Would a low-level investigator fun in an AP?


Pathfinder First Edition General Discussion

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Also, sometimes I forgo the Bark Skin, and get my Bull's Strength from the Cleric. That way I can have spider climb and invisibility instead.

I also have many, many points in Intimidate. Because a ten foot tall invisible orc skittering across the ceiling towards you SHOULD.


I'll eventually start a solo game and found out recently about the investigator, reading this thread and a few guides, i've come to a sort of descision on stats and progression for an all around int investigator:

Empiricist Half-Elf (Water child) Investigator with (liklely if i'm alone) 25 point buy:

Str 16, Dex 14, Con 14, Int 16, Wis 10, Cha 10

If 20 point buy:

Str 16, Dex 14, Con 12, Int 16, Wis 10, Cha 8

All ability increase goes in int (for inspiration, skills and eventually inspired weapon with combat inspiration)

Feats:

1 -Combat Reflex
3 -Weapon Focus (shortbow)
5 -Ranged Study
7 -Power Attack
9 -Deadly Aim
11-Lunge
13-Extra Inspiration
15-Inspired Alchemy
17-Extra inspiration (or extra talent tenacious inspiration)
19-Extra talent confusing strike

Talents:
3 -Alchemist discovery:Mutagen
5 -Quick Study
7 -Sickening offensive
9 -Combat Inspiration
11-Alchemist discovery: Enhance Potion
13-Amazing Inspiration
15-Alchemist discovery:Extand Potion
17-Alchemist discovery:Eternal Potion
19-Greater Combat Inspiration (not sure yet for the weapon choice here)

With an adaptative inspired composite shortbow for range and an inspired longspear/swordcane for melee, it feels like it should be good enough all around with mutagen and extracts that i use depending on the situation.

Feels like i cover the whole party except for some utility spells from wizard like teleportation. I won't be super good at one specific role, but i'll be good enough at everything.

At lvl 20 i should have (with a +6 int item) 22inspirations/day at 1d8+5, which is great, and from my understanding, an investigator's hat would kinda give a free use each combat against non-humans that i roll inspiration for knowledge. With an inspired weapon, it means i get to add to damage a free 2-16 +10 once per combat for free, then a few more times per inspiration, be it melee or range, then if they survive the "rain" of arrow, which won't be as devastating as a pure archer, i get to still kick their ass in melee, and being an investigator with a lot of options, i'm pretty sure i'll get a surprise attack always and get to choose my fight thanks to knowledge and sneakiness.

Seems really fun and versatile so far, i might be looking a bit too far ahead since i didn't even start yet, but this should be nice. Thanks for the tips and info you guys posted in this and other threads.

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