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Because I figured, why not. This will be a more thug-like investigator, but her undeniable grasp of this new theory called "Gravity" aids her immensely both an and off the battlefield. She knows exactly how to size up an opponent, find their center of mass, and destabilize them in short order.
Outside of Combat, she makes a very good Trap Disarmer, organic library, and all-purpose skill monkey. She also uses her Intelligence for Perception, Sense Motive, Diplomacy, Disable Device, and UMD (Empiricist lvl 2). She may not have as many skills as other Investigators, but that doesn't mean that she doesn't count herself among the (arguably) best skill class in the game.
I haven't built her much past 14, and I'm looking for some advice on the final touches (otherwise I wouldn't be posting here). I'm looking forward to playing her in PFS.
The build is based on these factors:
1) Studied Combat - a bonus to attack means a bonus to Trip. Bonus Precision Damage when you (almost certainly) hit is delicious gravy.
2) Extracts for DAYS - Enlarge Person, Alchemical Allocation, Long Arm (for MORE reach). These and many more help with the build.
3) Skills to pay the bills - Traps? haha.
Class - Investigator (Empiricist): 12 [Fauchard]
Race - Half-Elf
20-Point Buy:
Str: 18 (10, 2 racial) [bump at 4 and 8]
Dex: 15 (7) [bump at 12]
Con: 12 (2)
Int: 15 (7) [bump at 16]
Wis: 8 (-2) [bump at 20] (don't look at me like that)
Cha: 7 (-4)
Traits: Student of Philosophy / Elven Reflexes
Feats:
1. Ancestral Arms (Fauchard), Combat Expertise
3. Improved Trip
TALENT: Mutagen
5. Fury's Fall
TALENT: Quick Study
7. Combat Reflexes
TALENT: Amazing Inspiration
9. Greater Trip
TALENT: Combat Inspiration
11. Weapon Focus (Fauchard)
TALENT: Toppling Strike
--- Normal PFS Cap ---
13. Improved Critical (Fauchard)
TALENT: Enhance Potion
15: Extra Talent - Studied Defense
TALENT: Extend Potion
17: Gravy
TALENT: Eternal Potion
19: Gravy
TALENT: Greater Combat Inspiration (Fauchard)
Skills: Acrobatics +19, Craft: Alchemy +19 (+36 Day Job [level bonuses & crafter's fortune]), Diplomacy +13, Disable Device +25, Linguistics* +19 (Headband), Perception +21, Sense Motive +19, Spellcraft* +13, Use Magic Device +19, Knowledge: Engineering/Geography/History/Nobility* +8, Knowledge: Duneoneering/Local/Religion/Planes* +10, Knowledge Arcana/Nature* +11.
*Can be used with inspiration at no charge.
Inspiration (10 points): 1d8 + 3
---
To determine CMB and DPR, I will be using the following metrics:
Metric 1 - Absolute Base. Ninjas have started attacking the party, and you have zero time to buff.
Metric 2 - Moderate Buff. The party is exploring a dungeon, and you have your long-lasting enhancements up (anything > min/level)
Metric 3 - Ideal Circumstances. You all KNOW the BBEG is through that door, and have had upwards for five rounds to buff yourselves up.
These values can be increased mid-battle with extracts of haste/boots of speed. 10 times per day, 1d8+3 can be added to the trip/attack roll (inspiration + favored class). She can also get a free trip attempt after making a Studied Strike.
---Metric 1:
Gear (I'm not 100% on WBL, but this is an estimate):
+2 Fauchard
+2 Belt of Physical Might (Str/Dex)
+3 Mithral Chain Shirt
+4 Headband of Vast Intelligence
Cloak of Resistance +2
AC: 21 (7 Armor, 4 Dex)
Initiative: +6 (4 Dex, 2 trait)
CMD: 29 (9 BAB, 10 Str/Dex) (+4 v. Trip)
Fort: 7 (4 Class, 1 Con, 2 Resist)
Reflex: 15 (8, 5, 2)
Will: 9 (8, -1, 2)
Trip CMB (Studied Opponent): 32 (9 BAB, 6 Str, 4 Dex, 4 Feats, 6 Studied, 2 Weapon, 1 Weapon Focus)
Trip CMB (Everyone Else): 26
DPR (Studied): 2d10 + 28 (15% Crit for additional 1d10 + 8)
Studied Strike: +5d6 & Trip
DPR (Everyone Else): 2d10 + 16 (15% Crit)
---Metric 2: add a Dex Mutagen
AC: 25 (+2 MutDex [total 6], +2 Nat Armor)
Initiative: +8 (+2 Mutagen)
CMD: 31
Reflex: 17
Will: 8
Trip (Studied): 34
Trip (Others): 28
---Metric 3: add Cat's Grace, Bull's Strength, Heroism (Alchemical Allocation), Monstrous Physique I/I (Medium Creature), Shield
AC: 31
Initiative: +10
CMD: 36
Fort: 9
Reflex: 20
Will: 10
Trip (Studied): 41
Trip (Others): 35
DPR (Studied): 2d10 + 34
DPR (Others): 2d10 + 22
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So, what does the Internet think? It's the best I can do on a low feat-salary, and dumping Wisdom AND Charisma isn't ideal, but I think this turned out rather well. There's no lulls in the progression that I can perceive, and I can un-dump wisdom for level 1 before going in for the long haul. (Empiricists get all those skills int-based at lvl 2, plus bonuses to saves v. Illusions that get better with age, and there's always spending 2 inspiration to add 1d8+3 to avoid being dominated)

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Alternatively, 5ft Step up and use a +1 Inspired Spiked Gauntlet to spend an Inspiration, add it to the attack roll, and deal 1d4 + 2*(1d8+3) + 13 (Average 30.5) on the AoO when they get up. Leaves you open to an attack, but then you can step back again, rinse, and repeat; alternating which weapon deals the AoO.

Treefolk |

Are you remembering your armor's max Dex cap? You'd get better damage with a Str Mutagen and Bull Str (since I think you're already at that cap).
What level are you taking your metrics at?
My thoughts, consider a 1 level dip into Mutagenic Brawler (mutagenic fighter for non-pfs). Netting mutagen that way frees up a talent, and enables you to play the disarm+trip game without needing the feats (also lets you grab power attack). Gear-wise, take a look at Gauntlets of the Skill Manuever and Thorny Ioun Stones. They should stack giving a further +4 to your trip CMB.