Tank, scout and caster - MAYBE I am asking too much?


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RPG Superstar 2012 Top 16

I'll second a bog standard druid using wildshape and animal companion. Doesn't even have to be that complex.

And furthermore, with the right spell outlay, you become back up healer, diviner, nuker, magic item maker...

==Aelryinth

RPG Superstar 2012 Top 32

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But but but my computer is lying on my desk right now! ;-)


SmiloDan wrote:

But but but my computer is lying on my desk right now! ;-)

Now that sir is very funny!

Grand Lodge

SmiloDan wrote:
But but but my computer is lying on my desk right now! ;-)

Why, so is mine! Those lying computers!

Gaming Ranger, I do think that you've made a good point about the bloodrager. It could serve very nicely. Albion, what do you think of the idea?

Hmm

Liberty's Edge

Interesting thread and plenty of good ideas!

I might also suggest taking a look at the Battle Scion class in the New Paths Compendium

It fills the 'tank' and arcane caster roles extremely well, and can pretty easily be built to be a decent scout as well :)

Shadow Lodge

Given Hmm's input I would agree that arcane bloodline bloodrager is your best option. Other classes are much better at balancing the tank-scout-caster roles, but you don't need a character that is equally strong in all three areas. You need a character that is really good at melee, can scout, and has a few combat-oriented spells (the latter being your preference). That's the bloodrager. The arcane bloodline has the best action economy and also adds the dimension door spell.

And the bloodrager can also get a school familiar in exchange for their 1st level bloodline power, which could contribute a bit of extra stealth or some extra knowledge skills (with the sage archetype) if needed.

Gaming Ranger wrote:
The last need of the party is spells which works for the blood rager as he cant cast outside of the rage and most of his spells are offensive based (but the bloodrager has the important ones that the op likes).

A bloodrager can cast spells both inside and outside of rage. It's true that most of their spells are combat-oriented, but if they want to throw up a Shield before busting in the door, they can do that.


Again I bow to you all for the amazing feedback you have provided thus far.

Hmm, thanks for chipping in - good to see you here :D

I had about two pages of comments written, and suddenly, when I was copy/pasting Gaming Ranger to thank him for a post that made me laugh HARD, I accidentally clicked his name... When I hit 'back' I was returned to a post with two lines....

In a nutshell, before I throw my laptop out the window... I LOVE Bloodragers, but their skillset, and the need to invest in STR, CON and maybe CHA, takes away from key stats like DEX and INT (not to say WIS for Perception) makes me hesitate. But what makes me cry the most, is casting ONE spell per day at level SIX. That hurts a LOT. I also was going to hint at dipping maybe Investigator, or an Archetype of Bard or Ranger or Rogue, to get the correct skillset.

It would seem that Magus synergies best with the needed roguish stats, even more so if I go Dex Magus (something I have been avoiding for some reason - I guess I feel the damage sucks for a frontliner, and I don't want to always depend on spells to hurt the bad guys). And they pack more spells (WAY more) than Bloodragers... Skills at Int 18... Mean about 6 per level - not bad, but not great since Perception, Stealth, and at least Disable Device are already spoken for...

I had also written extensively thanking Darksol for the detailed feedback, and disagreeing with him by saying Shield makes a HUGE difference in my opinion at early levels (mainly on someone wielding a 2-hander), and that Mirror Image makes a difference exactly against opponents that can hit me a lot :D

I had written to Skylancer4 saying that I was trying to build that character in Herolab, and hitting a snag in the fact that focusing on Charisma took away from Dex, and thus from stuff like stealth and acrobatics.

I had written saying that you guys almost convinced me into being a druid :D

I had written saying that I also LOVE Inquisitors and Rangers, but I am really wanting defensive and utility in Arcane spells, since I find divine casting more constraining in that aspect (maybe I don't know Divine well enough), and that I find some of the arcane spells really make a difference for a frontliner.

I had written much more... But now I can't remember everything sadly.. So now I need a smoke...

Oh yeah, and Battle Scion... Wow! Just wow! Thanks Marc - I definitely need to look at it.

I remembered something else - curiously enough, it is possible that the 'Undefined' in our group roster may take the role of scout, which will mean I will be with the 'tank' part. But even if that is the case, I would like to continue this exercise, if you guys will accompany me ;)


I agree with your take on the Dex Magus damage suffers when you are out of spells. However I do love their action economy at their stat needs line up with your goals. I'll put some more thought into it and see what I can come up with.

The Exchange

Urban Ranger, or Dark Tapestry/Battle/Lore Oracle. Possibly vivisectionist (with trapfinder trait). Also maybe investigator. I've heard of some rather tanky stuff they can pull off using extracts(but that was in emerald spire since their mutagen lasts as long as the level does). Sorry. Can't really look at a bomb/gun properly.

Personally not too fond of bloodrager myself but it's probably preference. Also do not like looking at ACG, because it spells Advanced Cheese Guide to me.

<-- is old school.


Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber

If he needs to go more Scout/Tank, Stygian Slayer works well with either a Dex or Strength build. Although it doesn't get most of the spells listed, it does get Invisibility as a SLA and an ability to activate certain wands. It has the BAB and hit dice to do front line along with the skill points and class skill list to do scout. If a Slayer takes the Trapfinding rogue talent, it can handle those Disable Device checks -- unfortunately that wouldn't come in until 2nd level.

Perhaps a multi-class of Slayer and something else would give you everything you want.

Since it gets the ranger combat styles, you can even do a switch hitter by taking Ranger Combat Style with later talents.


Unless you are going to get 18's across the board, you WILL have to make choices. It's part of the game. If the biggest issue is skills, that is what magic items are for. Skill Enhancement magic items are pretty much dirty cheap. Boots/Cloak of Elvenkind just got you +5 to acrobatics and stealth for 5k gold and saved you 8 ability points into DEX. Never mind what you will be able to do with spells eventually.


Albion, The Eye wrote:

Guys, I am here and reading all that is being posted - simply it is the weekend and geeeez, you've got me a lot to digest, that's for sure :D

Just wanted to let you know the thread is not dead.

Maybe to start focusing things a tad more, I'll just add that I find certain arcane spells invaluable on a martial (and MUCH more so on a tank), and would love to have them on my arsenal - examples (even if I don't get all of them):

LvL 1
Shield
Enlarge Person
Long Arm
Expeditious Retreat
True Strike

To your list, I would add Swift Girding.


Natan Linggod 327 wrote:
Why no core races?

Actually, I was recommending Human for a Wildshaping/natural attacking build, combining Druid and Warpriest and liberal use of the Martial Versatility Feat.


I'm kinda wasted today, but wanted to share some observations after trying a couple of builds in Herolab (I went with STR builds for all of them, but I can pack a 16 Dex still):

- I still love Bloodrager's action economy, but they need a dip (trapper ranger?) to get a decent 'roguish' skill set, and the amount of spells they can cast per day is just awful;

- Bards are the skill kings, and their spell list is terribly versatile. However they miss out on a LOT of combat spells. A good UMD can make up for a couple of these if it doesn't get out of hand with 300 of them :D They LACK action economy in casting... Inspire Courage is great;

- Magus have the best spell list and action economy in casting - their roguish skill set sucks in every possible way though(again Trapper Ranger dip?), whether infiltration or face wise;

- I am tending towards STR investigator with a... Lore Warden dip for added feats. They have an amazing roguish skill set and toolbox, and a good Extract selection. HOWEVER they lack action economy since I really can't fit Urgathoa in any way... I dislike the fact that there is no way to avoid AoO when drinking an extract (5' step back if using a reach weapon?). And I really dislike not having Mirror Image, but since I would probably go Empiricist, I should be able to rock a wand for it.

Any thoughts on this?

P.S. Skylancer, I will be giving another go at your idea though ;)


Magus, and dip Investigator. You're INT-based, and thus will have a sufficient number of skills. Investigator will get you all the proficiencies you need and inspiration besides.

I still recommend Inquisitor.

Silver Crusade

Albion, The Eye wrote:
- Bards are the skill kings, and their spell list is terribly versatile. However they miss out on a LOT of combat spells. A good UMD can make up for a couple of these if it doesn't get out of hand with 300 of them :D They LACK action economy in casting... Inspire Courage is great;

This sounds true in theory. However in game play it's not the case. Before level 7 it is hard to get every thing you want done. However after bardic performance becomes a move action. This removes the main problem. At level 13 when it becomes a swift action it opens up a new set of options. I have played 3 bards to 10+ levels. The main problem bards suffer from is every one thinks they are only a support class. A well made bard can cover every role in the party. They might not be the very best in that role. They however can do it all with out much work.


I love Investigator's it quickly becoming one of my favorite classes (I'm playing one in Curse of the Crimson Throne AP). There is good action economy with Effortless Aid Investigator Talent (better for halflings) With your stats you can rock it. I don't think you need to dip and if you did what feats are thinking would provide enough pay off to justify it.


Consider the Karmic-mutated version of the Destined Bloodline described in Ultimate Magic. Via the Arcana, whenever you fail your Concentration Check, you get an Attack of Opportunity. That sounds good for a Bloodrager.


Gaming Ranger wrote:
I love Investigator's it quickly becoming one of my favorite classes (I'm playing one in Curse of the Crimson Throne AP). There is good action economy with Effortless Aid Investigator Talent (better for halflings) With your stats you can rock it. I don't think you need to dip and if you did what feats are thinking would provide enough pay off to justify it.

If going Str Investigator, one (or maybe even two) level dip in Fighter (Lore Warden makes the skill cost much less hurtful) would go a long way towards the Dodge>Mobility>Spring Attack + Combat Reflexes combo, would it not?


My Self wrote:

Magus, and dip Investigator. You're INT-based, and thus will have a sufficient number of skills. Investigator will get you all the proficiencies you need and inspiration besides.

I still recommend Inquisitor.

That is a combination I hadn't thought about, for the simple reason that it will tax my BAB hard, which is probably not good for a frontliner?

Why do you still recommend Inquisitor? :D


calagnar wrote:
Albion, The Eye wrote:
- Bards are the skill kings, and their spell list is terribly versatile. However they miss out on a LOT of combat spells. A good UMD can make up for a couple of these if it doesn't get out of hand with 300 of them :D They LACK action economy in casting... Inspire Courage is great;

This sounds true in theory. However in game play it's not the case. Before level 7 it is hard to get every thing you want done. However after bardic performance becomes a move action. This removes the main problem. At level 13 when it becomes a swift action it opens up a new set of options. I have played 3 bards to 10+ levels. The main problem bards suffer from is every one thinks they are only a support class. A well made bard can cover every role in the party. They might not be the very best in that role. They however can do it all with out much work.

That is partially my issue with Bards (even though I do like the class a LOT) - using your own words 'Before level 7 it is hard to get every thing you want done' :P

But what I was hinting at was the fact that they lack action economy in 'casting' specifically, even though Inspire Courage improves its time to activate.

Liberty's Edge

Marc Radle wrote:

Interesting thread and plenty of good ideas!

I might also suggest taking a look at the Battle Scion class in the New Paths Compendium

It fills the 'tank' and arcane caster roles extremely well, and can pretty easily be built to be a decent scout as well :)

Albion, The Eye wrote:

Again I bow to you all for the amazing feedback you have provided thus far.

[SNIP]

Oh yeah, and Battle Scion... Wow! Just wow! Thanks Marc - I definitely need to look at it.

Awesome! It's proven to be a very popular (and well reviewed) class. Hope yo have fun with it if you decide to play a battle scion!


Ok, I've been mulling this over for some time and I will have some additional ideas/questions up in a few.

However, and since I will most likely not playing the 'tank' part anymore, would it make sense to invest in Int, dipping maybe two/three levels in Empiricist Investigator to start, then going full out Magus for better combat spell choices?


You won't be happy missing out on Magus or Investigator goodies, especially with a 3/4 BAB and a 2/3 casting list on both sides. Investigator likes to stay single-classed, but Magus cannot afford dips further than a level or two without getting heavily handicapped in spell ability. I'd say to pick one and stick with it unless you've got more than a half-dozen levels under your belt. Even then, a 2 or 3 level dip into investigator won't get you more powerful abilities than what you trade off (2/3 or 1 spell level + class features in exchange for +INT to certain skills and an investigator talent)


I would go bloodrager over another classes for all three tasks anytime. Not because Bloodrager is really strong, but because only bloodrager can do all three well enough. Magus will be stronger than bloodrage later on in late game with more spells, but not many people play to late game anyway.


@DoubleBubble: Actually by now I am only trying to accomplish two objectives - scout and melee dpr.

Would you suggest single class Bloodrager, or dipping somewhere along the way? :D

What I've found (and please keep in mind I am a fan of Bloodrager) is that I need to spread stats around too much (STR + CON + CHA at least), to actually pull off a decent Int, and thus decent Scout/Info gathering skills. And still you need to sink some traits into it. Would you agree?

Just to add to my previous post, and until I have a chance to post a full progression, my idea is to start Empiricist Investigator (Stats are S:18, D:18, C:14, I:14, W:13, C:9 - bumps going into Int to start with. Remember we get 2 stat points/level in this game :O) - immediately I have the full works of Scout/Skill gathering, which improves significantly at level 2 from Int to multiple important skills (from Empiricist).

I'm debating where the cross off point should be from Investigator to Magus (3 for Mutagen?), but what makes me want to go Magus is honestly the Spell list - it has everything I want in a martial/caster character, contrary to the Investigator (Mirror Image is an example :P).

I dislike the 2+Int Skill Points from the Magus, but with such Int synergy, I think I can still be pretty decent at the main ones, and a few others (Headband of Intellect may help :D).

Last but not least, I am wanting to go STR for a simple reason - I find the 1 level dip in Inspired Blade Swashbuckler amazing on a Dex based Investigator (and even Magus?), but I dislike being tied up to a single weapon. I like versatility, and Str based I can simply pick up the best weapon that happens to come my way (regardless of it being a Rapier, Scimitar, Dagger, etc.).

Makes any sense?

The Exchange

Scout and melee DPR, you might actually want to go investigator. Investigators have lots of skills per level, make knowledge checks fabulously and apparently are pretty tanky(never played one, just heard stories) once they get to business with all that barkskin, shield, mutagens. They also come with trapfinding :)

Magus is more of a - if you want to control the battlefield sort. Magus don't get perception as class skill, don't get the full set of knowledge, I would say investigators beat magus for scout role.


Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber

I would say pick a class and stick with it.

You can have your investigator pick up Mutagens as a discovery. That will improve his melee capabilities by giving a nice Strength boost. Look at some of the Hyde alchemist guides for more ideas.

As an investigator you will totally dominate all the knowledge skills. As you mentioned above you can also cover the scout needs.

I think that going from Investigator to Magus would actually make the group weaker as you tried to spread your abilities out too much. If you really must multiclass, you would be better off picking up a full BAB class than Magus.


The whole debate has to do with how I envision the character - we do have a main frontliner at the moment, so this would be a secondary one for sure, perhaps mainly a scout that in a fight works as a protector to those casting or shooting arrows (if they need protection of course).

But I also envision him as a 'surgical striker', quickly moving across the battlefield (Dimension Door anyone? Or Mirror Image plus Acrobatics through the bad guys?) to strike at that caster/shooter that is making short work of the group from a distance.

I am sure an Investigator can make for a very decent melee (and I even know hot to build it), and I honestly love all the ways they have to boost their skills, and even combat itself, but I'm not sure they are the best bet to accomplish what I have thought for the character.

On the other hand, single class Magus is hard pressed to perform decently as a scout - the Int bonus from Investigator seems like a really strong point in helping the Magus be better on that field (as well as the class skills, trap finding, etc.).

So, Just a Mort, I agree that an Investigator makes for a better scout than a Magus, but I am not looking only for the better scout, but also balancing it with better spells to cast for combat/utility/buff (I believe this may be accomplished with very careful choices in spells/extracts - Example: taking the Shield Extract, and dipping only 2/3 levels in Investigator, I shouldn't need to take it as a Magus since from Alchemist I'll get 2-3 minutes duration, which should be enough? Stuff like that).

And Bret, I fully agree on your assessment of the Investigator - completely rule skills and good performance as a scout, and of course Mutagen for huge boost. What I am thinking is that I could get some of that boost to scout and skills (not being as exceptional as the pure Investigator), but boosting his combat abilities by piling on Magus levels.

A last few thing that bother me are the fact that there are no level 0 Alchemical extracts (this is a minor one), the fact that the mechanics for drinking in combat is such that I do not have a chance to do it without a kick to the face (except for a 5' step back of course, but I mean as opposed to Concentration), and the limited options to speed up drinking (as compared to Quicken Spell, even if in rod form. I do not want to follow Urgathoa, nor be a drunken barbarian, so all I have is Fast Drinker, but only if the potion is already in hand, or tail :D)

I hope you guys don't mind me going on like this - I actually enjoy it. Though I promise there is an objective in mind ;)


Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Mutagen lasts for 10 minutes / level. Drink it before battle.

Although you couldn't D-Door, you could either buy an item that allowed it by 11th level (Magus 10th level assuming only 1 level dip), use gaseous form (alchemist 3rd level, so 7th level), use freedom of movement (alchemist 4th level, so 10th level), or a host of other possibilities.

As for the thing about detect magic, you could always try to find a Discerning Wayfinder or a lantern of auras. In those cases where none of the spell casters can figure it out, mix up an elixir of Identify.


I am doing this now in a game playing a Animal Domain Inquisitor. Took Trap Finder trait and Slippery trait. With the oracle spells and abilities I am stealthy, tanky , have some great DPS with my pet who gives me flanking and am skill monkey lite (since some have to go into knowledges to start).

Works great especially with the spell Bestow Insight for doing traps.


I would suggest single class in Arcane Bloodrager. Even you don't want to have spell casting as part of your roll, you will need that full caster levels to be tanky efficiently.

As bloodrager, you don't have the biggest high dice like Barbarian, nor have enough feats and armor training to make tanking work. However, with a pair of Gloves of Arcane Striking, Arcane Strike, Bodyguard the feat and Benevolence Armor, you are just as efficient as other classes in terms of protecting your teammate. All they have to do it to stand by you and make sure they pour enough gold into upgrading your armor's enchantment bonus. It saves the party some gold trying to gear up for defense. The rest you have to do is to make sure you don't die because you don't have to worry about being flat footed, nor unable to protect your friends if you are since you have combat reflexes.

Arcane Bloodrager gives you invisibility as bonus spell so you can scout well if you put enough skill points in it. With your speed, even moving half speed won't be as much of a problem as other classes. Don't put more than 2 feats in stealth though, not worth too much to invest in late game.

However, if you want to be tanky as not die instead of protecting friends, go Monk. Well made monk is very hard to kill. high wisdom + high Dex and high Strength makes them almost god like. They don't have to worry about AC and Saves as much as any other classes, with the right gear, you can sneak and flurry of blows things to death.


DoubleBubble, my main concern at the moment is scouting and melee combat. Your post seems more geared toward tanking? :D

Grand Lodge

Swashigator or Inspired Blade Swashbuckler/Vivisectionist Alchemist for Dex focus

Str Focus: Beast-morph Alchemist/Drunken Brute Barbarian (Natural attack maniac)
Vivisectionist Alchemist/Drunken Brute Barbarian 2 (Weapon based Str Monster that tags on Sneak attack damage). Grab a good balance of Extra Rage Powers, Extra Discoveries and potion Glutton

Oath of Vengence Paladin 2/Bard- Grab a reach weapon and Control the Field while buffing allies and using bard skills out of combat.

You have lots of options....Many of the above can do all 3 roles well.

your feats and class combinations will dictate which Roles you focus more on. It is more in your hands now to decide between the options.


Master Fruian, good to see you here *bows*

But you have not commented on my crazy notion of mixing Investigator and Magus ;)

Grand Lodge

The issue with Dipping Magus is the Loss of CL from both sides.

Lets say you took Empiricist Investigator 3/Magus 2.

At level 5 you can spell combat for a shocking grasp of 2d6 and buff Via Investigator Alchemy. But on either list you do not have access to 2nd-3rd level buffs yet and wont see them till level 6+.

Mirror image seems to be a Key spell on your defense lists and getting to that will require Level 7. That seems to be too much a loss for me.

Magus is one of my top 5 favorite classes. Many people can attest they are very powerful and should not be dipped. I agree with them for the Loss of Caster Level and slower progression really hurts performance.

So for me I would never do it. But if you feel brave enough then Roll one up and throw it at mock scenarios and see how well he will work out. But I feel you may be rather Disappointed in the combat abilities being behind.

As far as a Magus scout...you have invisibility.

As far as a tank you have: Armor, Mirror Image, Shield, and other things for buffing

For a Caster you have a very decent list...but Dipping will halt the Casting side of it. And the Magus is fueled by having a full CL. The bigger the better when it comes to spell combat.

My vote is Full Magus or Find a different way to go about it. But I have NEVER been disappointed in my Magus the multiple times I've played them. I've played the Shocking Grasp scimitar monster, Kensai Whip Debuffer, and Str build. Each one is very good and works. The class is very deceptive on paper. Typically till you play you do not see how strong the class fully is.


I forget but can Investigators take most alchemist discovery?

cause they have spell knowledge i think its called now?
something along those lines.. but it lets them pick up and acast an actual spell. I think they could snag DDoor that way. though it might come on line too late for you.

Amusing sidenote. Syringe or Injection spears can give you "fake" spell striking. Granted it gets costy to use potions so much I guess. Though there are a few infusion (on alchemist list. I haven't looked at investigator) that are useful for it.

but if Investigators can take that discovery I think you could pick up the few specific ones yo uwanted for defense/mobility. THough I don't know how late they would come online.


be an elf or half-elf druid and take the bonus natural armor as favorite class bonus. That way you can decently tank, you're a natural scout, and a great caster...
Another option is the bard....take dervish dancer archetype, with a high dex, bonus ca from battle dance, a wand of shield you're almost decent as a tank....but if you REALLY want to tank, sacrifice feats (maybe grab 2 levels in monk) and get the crane style feat chain


Just doing some brainstorming,

1Fighter1: Power Attack, Cleave, Combat Expertise
2F2: Improved Dirty Trick
3F2Arcanist1: Dimensional Slide, Improved Initiative
4F2A1Rogue1: Sneak Attack +1d6
5F2A1R1Slayer1: Bounty Hunter, Quick Draw
6F2A1R1S2: Dirty Trick Class Ability
7F2A1R1S3: Sneak Attack +1d6, Great Cleave

The OP mentioned liking the idea of being able to tactically DimDor around the Battlefield. Well, that's what the Arcanist ability Dimensional Slide does, only without the disorientation: it happens as part of the regular move. A level 1 Arcanist can only go 10' with this: it's 10'/level, but dip a little more, dip a little more...

With Dirty Tricks, you can make your opponents Blind (for starters), and lock in your Sneak Attack Damage. With Bounty Hunter Dirty Trick, you can play your Dirty Trick as part of your Sneak Attack Damage. You can't bootstrap it, of course, so you'll have to do it on the first round with a thrown weapon or bowshot you'll get off fast with Improved Initiative. Or by deftly Flanking your opponent(s) with Dimensional Slide

So, you have some skill points and Sneak Attack Damage, some good ways to promise you'll get to do your SA Damage, the ability to augment some of your scouting with divination spells, perhaps a Wand of Commune with Birds, and you can use Dimensional Slide to place yourself in just the right spot to use Great Cleave or Sneak Attack somebody.

Thoughts?

Grand Lodge

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Albion....

You have a party full of casters: a witch, 2 oracles, a sorcerer and an inquisitor. Let us buff you, and have you be the best damn investigator you can be.

You don't need to do it all. Let us do some of the heavy lifting. We're a team, right?

Hmm


Psychic Detective investigator's spell list might fit you better than the
standard extracts.
Starting with barbarian 1 makes up for the missing mutagen a bit, and gives a few rounds of non-precision damage boost, could be worth being behind 1 on spells and studied combat. A 2nd level would be tougher to justify..


Hmm wrote:

Albion....

You have a party full of casters: a witch, 2 oracles, a sorcerer and an inquisitor. Let us buff you, and have you be the best damn investigator you can be.

You don't need to do it all. Let us do some of the heavy lifting. We're a team, right?

Hmm

I will Hmm, I will :D

Shadow Lodge

I'd agree that investigator is the best fit for the role.

Occultist is still an option if you don't like how extracts work but want better skills than a magus. You get an extra 2 skill points/level, better class skills (including disable device and perception), and access to your favourite spells.

The Exchange

One of my pet peeves about rogues, is trying to get a report out of them after their successful scout foray. Based on the assumption that the rogue didn't get eaten by a Grue while scouting.

Rogue: "I see 2 bushes and something with lots of worms on it in the next room."

Me: "Do you know anything about them?"

Rogue: "No"

Rather get this scenario:

Investigator: "I see 2 shambling moulds and a worm that walks in the next room"

Me: "Awesome! Lets bring out the flurry of snowballs!"

Awesome Sneaky Scout extract


Ok. Just out of left field, fighter lore warden and Eldritch guardian archetypes. Full bab, get dirty trick, reach trip/ disarm weapon. Blind the enemy/trip/disarm them, effectively increases your tankiness. Familiar can give you scouting. UMD becomes a class skill. Extra skill points to make intelligence skills. Trait to make UMD an int based skill. Familiar, if chosen correctly can cast some spells on you with wands. Only thing missing is trap finding and that can be gotten with a trait.


your idea for investigator/magus seems really hard to pull off.

both those classes rely on lvls:
magus needs them for the spells
investigator needs the for the study combat and for the discoveries (since there are a LOT of awesome ones)

you already have an inquisitor thought, so that takes some strain off your back to grab every single skill discovery since between the two of you, you should be able to have the whole skill list covered.

Inspired blade1/Empyrisist X is one of the most SAD classes and will have stellar AC and defensive capabilities (with high AC, riposte, extracts, etc) but your alpha strike potential will be nowhere near what a magus can pull with spellstriking. Your combat mobility and action economy is also not as good as a magus with spellcombat.

You do have studied strike giving you a little bit of burst, or studied strike+inspired weapon at lvl 10 enhancing that (with a starting dex of 16 you are looking at a lvl10 alpha strike of ~4d6+2d8+11)

But since you have the full gallery of spellcasters behind you, my own recomedation would be to pick up a spellstoring weapon and have them filling it up as appropriate.

Still, you wont reach the damage of a magus doing it basically each turn, but for surgical strikes it should be good enough.

The pros though are the skills:
Insane perception, good stealth, godly knowledges, trapfinding, disable device, tracking throught perception, extracts to enhance all the above, and etc, should make you leaps and bounds better scout compared to a magus

The Exchange

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Oh ya, for your lack of detect magic, get one of these:

Lantern of Auras


Albion, The Eye wrote:

DoubleBubble, my main concern at the moment is scouting and melee combat. Your post seems more geared toward tanking? :D

The thing is, Scouting is not a very good idea to begin with. There are two type of scouting. Info and physical. Info scouting are mostly bard and rogue's job, spell caster certainly helps as spell can do that as well, that's why bloodrager could help as long as you put enough skill points and the right spell. For physical, stealth and perception is the key. Invisibility is the best you can ask for. However, when it comes down to it. Scouting physically means leaving your team in danger, that's why if you want to go scout, you have to not only be able to get back to the team quickly, also able to protect yourself. Monk is pretty good at that. Too focus on scouting physically will be fatal to your success. Rule number one, never split the party.


IMO: Inspired Blade 1 / Impiricist X is going to get you what you want. Put your 18s in Int and Dex. Pick up Fencing Grace at first level. For that matter pick up Fast Learner at first level as well.

That will give you a standing AC of 19 at first level and easily over 25 by 3rd (that can be boosted with Penache), as many skill points as a Rogue with higher results, all skills as class skills (with a couple talents... why don't Investigators get Survival?), a ton of tricks up your sleeve and most of the "spells" you want.

FYI - I am playing that build right now, in fact. It is very versatile and fills the niches you want better than anything I can imagine. In fact, I'm so confident that it ends up being better at all those roles simultaneously post 2nd level that I would challenge anyone to do it better. And it does it with so much style and, dare I say... penache. ;)


Lune wrote:

IMO: Inspired Blade 1 / Impiricist X is going to get you what you want. Put your 18s in Int and Dex. Pick up Fencing Grace at first level. For that matter pick up Fast Learner at first level as well.

That will give you a standing AC of 19 at first level and easily over 25 by 3rd (that can be boosted with Penache), as many skill points as a Rogue with higher results, all skills as class skills (with a couple talents... why don't Investigators get Survival?), a ton of tricks up your sleeve and most of the "spells" you want.

FYI - I am playing that build right now, in fact. It is very versatile and fills the niches you want better than anything I can imagine. In fact, I'm so confident that it ends up being better at all those roles simultaneously post 2nd level that I would challenge anyone to do it better. And it does it with so much style and, dare I say... penache. ;)

because they don't NEED survival. if you want to track, you pick up the discovery that allows you to use perception for tracking^^.

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