Building my first Investigator, advice and discussion please?


Advice


My group is going to pick an old campaign from before i joined in a month or so and so we discussed a but about the party as is and what niche i could build for. The GM strongly suggested a face/rogue role... but i have a rather powerful dislike for Rogues. here is what i came up with for a level 10 facey-thiefy. I hope it will still be able to contribute in combat but otherwise feel solid on the out of combat skills role.

Humphrey Ramsbottom
NG Human (dual talented)
Inspired Blade 1/ Empiricist Investigator 9
Languages: Common +10 others (will decide later)
HP: 86 (max from level 1, group rules that D8 grant 6 Hp on even levels and 7 HP on odd, 9 points from FCB)
AC 22 (10+6 DEX+5 Mithril Chainshirt+1 Deflection) Mutagen adds +2 Natural, Admixture Vial adds +8 shield/Natural enhancement
Init: +8

Saves: 7 FORT 17 REF 9 WILL (+4 vs illusions)

Stats:
STR 10
DEX 22 (+4 belt)
CON 12
INT 24 (+2 level, +4 headband)
WIS 10
CHA 8

Attacks: +14/+9 1D6+7 (+2 to each value with Mutagen)

Studied Combat: +18/+13 1D6+11 (+2 to each value with Mutagen)

Skills:

Bluff 20 (10 ranks, 3 class, 7 int)
Craft: Alchemy 23 (4 ranks, 3 class, 7 int, 9 Alchemy class feature)
Diplomacy 20 (10 ranks, 3 Class, 7 int)
Disable Device 24 (10 ranks, 3 class, 7 int, 4 trapfinding)
Heal 4 (1 rank, 3 class, 0 wis)
KN: Engineering 20 (10 ranks, 3 class, 7 int)
KN: Local 20 (10 ranks, 3 class, 7 int)
KN: History 20 (10 ranks, 3 class, 7 int)
KN: Arcana 20 (10 ranks, 3 class, 7 int)
Linguistics 13 (3 ranks, 3 class, 7 int)
Perception 20 (10 ranks, 3 class, 7 int)
Sense Motive 20 (10 ranks, 3 class, 7 int)
Spell Craft 20 (10 ranks, 3 class, 7 int)
Use Magic Device 11 (1 Rank, 3 class, 7 int)

* Free 1D6 inspiration on: All trained knowledge, linguistics, Spell Craft, Diplomacy, Heal, Perception, Profession and sense motive

* an empiricist uses his Intelligence modifier instead of the skill's typical ability for all Disable Device, Perception, Sense Motive and Use Magic Device checks.

Traits: Student of Philosophy, Reactionary

Class Abilities:

Inspired Panache 8/day, recharge on crit.
Inspired Finesse
Opportune Parry and Riposte

Studied Combat: Swift action +4 to hit/damage
Studied Strike: 3D6
Alchemy +9
Inspiration 11 points/day
Trapfinding +4
Trap Sense +3
Keen Recollection
Mutagen (via investigator talent, +4 DEX, +2 Natural Armor, -2 WIS, 90 minutes.

Feats: Combat Reflexes, Fencing Grace, Extra Investigator Talent, Extra Investigator Talent, Combat Trick: Stylish Riposte

Investigator Talents: Combat Inspiration, Empathy, Expanded Inspiration, Quick Study, Alchemist Discovery (mutagen), Sickening Offense

Gear: +1 Inspired Rapier, +1 Mithral Chainshirt, Ring of Protection +1, Belt of vast intelligence +4, Belt of Incredible Dexterity +4, Cloak of Resistance +3, Admixture Vial (mixing Barkskin and Shield extracts)

Extracts per day
1- 5+2 Bonus
2- 4+2 Bonus
3- 3+2 Bonus

Formula Known:

1- 8 known
Comprehend Languages x1, Cure Light Wounds x1, expeditious retreat x1, Identify, Shield x3, Keen Senses x1, See Alignment, Endure Elements

2- 3 known
Barkskin (+4) x3, Darkvision x1, Vomit Swarm x2

3- 3 known
Elemental Aura(electricity for the DC20 stagger) x2, Displacement x2, Fly x1

Tactics:

Combat Inspiration with an Inspired Rapier is assumed on most primary attacks, adding 1D6 to hit and 2x that value to damage

I expect most combats to start with popping a defensive extract, moving to engage an enemy and studying them.

Lots of parrying going on as well.

I am planning on routinely using the admixture vial for barkskin and shield for that sweet +8 AC but it is tempting to go for Displacement and Elemental Aura as well. Might just need to save up for a second vial.

Sickening Offense looks... sick :) i hope it is as useful as it seems at first glance.

Studied Strike... exists i guess, i dont like it except as a close out attack at the end of studied combat which i expect i wont be able to predict when to drop it too often.

Overall i think it looks much more viable in a wider range of situations than a rogue but i have never played an investigator and am jumping in at a high level here.


A small thing but i would move wis up by at least two since you are losing 2 points from the mutagen. This is pretty close to what i was looking to build didnt know about stylish riposte...that is pretty darn sweet dont know if it stacks would opportune parry and riposte...probably not but still. Trap spotter might be too nice to give up and combine extracts might be nice too. The formula Alchemical allocation is too good to pass up especially when you start running into very nice potions


ekibus wrote:

A small thing but i would move wis up by at least two since you are losing 2 points from the mutagen. This is pretty close to what i was looking to build didnt know about stylish riposte...that is pretty darn sweet dont know if it stacks would opportune parry and riposte...probably not but still. Trap spotter might be too nice to give up and combine extracts might be nice too. The formula Alchemical allocation is too good to pass up especially when you start running into very nice potions

Alcehmical Allocation is actually very amusing... just buy a single potion for one off effects that you may or may not need each day. probably a better pick than Darkvision. I think Stylish Riposte will be a big earner when i bump up AC by 8 points, going to get a free one off attack against most things that attack me without having to spent actions or Panache. spend the panache and parry the first or second attack, let the style activate off of the lesser attacks.


I would suggest some extracts:

3- orchid drop (+2 alchemical bonus on all saves for 1hr/lvl); if your game uses spell component costs, edit: this is kind of expensive

1 - tears to wine (+5 enhancement bonus on all int and wis skill checks)
1 - heightened awareness (+2 bonus on knowledge skills and perception)

Make sure you have at least one rank in each knowledge skill. With tears to wine, heightened awareness and inspiration, you would have 1+3+7+7+1D6 to a knowledge skill with one skill rank.

Half elf has the best favored class bonus (+1/4 to inspiration checks).

I was going to be a empiricist, but decided on lamplighter. The bonuses on initiative and ability to not be flat footed before acting in the first round is nice for a dex based character.


Depending on the gm and the amount of potions available I would say 2-3 towards alchemical allocation, it could be abused pretty easily by having a bunch of potions on hand. Espcially ones you dont have on your list.


nicholas storm wrote:

I would suggest some extracts:

3- orchid drop (+2 alchemical bonus on all saves for 1hr/lvl); if your game uses spell component costs, buy this as a potion and use alchemical allocation

1 - tears to wine (+5 enhancement bonus on all int and wis skill checks)
1 - heightened awareness (+2 bonus on knowledge skills and perception)

Make sure you have at least one rank in each knowledge skill. With tears to wine, heightened awareness and inspiration, you would have 1+3+7+7+1D6 to a knowledge skill with one skill rank.

Half elf has the best favored class bonus (+1/4 to inspiration checks).

I was going to be a empiricist, but decided on lamplighter. The bonuses on initiative and ability to not be flat footed before acting in the first round is nice for a dex based character.

Interesting, i went with Empiricist for the ridiculous smart guy route. Love the skills that the class comes with so some extra boosts to them are hard to come by.


Level 3 also gets you heroism which is awesome +2 hit, +2 to all saves and +2 to all skills and it stacks with the above. Lol some cool stuff already i didnt know before. I've been trying to decide if a level of swashbuckler is needed

Silver Crusade

Alchemical Allocation (2nd lvl) is a must; I would also learn Heroism (although you can get by with a reusable potion). I'm also a fan of Perceive Cues.


ekibus wrote:

Level 3 also gets you heroism which is awesome +2 hit, +2 to all saves and +2 to all skills and it stacks with the above. Lol some cool stuff already i didnt know before. I've been trying to decide if a level of swashbuckler is needed

Inspired Blade gives me two free feats, a lot of panache and parry which i feel is needed to make up for the rather low AC of the build. It can spike up quickly thanks to that Admixture Vial but otherwise it takes too many rounds to get up to speed.


Heroism and barkskin can be done before combat in most cases (they last 10min per level)


So very curious why you went dual talented. Seems like you give up every bonus for being human for the extra +2, why not just go with a elf seems like you would gain more, even with the -2 con.

I would down the long terms buff when in a dangerous spot and keep the nice combat buffs rolled up in the admixture vial for actual Combat. Not sure if inspired gives up a buckler but I would still keep one for emergencies.


I'm not a fan of dex builds but it seems like you got the gist of the dex swashigator.

On the Extracts front I'd recommend in addition:

1: Long Arm, Heightened Awareness, Monkey Fish, Anticipate Peril
2: Alter Self, Alchemical Allocation, Investigative Mind, Focused Scrutiny, Invisibility
3: Monstrous Physique, Heroism

Even if you're dex based and Monstrous Physique may not offer you the best options, it can still be very, very useful, and act as a Fly.

Also you probably don't need to prepare 3 Barkskins, it'll last you 120 minutes, which should be more than enough for your adventuring day. Maybe prepare 2, but 3 seems overkill.


ekibus wrote:

So very curious why you went dual talented. Seems like you give up every bonus for being human for the extra +2, why not just go with a elf seems like you would gain more, even with the -2 con.

I would down the long terms buff when in a dangerous spot and keep the nice combat buffs rolled up in the admixture vial for actual Combat. Not sure if inspired gives up a buckler but I would still keep one for emergencies.

I was going to go for a +dex/int race at first but here is what i noticed, the extra +2 to int gives back the lost skill point and while the bonus feat is a loss, i get two feats with the dip level and meanwhile that extra +1 int mod also gives me extra panache, inspiration and increases the ability modifier on something like 17 skills. All in all i would say its worth one feat on a build that doesnt really need too many. In going this route i can avoid the -2 con penalty as well.

As i said originally, i think this build really does out of combat very well but i am not sure where it will fall out in combat. for ranged fighting Vomit Swarm of Wasps is about my only option. in melee i am accurate enough but dont have many ways of bumping up damage aside from Inspiration which is a limited daily resource (another reason why i wanted that extra Int over a flat +1 skill point) I am lucky that the game is picking up at level 10 where i can start off with an inspired rapier, that should make a big difference. i can use Pirahna Strike and cant meet the pre-reqs for Power Attack. Extracts dont seem to have too many damage boosts either. Though i clealy dont know much about them as darn near every post has had better suggestions for extracts.

My other concern is defenses, i will be relying on Studied Combat's accuracy boost to parry a lot of attacks, my AC otherwise is rather low and my HP is good for about two rounds of full attacks. I expect i will go one fight with the admixture vial and one fight with Displacement. i have enough per day to be able to stack those up if it looks like a really bad day and still make it to fight 2 or 3. in theory.

As for Bucklers, well, i had forgotten that they dont occupy a hand and can be used with fencing grace. Definitely should pick one up.


Does your group need you to be on melee duty? I ask because the ranged investigator takes a while to come on line but can be pretty impressive. Starting at a high level lets you skip some of the frustrating plateaus.

Half elf, alternate racial trait elf's weapon familiarity.

Trait: deadeye bowman

Feats: Point-blank shot, precise shot, weapon focus (longbow), ranged study, rapid shot

If you don't mind working around soft cover you can do it as a human with a shortbow. That lets you get an inspired weapon to really pour on the ranged damage. With quick study, ranged study, and sickening offense you can be a nice machine gun.


chuffster wrote:

Does your group need you to be on melee duty? I ask because the ranged investigator takes a while to come on line but can be pretty impressive. Starting at a high level lets you skip some of the frustrating plateaus.

Half elf, alternate racial trait elf's weapon familiarity.

Trait: deadeye bowman

Feats: Point-blank shot, precise shot, weapon focus (longbow), ranged study, rapid shot

If you don't mind working around soft cover you can do it as a human with a shortbow. That lets you get an inspired weapon to really pour on the ranged damage. With quick study, ranged study, and sickening offense you can be a nice machine gun.

For this build I would recommend Ancestral Weapon Mastery over Weapon Focus (longbow). It would be the equivalent of getting Weapon Focus (longbow), Weapon Focus (shortbow), Weapon Focus (rapier), and Weapon Focus (longsword) although you would have to take 10 minutes to switch between them. If there were any dips into classes with proficiency in all martial weapons, it could also be switched to Weapon Focus (Elven branched spear) and Weapon Focus (Elven curve blade). With a ranged build the most important part would be the option of longbow or shortbow, but the others might be handy every now and again.


If inspired weapon is of any value to you, then you should use a shortbow instead of a longbow.

I also believe that the half elf favored class bonus is worth way more than +2INT and +1hp per level. Since 8 levels of fcb is +2 to inspiration checks. Combat inspiration with an inspired weapon is +2 hit and +4 damage from the fcb. Not to mention +2 on a lot of skills. +2 on saves when you need it.


Here is my thought on the dual talented human... you only get the +2 to a additional stat but you lose the feat and a extra skill point. While the favored class bonus is nice it isn't earth shattering.

Elf gets you the same bonuses but -2 con... but you get low light vision, immunity to sleep, a +2 vs enchantments, +2 to perception, if you give up elven magic and weapon familiarity you can take Forlorn and get skill focus (I would say umd) If you want the favored class bonus grants you +1 inspiration point every 3 levels..... not bad for a -2 con

Half elf is pretty strong but I kinda think the elf takes the cake on this


Speaking from experience half elf is amazing to play with an investigator. I even took skill focus: linguistics into orator and that saved me alot of skill points that I would have used on diplo/bluff/intimidate and getting to use inspiration for free on linguistics. Being melee and getting a -con racial is risky when you already have d8 hit dice, but elf should be fine as well.

Sovereign Court

The problem with Orator is that it only applies to Diplomacy to improve attitude, not to make requests;

Orator wrote:
Benefit: You can use a Linguistics check in place of a Bluff check to tell a falsehood or conceal information, in place of a Diplomacy check to change the attitude of a creature, or in place of an Intimidate check to force a creature to cooperate. You must deliver your attempt in a language the target understands.

And many PFS scenarios have you using Diplomacy to make requests.


Lots of interesting notions popping up now. i dont think i am brave enough to bring a D8 CON penalty character into Melee but i will look at a ranged elf/half elf and post a build in a bit.

*sigh* looking ahead to the next campaign and wishing i could play it now. And i was so excited to try out my current Kineticist too. I guess the difference is starting out at level 10 vs spending three months to get to level 3.


So, building a Ranged Investigator and i really like the Half Elf FCB but the rest of the race isnt really speaking to me...

Anyway, here is what i am looking at.

Harris Snuggleworth
NG Half-Elf
Empiricist Investigator 10
HP: 76
AC: 23 (10+5 DEX+6 Armor+1 RoP+1AoNA)
INIT: +5
SAVES: Fort-7 Ref-15 Will-10

STATS
STR 10
DEX 20 (+4 belt)
CON 12
INT 24 (2 from level, +4 belt)
WIS 10
CHA 8

Traits:
Student of Philosophy (Int to Diplomacy and Bluff)
Precise Treatment (+1 to heal and Int to Heal)

Feats:
Skill Focus: Perception (racial, +6 modifier)
Point Blank Shot
Precise Shot
Rapid Shot
Weapon Focus Shortbow
Ranged Study

Talents:
Expanded Inspiration
Quick Study
Amazing Inspiration
Combat Inspiration

Skills:
Bluff 20 (10ranks+3clas+7Int)
Diplomacy 20 (10ranks+3clas+7Int)
Disable Device 25 (10ranks+3clas+7Int+5 Trapfinding)
Heal 16 (4ranks+3class+7Int+1Trait)
Knowledge Arcana 20 (10ranks+3clas+7Int)
Knowledge Dungeoneering 16 (6ranks+3class+7int)
Knowledge Engineering 20 (10ranks+3clas+7Int)
Knowledge Geography 12 (2ranks+3class+7int)
Knowledge History 20 (10ranks+3clas+7Int)
Knowledge Local 20 (10ranks+3clas+7Int)
Knowledge Nature 20 (10ranks+3clas+7Int)
Knowledge Nobility 16 (6ranks+3clas+7Int)
Knowledge Planes 12 (2ranks+3class+7int)
Knowledge Religion 12 (2ranks+3class+7int)
Linguistics 15 (5ranks+3class+7int)
Perception 28 (10ranks+3clas+7Int+6feat+2racial)
Sense Motive 20 (10ranks+3clas+7Int)
Use Magic Device 20 (5ranks+3clas+7Int)

* an empiricist uses his Intelligence modifier instead of the skill's typical ability for all Disable Device, Perception, Sense Motive and Use Magic Device checks.

Combat:

Full attack: (7 BAB, 5 DEX, 1 Feat, 1 enhancement, 5 Study -2 Rapid Shot)
+17/+17/+12 1D6+6 (plus 1D8+2 / x2 to damage)

Single Attack
+19 1D6+6 (plus 1D8+2 / x2 to damage)

Inspiration: 12/Day

Gear: +1 Inspired Shortbow, +2 Mithril chainshirt,+1 Ring of Protection, +1 Amulet of Natural Armor, +4 Headband of Vast Intelligence, +4 Belt of Incredible Dexterity,1x Admixture Vial

I will want to pick up Deadly Aim and Sickening Offense at level 11 but otherwise this looks very workable. My minimum perception roll is a 32 which i feel is enough and the general skill spread either gives me a strong chance of success or at least the ability to participate in any knowledge or party face situation. In combat at this level i am pretty much only contributing on attacks where i use inspiration but thanks to the FCB and Amazing Inspiration those attacks should be very noticeable.

I will be going over extracts again but in general you cant go wrong with the AC buffs, Alchemical Allocation and Tears to Wine for utility from what i am seeing.


You might want to drop down Dex and bump up Str. If I'm reading it right you could take off two dexterity for four strength, which could be worthwhile (it's basically the power attack tradeoff).

I think expanded inspiration looks great on paper but isn't quite as cool as you would think in play. You get to wait to use inspiration until you've made the roll. If you're savvy about it you won't have to use that much inspiration on skill rolls. It might be worth it to have it always on for perception rolls but you're rocking a base +28 for perception already.

Mutagen is still pretty good for an archer. It's a nice +2 to hit and +2 to +4 to AC. You can also flip over to strength and not totally suck in melee in a pinch.

I like sickening strike better than amazing inspiration but that might just be me. With the half elf FCB you're already getting more than the amazing inspiration boost (base human 1d6 averages 3.5, 1d8 averages 4.5, half-elf 1d6+2 averages 5.5). Sickened is a nice debuff and as an archer in the second round you can land it on two people at once. You can even leave one of them with a studied strike as a parting gift.

If you really want to be Skill Man there's always Elongated Cranium to give you a +2 to all of your intelligence skills.

Shopping list of items worth thinking about:
- Cloak of resistance I assume was left off by mistake

- Bracers of archery

- Cracked magenta prism ioun stone is 800gp for +2 competence to any skill. There's no good circlet of persuasion replacement once you shift all the charisma skills to intelligence.


Oh yeah, I factored in the cost for a +3 cloak, just didn't list it.

Amazing inspiration is sort of a synergy deal with expanded inspiration, inspiration is free for some great skills, including the all mighty perception and it is a D8 over a D6. The inspired bow also makes amazing inspiration about equal to weapon specialization. Sickened would be nice if the rounds stacked or if I could drop the rebuff on 2-3 enemies a round.

I will look into ACs I should be encountering, maybe dropping dex would be a worthwhile trade.


One last concept, Investigator 3: The Whipist

Birch Farmtorcher
NG Half Orc (City Raised)
Emipiricst Investigator 10
HP: 86
AC: 24 (10+2 Dex, +8 Armor, +2 Shield, +1 Deflection, +1 Natural)
INIT 4
Saves: F-8 R-12 W-11

STATS:
STR 20 (+2 racial, +4 belt)
DEX 14
CON 14
INT 20 (+2 level, +4 Headband)
WIS 12
CHA 8

Traits:
Student of Philosophy
Reactionary

Feats:
Weapon Focus: Whip
Power Attack
Combat Reflexes
Whip Mastery
Improved Whip Mastery

Talents:
Expanded Inspiration
Quick Study
Sickening Offense
Alchemist Discovery-Mutagen

Attacks (7bab, 5 STR, 1 feat, 2 enhancement, 5 studied combat, -2 PA, -1 ACP)

+17/+12 1D3+16 15' range

Skills: (FCB to skill points)
Bluff 18 (10ranks+3clas+5Int)
Diplomacy 18 (10ranks+3clas+5Int)
Disable Device 23 (10ranks+3clas+5Int+5 Trapfinding)
Knowledge Arcana 18 (10ranks+3clas+5Int)
Knowledge Dungeoneering 11 (3ranks+3class+5Int)
Knowledge Engineering 18 (10ranks+3clas+5Int)
Knowledge Geography 9 (1ranks+3class+5int)
Knowledge History 18 (10ranks+3clas+5Int)
Knowledge Local 18 (10ranks+3clas+5Int)
Knowledge Nature 18 (10ranks+3clas+5Int)
Knowledge Nobility 12 (4ranks+3clas+5Int)
Knowledge Planes 10 (2ranks+3class+5int)
Knowledge Religion 10 (2ranks+3class+5int)
Linguistics 13 (5ranks+3class+5int)
Perception 18 (10ranks+3clas+5Int)
Sense Motive 18 (10ranks+3clas+5Int)
Use Magic Device 13 (5ranks+3clas+5Int)

* an empiricist uses his Intelligence modifier instead of the skill's typical ability for all Disable Device, Perception, Sense Motive and Use Magic Device checks.

Gear: +2 Whip (8,000) +2 Mithral Breastplate (9,000) +1 Mithral Buckler (2,000) Cloak of Resistence +3 (9,000) Headband of Vast Intelligence +4 (16,000) Belt of giant strength +4 (16,000) Ring of protection +1 (2,000) Total spent: 62,000

This build has a little more AC, more consistent damage, better buff abilities to both damage and reach (am i correct that enlarging with a whip grants 30' of threatened area?)

-The Mutagen works a lot better for it as well.
- I can still pull off a lot of skills thanks to free Inspiration to almost all checks.
- I can land a debuff solidly every round
- Nonlethal as needed
- can do tripping shenanigans

Havent played a whippist in ages, this could be the one! :3


For completion's sake, here is the build i actually submitted to the GM.
Harrold Oakenfell
NG Half Elf (Sophisticate, Blended View)
Empiricist Investigator 10
Senses: Low Light Vision, Darkvision 60’
HP: 86
AC: 23 (10+2 Dex, +8 Armor, +2 Shield, +1 Deflection)
INIT 8 (2dex, 2 trait, 4 feat)
Saves: F-8 R-12 W-11
STATS:
STR 20 (+2 racial, +4 belt)
DEX 14
CON 14
INT 20 (+2 level, +4 Headband)
WIS 12
CHA 8
Traits:
Student of Philosophy
Reactionary
Feats:
Skill Focus: Perception (racial)
Power Attack
Improved Initiative
Extra Inspiration (+3 Inspiration/day)
Extra Investigator Talent (EIT)
Extra Investigator Talent (EIT)

Talents:
Expanded Inspiration
Quick Study
Combat Inspiration
Alchemist Discovery-Mutagen
EIT: Alchemist Discovery- Combine Extracts (+2 levels)
EIT: Sickening Offense
Attack: (7bab, 5 STR, 1 enhancement, 5 Studied Combat, -2 PA, -1 ACP)
Damage: (5 STR, 4 PA, 1 enhancement, 5 Studied Combat)
Inspiration: 1D6+2- 13/day
+15/+10 1D6+15 (+1D6+2, x2 result to damage)
Studied Strike: 4D6

Skills:
Bluff (10 Ranks, 3 class, 5 INT) +18
Diplomacy (10 Ranks, 3 class, 5 INT) +18
Disable Device (10 Ranks, 3 class, 5 INT, 5 Trapfinding) +23
Knowledge Arcana (10 Ranks, 3 class, 5 INT) +18
Knowledge Dungeoneering (2 Ranks, 3 class, 5 INT) +10
Knowledge Engineering (2 Ranks, 3 class, 5 INT) +10
Knowledge Geography (2 Ranks, 3 class, 5 INT) +10
Knowledge History (8 Ranks, 3 class, 5 INT, 2Racial) +18
Knowledge Local (8 Ranks, 3 class, 5 INT, 2 Racial) +18
Knowledge Nature (1 Ranks, 3 class, 5 INT) +9
Knowledge Nobility (7 Ranks, 3 class, 5 INT) +15
Knowledge Planes (4 Ranks, 3 class, 5 INT) +12
Knowledge Religion (4 Ranks, 3 class, 5 INT) +12
Linguistics (5 ranks, 3 class, 5 INT) +13
Perception (10 Ranks, 3 class, 5 INT, 2 Racial, 6 Feat) +26
Sense Motive (10 Ranks, 3 class, 5 INT) +18
Use Magic Device (5 Ranks, 3 class, 5 INT) +13
* an empiricist uses his Intelligence modifier instead of the skill's typical ability for all Disable Device, Perception, Sense Motive and Use Magic Device checks.
* Student of Philosophy: use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true.
Gear: +1 Inspired Rapier (8,000) +2 Mithral Breastplate (9,000) +1 Mithral Buckler (2,000) Cloak of Resistence +3 (9,000) Headband of Vast Intelligence +4 (16,000) Belt of giant strength +4 (16,000) Ring of protection +1 (2,000) Total spent: 62,000
Extracts Per day/known:
1-5+2 bonus / 6
2-4+1 bonus / 3
3-3+1 bonus / 3
4-1+1 bonus / 1

1- Comprehend Languages(x1), Cure Light Wounds(x2), Endure Elements, Enlarge, Shield(x1), Tears to Wine(x3)
2- Barkskin(x3), See Invisibility(x1), Alchemical Allocation(x1)
3- Heroism, Haste, Elemental Aura (x2)
4- Dragon’s Breath (x1)
• Combined Enlarge/Shield is a level 3 extract(x2)
• Combined Barkskin/Shield is a level 4 extract (x1)

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