How can I make my DEX based Investigator do LOADS of DAMAGE?


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I have a dex & int based Android Investigator in Iron Gods. It's fantastic, I do great vs traps and knowledge stuff. But I am severely lacking in battle. What can I do?! Just hit level 3, so I can change up anything at 3. We already have a techslinger and Savage Technologist in the Party, so I'm a little hesitant towards gunsling'n.

The build at 3::

Glowbug
Male android investigator (empiricist) 3 (Pathfinder Campaign Setting: Inner Sea Bestiary 3, Pathfinder RPG Advanced Class Guide 30, 100)
N Medium humanoid (android)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +12
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Defense
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AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 24 (3d8+6)
Fort +2, Ref +7, Will +2
Defensive Abilities constructed, trap sense +1; Immune disease, emotion, exhaustion, fatigue, fear, sleep
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Offense
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Speed 30 ft.
Melee club +2 (1d6)
Ranged shortbow +6 (1d6/×3)
Special Attacks nanite surge
Investigator (Empiricist) Extracts Prepared (CL 3rd; concentration +7)
. . 1st—adhesive spittle{super}ACG{/super} (DC 15), cure light wounds, shield, true strike
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Statistics
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Str 10, Dex 18, Con 13, Int 19, Wis 8, Cha 5
Base Atk +2; CMB +2; CMD 16
Feats Point-blank Shot, Technologist
Traits clever wordplay, numerian archeaologist, precise treatment
Skills Acrobatics +7, Appraise +8, Climb +3, Craft (alchemy) +8 (+11 to create alchemical items), Craft (mechanical) +8, Diplomacy +8 (+15 to gather information (You can use your Intelligence Modifier instead of Charisma)), Disable Device +12, Escape Artist +7, Heal +9, Knowledge (arcana) +8, Knowledge (dungeoneering) +9, Knowledge (engineering) +10, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (religion) +8, Linguistics +8, Perception +12, Sense Motive +0, Sleight of Hand +7, Spellcraft +8, Stealth +7, Use Magic Device +9; Racial Modifiers +2 Perception, -4 Sense Motive, ceaseless observation
Languages Androffan, Common, Draconic, Hallit, Sylvan, Undercommon, Varisian
SQ alchemy (alchemy crafting +3), emotionless, inspiration (5/day), investigator talent (trap spotter), keen recollection, paranoid, trapfinding +1
Combat Gear alkali flask, antitoxin, oil, pig grease, weapon blanch (adamantine); Other Gear studded leather, arrows (36), blunt arrows (9), club (3), shortbow, access card, brown, animal glue, artisan's tools, backpack, ball (2 in.), bandolier, bell, black e-pick, bread, chalk, earplugs, filter, formula book, ink, black, inkpen, iron vial, magnet, marbles, marbles, marbles, masterwork backpack, masterwork thieves' tools, meat, net, polymer, parchment, sack, soap, thieves' tools, torch (2), trip wire trap, twine (50') (2), 667.5 gp, 1 cp
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Tracked Resources
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Alkali flask - 0/1
Antitoxin - 0/1
Arrows - 0/36
Black e-pick (10 charges) - 0/10
Blunt arrows - 0/9
Club - 0/3
Inspiration (+1d6, 5/day) (Ex) - 0/5
Nanite Surge +6 (1/day) (Ex) - 0/1
Torch - 0/2
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Special Abilities
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Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+7)
Constructed (Ex) Counts as both humanoids and constructs for effects that target type.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Immunity to Disease You are immune to diseases.
Immunity to Emotion (Ex) You are immune to all emotion effects.
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Sleep You are immune to sleep effects.
Inspiration (+1d6, 5/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.
Nanite Surge +6 (1/day) (Ex) Bonus to any one d20 roll. Glow like a torch for 1 round when used.
Numerian Archeaologist Roll twice when a timeworn item glitches and choose the result.
Paranoid Aid Another DC 15 for attempts to help you.
Pig grease Maybe it's the wide heads, but more likely it's the lack of common sense that causes goblins to so often get stuck in narrow spaces. In such cases, a dose of pig grease is really helpful. An application of pig grease applied to the body grants a +2 circumstance bonus on all Escape Artist checks for 1 hour.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Technologist You are familiar with the basic mechanics of technology.

Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological su
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.


Mazlith wrote:

I have a dex & int based Android Investigator in Iron Gods. It's fantastic, I do great vs traps and knowledge stuff. But I am severely lacking in battle. What can I do?! Just hit level 3, so I can change up anything at 3. We already have a techslinger and Savage Technologist in the Party, so I'm a little hesitant towards gunsling'n.

[b]** spoiler omitted **...

I checked and re-checked a few books and came to a conclusion.

Conclusion:Investigator sucks.
Solution:Rebuild as Inspired Alchemist/Trap Breaker.
Preserves most of the flavor,class abilities are about the same,plus the option of throwing bombs at people.
Not that throwing bombs are particulary good,just not nearly as bad.
Plus,bonus damage with grenades.There are a lot of grenades in this AP.

And,yes,one of players in my campaign uses exactly that build.She's having a good time,even if sometimes overshadowed by stalker and warder.

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