To smart for my own good


Advice


Working on my level 7 (we will hit it next game, and we bring are "upped" characters to the table when we think we will hit it...

Anyways, two issues have propped up. The first one is "What is to high of a knowledge skill at level 7"

The second is what feat to take....I am orbiting around Amauter Investigator, Skill Focus (arcana), or Extra Exploit (Quick Study)

The character is mainly "The smart guy" in the group. The group is magic heavy

*Dwarf CLeric of Phantasma
*Elven Fighter/Magus/Rogue
*Half-Elven Rogue/Sorcerer/Dragon Disciple
*Dwarf Ranger
*Human Swashbuckler

Spoiler:

Miril The Magnificient
Male elf arcanist 5/evangelist 2 (Pathfinder Campaign Setting: Inner Sea Gods, Pathfinder RPG Advanced Class Guide 8)
NG Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +10
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Defense
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AC 21, touch 15, flat-footed 16 (+4 armor, +4 Dex, +1 dodge, +1 natural, +1 shield)
hp 43 (7 HD; 5d6+2d8+16) (currently 42)
Fort +4, Ref +6, Will +6; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee dagger +5 (1d4+2/19-20) or
. . dagger +5 (1d4+2/19-20) or
. . (custom) staff of nethys +6 (1d6+4)
Ranged sling +7 (1d4+2)
Special Attacks arcane reservoir (3/9), arcanist exploits (bloodline development [arcane][ACG], potent magic[ACG], school understanding [arcane bond [object], universalist][ACG]), consume spells, hand of the apprentice (5/day)
Arcanist Spells Prepared (CL 7th; concentration +15)
. . 3rd (3/day)—slow (DC 17)
. . 2nd (5/day)—blindness/deafness (DC 16), invisibility
. . 1st (5/day)—burning hands (DC 15), grease, mage armor, magic missile
. . 0 (at will)—detect magic, disrupt undead, ghost sound (DC 14), light, mage hand, prestidigitation, read magic
. . Bloodline Arcane
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Statistics
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Str 15, Dex 18, Con 14, Int 18, Wis 12, Cha 15
Base Atk +3; CMB +5; CMD 20
Feats Breadth Of Experience[APG], Deific Obedience, Eschew Materials, Noble Scion Of Lore[ISWG]
Traits magical knack, scholar of the ancients
Skills Appraise +8, Craft (Drawing) +13, Craft (weapons) +10, Knowledge (All) +6, Knowledge (arcana) +18, Knowledge (dungeoneering) +11, Knowledge (engineering) +11, Knowledge (geography) +11, Knowledge (history) +18, Knowledge (local) +12, Knowledge (nature) +11, Knowledge (nobility) +13, Knowledge (planes) +11, Knowledge (religion) +13, Linguistics +10, Perception +10, Profession (All) +5, Ride +8, Spellcraft +14 (+16 to identify magic item properties), Stealth +10, Use Magic Device +11; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Abyssal, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc, Thassilonian
SQ arcane focus[ARG], elven magic
Combat Gear scroll of comprehend languages, scroll of mirror image, scroll of see invisibility, scroll of sleep, scroll of whispering wind, wand of silent image (5 charges); Other Gear staff of nethys, dagger, dagger, sling, sling bullets (20), amulet of natural armor +1, golembane scarab, handy haversack, traveler's any-tool[UE], arcanist starting spellbook, belt pouch, belt pouch, candle (10), chalk (2), crowbar, flint and steel, grappling hook, ink (2), inkpen, journal[UE], masterwork tool, mess kit[UE], parchment (5), scroll case, silk rope (50 ft.), spell component pouch, spellbook, spellbook, string or twine[APG] (5), trail rations (5), waterskin, whetstone, donkey, animal harness, artisan tools, bedroll, blanket, cauldron, masterwork tool, pack saddle, silver/gold-smith anvil, soap, light horse, bit and bridle, riding saddle, saddlebags, 63 gp, 5 sp
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Special Abilities
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Arcane Bond (Staff of nethys) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Arcane Reservoir +2 DC or CL (9/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Bloodline Development (2 rounds) Use 1 reservoir as a swift action to treat bloodline ability at full level for 2 rds.
Consume Spells (2/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Hand of the Apprentice (5/day) (Su) As a standard action, throw melee weapon (use Int instead of Dex) and instantly returns.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
School Understanding (2 rounds) Use 1 reservoir as a swift action to treat school ability at full level & gain other ability for 2 rds.
--------------------
Miril was always slightly odd, while a gifted mage he was always thinking about the world beyond his forest home. He was a wander at heart, and when he reached the age of maturity he set out to see the world. He has an innate curiosity about the world that cannot be quenched.

His most prized possession is a small journal that he keeps in a belt pouch. He can often be seen writing notes about what is going on around him.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


For starters, there is no such thing as too high of a knowledge check.

Next, Extra Exploit is pointless if you're just a Normal Arcanist unless you need more than 10 Exploits (which you shouldn't).

Furthermore, unless Skill Focus is for some other requirement, Breadth of Experience (+2 all knowledge checks) gives you more net bonuses to Knowledge checks.

I'd give advice on Amateur Investigator, but I have no idea what that all gives you and I am on my phone right now.


I'd take things that boost your spell casting. You're going to start to run into high save and SR creatures soon, so standbys like Spell Penetration and Spell Focus wouldn't be bad.


Darksol the Painbringer wrote:

For starters, there is no such thing as too high of a knowledge check.

Next, Extra Exploit is pointless if you're just a Normal Arcanist unless you need more than 10 Exploits (which you shouldn't).

Furthermore, unless Skill Focus is for some other requirement, Breadth of Experience (+2 all knowledge checks) gives you more net bonuses to Knowledge checks.

I'd give advice on Amateur Investigator, but I have no idea what that all gives you and I am on my phone right now.

Arcanist/Evangelist (Eventual Loremaster)

Have Breadth of XP already

AI gives a pool of points (based on INT mod) that add a D6 to various INT skill rolls


roguerouge wrote:
I'd take things that boost your spell casting. You're going to start to run into high save and SR creatures soon, so standbys like Spell Penetration and Spell Focus wouldn't be bad.

Penetration is my plan for level 8 (Using an exploit so I can take a greater exploit at 12)

Liberty's Edge

By these benchmarks, Level in bonus (so a +7) is okay, Level +5 (so a +12 bonus) is pretty good, and level +10 (so a +17) is very good, and you likely don't need more than that.

That more or less matches my experiences. And indicates you'd be very good at Knowledge skills if you got yourself a Headband of Intelligence, which is also something you need otherwise (Save DCs are getting a little low), so I'd aim for that.

As for Feats, I'd probably go Extra Exploit (Quick Study) but the others are also valid options.

Liberty's Edge

2 people marked this as a favorite.
Jason Wedel wrote:

Working on my level 7 (we will hit it next game, and we bring are "upped" characters to the table when we think we will hit it...

Anyways, two issues have propped up. The first one is "What is to high of a knowledge skill at level 7"

The second is what feat to take....I am orbiting around Amauter Investigator, Skill Focus (arcana), or Extra Exploit (Quick Study)

The character is mainly "The smart guy" in the group. The group is magic heavy

*Dwarf CLeric of Phantasma
*Elven Fighter/Magus/Rogue
*Half-Elven Rogue/Sorcerer/Dragon Disciple
*Dwarf Ranger
*Human Swashbuckler

** spoiler omitted **...

AH! But are you too smart to know that it's "too smart ...", not "to smart"? That's the REAL question! ;)


1 person marked this as a favorite.

me and homophones have never got along, and I am a processional educator...


Deadmanwalking: Thank you for the scale, HUGE help

On to feats, my gut says to avoid extra exploits, but a few options are too good to ignore

I am debating going loremaster or Pathfinder Savant

----Possible feats----
1) Skill Focus---If I intend to go Loremaster
2) Amateur Investigator---Safety Blanket, Opens door for a GISH option
3) Magical Aptitude---If I go Savant
4) Great Fortitude---Improves weak Saving Throw
5) Extra Reservoir---More pool points can be easier

----possible exploits via Extra Exploits---
a) Quick Study
b) dimensional slide
c) metamagic knowledge (spell piercing)--->opens greater exploit


Orbiting around Spell Piercing, skill Focus, Extra Reservoir


Bards and Lore Oracles can have very high knowledge checks. High skills should never break or even remotely ruin a game unless you having a DM that let's bluff and diplomacy work as straight up mind control.


You could potentially look into Mindchemist Alchemist/Empiricist Investigator/the Sleepless Detective prestige class, but I wouldn't recommend multiclassing more than you already have.

But for context, one of the players in my campaign is an Inspired Blade Swashbuckler 1/Vivisectionist Mindchemist Alchemist 3/Empiricist Investigator 2, and his highest knowledge check at level 6 is a +28 Knowledge (Nature), with everything else hovering around +24 or +26. Admittedly, his Int is a lot higher than yours, but it shows that things could always be more ridiculous!


Went with Amateur Investigator
----
Going to take Quick Study next level

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