[PFS] Half-Orc Investigator


Advice

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I'm planning a new PFS character, and I'm intrigued by the new Investigator class. I'd like to try a half-orc for a few reasons: because I still haven't played one in PFS, to take advantage of the racial weapon proficiency, and to subvert the stereotype of the big dumb half-orc fighter. Here's what I have so far:

Half-Orc Investigator
Traits: Fate's Favored, Reactionary(?)
Alternate Racial Traits: Skilled, Sacred Tattoo, Shaman's Apprentice
17/14/14/14/12/7
Gear: Greataxe, Elven Chain
1: Extra Inspiration
2:
3: Power Attack, IT: Mutagen
4: +1 Str
5: ???, Expanded Inspiration

With the favored class bonus, this gives me 10 skills/level, which is nice. But since all of his extracts are essentially buffs, I'm looking for more tricks to have up my sleeve in combat. What should my feats focus on at 5 and past? And what other Investigator Talents would be worthwhile for a Str-based build like this?

Liberty's Edge

Extra Inspiration probably isn't worth generally speaking. Actually, your stats have a general problem: Not enough Int. Investigators basically need a 16 for Studied Combat, which is gold in combat. This is even more true if you're gonna be using Mutagen.

So I'd go with the following instead:

Str 17 Dex 14 Con 12 Int 16 Wis 10 Cha 7

Then for Traits, grab Student of Philosophy to go with your Fate's Favored. I'd also recommend the Empiricist Archetype, which is awesome.

Those stats let you actually have the same HP and skill points as the previous ones, and actually make use of Studied Combat, which is one of the best combat buffs in the game. And defy the 'stupid Half-Orc' thing even more.

For Feats and Talents:

1: Medium Armor Proficiency (you'll need it at low levels, or at least find it very useful).
2:
3: Power Attack, Mutagen
4: +1 Str
5: Extra Investigator Talent (Quick Study), Expanded Inspiration
6:
7: Either Diehard or Heavy Armor Proficiency, or Extra Investigator Talent again, Sickening Offensive
8: +1 Str
9: One of those other three Feats. Combat Inspiration
10:
11: Again, one of those three. Whatever Investigator Talent you like.
12: +1 Str

And that's all very effective on a Str build. It is worth noting that, at higher levels, you'll likely want an Inspired Weapon, which needs to be a Simple Weapon or one Investigators inherently start proficient with, but that's a bridge to burn when you get to it.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Why do you say I need 16 Int for Studied Combat? (And thanks for pointing out the problem with Studied Combat + Mutagen.) Maybe I could trim Con down to 12, and stick with a Con mutagen instead of Str? Or at that point is the mutagen just not worth it?

I'm not sold on Medium Armor Proficiency. I was planning on using Elven Chain for armor (why spend a feat on something when I can get the same effect with a little cash?) Plus, the mutagen and extracts like Barkskin and Shield will keep my AC up just fine.

I forgot about Quick Study. I definitely need that in there. And I had planned on using the Empiricist archetype, but forgot to mention it.

Liberty's Edge

RainyDayNinja wrote:
Why do you say I need 16 Int for Studied Combat?

Studied Combat only lasts rounds equal to your Int mod. Two rounds isn't enough, many times. Three usually is, and that'll go up as you get a headband of Int.

Also, if you go Empiricist (which I really recommend, poisons are mediocre at best), you can use if for so many skills.

RainyDayNinja wrote:
(And thanks for pointing out the problem with Studied Combat + Mutagen.) Maybe I could trim Con down to 12, and stick with a Con mutagen instead of Str? Or at that point is the mutagen just not worth it?

You can use Str for 3rd, then switch to using Con until you get a Headband of Int. Once you're Int's 18 without Mutagen, you can go back to Str. And yeah, I'd say it's probably worth it.

RainyDayNinja wrote:
I'm not sold on Medium Armor Proficiency. I was planning on using Elven Chain for armor (why spend a feat on something when I can get the same effect with a little cash?) Plus, the mutagen and extracts like Barkskin and Shield will keep my AC up just fine.

*shrug* Elven Chain works, too. Personal preference for more AC until you can afford that, I guess. If not doing that, you could grab Diehard at 1st level...which is always cool on a character who can heal themselves.

RainyDayNinja wrote:
I forgot about Quick Study. I definitely need that in there. And I had planned on using the Empiricist archetype, but forgot to mention it.

Cool. Glad to have reminded you, at least. Oh! And I forgot to mention Amazing Inspiration, which is very nice, and you should fit in there somewhere.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Deadmanwalking wrote:
RainyDayNinja wrote:
Why do you say I need 16 Int for Studied Combat?

Studied Combat only lasts rounds equal to your Int mod. Two rounds isn't enough, many times. Three usually is, and that'll go up as you get a headband of Int.

At low levels before I get my headband, I doubt I'll need more than two rounds to put an enemy down. And if I do need more time, I can just spend an inspiration to do it again.

Deadmanwalking wrote:
RainyDayNinja wrote:
(And thanks for pointing out the problem with Studied Combat + Mutagen.) Maybe I could trim Con down to 12, and stick with a Con mutagen instead of Str? Or at that point is the mutagen just not worth it?
You can use Str for 3rd, then switch to using Con until you get a Headband of Int. Once you're Int's 18 without Mutagen, you can go back to Str. And yeah, I'd say it's probably worth it.

Actually, I'm thinking now I might skip the mutagen, as part of avoiding the big dumb half-orc stereotype, and focus instead on talents.

Deadmanwalking wrote:
Oh! And I forgot to mention Amazing Inspiration, which is very nice, and you should fit in there somewhere.

Maybe something like this:

Half-Orc Investigator (Empiricist)
Traits: Fate's Favored, Student of Philosophy
Alternate Racial Traits: Skilled, Sacred Tattoo, Shaman's Apprentice
17/14/14/14/12/7
Gear: Greataxe, Elven Chain
1: Extra Inspiration
2:
3: Power Attack, IT: Expanded Inspiration
4: +1 Str
5: EIT: Sapping Offensive, Quick Study
6:
7: Amazing Inspiration, EIT: Sickening Offensive

Grand Lodge

Pathfinder Adventure, Adventure Path, Rulebook Subscriber
Quote:
At low levels before I get my headband, I doubt I'll need more than two rounds to put an enemy down. And if I do need more time, I can just spend an inspiration to do it again.

Inspiration is amazing and in low quantities, especially with a low Int. You're going to want it when you fail that will save by 2. You also get more extracts from a higher Int.

Quote:
Actually, I'm thinking now I might skip the mutagen, as part of avoiding the big dumb half-orc stereotype, and focus instead on talents.

This is perfectly reasonable, but you'll have a 14 Int, which is extremely high compared to the average person.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Some Other Guy wrote:
Quote:
At low levels before I get my headband, I doubt I'll need more than two rounds to put an enemy down. And if I do need more time, I can just spend an inspiration to do it again.

Inspiration is amazing and in low quantities, especially with a low Int. You're going to want it when you fail that will save by 2. You also get more extracts from a higher Int.

Quote:
Actually, I'm thinking now I might skip the mutagen, as part of avoiding the big dumb half-orc stereotype, and focus instead on talents.
This is perfectly reasonable, but you'll have a 14 Int, which is extremely high compared to the average person.

At level 4 when I get studied combat, I'll already have 7 inspiration with Extra Inspiration. And with 14 starting Int, I can keep up with a headband easily enough to always get a bonus extract for all my extract levels.


Pathfinder Roleplaying Game Superscriber

I'm also building a half-orc empiricist investigator, very similar to what DeadManWalking outlined above. But I'm replacing Medium Armor Proficiency with Combat Reflexes and carrying a longspear. Whaddya think of that change?


Pathfinder Lost Omens, Rulebook Subscriber

Extra Inspiration is a pretty lousy use of a Feat, tbqh.


I am actually planning two Investigators for PFS, because I am IN LOVE with that class. The more I read it the more I like it.

Mine too will probably be a half-orc(thats his current build). He has the exact same traits picked as well.

I really don't like the weapons/armor for the investigator, so I'm gonna do a one level dip to start. Debating between Freebooter Ranger or Cavalier Genderame. Then switch out Weapon Familiarity probably for the one that lets you move through difficult terrain and +10 on charge speeds.

As it mirrors a build I'm also planning, I'd say it must be a good build ;)


Pathfinder Lost Omens, Rulebook Subscriber
Under A Bleeding Sun wrote:

I am actually planning two Investigators for PFS, because I am IN LOVE with that class. The more I read it the more I like it.

Mine too will probably be a half-orc(thats his current build). He has the exact same traits picked as well.

I really don't like the weapons/armor for the investigator, so I'm gonna do a one level dip to start. Debating between Freebooter Ranger or Cavalier Genderame. Then switch out Weapon Familiarity probably for the one that lets you move through difficult terrain and +10 on charge speeds.

As it mirrors a build I'm also planning, I'd say it must be a good build ;)

The problem with using anything other than a default proficiency weapon on an Investigator is that only the base lineup is eligible for the Inspired enchant. Which, at level 9, becomes amazing. (+2d8 to damage and +1d8 to hit for one inspiration is a *bargain* of a +1 equivalent enchant.) you'd really better have a good reason to. It go with a Rapier or a Longspear or a bow.


Also, Longspear is a perfectly acceptable weapon.


Ehh, my other build is using a rapier (once fencing grace is PFS legal) so I'll probably rock it with him. This one isn't going to have a huge inspiration pool anyway (like 8 by retirement) so I don't think it will kill him to hot have it. I can always switch weapons later if I feel its that much of a detriment to him. I was unaware of that enchantment before though, so thanks for pointing it out.

Also, for the mutagen, how about applying it to Con for the boost to Fort saves and HP's and NA? I think thats what I'm gonna do. Its still a worthwhile buff and doesn't hit Studied Combat Then.

Liberty's Edge

RainyDayNinja wrote:
At low levels before I get my headband, I doubt I'll need more than two rounds to put an enemy down. And if I do need more time, I can just spend an inspiration to do it again.

Inspiration doesn't grow on trees...but I can see your point here, I suppose.

RainyDayNinja wrote:
Actually, I'm thinking now I might skip the mutagen, as part of avoiding the big dumb half-orc stereotype, and focus instead on talents.

That's a valid way to go. I'd definitely put more focus on Int in that case, though.

RainyDayNinja wrote:

Maybe something like this:

Half-Orc Investigator (Empiricist)
Traits: Fate's Favored, Student of Philosophy
Alternate Racial Traits: Skilled, Sacred Tattoo, Shaman's Apprentice
17/14/14/14/12/7
Gear: Greataxe, Elven Chain
1: Extra Inspiration
2:
3: Power Attack, IT: Expanded Inspiration
4: +1 Str
5: EIT: Sapping Offensive, Quick Study
6:
7: Amazing Inspiration, EIT: Sickening Offensive

I'd still skip Extra Inspiration for something else personally (Diehard and Great Fortitude for really absurd Saves leap to mind), and much more importantly, I'd go Con 12, Int 16, Wis 10.

With Empiricist, this not only gives you an extra round for Studied Combat, but +1 on a total of 17 skills, plus all the Bluff checks you care about, and makes you better at resisting illusions to boot. In exchange for a -1 each to Fort and Will Saves (and no other price paid whatsoever)...and both of those are actually gonna be solid anyway due to Sacred Tattoo.


For starters I'd like to apologize seeing as this post won't be related to PFS, even so I hope that you'll be kind enough to aid me. I've come into this thread looking for a bit of advice on how to build my character further. I've recently started playing Pathfinder as such i'm relatively inexperienced, so bare with me.

I'm playing as a Half-orc Empiricist. We're playing with no traits and rolled stats.

I've managed to roll 11/16/17/20(18+2)/14/16

In terms of Racial Bonuses i've gone with Bestial, Burning Assurance, City-Raised and Skilled, having added the +2 bonus from the Ability Score trait to Int.

As for Feats I've decided to go with something that favors my Dex due to my low Str, as such i've decided to start with Weapon finesse and am currently using a Rapier.

My current goal is to add the Agile and Inspired abilities to my weapons, along with getting a pair of Bracers of Armor.

Could anybody be kind enough to give me a few more tips on how to further build my character (Feats, Talents, Items)?

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

The inspired weapon enchantment sounds good for +9 average damage when I use inspiration, but that's only after I take an average of -2 damage on ALL my hits when I go from a d12 to d8 weapon die. Although I haven't played with a reach weapon, so it might be worth trying.

I could probably afford to tone down Con in favor of more Int, especially with false life extracts to keep my health up. And with Int to Perception and Sense Motive, and good Will saves (not to mention Sacred Tattoo), I could probably afford to dump Wis a little bit too.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Mr Veig wrote:

For starters I'd like to apologize seeing as this post won't be related to PFS, even so I hope that you'll be kind enough to aid me. I've come into this thread looking for a bit of advice on how to build my character further. I've recently started playing Pathfinder as such i'm relatively inexperienced, so bare with me.

I'm playing as a Half-orc Empiricist. We're playing with no traits and rolled stats.

I've managed to roll 11/16/17/20(18+2)/14/16

In terms of Racial Bonuses i've gone with Bestial, Burning Assurance, City-Raised and Skilled, having added the +2 bonus from the Ability Score trait to Int.

As for Feats I've decided to go with something that favors my Dex due to my low Str, as such i've decided to start with Weapon finesse and am currently using a Rapier.

My current goal is to add the Agile and Inspired abilities to my weapons, along with getting a pair of Bracers of Armor.

Could anybody be kind enough to give me a few more tips on how to further build my character (Feats, Talents, Items)?

Why Bracers of Armor? You're proficient with light armor, so you could pick up a mithral shirt. It doesn't weigh much, and gives you more a jumpstart on AC.


RainyDayNinja wrote:
Mr Veig wrote:

For starters I'd like to apologize seeing as this post won't be related to PFS, even so I hope that you'll be kind enough to aid me. I've come into this thread looking for a bit of advice on how to build my character further. I've recently started playing Pathfinder as such i'm relatively inexperienced, so bare with me.

I'm playing as a Half-orc Empiricist. We're playing with no traits and rolled stats.

I've managed to roll 11/16/17/20(18+2)/14/16

In terms of Racial Bonuses i've gone with Bestial, Burning Assurance, City-Raised and Skilled, having added the +2 bonus from the Ability Score trait to Int.

As for Feats I've decided to go with something that favors my Dex due to my low Str, as such i've decided to start with Weapon finesse and am currently using a Rapier.

My current goal is to add the Agile and Inspired abilities to my weapons, along with getting a pair of Bracers of Armor.

Could anybody be kind enough to give me a few more tips on how to further build my character (Feats, Talents, Items)?

Why Bracers of Armor? You're proficient with light armor, so you could pick up a mithral shirt. It doesn't weigh much, and gives you more a jumpstart on AC.

The Bracers of Armor are something that I plan to obtain later in the game seeing as they have no Max Dex Bonus applied to them along with the bonus they offer capping at +8. While the +8 bracers are indeed expensive i believe they'll be worth it later on (although i may be mistaken).

The Mithral Shirt does sound like a good idea and i'll be sure to get it as soon as possible.

Silver Crusade

This is the human investigator I have planned for PFS. It's just the level 1 build, as I need to do some more reading before deciding where to go with this build.

stat block:
Upelelezi Kidogo
Human (mwangi) investigator (empiricist) 1 (Pathfinder RPG Advanced Class Guide 30, 100)
N Medium humanoid (human)
Init +1; Senses Perception +4
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 10 (1d8+2)
Fort +1, Ref +3, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee morningstar +3 (1d8+3)
Investigator (Empiricist) Spells Prepared (CL 1st; concentration +5):
1st—shield, shield
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 12, Int 18, Wis 10, Cha 7
Base Atk +0; CMB +3; CMD 14
Feats Bludgeoner[UC], Enforcer[APG]
Traits armor expert, bruising intellect
Skills Craft (alchemy) +8 (+9 to create alchemical items), Intimidate +8, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (religion) +8, Perception +4, Spellcraft +8, Use Magic Device +2
Languages Abyssal, Common, Goblin, Infernal, Polyglot, Thassilonian
SQ alchemy, inspiration, trapfinding +1
Other Gear lamellar (leather) armor, morningstar, alchemy crafting kit, formula book, thieves' tools, 12 gp
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Armor Expert -1 Armor check penalty.
Bludgeoner Inflict nonlethal damage with bludgeoning weapons
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Inspiration (+1d6, 5/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

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