| golfdeltafoxtrot |
I'd like some help with my PFS investigator. I've played him in one scenario so far (First Steps Part 1) in which I was satisfied with his out-of-combat performance. In combat, however, he left a little to be desired. I see Mekhu as a slightly less fighty, slightly more intellectual Indiana Jones - a seeker of knowledge, artifacts and experiences out in the field, but not quite as full on in a fight as Indy.
I'd like to build him as a secondary combatant, perhaps using his sickle (favoured weapon of his deity, Thoth) to trip or perform dirty tricks. The only issue I have is that it's quite a feat investment - Dirty Fighting (which I'd much rather take than Combat Expertise), Improved Dirty Trick, possibly Agile Maneuvers as well. I'd also like to keep Weapon Finesse as I don't really think I want to up his strength much. I also considered going with Piranha Strike and Slashing Grace to increase raw damage output, but I don't know how well it would keep up with the higher level PFS scenarios.
I'm also not a fan of dumping stats, which I know isn't optimal, but I like my characters to be mostly well rounded individuals. I know the single level dip in Inspired Blade swashbuckler is also popular, but I'm not super keen on that either.
Anyone got any ideas for improving this guy's combat abilities while maintaining my (admittedly loose) concept?
Mekhu Inebni
Human (Garundi) Investigator (Empiricist) 1
N Medium humanoid (human)
Init +6; Senses Perception +5 (+6 vs traps)
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 armour)
HP 10
Fort +1, Ref +4, Will +4
OFFENSE
Speed 30 ft.
Melee shortsword +2 (d6+1, 19-20/x2) or sickle +2 (d6+1)
Ranged shortbow +2 (d6, x3)
Extracts prepared (CL 1st)
1st (2/day) - shield, disguise self
STATISTICS
Str 12, Dex 14, Con 13, Int 17, Wis 13, Cha 10
Base Atk +0; CMB +1; CMD 13
Feats Improved Initiative, Weapon Finesse
Traits Indomitable Faith, Tomb Raider
Skills Acrobatics +2, Craft (alchemy) +7 (+8 to create alchemical items), Diplomacy +4, Disable Device +7, Knowledge (arcana) +7+d6, Knowledge (history) +7+d6, Knowledge (religion) +7+d6, Linguistics +7+d6, Perception +5 (+6 to detect traps), Stealth +2, Spellcraft +7+d6, Use Magic Device +4
Languages Common, Osiriani, Ancient Osiriani, Aklo, Kelish, Draconic
SQ alchemy, inspiration, trapfinding
Gear shortsword, sickle, shortbow, 20 arrows, leather armour, formula book, alchemy crafting kit, thieves' tools, pathfinder's kit (backpack, bedroll, belt pouch, clay mug, dagger, two fishhooks, flint and steel, sewing needle, signal whistle, 50 feet of string, 50 feet of thread, 7 days trail rations, waterskin, whetstone), 20gp
Ascalaphus
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Let's start by stating that investigators can be primary combatants without making any major compromises to their role as skill monkeys. Their class abilities are quite suited to that.
Second, you don't wanna dump, but I see a lot of 13s on your stats - are those needed for anything? An empiricist doesn't normally need a Wis 13. You're only using it for Will saves and that's a strong save, so a 10 should suffice. If you're aiming at Slashing Grace, you wouldn't need Str 12 so much. You'll be using strength mostly for calculating encumbrance. But really, you want a Handy Haversack soon anyway to deal with that. Meanwhile, you may wish to shore up Con to 14, HP are nice and you don't have a strong Fort save progression. Altogether - you don't need to dump, but don't spread yourself too thin either.
I'm skeptical about maneuvers as almost any class - CMD scales up very fast on enemies. If I were you I'd concentrate on regular attacks. Which profit from all the buffing you can do with alchemy, the mutagen discovery and studied combat.
Studied combat is important. Make a note to get Quick Study as soon as you can. It's amazingly good.
| golfdeltafoxtrot |
Thanks Ascalaphus.
A lot of stuff I've heard about investigator combat ability is based around the swashbuckler dip and then when studied combat comes on line later. How do Dex-based investigators compare in the early levels without those things?
Good points about the stats. I'm a terrible sucker for spreading my stat points about, so maybe I'll move things around to shore up my Con.
Combat maneuvers sometimes suck, so maybe I'll stick with slashing stuff with my sickle. If so, that would mean trading Imp. Init. for WF (sickle), then Slashing Grace at 3rd?
Quick Study is definitely high on my list of must-have talents.
| Faelyn |
One way to help get around some of the issues with investigators in combat is Longarm for one of your extracts. You can find a meat shield buddy and attack from behind them. My empiricist is level 3 currently and I'm going to take the Inspired Blade dip for some Fencing Grace love, because right now her 1d6+1 damage just isn't doing much at all in combat. Once you get Studied Combat that will really help.
Slashing Grace would be a good option for you. Another option to consider that I suggest to all investigators is the Orator feat. It's a great option for Investigators with free Inspiration rolls on all Linguistics checks.
| RaizielDragon |
I think the point was more that, combat maneuvers aren't something to take lightly and as a second-tier, after-thought to your character. Sure, a build made around maneuvers can do well, but this character is a skill monkey first, and the OP is just looking for some suggestions for non-resource-heavy ways to shore up combat a little bit. So it's probably a good idea to nudge them away from investing feats into a maneuver track that they will eventually fall behind in.
| Chess Pwn |
So here's your main problem.
Your goal is, "but not quite as full on in a fight as Indy."
Who isn't all that much of a fighty guy.
Like seriously, your stats are atrocious for attempting any sort of combat. Going dex based is only 1 better than str based, Take weapon focus and then you're equal effect. AKA, not a good deal.
Rule 1, combat effectiveness is Primarily all about the stats.
Do you know the difference between a fighter and a wizard at lv1? 1 accuracy.
Rule 2, there is no quick fix to make someone useful in combat if their stats are bad. Only options is heavy use of spells to try and make up the difference.
Rule 3, Skills are only mildly affected by stats. Having mediocre stats doesn't stop you from being good at skills.
So with that I recommend. 15+2/12/14/14/11/10 or if you really want dex based instead, 12/15+2/14/14/11/10. This will give you the combat boost you need, and hardly a loss at the skill stuff. The str based makes you good at combat now and forever. Dex based takes awhile to ramp up to being good.
| golfdeltafoxtrot |
I think the point was more that, combat maneuvers aren't something to take lightly and as a second-tier, after-thought to your character. Sure, a build made around maneuvers can do well, but this character is a skill monkey first, and the OP is just looking for some suggestions for non-resource-heavy ways to shore up combat a little bit. So it's probably a good idea to nudge them away from investing feats into a maneuver track that they will eventually fall behind in.
That's essentially it. I recently played a paladin/lore warden with a ridiculous CMB for tripping, but that's a character built for maneuvers with loads of feats to spare. My investigator isn't built for maneuvers and isn't flush with feats, so maybe combat maneuvers aren't the right way forward. It feels like slashing at stuff with a sickle is going to be more effective in the long run.
| golfdeltafoxtrot |
Like seriously, your stats are atrocious for attempting any sort of combat. Going dex based is only 1 better than str based, Take weapon focus and then you're equal effect. AKA, not a good deal.
So with that I recommend. 15+2/12/14/14/11/10 or if you really want dex based instead, 12/15+2/14/14/11/10. This will give you the combat boost you need, and hardly a loss at the skill stuff. The str based makes you good at combat now and forever. Dex based takes awhile to ramp up to being good.
I agree. On reflection, the stats aren't great. They can easily be shuffled around seeing as it's a PFS character with 1XP. 12/15+2/14/14/11/10 looks good. I accept that Dex-based is a slightly slower route to combat effectiveness, but I don't really see the character as a high-strength type. I think I'll stick with the Dex plan.
| Chess Pwn |
So taking the level of inspired blade is the physical version of the investigator. I'm not sure why you don't like it, but if you take it you can have dex to damage at lv1 which will really help you out. Otherwise you're looking at 1d6+1 until lv3 at the soonest, and maybe till lv5.
But going 12/17/14/14/11/10, using a buckler and the stuff you get from your class you'll be a fine combatant.
Claire Lee-O'Blivyus
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Click on this profile. Claire is a face-melting character!
Swashbuckler (Inspired Blade) 1 / Investigator (Empiricist) X is the way to go.
Rapier + Dex + Wayang + Mutagen = lots of combat capability (AC in the 30s, attack in the 20s at L7+)
Expanded inspiration + 22 Int = lots of out of combat capability and the best skill monkey in the game
Perception of +28+1d8 at L8 = Amazing! (in the +20 range will meet almost all PFS challenges. Lucky rolls and you will see invisible stuff!)
Alchemical allocation + Good Hope + Keen Edge and you will crit frequently. Longarm + Combat reflexes and you will attack frequently.
Keep STR at a 10, Con at 14, and you're survivable and credible.
Dump Wis and Cha, they do nothing for you. You can save your inspiration points for saving throws (use Int vs. Wis on will saves, add your inspiration to fort saves).
I used all my prestige to buy 3rd level potions, and suddenly with one extract (alchemical allocation) I am ready for just about anything!
| ekibus |
I plan to use the investigator as a new character in pfs...and I bounced between the str/dex argument...in the end it comes down to str...mainly since you dont have to spend 3 feats to do the same thing with dex...those feats can actually be used for things that would make the character more interesting. While I agree with you and I don't want a "strong" character you could look at it another way...pick up around 14 or so str...you are a bit beafy yeah but not a mountain of muscle...drink the mutagen...yeah some people see it as the hulk or hyde...I look at it more along the lines of a adrenaline boost or like spiderman...you look pretty normal but now packing a punch... pick up armored trained trait and mithril breastplate less investment almost equivalent results.
If you go dex then yeah you really dont have a choice inspired is the only reasonable way
Ascalaphus
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Ascalaphus wrote:I'm skeptical about maneuvers as almost any class - CMD scales up very fast on enemies.This is off-topic but I have a steelblooded bloodrager1/maneuver master monk 7/lore matter fighter 3 that I would like to introduce you to.
You're making my point for me - you have to dedicate your class choice to maneuvers to make them work against all foes.
I certainly indulge in maneuvers on occasion, like using a longspear's reach to trip/disarm/sunder, or just grappling wizards. But it's a secondary strategy, while the main plan is brutal violence. (I play a Strength-based investigator.)
Ascalaphus
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Thanks Ascalaphus.
A lot of stuff I've heard about investigator combat ability is based around the swashbuckler dip and then when studied combat comes on line later. How do Dex-based investigators compare in the early levels without those things?
I expect it'll be awkward. If you bump up your dexterity you'll have acceptable to-hit, but your damage will be uninteresting. And since you don't have feats to spare, you can't make up the difference with maneuvers.
One of the big advantages of the Strength-based investigators is that they start out strong from level 1 and don't slow down. Dex-based takes longer to get going. The bottleneck is in fact the BAB +1 requirement on Weapon Focus; that's stopping you from taking it at level 1 as a human's extra feat.
There's something you can do that'll make the early levels bearable, although it comes at a price. Go human, start at level 1 with Weapon Finesse and Dirty Fighting and use flanking or Longarm to maneuver safely. At level 3, retrain Dirty Fighting to Weapon Focus and take Slashing Grace. Take the mutagen investigator talent. At level 5, take Quick Study. At this point you could use your L5 feat to take Dirty Fighting again of course. It's a bit wasteful of the 5 prestige for retraining, but you'll have a decent set of things to do at every level, and that's worth something as well.
Good points about the stats. I'm a terrible sucker for spreading my stat points about, so maybe I'll move things around to shore up my Con.
While doing that, I'd aim for increasing Dex and Con, leaving Int at 16 or so. While it's your casting stat, you're also on a 6-level spell plan and your best spells are 10-minute-level buffs, so 16 Int is easily sufficient. While on a Dex to damage build, every point of Dex counts. And given that investigators are better at melee than ranged, you can't ignore Con.
Combat maneuvers sometimes suck, so maybe I'll stick with slashing stuff with my sickle. If so, that would mean trading Imp. Init. for WF (sickle), then Slashing Grace at 3rd?
As I said, it requires retraining to actually get Slashing Grace at level 3, due to the BAB requirement on WF.
I do approve of your choice of sickle though. It's a light weapon that can be used to cut your way out of a monster's belly if you ever get swallowed, and DR/slashing is super annoying for longspear/rapier investigators.
You may also want to pick up a cestus; it does a good job as an always-equipped bludgeoning weapon.
Quick Study is definitely high on my list of must-have talents.
Another one to recommend is Combine Extracts. I've found that in a typical serious fight you don't want to spend too many rounds buffing, and you tend to have several minute/level buffs competing for first round. In particular, Longarm and Shield will be important to you. You want to start controlling more area as soon as possible, and get your defenses going as fast as possible. This allows you to do both in one round.
Deadmanwalking
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Chess Pwn wrote:I agree. On reflection, the stats aren't great. They can easily be shuffled around seeing as it's a PFS character with 1XP. 12/15+2/14/14/11/10 looks good. I accept that Dex-based is a slightly slower route to combat effectiveness, but I don't really see the character as a high-strength type. I think I'll stick with the Dex plan.Like seriously, your stats are atrocious for attempting any sort of combat. Going dex based is only 1 better than str based, Take weapon focus and then you're equal effect. AKA, not a good deal.
So with that I recommend. 15+2/12/14/14/11/10 or if you really want dex based instead, 12/15+2/14/14/11/10. This will give you the combat boost you need, and hardly a loss at the skill stuff. The str based makes you good at combat now and forever. Dex based takes awhile to ramp up to being good.
I'll note that, if you replace Tomb Raider with Student of Philosophy you can drop Wis to 10 and Cha to 7 at little meaningful cost and get Int to 16.
If going Dex, you can also swap out Improved Initiative for Weapon Focus (via retraining) when you hit 2nd, and then grab either Fencing Grace or Slashing Grace at 3rd and have Dex-to-damage, which is a very solid choice, all things considered.
Ferious Thune
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Here are a few suggestions...
Traits - Tomb Raider is suboptimal for you. Perception and Know: Dungeoneering are already class skilsl, so it's just netting you a +1 to them. That will quickly become irrelevant. At 2nd level, from Empiricist, you'll have Int to Disable Device, Perception, Sense Motive, UMD, and Diplomacy to Gather Information. So, Deadmanwalking is correct in saying Student of Philosophy is the better choice. That will add Int to Diplomacy to persuade others and to Bluff to lie, which means you'll have the two main uses of Diplomacy covered and the most common use of Bluff covered. So you won't really need Charisma, either. So, again, just agreeing with Deadmanwalking. You can go to WIS 10 and CHA 7 or 8 without any major problems. I have a 10 WIS on my Investigator and I'm still easily the top Perception in the party. At 10th level I'm at +29 plus 1d6 Inspiration, but I've been over +20 since 3rd or 4th level.
Indomitable Faith is a good choice. And with that +1 to Will saves, you can definitely go to 10 WIS without losing too much.
Rapier is probably the better choice for you than Shortsword. Higher crit range, but still can be finessed. If you don't want to go with Fencing Grace or Slashing Grace, you can make it Agile around 5th or 6th level when you have enough fame for a +2 weapon. The main advantage of Shortsword or Sickle would be that they are light weapons, and you can use Piranha Strike with them. Investigator accuracy is extremely good once Studied Combat comes online, so you could afford to take the attack penalty. There's no 1 1/2 times bonus on Piranha Strike like with two-handed power attack, so that is a negative.
Dex to damage is at most going to be adding +3 or +4 at low levels to a single attack, +5 to +6 with the Mutagen. I'm not really sure that's worth spending a feat on to get a couple of levels early when you can eventually throw gold at it. Though, avoiding having to buy an Agile weapon means you can get an Inspired or Keen weapon instead, and that might be worth it. And, if you retrain into Weapon Focus at 2nd level, then take Fencing Grace at 3rd like Deadmanwalking suggested, you'll basically have all the combat feats you need out of the way (Unless you're also planning to take Piranha Strike). So maybe that is the way to go after all.
Honestly, there are several good Investigator Talents. I would try to spend your other feats there. Mutagen, Infusion, Quick Study, Expanded Inspiration, Underworld Inspiration, Domino Effect, Combat Inspiration, Amazing Inspiration... all of those are worth considering spending a feat on if you can't fit them into your regular talents.
Prepared Extracts: Shield is a good choice. Disguise Self is not. It's not that Disguise Self isn't useful. It's that it's situational. You could either purchase a wand (to use with UMD), if you think 10 minutes of a disguise is enough, or you could leave that extract slot open. It only takes an Investigator 1 minute to prepare an extract. So, if you get into a situation where you need Disguise Self, you can take the time to prepare it. If Comprehend Languages is more useful, you can prepare that instead. If you're well into a dungeon and you've already had to use Shield, you can prepare a second extract of it. Or you can prepare something else useful (True Strike, Expeditious Retreat, etc). Prepping Disguise Self at the start of the day means you'll be unable to use one of your extract slots in probably 90% of PFS scenarios.
This isn't really a 1st level concern, but I focus on 10 minute/level and hour/level buffs, then keep a few situational min/level things around. Shield, Expeditious Retreat, Reduce Person (for a Dex build), Monkey Fish, Longarm, Fly, Alter Self (can give swim speed, water breathing, climb speed, Darkvision, and Natural Attacks, and a +2 STR or DEX)/Monstrous Physique (Can give the same things as Alter Self plus Scent, Flight, 4-5 natural attacks, and a +2 STR or DEX). Longterm buffs I use: Barkskin, False Life, Investigative Mind, Heightened Awareness (good from a Wand if you're on a dungeon crawl, so you can dismiss it every initiative for the bonus), Heroism (via Alchemical Allocation), Resinous Skin, See Invisibility... I'm forgetting something, I think. Oh, the Mutagen.
Other feats to consider at higher levels... Inspired Alchemy gives you the option of recovering extracts. The 10 minute time to use can be a problem if buffs are running low, and the cost in Inspiration is high, but at higher levels, especially if you go the Infusion route, it can be useful.
Extra Inspiration... if you're going to be cycling Studied Strikes, this can be useful. By cycling Studied Strikes, I mean spending your Inspiration to study an opponent a second time. That lets you go ahead and Studied Strike just about every time you hit. If you have Quick Study, this gets even easier. Round 1 Quick Study, move up, attack, expend Studied Strike. Round 2 Quick Study and spend 1 Inspiration to study the same target again, full attack, expend Studied Strike on the last attack if it hits. Repeat if the target is still standing. With Extra Inspiration, you can use this tactic more often.
Ascalaphus
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I'm not sold on Studied Strike personally. I tend to shapeshift into forms with multiple natural attacks and reach, so I don't really want to lose the benefits of Studied Combat even after my turn. And enemies almost never last long enough that I need to renew the Studied Combat due to running out of turns. 2 turn is usually sufficient.
Rapier or sickle is honestly not such a major difference, because your studied combat damage doesn't crit along. Me, I use 2H strength and power attack with a longspear, and then the x3 critical becomes glorious.
I don't place such a high value on inspiration either - it's nice from time to time, but it pales in comparison to alchemy, studied combat and mutagen. I think it's only worthwhile investing a lot in with the half-elf FCB.
Don't let anyone tell you that Infusion is a must-take. As buffing other people goes, clerics and bards are leagues ahead of you anyway, and you need those buffs for yourself. Only if you start finding that you're not using all your spell slots anyway should you think about taking Infusion. At some point it's a good one to take, but certainly not mandatory. I'm much happier with Sickening Offensive and might take Sapping Offensive next.
| RealAlchemy |
I'm going a somewhat different direction than most of the other posters with my empiricist investigator. I'm building towards ranged study and have been using focused shot to add to damage. Depending on your build, you could end up with ranged study by L7 for nonhumans or L5 for humans if you don't want to pick up focused shot as well. As a half-elf, I picked up paragon surge so I can have a temporary extra combat feat. Damage isn't at the same level as primary combat characters of course, but inflicting 24 points in one shot from a short bow surprised some people at a con a while back. The drawback is I was blowing through a lot of inspiration to sustain the damage (studied strack, then spend inspiration to re-establish studied combat.)
Ferious Thune
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I'm not sold on Studied Strike personally. I tend to shapeshift into forms with multiple natural attacks and reach, so I don't really want to lose the benefits of Studied Combat even after my turn. And enemies almost never last long enough that I need to renew the Studied Combat due to running out of turns. 2 turn is usually sufficient.
I do this as well, on the theory that getting the Studied Combat and Dex to Damage static bonuses to more attacks is more valuable than getting Studied Strike to a single attack. Like everything else with the Investigator, it comes online at 4th level (Alter Self) and really gets good at 6th level (Monstrous Physique) unless you're building a Tengu or something that gets lots of natural attacks on its own. I combined an Agile Amulet of Mighty Fists with boosting my Dex as many ways as possible and picking up as many natural attacks as possible to stack the static damage. For a Dex build, the Charda is the way to go once you have Monstrous Physique. 5 natural attacks, Darkvision, and it's small, so a +2 DEX. Throw in Haste or Channel Vigor, and you're looking at 6 attacks with very good accuracy.
But the Studied Strike cycling is still a nice backup plan, when I'm running low on extracts or just don't want to turn into a creature. Even with a strength penalty and without an Agile rapier, I can put out passable damage through using Studied Strike every round. It's also helpful in powering through DR, which is the main weakness in the natural attack approach.
Basically, the OP asked about a build using a weapon, so I offered a suggestion on making that build more effective. Cycling Studied Strike is very effective when you're only getting a single rapier or shortsword attack every round.
Infusion is definitely not a must take, but it can be good and worth a feat. I waited to pick it up very late (10th level/9th Investigator) after I had the Monstrification Staff. At that point, my main use of 3rd level extracts shifted to using charges from the staff and I had more low level extracts than I'd typically use. So being able to hand out Personal spells was a useful upgrade. It's probably better on an Alchemist with more extracts and who is relying on throwing bombs instead of self-buffing anyway. In PFS, there's no guarantee you're going to have an arcane or divine caster, so being able to hand out Fly infusions or other things helps. And being able to give Shield to the two-handed weapon monster or False Life to the d8 hit die frontline character isn't bad either. It just depends on whether or not that utility is something you want for the character.
Ferious Thune
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Is it actually possible to make an Investigator focused mainly on shapeshifting in combat?
Yes, absolutely. Starting at 4th, you can create Alter Self extracts. If you're STR based, turn into a Troglodyte for claw/claw/bite. Troglodyte is probably the best you can get for a DEX build out of Alter Self as well. No bonus to your main stat, but still gives the 3 attacks. I couldn't come up with a small humanoid with more than 1 natural attack.
Starting at 6th, you can use Monstrous Physique. If you're STR based, turn into a gargoyle for 4 natural attacks and flight. If you're DEX based, turn into a Charda for 5 natural attacks and the +2 DEX.
When you can afford it, buy a Monstrification Staff for 3 CL8 castings of Monstrous Physique per scenario (for PFS, where you can recharge between scenarios with no issues).
Unless you predict combat and change ahead of time, you spend a Standard at the start of a combat drinking an extract, a Swift to Study (assuming Quick Study) and a Move to move up to your target. Round 2, unleash.
Figuring that out took my Investigator from extremely underwhelming in combat to a consistent frontline fighter.
| Natural 1s |
I would consider 1 level dip into Inspired blade for dexbuild investigator – it saves feats. Otherwise strenght is cheaper.
You can then take weapon versatility with rapier to deal with damage reduction.
If you plan to drink longarm and use meatshield buddy, do not forget to invest in phalanx formation.
Combat maneuvers are harder for 3/4 BAB class :(
I would slightly increase main combat stat (and use leveling up on it) + constitution and decrease wisdom (will is your strong save) and intelligence (14 or maybe 16). Student of philosophy is good idea.
Half-elf has favored class bonus to inspirational rools. You can focus on other bonuses (amazing inspiration and tenacious inspiration) and decreasing inspiration points spent (expanded inspiration) and getting most of combat inspiration with inspired weapon.
Mutagen and quick study are core.
Ascalaphus
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Orator allows linguistics on diplomacy to improve attitude, but not the other uses of diplomacy: gather info (fine, use Local) and making requests (quite important).
In PFS scenarios it's not always explicit which way Diplomacy is being used, but often enough it resembles a request, so Orator shouldn't apply.
Ascalaphus
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If you plan to drink longarm and use meatshield buddy, do not forget to invest in phalanx formation.
No, that's wrong. Phalanx Formation only applies to reach weapons, not natural reach (such as Longarm).
Benefit: When you wield a reach weapon with which you are proficient, allies don't provide soft cover to opponents you attack with reach.
The only reach weapon investigators are proficient in is the longspear.
Mekhu Inebni
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Hi, golfdeltafoxtrot here, posting as the PFS alias for my investigator that everyone has been really helpful in sorting.
In short, I've adjusted my stats to be a bit less crap in combat. I went with the Str-based plan in the end, just because it leaves me more room for interesting feats that the Dex-based build would have, and also doesn't suck for the first few levels. I've also switched around a trait (Student of Philosophy in, Tomb Raider out).
However, I can't think of a good second feat. I'm never very imaginative when it comes to feats, so I was hoping you good people might be able to suggest something.
| Natural 1s |
A half-elf can use Ancestral Arms to get proficiency with the Elven Branched Spear. Then your dex-based investigator can use Phalanx Formation to his heart's content.
But unfortunatelly you cannot enchant Elven branched Spear with Inspired quality :( So no nice double bonus to damage for using inspiration (synergy with Combat Inspiration talent). That would mean a lot for my build which focuses on increasing result of inspirational roll: Half-elves favored class bonus + Amazing Inspiration + Tenacious Inspiration = (approximately) +9 to attack and +17.5 to damage (at 13th level). And then add BAB (+9/+4), Strenght Bonus (+7 with belt), +5 basic enhacement, studied combat, power attack and arcane strike (as Questioner he meets prerequisite) => +34/+29 attacks with 52 damage per hit :D (using 2 inspiration out of 9) And 3 attacks of opportunity (+25 attack 34.5 damage) with reach weapon.