PFS Tengu Empiricist


Advice

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Grand Lodge

So, here is the new build:

Tengu Empiricist:
Inspector Kanpo Karasu
Male tengu investigator (empiricist) 1 (Pathfinder RPG Advanced Class Guide 30, 100, Pathfinder RPG Advanced Race Guide 162)
LN Medium humanoid (tengu)
Init +3; Senses low-light vision; Perception +6
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Defense
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 10 (1d8+2)
Fort +1, Ref +5, Will +2
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Offense
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Speed 30 ft.
Melee rapier +3 (1d6+1/18-20) or
. . butterfly sword +3 (1d4+1/19-20) or
. . bite +3 (1d3+1)
Ranged shortbow +3 (1d6/×3)
Investigator (Empiricist) Extracts Prepared (CL 1st; concentration +4)
. . 1st—long arm{super}ACG{/super}, shield
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Statistics
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Str 13, Dex 17, Con 12, Int 16, Wis 11, Cha 7
Base Atk +0; CMB +1; CMD 14
Feats Weapon Finesse
Traits precise treatment, student of philosophy
Skills Acrobatics +7, Craft (alchemy) +7 (+8 to create alchemical items), Disable Device +8, Heal +5, Knowledge (local) +7, Knowledge (religion) +7, Linguistics +11, Perception +6, Stealth +9; Racial Modifiers +4 Linguistics, +2 Perception, +2 Stealth
Languages Azlanti, Common, Draconic, Giant, Osiriani, Tengu, Tien
SQ alchemy (alchemy crafting +1), inspiration (4/day), trapfinding +1
Other Gear lamellar cuirass, butterfly sword, rapier, shortbow with 20 arrows, alchemy crafting kit, backpack, flint and steel, formula book, hemp rope (50 ft.), ink, black, inkpen, mess kit, thieves' tools, tobacco, torch (3), trail rations (2), waterskin, 5 gp, 4 sp, 8 cp
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Tracked Resources
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Arrows - 0/20
Inspiration (+1d6, 4/day) (Ex) - 0/4
Torch - 0/3
Trail rations - 0/2
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Special Abilities
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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Inspiration (+1d6, 4/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Student of Philosophy Use Int instead of Cha for Diplomacy checks to persuade others and Bluff checks to lie.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Thoughts?

Liberty's Edge

With Precise Treatment, your Heal should be +8. That's the only real issue I can see.

Personally, I would be inclined to start with a social skill or two (say, Diplomacy and Sense Motive) rather than the extra HP and Heal...but that's personal preference more than anything, and an understandable choice on your part given how much better those get next level.

I'd probably also go with better armor (studded leather leaps to mind, since you can't afford leather lamellar). Armor check penalties suck, but +1 AC is very nice, and a -1 on three skills seems a price worth paying for that. But, again, that's personal preference more than anything.

Other than that, looks good to me, though you should probably note all of the extracts you've got in your formula book. :)

Grand Lodge

Expeditious Retreat, Long Arm, Monkey Fish, Shield, and True Strike are in my Formula Book.

I will have to weed out 10gp for Studded, and make sure I don't hit medium load, but it may be doable.

I think Herolab is not adding my intelligence to Heal, but that's fixable.

You're right that a Social skill may be a better choice.

PFS makes this a must.

Grand Lodge

Is that a decent selection for my Formula?

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