| born_of_fire |
We are playing a group of goblins through the Slumbering Tsar. It is a very tough AP so I need a new character. I'm pretty happy with what I've got here aside from what seems like a rather low damage output. Fully buffed, the most this character can generate is 1d4+14 (even including a Weapon of Awe buff cast from a wand for +2 sacred damage) plus a studied strike for 3d6 within 3 rounds of engaging any particular mob. This seems a little underwhelming. I suppose I can count on critting a fair bit but this still seems fairly "meh" to me. Have I missed something obvious? Are my expectations out of whack?
Zaxl has a very high to hit when buffed (24/24/19 against a studied target) but I'm pretty certain rapiers don't qualify for Pirhana Strike, much to my dismay as he can totally afford the penalty to strike and it would be the perfect solution to the damage problem.
If anyone has any advice or suggestions, I have not selected traits yet and I have one feat open as well. I'm also not averse to making other changes but I do want to remain a dex-to-damage swashigator when all is said and done. Thanks in advance.
Zaxl Foulslip
Male goblin investigator (empiricist) 8/swashbuckler (inspired blade) 1 (Pathfinder RPG Advanced Class Guide 30, 56, 100, 125, Pathfinder RPG Bestiary 156)
NE Small humanoid (goblinoid)
Init +5; Senses darkvision 60 ft.; Perception +15
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Defense
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AC 22, touch 17, flat-footed 17 (+5 armor, +1 deflection, +5 Dex, +1 size)
hp 102 (9 HD; 8d8+1d10+44)
Fort +10, Ref +15, Will +11 (+4 save vs. illusion and disbelievable effects)
Defensive Abilities trap sense +2; Resist unfailing logic
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Offense
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Speed 30 ft.
Melee +1 keen rapier +15/+10 (1d4+6/15-20)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (4), studied combat (+4, 3 rounds), studied strike +3d6
Investigator (Empiricist) Extracts Prepared (CL 8th; concentration +11)
3rd—haste, haste, heroism
2nd—blur, blur, false life, ironskin, ironskin
1st—cure light wounds, cure light wounds, cure light wounds, shield, shield
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Statistics
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Str 7, Dex 20, Con 18, Int 16, Wis 10, Cha 7
Base Atk +7; CMB +4; CMD 20
Feats Extra Investigator Talent[ACG], Fencing Grace[UI], Graceful Athlete, Great Fortitude, Iron Will, Weapon Focus (rapier)
Skills Acrobatics +16, Climb +13, Craft (alchemy) +8 (+16 to create alchemical items), Diplomacy -2 (+3 to gather information (You can use your Intelligence Modifier instead of Charisma)), Disable Device +19, Escape Artist +17, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Perception +15, Ride +9, Stealth +17, Swim +13, Use Magic Device +15; Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Dwarven, Goblin, Orc
SQ alchemy (alchemy crafting +8), ceaseless observation, inspiration (7/day), inspired panache, investigator talents (graceful athlete, mutagen[UM], quick study[ACG], sickening offensive[ACG]), keen recollection, mutagen (+4/-2, +2 natural armor, 80 minutes), trapfinding +4
Combat Gear mutagen[APG], wand of weapon of awe (50 charges); Other Gear +3 darkleaf cloth leather armor, +1 keen rapier, belt of physical might +2 (Dex, Con), cape of free will +2/+3[MA], headband of vast intelligence +2, ring of protection +1, investigator starting formula book, masterwork thieves' tools
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Special Abilities
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Alchemy +8 (Su) +8 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+5)
Darkvision (60 feet) You can see in the dark (black and white only).
Deeds
Fencing Grace Use Dexterity on rapier damage rolls
Graceful Athlete Apply your Dexterity bonus to Climb and Swim checks in place of Strength.
Inspiration (+1d6, 7/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
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 17) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 80 minutes.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Quick Study (Ex) Use studied combat as a swift action.
Sickening Offensive (Ex) Studied strike sickens foe for 1 rd.
Studied Combat (+4, 3 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.
Trap Sense +2 (Ex) +2 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
| born_of_fire |
Thanks for the reply avr. I used my spare feat to pick up amazing inspiration and now have until level 11 to get myself an inspired rapier. Assuming Zaxl isn't killed before then, that will be when I have the opportunity to take Combat Inspiration. Your advice will make a huge difference...eventually. Other than that, it mostly seems like my expectations were a little on the high side.
| ekibus |
| 1 person marked this as a favorite. |
Effortless lace would change your rapier to a light weapon allowing you to use piranha strike.
Studied strike is kinda last resort imo. But honestly I went a different route... I aimed for combat reflexes with the longarm extract added to lunge. Perhaps getting the fortuitous enchant for a extra attack at -5
| ekibus |
Couple things to consider with your extracts... Barkskin is really nice especially when it is 10 mins per (you can only consume so many in a encounter.) Alchemical allocation is awesome...the ability to use any potion without consuming it can be extremely useful.
Spring loaded wrist sheath with 2 critical wands you use a lot in each of them. Of course a handy haversack is necessary. Boro beads are of course nice. Of course I cant remember the name but there is a vial you can buy that would allow you to take 2 extracts at once...but drawing a blank on the name