| Jagael |
My group just hit level 13. My character is Investigator12/Inspired Blade1, and I am wracking my brains for an interesting feat to take. I know there are some nice gotos like Improved Initiative, Critical Focus, or Iron Will/Great Fortitude, but I am hoping for something a bit more exciting.
HP 96
BAB 10
SAVES Fort 6 Ref 19 Will 11
STR 8 DEX 21 CON 14 INT 20 WIS 12 CHA 16
FEATS: Fast Learner, Improvisation, Weapon Finesse (Rapier only), Weapon Focus (Rapier), Fencing Grace, Piranha Strike, Master Alchemist, Combat Reflexes, Extra Talent (Sickening Offensive)
Any thoughts would be highly appreciated.
| avr |
Bodyguard to protect your allies, or studied expertise to aid their attacks, or inspired strike for a little extra damage. Brilliant planner if you'd like to have odd items to hand but can't be bothered writing down a long list on your character sheet (make sure you have a handy haversack). Since you have improvisation you might like improved improvisation. Lunge if many of your enemies have reach. Surge of success might be useful.
| Slim Jim |
You're a character with a low Fortitude save entering upper-tier combat where melee may not always be your best tactic even if you do a ton of damage. Or, it's becoming irksome when you can't full attack because the adjacent bad guy you hit dropped on your first stab, and no one else is nearby. So....
....Divine Fighting Technique (Desna's Shooting Star), and retrain Improvisation to Quick Draw. And, assuming you haven't already blown all of your money upgrading a dexterity belt, get a Blinkback Belt instead, a decently spiffy starknife, and start upgrading your charisma headband.
-- This gives you good ranged ability as well as a back-up melee weapon that doesn't use your penalized strength for attacks and damage.
| Ryze Kuja |
You have a decent Dexterity score, so if you want something really fun, take Throw Anything. Throw Anything really shines when you're in a tavern brawl and you start chucking plates, beer mugs, chairs, tables, and candelabras, or if you're in a BBEG's room and there's an alchemist's table, a bookcase full of books and keepsake knick knacks, or a weapon rack...
With Throw Anything, you get a +1 circumstance bonus to hit with thrown splash weapons too. You have Master Alchemist already, so this pairs well with making and carrying Alchemist's Fire, Bottled Lightning, Tanglefoot/Tangleburn bags, Liquid Ice, Holy Water, and Acid Flasks around with you to throw at people ;)
The only limit to Throw Anything is your own imagination! ;D Basically anything in the room just became a weapon :P
Gray Warden
|
My "problem" with Investigators is that I really like Investigator Talents, and I want them all! Therefore, I would burn any spare feat into Extra Talent and/or Focused Inspiration.
On the other hand, using a rapier screams for Improved Critical, not only for the extra damage, but also because critting is the only way you have to recover panache points, which in turn allows you to do lots of cool stuff.
Another option rapier-related is Weapon Versatility. If you often face enemies resistant against piercing attacks, this feat would allow you to change the damage type of the rapier to slashing or bludgeoning according to the situation.
| Slim Jim |
By the time Improved Critical is available (BAB8), it's basically no different than Weapon Focus when you figure it's saving you a +1 on the enhancement of your weapon by not requiring you to buy Keen for it. --In other words, if you're reliably hitting all the time anyway by that level, just spend the money for Keen (and especially if your confirmation bonus is higher than your regular attack bonus).