
Snickering Southerner |
I'm planning to build this character combo for PFS. I like the Psychic Detective, but building one that I'd actually play has been difficult to figure out because of how I build my PFS characters. When I build a character in PFS, I require it be able to contribute significantly to the party in at least 3 of the 5 categories I designate (DPS, Control, Support, Utility, Healing). There are other ways to categorize a character's contributions, you could separate Face, you could combine Utility and Healing into Support, you could regard Tank as separate from Control. I just picked those 5 for my own easy categorization purposes. This character uses the Musket Master as a chassis for DPS contributions, has skills out the wazoo for Utility contributions, and can cast Psychic spells for Support.
Human
Str 12, Dex 18, Con 12, Int 16, Wis 10, Cha 7
Larger than Life
Magical Knack
First level Musket Master, second Psychic Detective, then the rest Musket Master until it hits level 5, where I cut it off and build the rest as the Psychic Detective.
The only combat feats needed levels 1-5 are Point Blank, Precise Shot, Deadly Aim, and Rapid Shot (in that order) and you have all your feats after that free to work with. You're not MAD, just needing "enough" strength to not be encumbered, and you've got solid, steady damage output vs Touch AC within 40 feet with the Musket. Alchemical Cartridges aren't as cheap as arrows, but you get Abundant Ammunition to help deal with any worries about ammo costs. I'd go ahead and put it on a wand, to be honest.
You've got skills, but jack for Charisma so you won't be a diplomat (but with Larger than Life, Intimidate will still be a good fit for you). Plenty enough skill points to keep Intimidate, Disable Device, Stealth, Perception, Acrobatics, and Spellcraft maxed, and still have at least two Knowledge ranks per level even on the Gunslinger levels (with an extra two on each Psychic Detective level). The reason Wis isn't higher is because you're guaranteed "minimum one" Grit Point, and you wouldn't get an extra until Wis was at least 14, when it wouldn't actually be used for anything else but Will Saves, and you can just take the Human Favored Class Bonus four times for an extra grit point, and with several free Feat choices you could also pick up Extra Grit if you need. To be honest, I'm not really sure what I'll do with those feats.
Any thoughts on this build?

Chess Pwn |

Personally, I'd just go investigator straight and use a longspear or a bow.
18/12/12/16/10/7 take the armor expert trait and grab mithral armor for 0 ACP. that puts AC at a 7 from dex and armor. grab power attack, good to go. get combat reflexes if desired as it's pretty great with a reach weapon.
Or just take the stats you have and use a bow.
lv1 PBS and precise
lv3 WF
lv5 ranged study (and quick study talent)
lv7 rapid shot if desired
Your studied combat is the main strength of the investigator. At lv6 you're getting +3/+3, deadly aim is giving you -2/+4 so you're better off using studied combat than using deadly aim. You're also down 1 bab from not having gunslinger, but far more accurate because of studied combat.
Plus you're 1 level away from hour+ duration of heroism or from haste. Cause personally, having CL1 spells at lv6 isn't something I'd call support from spells. But being a full investigator, now that's some good support from spells. Heroism lets you again, blow the gunslinger dip out of the water. You're now at a +5 because of investigator to the +1 from bab from gunslinger (oh wait, -1 cause deadly aim),
Damage is a little lower, but continues to scale up as you level.

Snickering Southerner |
Chess: I had a long thing explaining how, thanks to targeting Touch AC with every attack at range, my version is just as if not more accurate and has more attacks and is better at doing damage compared to the melee or bow using ones you put up, and how you're right about being worse at casting comparatively, but honestly I don't think I need to post it. :) Because, tbh, I'm just not interested in playing a single-classed pure Investigator (or Psychic Detective). Period. It's one of the reasons I said I've had trouble figuring out how to build one I'd actually play. Thank you for your advice, I'm sure it's useful for someone who wants to play a single classed Psychic Detective Investigator. But I am interested in playing a multi-classed Psychic Detective who is combined with some form of Martial class for sturdiness and striking ability - I think I'll have more fun that way.
Wizard: Thanks! I didn't even know about Ranged Study - I've never played Investigator before, as I wasn't even remotely interested in playing it single classed. I'll pick Weapon Focus up at Level 5 (bonus feat ftw) and Ranged Study at Level 9 when Studied Combat comes online - it'll give me a good option for moments when I can't Full Attack, until I get Quick Study and then I can use it then too! :)