/Investigator 1 - N

16 +3
14 +2
14 +2
14 +2
12 +1
8 -1

HP: 20 (10+5+4con+1fc)

AC: 16/12/14 (+4armour+2dex)
SAVES: +5/+7/+6 (+1cloak) +2 vs charm/compulsion
BAB: +1
CMB: +4 CMD: 16 (CE: -1/+1)

Unarmed: +4 - 1d6+3 x2
MW Comp Shortbow(+3): +4 - 1d6+3 x3

SKILLS(16-16)
Acro 2 (+2) = +7
Appr
Climb
Craft(Alc) 1 (+2) = +6
Diplo 2 (+2) = +7
DisDev 1 (+2) = +6
Diguise
EscArt
HanAn
Heal
Intim
Know(Arc) 1 (+2) = +6
Know(Dun)
Know(Eng)
Know(Geo)
Know(His) 1 (+2) = +6
Know(Loc) 1 (+2) = +6
Know(Nat)
Know(Nob)
Know(Pla) 1 (+2) = +6
Know(Rel) 1 (+2) = +6
Ling 1 (+2) = +6
Perc 2 (+1) = +6
Perf
Prof
Ride
SensMo 1 (+1) = +5
Sleight
SpellC 1 (+2) = +6
Stealth
Swim
UMD

LANGUAGES: Common, Kelish, Elven, Infernal

FEATS
human: Combat Expertise
Brawl: Improved Unarmed Strike
1st: Iron Will

TRAITS
-Focused Disciple (UC): +2 Will vs charm/compulsion
-Clever Wordplay (PFS-Primer): Int for diplomacy

ABILITIES
-Martial Maneuvers: 1/day. Standard action: gain 1 combat feat for 1 minute.
-Inspiration: 2/day, free action +1d6 on skill. Free for Know/SpellC/Ling. 2 Inspiration for + to combat.
-Trapfinding: +1 (1/2lvl) to perception/disable vs traps. Can disable magical traps.

FORMULAE (2/day)
-Comprehend Languages
-Expeditious Retreat
-Shield
-True Strike

Playtesting

As a member of a party of five - alongside a slayer disguised as a wizard, a life oracle, a greatsword-brandishing cleric, and a summoner - playing an old season 1 scenario, I didn’t have many opportunities to individually shine, but the scenario was fun enough anyways.

We received the mission briefing. My brawlvestigator rolled some knowledges to scour his memory for more pertinent information about the situation (I don’t think I rolled a knowledge roll of over 9 the entire game, but considering that was +6+1d6, it averaged out to be okay).

After that, we went to our destination, broke inside - the slayer leading the way, with me following close behind to help check for traps - and cleaned it out without too much fuss.

I basically filled the role of the party skill monkey. I found traps that the slayer would plow through with no regard for his own safety; I filled out a number of knowledge skills that the party lacked in; I had fairly decent diplomacy skills (thanks +int to Diplomacy trait); and I could handle myself well enough in a fight, landing a few killing blows.

Then, when we finally found the “end boss” of the scenario, as it were, I Martial Maneuvered for Improved Grapple, closed in for some aggressive cuddling, and rolled a 2 on my Will save vs Color Spray.

Zzzzzz.

Fortunately the rest of the party - after some fuss with her summoned minion - subdued her quickly enough.

Post-Playtest Thoughts

Martial Maneuvers 1/day is very sad. It was basically just for hanging on until the final encounter or if we faced something unexpected. A lot of classes have 1/day features at 1st level, sure, but those tend to have more impact. Smite Evil. Judgement. Challenge. I’m glad that it’s no longer a Standard to use, but it really needs to have a better scaling than half Brawler level. Stat+level at least.

Inspiration is great. Inspiration for free is greater. What’s that? All knowledge skills, spellcraft, and linguistics, for free? Considering the average on a d6 is 3.5, that’s better than Skill Focus (+3) in 10 skills!

Hyperbole aside, a single level of Investigator is a really strong utility dip. You get 30 skills as class skills. 1-2 extracts per day (including some neat personal ones like Comprehend Languages, Shield, and True Strike). Inspiration (minimum 1). And Trapfinding, just in case you want to take over from the Rogue and be able to disarm magical traps. It’s skill monkey in a can, just about.

I did enjoy my Brawlvestigator, and I’m keen to play him again. He’s probably going to end up more BRAWL than ‘vestigator though, as there’s not much else he needs from the latter class to feel like he has a whole bunch of deductive power at his fingertips.

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