Scout + detective out of combat, controller in combat – need advice.


Advice


I am want to create build of character which will be useful as a scout and detective (when we are not in a combat), and his primary role in combat will be controller.

Why have I chosen those roles:
All: nobody in our party has any of these roles.
Detective: I like skill-full characters, which are useful in solving mysteries.
Scout: I hate, when we came unprepared to some encounter.
Controller: I am not fond of combat situations, but it is better to contribute, than to do nothing. And all others are just doing damage.

Context of our gaming:
We don't have regulars, that is why we didn't specialised to other than damage roles (melee, bombs, blasting, sneak attacks, ranged).
When I am playing, my wife is also. She has melee tank with passive healing (just swift action to keep whole party healed - Oradin build). So my idea is to build somebody pretty useful out of combat and also scout which will help us to be prepared for combat, when I will switch to controller role. As secondary combat role I prefer either buffer or de-buffer, but being able to take part on damaging is also OK.

Rules:
We are playing only Core Races, we have no problem with Core, Multi, Base, Hybrid or Prestige Classes and Archetypes as long as they are from Paizo origin. I think GMs are mastering PFS adventures (but I am not sure) - that does not mean I cannot choose Vivisectionist or any other archetypes.
One of GMs is not playing positions, flanking or attacks of opportunity, but nobody is taking any advantage of it.
No gestalt.

My additional wishes:
I need some way to communicate with others while scouting. Our sorcerer is not playing every time he can, or is GMing. So I want Message and Detect Magic , or some equivalent alternatives. That mean communicating all the time I am scouting and being able to detect magic whenever I want (as with Cantrips).
I prefer not to bother with resources and its management (preparing spells or extracts in advance and scribing scrolls or brewing potions) but if necessary then I will get use to it.
I am fan of Darkvision and scent or hearing abilities. And every skill which helps me to gather information (perception, tracking trails, sensing motives, diplomacy gathering, knowledges, diagnosing by healing, identifying).
I like good saves, but I'm not so concerned with other combat stats (HP, Attack Bonus, AC, CMD, CMB, speed, reach) as long as will be useful in combat in my role.

My current ideas for build are:
1) Half-elf Investigator (Empiricist) with dip of Wizard (Teleportation, Compsognathus familiar).
Detective: obviously Investigator with enough talents to use inspiration points for free. Half-elf favoured class bonus 1/4 to all inspirational rolls.
Scout: Maximum stealth, Wizards Teleportaion ability with Magical Knack for swift 10 feet teleportation from dangerous scouting encounters and Cantrips: Message (3 targets thanks to Magical Knack), Detect Magic, Detect Poison, Read Magic. Also taking Half-elf +2 to Intelligence (for skills and inspirational points), Darkvision and probably keen senses, stealth skill focus. Being Alert (+2 to Perception and Sense motive when familiar is within arm's reach) and also Compsognathuss Scent through Empathic Link. Some concealing extracts (as invisibility, reduce person, blur...).
Controller: wizards Compsognathuss for better initiative, and probably extracts - but I have no experience in that area.
2) Bard or Sorcerer with dipping in Investigator (Sleuth).
3) Wizard (Conjurer or Summoner) with dip of Investigator (Empiricist).


Oof, this is a tall order. Skills and Battlefield control typically don't come together that well. What specific kind of controller were you looking for? Debuffing enemies? Buffing allies? Affecting mobility?

Then there is your desire to communicate with your party while scouting.

I think your half-elf investigator Empiricist/Wizard could do. However keep in mind that the investigator acquires as a 1st level extract "Identify" which functions as "Detect Magic"

Furthermore, an empiricist uses their INT modifier for UMD once you reach 2nd level. Then you can pick up "Device Talent" so you can use inspiration without expending a point of inspiration. With thing you can pick grab several cantrip wands for you to gain Detect Magic/Poison/Read Magic. Not to mention as an investigator you'll gain "Freedom of Movement" as an extract eventually, while will aid you in escaping encounters should your stealth fail.

With the familiar, you can take Eldritch Heritage feat to gain a familiar, and then take the Improved Familiar feat to get a familiar that can both speak with you and turn itself invisible at will.

These things taken into consideration, you can have your scout without a dip into a wizard, in my opinion, but there is a problem.

Battlefield Control typically comes from high-level casters. This is because they need to keep up their spell DCs so enemies can't ignore everything with a saving throw, or get access to potent multi-target buffs like Mass Bull's Strength fairly quickly.

A dip into a spellcaster will never accomplish these things, and the costs of high-level scrolls for control spells is too high for you to keep that up.

Lastly, if you're willing to sacrifice the detective aspect of the character, a full-wizard with access to an invisible improved familiar and divination spells can handily deal with scouting, and will have the kind of power needed to pull off battlefield control.


There is another thread going right now with a very similar build concept. The difference is that the PC is gestalt. The majority consensus is Investigator/Wizard. I thought that Sage Sorcerer might also be good. You could take the Sleuth archetype since the spell casting might eliminate the need for alchemy. Archeologist Bard was another popular choice. Half-elf seems like a no-brainer.


I'm inclined to switch to 3 levels of investigator/Empiricist (for Int base of skills and investigator talents allowing usage of inspirational die without spending inspirational points), 5 levels of wizard/teleportation school with magical knack trait and maybe loremaster after.
Scout will be my familiar (thrush).


This game is a long way coming:)
I think you should decide on either wizard or investigator. Mixing the two is not gonna do anything good for you.
I am not sure how you plan to be a controller in combat. If you elaborate on that i May have some advice. Teleport School swift action teleport is of class level not caster level so macic knack wont help you there.
There is no amount of skills in this game that is worth the wizard levels 6,7 and 8.
I think you should go pure emperist and make folks sick in battle. At level 8 you will have the feats to be dex based and you can have weapon finesse, fencing grace and the Quick study talent. Level you Pick sickening offensive.
If cantrips is important thing that works for you pehaps take minor magic or get a magic item with the 2 you like.
A level 8 investigator will have powerfull options in his alchemy so dont for get that. And if you dont like the prepared part of it then just let around half be a standart setup and leave the rest open.


Thank you all for advice :)
I have checked Magical Knack and it does not help with gaining higher level spells - this will not work.

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