Please help me with my Empiricist Investigator for PFS.


Advice

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25 years ago I last played rpgs. I think I was playing AD&D 2nd Edition. Anyway, I recently discovered Pathfinder. I say this so that everyone understands I am a bit overwhelmed with the multitude of options. I am pretty sure I probably am misunderstanding some things and probably just have others flat out wrong. Anyway, I have played two sessions: one as a 1st level unchained rogue and one as a 4th level pregen Paladin. Both were fun but in both sessions the party basically had no idea what was going on and ended up just murdering everything they came across essentially. Long story short, I want to know what is going on. I want a character who can understand his world and analyze its dangers but I also want to contribute to the party offensively and with buffs and healing if possible. I really like the idea of an Empiricist Investigator and have read as much as I can on these boards about them. I have the basics of a build but still have a lot to decide. I was hoping people on here could offer advice. I appreciate being corrected if wrong about anything so please do so freely. Sorry this will be a bit random and I will probably change tenses when referring to my character.

At the moment my build looks like this:

Variant Human, +2 INT, +2 DEX

STR 10 DEX 18 CON 14 INT 17 WIS 12 CHA 7

Traits: Student of Philosophy and Bruising Intellect. I love the idea of shifting all his skills toward my INT. I worry that this might be overkill as a combo though, especially since I will be taking the Empiricist Archetype. I am sure there must be other useful traits out there and would welcome suggestions.

1st Level as an Inspired Blade Swashbuckler. This gets weapon finesse and weapon focus for rapiers. Plus 5 panache which seems fun. Oh, and +1 BAB is also nice. Use my feat on Fencing Grace. It seems like this will make for a decent attacker right away although the AC worries me. I should have enough gold from the scenarios I have been in to buy a mithral shirt if that is allowed. And I guess he can use a buckler since he gets proficiency with them as a class feature.

2nd and subsequent levels in Empiricist Investigator. He should have 20 HP at 2nd level if I take my favored class in Investigator (10 HP at 1st level swashbuckler plus 2 for the CON, at 2nd level 5 plus 2 for CON plus 1 for FC). That doesn't seem too shabby. I imagine the attack at this point should be sufficient to contribute offensively given the DEX bonuses to attack and damage.

What I am stuck on is where to go next with the build. How can the character best be a valuable member of the party? I figure he will be relevant in any noncombat situation with all the skills shunting toward Intelligence, Inspiration, all the skill ranks from the class and INT, and trap finding and disarming. Plus if I leave an extract unmade I could make something to suit a situation (assuming I have a relevant formulae). I just have so many questions.

What skills should I be ranking up? I am tempted to try to be trained in all of the class ones I have but don't know whether that makes sense or whether I should pump certain ones.

What talents should I get? I know Mutagen and Infusion in some order and then likely quick study or maybe quick study second but after that I don't know. I am tempted by Amazing Inspiration, Expanded Inspiration, and Inspired Inspiration but again I wonder whether I am going overboard with the skills.

What Feat should I take at character level 3 (Investigator 2)? Combat reflexes seemed like it might be nice, especially if I use Long Arm. Is that something worth doing? In general, how can I stay relevant offensively until I get Combat Study and more extracts? And how to stay relevant after?

What 5 formulae should I learn to start or are generally really useful, The formulae that stood out ot me were the following: Comprehend Languages, Cure Light Wounds, Any of the 3 Detect spells (Doors, Metal, Undead), Expeditious retreat, Heightened Awareness, Identify, Jump, Keen Senses, Long arm.

What extracts and alchemical items should I have made and ready to use? I figure bumblefoot bags seem useful at the least.

As I said, I have a lot of questions. I am sure there are ones I have forgotten. I appreciate any input and advice.

tl;dr: I want to be able to understand the creatures and environments around me and still contribute to the party offensively and otherwise.


Swashbuckler1/InvestigatorX is a strong build (especially if you're going Dex focused), so it looks fine to me.
For tips on where to go, look up "swashtigator" and you should find a lot. There's also a few Investigator guides out there that will probably help with extract chioces, and you could check out some Alchemist guides too if you're super keen (there'll be a lot of double-up, but you might find something interesting).

For skills I'm a big fan of getting some skills maxed leaving at least 1 skill point per level for a random 1-rank skill. As an investigator you should be able to get 1 rank in a whole bunch of skills and still be ahead of most of the people at the table with your maxed-out skills.

As for how much to focus on combat vs skills etc, that's totally up to you. What are you looking to accomplish with this character?


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Thanks for the response. Good to know I am not completely off base with my build. I will definitely look for the Swashtigator. Didn't realize there was a clever name, lol. Where are the guides you referenced posted, somewhere on this board I can search for or somewhere else?

As far as what I want to accomplish, I want my character to be the know-it-all so that in any given situation he can get as much information as possible on enemies, the dungeon/area, and what exactly is going on, and also be able to deal with any traps we encounter. As I said, I hated how in the two sessions I played the parties basically had very little idea what was going on and ended up having to just kill everything we came across. I am sure we could have had more success had someone had the relevant knowledge rolls or could speak or understand more languages. I know we could have done something more interesting with the 4 elemental-ish monsters we encountered had we been able to communicate with them or had some idea what they were.

That said, I don't want the other party members to think I have nothing to offer when we get to combat. The Swashbuckler level with Fencing Grace Feat seems like a good start but I am not sure where to go from there. Are there any other Feats I should look to get, or should I just start using them on Investigator Talents? What extracts should I have learn to start, what ones should I try to learn as I advance in level, and what extracts should I have prepared to start (I get only 2 at 1st level Investigator)?

I also have little idea how to use Alchemy to maximize my impact in battle and would like some advice on how to handle that. I figure to get either Mutagen or Infusion first, then get Quick Study, then whichever of Mutagen/Infusion I didn't take first. After that I am lost. What other alchemy talents should I consider? Also, should I be crafting items for battle? Alchemical Fire and Tanglefoot bags seem like useful items to have at the ready but I am unsure how they will work without the Throw Anything Feat (and is that something I should consider getting). I don't know what else I should craft to have available.


I should have said that I don't object to being a buffer/debuffer/healer.


Pathfinder Roleplaying Game Superscriber

You won't really be a buffer/debuffer with an investigator since your formulae typically only affect one character at a time (even with infusion, though there are sort of exceptions). For the same reason, you aren't a good healer, though having cure formulae on your list is a good idea in emergencies (as well as restoration, etc.), particularly if you leave a few slots of each level open every day (only takes 1 minute to whip up a formula).

Whether or not you take quick study or infusion first depends upon how badly the rest of your party wants to leech off of your formulae. The investigator I play is a NPC filler on a Giantslayer AP campaign, so his sole purpose is to help the team. Infusion came first for him. If you'd rather be a bit greedy, quick study then mutagen (which you could get at 5th level by taking an extra talent for your feat choice).


I am probably leaning toward the selfish route simply because I have so few extracts available at that point anyway. After thinking about it Infusion seems like it will be more useful at higher levels.

Thanks for the input. As a newbie the number of rules and options is overwhelming.

Dark Archive

You can't take Bruising Intellect and Student of Philosophy (they're both Social Traits).

I'd recommend Pragmatic Activator to boost your UMD.

Shadow Lodge

Student of Philosophy and Bruising Intellect can't be taken on the same character, because they're both Social Traits. Swap your race-trait to the one which gives humans 3 free skill focuses and take the Orator feat instead.

Silver Crusade

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I am playing an empiricist investigator in PFS, and one in a home-game AP of Mummy's Mask. They are ninth and eighth level, and pure investigators without the swashbuckler dip. Neither is weak in combat once studied combat/strike came into the picture.

Giuseppe Aldonaldo, level 9:

Giuseppe Aldonaldo
Male elf investigator (empiricist) 9 (Pathfinder RPG Advanced Class Guide 30, 100)
LN Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +32
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Defense
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AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 57 (9d8+9)
Fort +7, Ref +11, Will +9 (+4 save vs. illusion and disbelievable effects); +2 vs. enchantments
Defensive Abilities trap sense +3; Immune sleep; Resist unfailing logic
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Offense
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Speed 30 ft.
Melee +1 agile keen rapier +10/+5 (1d6+4/15-20) or
. . mwk cold iron rapier +10/+5 (1d6+1/18-20) or
. . silver cestus +9/+4 (1d4+1/19-20)
Ranged sling +9 (1d4+1)
Special Attacks studied combat (+4, 7 rounds), studied strike +3d6
Spell-Like Abilities (CL 9th; concentration +7)
. . 1/day—comprehend languages, detect magic, detect poison, read magic
Investigator (Empiricist) Extracts Prepared (CL 9th; concentration +16)
. . 3rd—absorb toxicity[UC], bloodhound[APG], displacement, fly, heroism
. . 2nd—acute senses[UM] (DC 19), alchemical allocation[APG], barkskin, darkvision, false life, investigative mind[ACG]
. . 1st—adhesive spittle[ACG] (DC 18), ant haul[APG] (DC 18), comprehend languages, disguise self, expeditious retreat, heightened awareness[ACG], shield
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Statistics
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Str 12, Dex 16, Con 12, Int 24, Wis 12, Cha 7
Base Atk +6; CMB +7; CMD 20
Feats Combat Reflexes, Extra Investigator Talent[ACG], Inspired Alchemy[ACG], Technologist, Weapon Finesse
Traits forlorn, student of philosophy
Skills Acrobatics +10, Appraise +11, Bluff +11 (+20 to lie (as a result of using Int instead of Cha)), Climb +5, Craft (alchemy) +19 (+28 to create alchemical items), Diplomacy +16 (+25 to gather information (You can use your Intelligence Modifier instead of Charisma), +25 to persuade others but not to gather information (as a result of using Int instead of Cha)), Disable Device +27, Disguise +2, Escape Artist +9, Heal +5, Intimidate +2, Knowledge (arcana) +16, Knowledge (dungeoneering) +12, Knowledge (engineering) +13, Knowledge (geography) +11, Knowledge (history) +11, Knowledge (local) +15, Knowledge (nature) +12, Knowledge (nobility) +12, Knowledge (planes) +16, Knowledge (religion) +13, Linguistics +15, Perception +32, Ride +4, Sense Motive +20, Sleight of Hand +7, Spellcraft +15, Stealth +16, Survival +2 (+7 when tracking), Swim +2, Use Magic Device +19; Racial Modifiers +2 Perception
Languages Abyssal, Ancient Osiriani, Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Infernal, Sylvan, Terran, Tien, Undercommon, Vudrani
SQ alchemy (alchemy crafting +9), ceaseless observation, inspiration (13/day), investigator talents (combat inspiration[ACG], enhance potion, expanded inspiration[ACG], mutagen[UM], quick study[ACG]), keen recollection, mutagen (+4/-2, +2 natural armor, 90 minutes), trapfinding +4
Combat Gear boro bead (1st level)[UE], mutagen[APG], oil of daylight, potion of heroism, potion of resist acid 10, potion of resist cold 10, potion of resist electricity 10, potion of resist fire 10, potion of resist sonic 10, potion of shield of faith +2, potion of tongues, wand of create water (50 charges), wand of cure light wounds, wand of endure elements (50 charges), wand of heightened awareness (50 charges), wand of mage armor (50 charges), acid (4), air crystal (3), alchemical grease[APG] (6), alchemist's fire (2), alkali flask[APG] (3), antiplague[APG] (3), antitoxin (3), armor ointment[UE] (3), bladeguard[APG] (3), bloodvine rope[ACG], bloodvine rope[ACG], bloodvine rope[ACG], smelling salts[APG] (3), soothe syrup[APG] (3), soul stimulant[UE] (3), tanglefoot bag (4), weapon blanch (adamantine)[APG] (3), weapon blanch (ghost salt) (3); Other Gear +1 darkleaf cloth lamellar (leather) armor[UC], +1 agile keen rapier, mwk cold iron rapier, silver cestus[APG], sling, sling bullets (10), cloak of elvenkind, cloak of resistance +2, cracked dark blue rhomboid ioun stone, cracked dusty rose prism ioun stone, cracked magenta prism ioun stone, cracked mossy disk ioun stone, cracked mulberry pentacle ioun stone, cracked scarlet and blue sphere ioun stone, first aid gloves, handy haversack, headband of vast intelligence +2, ioun torch ioun stone[APG], lenses of detection, wayfinder[ISWG], alchemy crafting kit[APG], bandolier[UE], bedroll, belt pouch, canteen[UE], chalk, fishhook, ink, inkpen, journal[UE], masterwork backpack[APG], masterwork thieves' tools, silk rope (50 ft.), skillchip mark iii, skillslot (technology guide 38) (worth 2,000 gp), string or twine[APG], trail rations (6), vial (4), waterproof bag[UE], waterskin, 11,513 gp, 7 sp, 2 cp
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Special Abilities
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Alchemy +9 (Su) +9 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+9)
Combat Inspiration (Ex) Applying inspiration to attacks/saves only costs 1 point.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Comprehend Languages (1/day) (Sp) With Intelligence 11+, cast Comprehend Languages once per day.
Detect Magic (1/day) (Sp) With Intelligence 11+, cast Detect Magic once per day.
Detect Poison (1/day) (Sp) With Intelligence 11+, cast Detect Poison once per day.
Elven Immunities - Sleep You are immune to magic sleep effects.
Enhance Potion (7/day) A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks to function at a caster level equal to his class level.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Inspiration (+1d6, 13/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Inspired Alchemy You can recreate an extract you consumed during the past hour.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 21) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 90 minutes.
Quick Study (Ex) Use studied combat as a swift action.
Read Magic (1/day) (Sp) With Intelligence 11+, cast Read Magic once per day.
Studied Combat (+4, 7 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +3d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Technologist You are familiar with the basic mechanics of technology.

Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological su
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Trapfinding +4 Gain a bonus to find or disable traps, including magical ones.
Unfailing Logic +4 (Ex) +4 save vs. illusion and disbelievable effects
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From Oppara in Taldor.

I made him at the beginning of season 6, so he has the technologist feat; you will probably not get that one.

There are six knowledge skills used to identify creatures, so you might only want to put a few ranks in the others. I have found that perception and use magic device are critical skills and I worked hard to get them up. +19 in UMD means that without penalties, wand activation is automatic and no chance of breaking it for the day.

In combat, 3 ranks of acrobatics lets you hit at -4 and and have +3 armor class. You won't have too much difficulty hitting as your 3/4 BAB and studied combat makes you about as good as a fighter. The feat Crane Style can really help there. You have to watch your buffing, and really use those 10-minute per level ones. Time spent buffing in combat seems really difficult to find.

You will find your fortitude save lacking, and have to find ways to improve it. Heroism is a wonderful 3d level extract.

Studied Combat, Expanded Inspiration and Combat Inspiration combine to give you the Inspiration you need to fight. I like to end Studied Combats with Studied Strike pretty often, but it is precision damage. Before Studied Combat, you may find yourself a placeholder in the Line, but you can get your armor class pretty high, making it somewhat safe. I like to maneuver a lot to provide flanks to my team.

These are thoughts off the top of my head. If you have questions, I'd be happy to respond to them.

Silver Crusade

Here is the list I use for finding Guides online. There are others, but I find these very useful to collect my thoughts for character building.

Silver Crusade

Oh, Heightened Awareness. Use it. Maybe a wand, too, as it gets ended a lot.

Grand Lodge

Inspector Pendergast wrote:

You can't take Bruising Intellect and Student of Philosophy (they're both Social Traits).

I'd recommend Pragmatic Activator to boost your UMD.

He could take Pragmatic Activator..or he could take something that his class/archetype doesn't already do for him..

A few good traits that aren't social traits that would work well for you
Theoretical Magician - +3 to spellcraft checks (you aren't a spellcaster so you get the +3 instead of +2)
Armor Expert - some day buy a mithral breastplate with no ACP for no penalties.
Accelerated Drinker - drink a potion as a move action if you already have it in hand, works really well with Alchemical Allocation


Wow. Great stuff guys. I knew that I couldn't take two social traits but I somehow didn't realize those were both social, probably due to constantly tweaking. Once I get a chance to look into the suggestions I am sure I will have more questions.

Thanks everyone!


Pathfinder Roleplaying Game Superscriber

Oh, and once you get infusion... tears to wine is on your list. Starts at +2 to all INT and WIS skils, goes up to +5 at caster level 9, +10 at CL 15.


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taks wrote:
Oh, and once you get infusion... tears to wine is on your list. Starts at +2 to all INT and WIS skils, goes up to +5 at caster level 9, +10 at CL 15.

I thought that spell was not allowed in PFS.

Grand Lodge

slunkatron wrote:
taks wrote:
Oh, and once you get infusion... tears to wine is on your list. Starts at +2 to all INT and WIS skils, goes up to +5 at caster level 9, +10 at CL 15.
I thought that spell was not allowed in PFS.

You are correct. Tears to Wine is not legal for PFS per the Additional Resources.


Pathfinder Roleplaying Game Superscriber

I was unaware you were playing PFS.


Pathfinder Roleplaying Game Superscriber

Because I didn't read the WHOLE title. :)


taks wrote:
Because I didn't read the WHOLE title. :)

Don't be hard on yourself. It was a long title. Plus I realized afterwards that there is an actual Society message board.


PFS Investigators get a alchemical crafting for 1/3 cost. Keep sacks of handy stuff to distribute to teammates at the beginning of the scenario. Give them each a list to check off what they consume and replace whatever gets used.

Other PCs can't keep any of it, but they can use it up and you'll replace it for cheap.

I'll edit with my list of stuff my Empiricist hands out.

BTW, I stole this idea from someone on these forums. Can't remember who though.


Sounds like a way to have something to offer to spellcasters to take a look at their spells since an Investigator can't reciprocate.


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Too late to edit my post.

Here's Golek's handouts: https://www.dropbox.com/s/4m5t8q239xiewm4/Alchemical%20Items-Golek%20Bundle .pdf?dl=0


Pathfinder Roleplaying Game Superscriber

I'm actually glad you posted it here because I don't browse the PFS board normally. Investigator is probably my favorite character (magus ranks high, too), so I like it when people discuss them since guide support is minimal (and not updated to the latest and greatest features). Another interesting build is the questioner, basically a bard that uses INT instead of CHA.

Lantern Lodge

slunkatron wrote:
...

Other options for Int-focused Investigator-type PFS PCs...

Traits:

Precise Treatment (magic) - use Intelligence with Heal.

Clever Wordplay (social) - use Intelligence with any one Cha-based skill.

Feats:

Additional Traits - allows you to pick up two additional traits.

Kirin Strike - after a few rounds of swift actions, add double your Int bonus to a single melee or ranged attack.

Classes:

Mindchemist (alchemist archetype) - at 2nd level, add your Int x2 to all knowledge checks.

Magical Items:

Investigator's Hat (7k) - +2 knowledge rolls to ID monsters, use inspiration roll with knowledge checks to add to attack rolls.

Inspired weapon enhancement (+1) - either cheaper use of inspiration in combat, or add double inspiration to damage roll.

Race:

Half elf - preferred class bonus +1/4 to all inspiration rolls.

As others have mentioned, though...the 'advice' forum has guides for all sorts of builds, including guides on traits, utilizing stats for 'alternative uses', investigators... Check'm out.

Dark Archive

Deific Obedience (Irori) is probably my next feat.

Sovereign Court

Fey Obedience (Magdh) from the new Fey book is really good and easy to use. Just be sure to check the campaign Clarifications, they did an addendum to it for PFS


All you guys are doing is making my decisions harder with all these great options. Lol.

A couple more questions:

Is the heal skill worth worrying about given the prevalence of wand of cure light wounds and so forth?

Would it be a bad idea to swap my DEX and INT to 17 DEX and 18 INT? My intelligence is involved in almost everything, skills, panache, intuition, language. I feel like with that being the case and all the ways I am going to have to boost DEX, that I might get more use of the bonuses from INT being 18.

Scarab Sages

The heal skill isn't often used to heal hitpoints. It's more often used for helping fight of disease. However, the main reason an Investigator might want a decent heal skill is that it's what's often referenced for determining how a creature was killed. I don't know that it's worth spending a trait to turn it into an INT skill. It's not like you've tanked Wisdom.

I went with a higher INT than DEX on my investigator, but I was very skill focused for the first 4 or 5 levels, and my combat effectiveness suffered. But I still only have a 16 DEX at 10th level and I can buff to be more than just effective in combat. If you want your combat abilities to keep up with other martials, though, the 18 DEX will help.


Ferious Thune wrote:

The heal skill isn't often used to heal hitpoints. It's more often used for helping fight of disease. However, the main reason an Investigator might want a decent heal skill is that it's what's often referenced for determining how a creature was killed. I don't know that it's worth spending a trait to turn it into an INT skill. It's not like you've tanked Wisdom.

I went with a higher INT than DEX on my investigator, but I was very skill focused for the first 4 or 5 levels, and my combat effectiveness suffered. But I still only have a 16 DEX at 10th level and I can buff to be more than just effective in combat. If you want your combat abilities to keep up with other martials, though, the 18 DEX will help.

I was thinking of using my first ability score increase on DEX if I started with 17. I figure the first few levels my offense should be ok anyway.


Pathfinder Roleplaying Game Superscriber

It is a complicated class, more so than most (to me at least) given the variety of things you have to consider.

Heal skill: unlikely, IMO, but I don't play PFS so I can't be sure.

DEX<-->INT: I'd definitely go with 18 INT, but I like my smart guys to be smart. That's 5 inspiration points per day, which you'll use pretty quickly. That's also an additional +1 bonus to 4 non-INT skills (plus gather information) at level 2 rather than level 4 on top of the +1 to all of your INT skills. Consider that you're trading for +1 AC and +1 reflex saving throw (which is already your highest).

Silver Crusade

slunkatron wrote:

All you guys are doing is making my decisions harder with all these great options. Lol.

A couple more questions:

Is the heal skill worth worrying about given the prevalence of wand of cure light wounds and so forth?

Would it be a bad idea to swap my DEX and INT to 17 DEX and 18 INT? My intelligence is involved in almost everything, skills, panache, intuition, language. I feel like with that being the case and all the ways I am going to have to boost DEX, that I might get more use of the bonuses from INT being 18.

The use of the Heal skill has been extremely rare for me, but has actually happened. Giuseppe has a rank in it, but I didn't bother to find a way to tie it to intelligence.

I have found intelligence to be incredibly important to Giuseppe and his home-game counterpart, Byron. However, both are single-classed investigators and I don't know how much dexterity you need to work with swashbuckler dips. The way I would 'empirically' try to test is by building a character both ways and leveling it up to about 8th level. A real character will develop differently, I would expect, but you might see some issues you want to address.

Scarab Sages

Yeah, a 17 DEX will be fine to start. Like I said, I've got a 16 (starterd at 14), and I've still managed to be better than average in combat (after much planning for buffs, etc). If you're wanting to maximize combat, go with the 18, but you can be very good starting with a lower stat. If I had it to do again, i'd have started at 16 or 17 DEX.

Having my INT where it is (started at 18, up to 22 now, I think) means I can have only 1 rank in most of the knowledge skills, and between Breadth of Experience and Inspiration still be excellent at them. I think he's at +12 base with one rank, +14 with Heroism going, and +16 with Heroism and Heightened Awareness. Plus a d6 Inspiration. And if it's a really skill focused scenario, you can throw Investigative Mind on top to roll twice. Knowledge Local, which I have boosted to max, is at +21 before the buffs. So having a high INT makes it easier to spread skill points around and be good at a lot of things.

Grand Lodge

Ferious Thune wrote:

...

Having my INT where it is (started at 18, up to 22 now, I think) means I can have only 1 rank in most of the knowledge skills, and between Breadth of Experience and Inspiration still be excellent at them. I think he's at +12 base with one rank, +14 with Heroism going, and +16 with Heroism and Heightened Awareness. Plus a d6 Inspiration. And if it's a really skill focused scenario, you can throw Investigative Mind on top to roll twice. Knowledge Local, which I have boosted to max, is at +21 before the buffs. So having a high INT makes it easier to spread skill points around and be good at a lot of things.

You can also add Clear Ears to this and Pathfinder Chronicles (out of combat). Investigators are the kings of cranking skills.

I will just mention this as well. Blood-boiling pill for +2 INIT.

Scarab Sages

Yeah, I didn't even get into alchemical items.

I don't personally use clear ear, because I still use Charisma for most of the skills. He was made during the playtest before Empiricist existed. I took a level dip into Sleepless Detective, which lets me add INT on top of CHA or WIS for Sense Motive, Perception, and Diplomacy to gather information. I took Pragmatic Activator to get INT on UMD, but I still use CHA for Bluff. Student of Philosophy would have been a good fit, but I'm not sure it was around yet either. Clever Wordplay probably was. I went with Tireless Logic instead, which lets me roll twice and pick the best once a day on an INT skill. As a gnome, I didn't bother with Intimidate, because of the additional size penalties. I think I've put a few ranks into it for like a +8, and Underworld Inspiration gives me free uses of Inspiration for it, but there's usually someone in the group that's better at it.

For someone tanking CHA, clear ear is great.

Blood-boiling pill is a good one, as long as you aren't anticipating bleed effects. At 25gp apiece and with an 8 hour duration one will get you through a lot of scenarios. I also UMD a wand of Heightened Awareness when I'm in a dungeon crawl. Chances are, you're going to get into a fight in the next 10 minutes in a dungeon. When you do, expend the active spell for the +4 bonus to initiative. In the meantime, make use of the bonuses it grants. Then burn another charge after all the post-fight healing and loot gathering is done.

I've got a long list of alchemical items I carry around. There are some very useful ones out there.

Grand Lodge

Ferious Thune wrote:
As a gnome, I didn't bother with Intimidate, because of the additional size penalties.

You're probably aware of this but this doesn't make it clear. It's penalty (singular). You get a +4 bonus if you're larger than your target and a -4 penalty if you're smaller--it's not per size, but just a static ±4.

Scarab Sages

I know. I made it work on a Halfling Inquisitor that specialized in Intimidate and just had a high enough bonus to make the penalty insignificant. I just didn't want to put the resources into it on my Investigator. Got to leave one skill for the rest of the party. :) It's definitely possible for an Investigator to be good at Intimidate, along with everything else.

Grand Lodge

"Got to leave one skill for the rest of the party." This should be tattooed on every investigator.

I don't even know how to play mine sometimes. Seven person table. I let everyone roll get there information and then roll and get much better 90% of the time. I don't want to roll first and not let them play. It also seems crappy to just sit out.


Thanks to suggestions in this thread right now for traits I am thinking Student of Philosophy and then one of:

1) Theoretical Magician (+3 Spellcraft)

2) Armor Expert (Reduce ACP by 1 to eventually wear Mithril Breastplate)

3) Alchemical Adept (+2 to Craft Alchemy, materials aren't ruined and failures don't cost extra unless you roll a 1)

Any comments on picking between those? 1 and 3 seem the most in character but 2 would eventually be nice in combat. I feel like the boost to AC will be available so many other ways that I am leaning away from 2.


Pathfinder Roleplaying Game Superscriber

I can imagine in PFS that's an issue. In home games, parties (ours at least) tend to minimize skills overlap. The investigator really is that good, however. Since I'm the GM playing the investigator, I basically do the same. Any skills the rest of the party doesn't cover, I know ahead of time.


If you are going to make extensive use of alchemical items then I recommend picking up the full pouch extract. Any sort of travel time will allow you to stock up on stuff for the adventure and saves on a significant amount of cash.


Ferious Thune wrote:
...I've got a long list of alchemical items I carry around. There are some very useful ones out there.

Please share, especially what I should have with me at early levels.

Scarab Sages

Hmm... I have a longer list actually printed with the character, but can't find the spreadsheet. Here is a basic package, though.

Spoiler:

Item GP Per Qty Cost
Alchemist's Fire 6.67 3 20.00
Acid Flask 3.33 3 10.00
Scent cloak 6.67 1 6.67
Weapon Blanch, Adamantine 33.33 1 33.33
Weapon Blanch, Cold Iron 16.67 1 16.67
Weapon Blanch, Silver 1.67 1 1.67
Antiplague 16.67 3 50.00
Antitoxin 16.67 3 50.00
Smelling Salts 8.33 1 8.33
Soothe Syrup 8.33 1 8.33
Salix, Wismuth 10 1 10.00
Tea, Meditation 10 2 20.00
Tanglefoot Bag 16.67 1 16.67
Thuderstone 10 1 10.00
Tindertwig 0.33 9 3.00

To that, I would add

Spoiler:

Item GP Per Qty Cost
Alchemical Grease 5 3 15
Alkali Flask 5 3 15
Anointing Oil 8.33 3 25
Blood-boiling Pill 25 3 75
Clear Ear 5 3 15
Light Detector .33 3 1
Peptus Salix 10 3 30
Soul Stimulent 100 1 100
Twitch Tonic 15 1 15

I'm sure there are others. It's not his main thing, so I don't always keep up to date on the latest alchemical options. I tend to craft the less expensive things in groups of 3 to keep the cost calculation simple, but some items, like Smelling Salts, have multiple uses.

As for what to keep at low levels... I wouldn't go too crazy until you've got some money saved up. The alchemical weapons are good, because of swarms. Smelling Salts. Antiplague and Antitoxin.

The Exchange

andreww wrote:
If you are going to make extensive use of alchemical items then I recommend picking up the full pouch extract. Any sort of travel time will allow you to stock up on stuff for the adventure and saves on a significant amount of cash.

Has there been a clarification on that spell yet?

Last I was aware there is so much internal contradiction and confusion that it really wasn't worth dealing with the wild table variations. (Not to mention the still unanswered question of how an alchemist/investigator can use it at all since it is a swift action.)


Kevin Willis wrote:
andreww wrote:
If you are going to make extensive use of alchemical items then I recommend picking up the full pouch extract. Any sort of travel time will allow you to stock up on stuff for the adventure and saves on a significant amount of cash.
Has there been a clarification on that spell yet?

Nope, I make fairly extensive use of it on a variety of characters and haven't yet encountered any difficulties across multiple different GM's.

I flag it up at the start. I don't see very much contradiction within it. The only real issue seems to be what happens to the items at the end of the scenario. I have always run it as they do not persist.

Lots of the newer extracts on the alchemist list create issues but in general I find it more sensible to find a way to allow them to work as that seems to be the clear intention given they were put onto the list.


Pathfinder Roleplaying Game Superscriber

There's a lot of controversy regarding many formulae on the list. You'll see a device comment about a,strict RAW interpretation, then the next book contains a formula that shouldn't be usable. For PFS, I can imagine it gets interesting.


Pathfinder Roleplaying Game Superscriber

A developer, not a device.


So I played my 3rd scenario today and used the 4th level pregen Investigator, Quinn. Even though he is a STR Investigator and I am going DEX, I am glad I did. It gave me a feel for the class. I have to say I really enjoyed the class. I think I had the STR mutagen, barkskin, heroism, and shield all going at once, plus bless from someone else. I was very hard to hit and hit almost every time. Plus I had inspiration in my pocket anytime I thought a skill check or attack was a bit short. For my own Investigator I will also have the panache deeds and I expect to use them a lot. The one thing Quinn really lacked was any sort of ranged option and I will have to think about what to do concerning that with my character, although with high DEX ranged is more of an option. Anyway, two weeks to lock down my (now) 2nd level swash/invest.


Pathfinder Roleplaying Game Superscriber

Cool. I built your concept to 20 myself just to see (in Hero Lab) and I liked it a bit more than my current rapier build (12th level, part 2 of book 4 of Giantslayer AP) in some regards, particularly the free weapon finesse and weapon focus at 1st level. I don't normally like multiclassing, more so with these cross-breed classes like the investigator, but this one doesn't matter as much as I think it does for a class like magus. Besides, you don't get to level 20 in an AP anyway.


So what is the point of a bandolier or an adventurer's sash, and what is the difference between them?

Also, how does an Investigator use a wand? Is it based on the UMD check?

Dark Archive

Investigators do indeed require UMD to activate wands.

Many people originally thought they didn't, that they worked like Alchemists, but it was eventually clarified that the two classes worked differently.

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