| Jormont Corbray |
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Hey all, my group and I have been running the Strange Aeons AP for a few weeks now and it's been pretty awesome. We're currently level 4 and our group consists of:
A halfing cleric focused on tanking and healing
A shadow oracle
A beast-bonded witch
A human barbarian
And myself, a CN human empiricist investigator.
I've really loved playing the character so far. Currently, he has a high strength and intelligence, uses a longspear when he isn't polymorphed, and is an excellent skill monkey. His feats and talents right now are:
Power Attack
Iron Will
Medium Armor Proficiency
Quick Study
The idea behind the character is that he was a former doctor with an illicit drug business on the side before ending up in Briarstone Asylum at the start of the campaign.
Anyway, there are a few things I'm thinking of doing with him and I'd to get some thoughts and feedback.
I think as I get more polymorph extracts, I'd like to focus more on natural attacks in combat. I have an amulet of mighty fists +1 and so far using bite/claw/claw as a Troglodyte using Alter Self has been really cool and pretty effective.
Next, I was thinking taking the feats Healers Hands and Signature Skill (Heal) (and maybe some traits like clockwork surgeon or friendless) to be able to actually put my high heal skill to use. We do have a cleric, but we routinely take enough damage that all of their spell slots are being spent healing. So, in addition to the feat chain being super flavorful for my character, I'm hoping it'll take some of the load off the cleric.
Finally, after finding what was basically a drug den in the AP, I did some research into other drugs in pathfinder and some, like Zerk and Oblivion, seem pretty useful. If I took master alchemist, I'd be able to craft them quickly in our downtime and use them to buff the party members, primarily the barbarian, who has a high fortitude save. Signature Skill and Healers Hands will let me heal the ability damage and treat disease will help if anyone fails an addiction save. Again, I think its super flavorful but could also be useful.
I know investigators don't have a lot of feats, but I think everything I really need will come from my extracts and talents (such as polymorph and mutagen), or from other class abilities (such as studied combat, which is a great scaling bonus).
Sorry for the long post. Thanks for sticking through it. I know its not necessarily an optimal build, but it seems useful enough to be fun and viable in our current campaign. What do you guys think?
PCScipio
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I presume you somehow retrained the Investigator Talent to Quick Study at 4th? IMHO Quick Study is not important at that level, especially with a longspear — you can generally Study as a move action, take a 5 ft step, and attack. I prefer something like Expanded Inspiration instead. Quick Study only really matters when you have more than one attack per round.