Skill-focused character for PFS


Advice


I'm looking at taking a 1-level dip into the Sacred Slayer Inquisitor for Studied Target, Conversion Inquisition for Wisdom to Diplomacy, Intimidate & Bluff and Monster Lore... then going all-in on the Investigator for everything else.

I'm trying to decide if a 2nd level of Inquisitor is worth it (for Cunning Initiative, primarily), and am unsure of what restriction pitfalls I might run into. Also, in order to remain relevant in combat at later levels, what Alchemical avenues should I pursue that are open? Any particular Investigator archetypes that seem particularly well suited to this concept?

Planning on going Dwarf with Steel Soul and Glory of Old btw.


The Lamplighter archetype is more combat focused. There are a number of options in Inner Sea Intrigue and Magic Tactics Toolbox that you might want to look at.


Besides high skills, what are you trying to do such as summon or buff others?

What area of skills are you interested in, such as Charisma skills?

Do you want only Investigator and Inquisitor suggestions?


Why would you want Wisdom to social skills when you can convert them to Int using various traits.

Clever Wordplay covers any charisma skill
Student of Philosophy covers Diplomacy and Bluff
Bruising Intellect covers Intimidate

Additional Traits is your friend or you could go Skill Focus/Orator and run all three main social skills from Linguistics.

Boosting your Int will give you far more benefit as an Investigator in the long run and give you more skill points to play with.

Also as far as Investigators go Empiricist is your friend, it is one of the few archetypes really worth taking.


andreww wrote:

Why would you want Wisdom to social skills when you can convert them to Int using various traits.

Clever Wordplay covers any charisma skill
Student of Philosophy covers Diplomacy and Bluff
Bruising Intellect covers Intimidate

Additional Traits is your friend or you could go Skill Focus/Orator and run all three main social skills from Linguistics.

Boosting your Int will give you far more benefit as an Investigator in the long run and give you more skill points to play with.

Also as far as Investigators go Empiricist is your friend, it is one of the few archetypes really worth taking.

Other important skills are keyed off of Wisdom and then there's Will saves and the fact that Dwarves get bonuses to Wisdom... and the Monster Lore class feature is pretty huge. I'm planning on using my limited traits and feats for other things.

I'll definitely check out the Empiricist - right now I'm kind of liking the look of Lamplighter.

As designed right now, the character will have a 16 Wisdom and an 18 Intelligence before gear, so I'm not neglecting either.


ChaosTicket wrote:

Besides high skills, what are you trying to do such as summon or buff others?

What area of skills are you interested in, such as Charisma skills?

Do you want only Investigator and Inquisitor suggestions?

That's one of the things I'm trying to figure out... from what I've been able to put together, he'll have some solid buffs and de-buffs (Blistering Invective seems ideal for him) and won't be useless in combat... I suppose once Skills have all been addressed, I'd like to be versatile enough to fill in wherever needed. I'm trying to learn about Alchemical options right now, to see what doors that might open up for me.

Right now he has really high Knowledge skills, as well as Perception, Sense Motive and the like to go along with the Social skills. I suppose I should post the build, so people can see what I'm working with?


I second the Orator. While at first it seems underwhelming, you can suddenly realize you can dump charisma and even wisdom if you're an Empiricist. Coupled with a Tengu, and you'll be so suave and pretentious at the same time no one will know what hit them...

Here's a link for Orator


I'll tell you now, multiclassing with non-full bab classes is iffy. You lose a lot, and often don't gain that much.

My investigator has 1 rank in knowledge nobility. his check at lv8 is
1+3(fc)+2(heroism)+2(heightened awareness)+4(int)+(1d8+2)(half-elf FCB with inspiration)
=14+1d8 to your roll.
full ranked would be 21+1d8... I can identify a rare CR 8 or a normal CR 13 on min roll.

mutliclassing to get what? another +2/+3 to those, and only to identify? I don't see it worth it at all. You're losing 1 bab, delaying combat effectiveness buffs, and being more MAD.

I second the empericist, instead of having things go of wis instead of CHA, have them go off INT!

Grand Lodge

In place of multi classing you could gab a feat to boost you knowledge skills.

The obvious two are breadth of experience and deific obediance Irori.

If you do this you don't lose the BAB, delay your casting, and slow your studied strike entrance.


1 person marked this as a favorite.

I'm very appreciative of everyone's input thus far - it seems to me that I really need to include the build so that my concerns are easier to see and some of the advice I'm being offered better addressed.
.
.
.

Dwarven 1st level Inquisitor (Sanctified Slayer) / 11th level Alchemist (Lamplighter)

Attributes: (after racial modifiers)
STR - 14
DEX - 14
CON - 14
INT - 15 (+1 @ 4th, 8th & 12th)
WIS - 16
CHA - 5

Traits:
Reactionary
Glory of Old

Feats & Talents:
1st - Steel Soul
3rd - Weapon Focus: Heavy Pick
4th - Talent: Expanded Inspiration (Diplomacy, Heal, Perception, Profession, Sense Motive)
5th - Extra Talent: Quick Study
6th - Talent: Underworld Inspiration (Bluff, Disable Device, Intimidate, Sleight of Hand)
7th - Extra Talent: Inspirational Expertise
8th - Sickening Offensive
9th - Extra Talent: Alchemist Discovery?
10th - Talent: Combat Inspiration
11th - Extra Talent: Alchemist Discovery?
12th - Talent: Alchemist Discovery?

Inquisitor Abilities:
Conversion Inquisition (apply Wisdom instead of Charisma to Bluff, Diplomacy & Intimidate checks)
Monster Lore (add Wisdom modifier to Knowledge checks when identifying foes)
Stern Gaze (+1 to Intimidate & Sense Motive checks)
Studied Target (move action; gain +1 to Bluff, Knowledge, Perception, Sense Motive & Survival checks as well as +1 attack & damage rolls against target until target is dead or changed)

[That's an awful lot for a one level dip, plus spells and save bump]

Investigator Abilities:
2nd - Alchemy, Inspiration Pool, Lamplighter
3rd - Alchemical Illumination
4th - Ready for the Revelation (add Inspiration to Initiative, use Intelligence for Initiative)
5th - Studied Combat & Studied Strike, Swift Alchemy

I do delay Studied Combat for a level, but I get it at the exact same time as Quick Study and in the meantime, starting at 1st level I get Studied Target which in time will stack, so that more than makes up for the delay in my opinion.

What I don't know enough about are the Alchemical options and if I should make an effort to pursue them sooner - mutagens, with a cursory glance, seem to be a superb combat option.

Here is a snapshot of the character at 2nd & 6th level with basic gear and no spells active:

Dwarven 1st level Sanctified Slayer / 1st level Lamplighter

STR - 14, DEX - 14, CON - 14, INT - 15, WIS - 16, CHA - 5
HP 17, AC 20, Init +4, Fort +4, Reflex +4, Will +7 (+3 saves vs. Poison, +5 save vs. spells & SLA's)
Attack (War Pick): +4, 1d6+3, Crit. 20, x4

Skills:
Appraise +6, +8 involving precious metals or gemstones
Bluff +9
Craft: Alchemy +7
Diplomacy +10
Disable Device +7
Intimidate +9
Knowledge: Dungeoneering +6(+1d6), +9(+1d6) to identify abilities & weaknesses
Knowledge: Local +6(+1d6), +9(+1d6) to identify abilities & weaknesses
Knowledge: Nature +6(+1d6), +9(+1d6) to identify abilities & weaknesses
Knowledge: Religion +6(+1d6), +9(+1d6) to identify abilities & weaknesses
Perception +8, +9 when detecting traps)
Sense Motive +9
Spellcraft +6

Dwarven 1st level Sanctified Slayer / 5th level Lamplighter

STR - 14, DEX - 14, CON - 14, INT - 16, WIS - 18, CHA - 5
HP 43, AC 22, Init +5(+1d6), Fort +6, Reflex +7, Will +11 (+3 saves vs. Poison, +5 save vs. spells & SLA's)
Attack (War Pick): +10, 2d6+6, Crit. 19+, x4

Skills:
Appraise +7, +9 involving precious metals or gemstones
Bluff +14(+1d6)
Craft: Alchemy +8
Diplomacy +15(+1d6)
Disable Device +12(+1d6)
Escape Artist +6
Heal +8(+1d6)
Intimidate +13(+1d6)
Knowledge: Arcana +9(+1d6), +13(+1d6) to identify abilities & weaknesses
Knowledge: Dungeoneering +9(+1d6), +13(+1d6) to identify abilities & weaknesses
Knowledge: Local +9(+1d6), +13(+1d6) to identify abilities & weaknesses
Knowledge: Nature +9(+1d6),+13(+1d6) to identify abilities & weaknesses
Knowledge: Planes +9(+1d6), +13(+1d6) to identify abilities & weaknesses
Knowledge: Religion +9(+1d6), +13(+1d6) to identify abilities & weaknesses
Linguistics +7(+1d6)
Perception +13(+1d6), +15(+1d6) when detecting traps
Sense Motive +14(+1d6)
Spellcraft +8(+1d6)

I'm actually really happy with my skill spread as it is, though obviously there will be occasional tinkering, and that's what I want the strength of the character to be (little things like Studied Target or Guidance aren't even included above), and I'm fine with my defenses for a non-frontliner - who doesn't love a +11 save vs. Enchantments at 2nd level? What I'm looking for from those of you more experienced with Investigators and Alchemists are what alchemical options I should pursue and when and how they might synergize with the existing character, as well as what changes I might have to make to accommodate them without unraveling the whole thing. Weapon Focus seems like an early feat I could part with if necessary, but I was thinking Deific Obediance/Irori might start drifting into overkill territory. Also, is there anything I've included which looks like it might not be PFS legal (I can never keep track of all the exceptions & eratta).

Any special gear I should be especially looking at? A Keen Warpick and the usual 'Big 6' are all I'm thinking of right now.

Thanks again for all of your help and advice.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Skill-focused character for PFS All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice