Need help making a decent Empiricist


Advice


So i've recently started playing Pathfinder and due to my inexperience i'd like some advice on how to make a good Empiricist, preferably one which is both Combat capable and useful outside of combat. Please note that i've left traits out of the character information below because we're playing without traits, and that the stats were rolled.

My character information is as follows:

Race: Half-Orc
Class: Empiricist
Ability Scores: 11/16/17/20 (18+2)/14/16
Racial Bonuses:

Ability Score Racial Traits: +2 applied to Int
Skilled: 1 additional skill rank per level
Bestial: +2 on Perception Checks
Burning Assurance: +2 on Diplomacy Checks
City-Raised: +2 on Knowledge(Local), Proficiency with Whips and Longswords

Skills:
Bluff: 3 Class Skill + 3 Ability Score + 1 rank = +7
Craft (Alchemy): 3 Class Skill + 5 Ability Score + 1 rank + 1 Modifier (applied only when crafting alchemical items) = +9/+10
Diplomacy: 3 Class Skill + 3 Ability Score + 1 rank + 2 Modifier = +9
Disable Device: 3 Class Skill + 3 Ability Score + 1 rank = +7
Heal: 3 Class Skill + 2 Ability Score + 1 Rank = +6
Intimidate: 3 Class Skill + 3 Ability Score + 1 rank = +7
Knowledge (Local): 3 Class Skill + 5 Ability Score + 1 rank + 2 Modifier = +11
Linguistics = 3 Class Skill + 5 Ability Score + 1 rank = +9
Perception = 3 Class Skill + 2 Ability Score + 1 rank + 2 Modifier = +8
Profession (Cook) = 3 Class Skill + 2 Ability Score + 1 rank = +6
Sense Motive = 3 Class Skill + 2 Ability Score + 1 rank = +6
Spellcraft = 3 Class Skill + 5 Ability Score + 1 rank = +9
Stelath = 3 Class Skill + 3 Ability Score + 1 rank = +7

Feats:
Weapon Finesse

I've been advised to get a Mithral Shirt as soon as possible to boost my AC early on (something which I definitely intend to do), and perhaps replace it with a set of Bracers of Armor later on.

In terms of combat i'm thinking of getting the Weapon Focus (Rapier) feat along with Fencing Grace (once its out). Later on i'm thinking of getting Master Alchemist (and perhaps pair it with a set of Amazing Tools of Manufacture designed for alchemy).

As for Talents, Quick Study is a must at level 5 along with Combat Inspiration at lavel 9, and i'm currently considering getting the Trap Spotter Rogue Talent at level 3 and Amazing Inspiration at level 7.

Regarding weapons i'd say that getting an Inspired Rapier is an obvious choice.

Would a more experienced player care to give their opinion on which feats, magic items/weapons, Investigator Talents to get?

Any help is appreciated.


Pathfinder Lost Omens, Rulebook Subscriber

Those are some bonkers stats. Did you roll them? or do you just have a huge point buy. If the latter, you might want to dump some Charisma (or even Wisdom) to get more Dex and an even Con score.

You can safely dump Charisma because, as an Empiricist, you can take the Student of Philosophy trait and literally *every* skill use except for Perform, Bluff to feint and Intimidate is based on Int. And you won't need to feint.

Honestly, other than that, you seem pretty much on exactly the right path. The Investigator's Pipe is kind of pricey, but it's an absurdly thematic and nifty slotless item that allows you to apply Inspiration to Perception and Survival for free, as well as casting Unseen Servant at will and some other perks.

You'll also probably want Mutagen as a discovery since you're clearly going to be combat-centric. +4 Dex and +2 AC is insanely good; at higher levels, a Vest of Stable Mutation can cancel the Wis penalty, but it isn't really all that necessary if you're rocking a 14 to start with.


Lesspopomorefrizz, OP saud that he isn't using traits: a shame, some of them are really good.
On the other hand, you rolled crazy stats :P I'd put the racial +2 in Dex, instead of Int: 18 is good enough for a wizard, and you're an alchemist. ;)
I think that master alchemist and fencing grace are a trap: you've traded the poison use out to take Empiricist, and poisons are very bad in general :/. For fencing grace, I'd say to wait until you can afford an agilr weapon, and invest the feats in something more useful.
I can't give advice for specific feats, but the talents look okay.


In terms of feats, it might be best to wait for the Advanced Class Origins book to come out seeing as it supposedly has new feats some of which are dedicated to the investigator. That aside, Endurance, Diehard and Teacious Survivor (which i'm able to take seeing as i'm playing as a Half-Orc) might be decent picks seeing as i'll be fighting in close range.

As for magic items i'm thinking of getting a Drinking Horn of the Panacea, seeing as it can grant the effects of restoration and cure serious wounds. An Admixture vial always useful, and i believe the same can be said about the Formula Alembic.

Liberty's Edge

That's a really poor stat setup for combat.

Additionally, you have basically no need for Wisdom, since Empiricist replaces it completely for everything but Saves, and you've got a good Will Save anyway.

And, as noted, Int 20 is really excessive for anyone but a Wizard.

Personally, for stats, I'd go with something like this if you really want Weapon Finesse (which isn't strictly necessary):

Str 14 Dex 19 Con 16 Int 18 Wis 11 Cha 16

Then upping Dex at 4th level, obviously.

But I'd probably go with the non-Weapon Finesse (and ever so slightly less sociable) version of:

Str 19 Dex 16 Con 16 Int 18 Wis 11 Cha 14

You could swap Wis and Cha for more Will Save if you use your Feat for Extra Traits and grab Student of Philosophy as one of your Traits (I'd switch to Sacred Tattoo and grab Fate's Favored for the other one, personally).

In either case, you'll do a lot better at combat and several other things than your current setup.

In terms of Talents, it sounds like you've got a good plan, though I'm highly doubtful of Trap Spotter's viability unless you run into a whole lot of traps. I'd also be inclined to spend at least a couple Feats on Extra Investigator Talent (Expanded Inspiration, Underworld Inspiration, and Sickening Offensive are really excellent). The latter is obviously easier if you're going the strength route, since the only Feat you really need then is Power Attack at 3rd, rather than the laundry list you need for a Dex build.


1st game with the character was today, unfortunately i didnt have the chance to see Deadmanwalking's post in time for it. I doubt i'll be able to change my stats right now, i'll try to think of something later on.

I'd like to thank everybody who posted here, if anybody wants to continue with the discussion please be my guest.

I'll probably be using the suggested talents. As for the stats, i'll make due with what i have. I went with the 20 Int in order to start off with a large inspiration pool which would in turn allow me to make use of the Inspired quality of a weapon more often.

As for combat, i'll probably get an Agile + Inspired weapon as soon as possible and attempt to get a Mithral Shirt early on.

I'll try to boost my stats in other ways (Books/Belts/Mutagens). Next time I make an Investigator/Empiricist i'll definitely make use of the advice given to me.

Thank you all very much

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