Value of investigator dedication devise stratagem.


Advice


I was looking at making a mastermind rogue with investigator dedication. Get known weaknesses and you can potentially free action recall knowledge. Seems good.

However the more I look at devise stratagem. The less value I see from it.

Yes the pre roll and cool, but unless you have a plethora of Rider effect attacks I feel like you won't get great value from it.

You Devise stratagem. You roll high. Cool. Attack.

You Devise stratagem. You roll low. ?

As a rogue you are heavily incentivised to use melee even with mastermind. If you roll low with devise stratagem. If you don't have another enemy nearby you either eat the miss or run to the nearest target.

I find devise stratagem heavily favors a ranged weapon. And also benefits largely with having Rider effect attacks or single hit alpha strikes. Neither of these things are in a base rogues kit (and why I loved Eldritch Archer dedication with an investigator).

So, thoughts?


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It's complicated to properly use Devise a Stratagem.

First question is: Free action of one action? You will obviously use free actions Devise a Stratagem more often.

Having multiple weapons is interesting, like a high crit one (Pick) and a no crit one for normal attacks. So, if you score a natural 20 you can choose the proper weapon.
If you have multiple enemies, its use is obvious. In that case it's nearly a True Strike.
Also, remember that you can use it on subsequent attacks. If you have only one enemy, it's useless to use it on your first attack as you'll attack him anyway. But using it on your last attack (if it's a free action) may allow you to Raise your Shield or Stride away instead of missing.

So, no, you don't necessarily need a ranged weapon to use it. But you need an alternate action.


SuperBidi wrote:

It's complicated to properly use Devise a Stratagem.

First question is: Free action of one action? You will obviously use free actions Devise a Stratagem more often.

Having multiple weapons is interesting, like a high crit one (Pick) and a no crit one for normal attacks. So, if you score a natural 20 you can choose the proper weapon.
If you have multiple enemies, its use is obvious. In that case it's nearly a True Strike.
Also, remember that you can use it on subsequent attacks. If you have only one enemy, it's useless to use it on your first attack as you'll attack him anyway. But using it on your last attack (if it's a free action) may allow you to Raise your Shield or Stride away instead of missing.

So, no, you don't necessarily need a ranged weapon to use it. But you need an alternate action.

So you are saying use devise stratagem as a free action after your first attack? That would work when an enemy is already flat footed. As I need my sneak attack.


While the rogue's debilitating strikes do impose some good rider effects on a sneak attack, this might be a combination that, while functional, isn't too good for the rogue - even a mastermind rogue.

For free action Recall Knowledge, since that appears to be the end goal with Known Weaknesses, the Investigator class also has Expeditious Investigation, which gives you a free action Recall Knowledge, albeit once per 10 minutes.

The Combat Assessment Fighter feat allows you to attempt a Recall Knowledge check when you successfully hit an opponent, as well, which might synergize a bit better with Mastermind Rogue, although the Figher Dedication isn't as useful.


Martialmasters wrote:
SuperBidi wrote:

It's complicated to properly use Devise a Stratagem.

First question is: Free action of one action? You will obviously use free actions Devise a Stratagem more often.

Having multiple weapons is interesting, like a high crit one (Pick) and a no crit one for normal attacks. So, if you score a natural 20 you can choose the proper weapon.
If you have multiple enemies, its use is obvious. In that case it's nearly a True Strike.
Also, remember that you can use it on subsequent attacks. If you have only one enemy, it's useless to use it on your first attack as you'll attack him anyway. But using it on your last attack (if it's a free action) may allow you to Raise your Shield or Stride away instead of missing.

So, no, you don't necessarily need a ranged weapon to use it. But you need an alternate action.

So you are saying use devise stratagem as a free action after your first attack? That would work when an enemy is already flat footed. As I need my sneak attack.

Well, I haven't thought much about your build, I was speaking in absolute. Devise a Stratagem seems to not function well for Rogues as you can't choose easily the enemy you attack (you need it to be Flat-Footed and it's rare to have more than one enemy Flat-Footed).


Devise Stratagem - biggest advantage of this is making sure you hit with things before you strike. Like if you are using a ranged weapon for example, you have poison arrows and such. Devise stratagem, get the free recall knowledge check, and then attack with a poisoned arrow or other expensive expendable things.


You get devise as an archetype usually when you either have "consumable" attacks that you dont want to miss (poisons, attack spells, focus powers, etc) or if you rely extensively on 2 action ranged attacks, where in that case you "sacrifice" 1 action in order to make sure you don't "waste" 2. Ranged is important in the second occasion since you need to stride as less as possible to exploit that route.

i've posted a few days ago a build that used it in the build thread:

Spoiler:
shroudb wrote:

Halfing Archer toxicologist:

Heritage: I like Gutsy the most.

1: Familiar
1 (halfling): Distracting shadows
2: Archer dedication
4: Calculated Splash (you do have Perpetual bombs as toxicologist)
5 (halfling): Cultural Adaptability: Human: Natural Ambition: Far lobber
6: Archer: Parting Shot
8: Pinpoint Poisoner
9 (human): Multitalented: Investigator Archeype
10: Investigator: Stratagem

------

The core of the build is complete at this point. You have an at-will ranged flat-footed attack through Parting shot, applying the Pinpoint poisoner debuff on your poisoned arrows, and you don't "waste" poisoned arrows since you know if you'll hit or not due to Stratagem.

Your should be using Quicksilver mutagen for the extra accuracy, and since you're halfing with an extremely high speed and stealth (both assisted by the mutagen) you should be able to position/sneak yourself to safety on the rounds where your Stratagem shows that you'll miss, plus the "free" step each round when you attack should help with that as well. That plus the various alchemical non-attacks (elixirs, healings, etc) should fill up your rounds. Worst case scenario, if you know you'll be missing with your attack and literaly have nothing else to do you can always chuck a Perpetual bomb for the free splash damage.

Familiar should be probably Valet+Indipendent for the free "quick draw" of any elixir/bomb/item on your person. (although early on you should probably be using extra ingredients to help with the bad early game of the Alchemist)

-------

Afterwards:

13 (halfing): Ceaseless shadows.

12-14: those are the most flexible feat levels. You should be picking up Extend elixir in one of the two, but for the other there are multiple viable options like:
Point-blank shot for the bit of extra damage on your shortbow.
Sticky bomb or Uncanny bombs (for more or easier bomb damage if you find yourself using those alot)
Archer's Aim if you have someone in the party applying Flat-footed reasonably often to gain even more...


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Unless you're talking about an Eldritch Archer devising stratages against the subject of their case, spells aren't usually a thing you conserve in this way. It's very rare for a spell to involve a strike, and stratagem doesn't apply to general spell attack rolls, whicheck helps spells to be a good thing to do instead of striking when the roll on the stratagem is poor.


Martialmasters wrote:
You Devise stratagem. You roll low. ?

You Devise Strategem. You roll low. You...

- attack something else.
- recall knowledge.
- move.
- use an item.


Phntm888 wrote:

While the rogue's debilitating strikes do impose some good rider effects on a sneak attack, this might be a combination that, while functional, isn't too good for the rogue - even a mastermind rogue.

For free action Recall Knowledge, since that appears to be the end goal with Known Weaknesses, the Investigator class also has Expeditious Investigation, which gives you a free action Recall Knowledge, albeit once per 10 minutes.

The Combat Assessment Fighter feat allows you to attempt a Recall Knowledge check when you successfully hit an opponent, as well, which might synergize a bit better with Mastermind Rogue, although the Figher Dedication isn't as useful.

That's not a bad idea tbh.


Draco18s wrote:
Martialmasters wrote:
You Devise stratagem. You roll low. ?

You Devise Strategem. You roll low. You...

- attack something else.
- recall knowledge.
- move.
- use an item.

That it they are not next to you? I guess you have to burn a move action and hope the target doesn't have an aoo.

Recall knowledge again makes it harder as that's a second recall and they get a bonus vs it (with known weakness)

What item? Give up your turn?

If I could find attacks with a success on failure maybe. Like dragging strike.


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Draco18s wrote:
Martialmasters wrote:
You Devise stratagem. You roll low. ?

You Devise Strategem. You roll low. You...

- attack something else.
- recall knowledge.
- move.
- use an item.

You... don't have the Athletic Strategist feat and just Disarm, Grapple, Shove, or Trip.


Falco271 wrote:
Draco18s wrote:
Martialmasters wrote:
You Devise stratagem. You roll low. ?

You Devise Strategem. You roll low. You...

- attack something else.
- recall knowledge.
- move.
- use an item.

You... don't have the Athletic Strategist feat and just Disarm, Grapple, Shove, or Trip.

I'll admit that an amusing wrinkle.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Cast a spell (innate, or from an item or dedication).

Aid your ally who can still hit.

Try intimidation.


Martialmasters wrote:
What item? Give up your turn?

There's all sorts of things you could plan to do in advance if your Devise Stratagem fails. The worst thing you can do is go "well, I rolled a 4, that's not going to hit, so I attack them and use the 4."

Do literally anything else. Devise Stratagem was your first action? Step and Stride away. Guess what, you just cost the enemy you were standing next to an action catching up.

That's pretty good compared to some other things you could do.


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I've played with Pathbuilder a lot these last few days. For a "knight in shining armor" even the investigator worked. "Devise" gives you advance knowledge of your strike (go for something big) missing, hitting or critting. While you'll never get the 8 attacks a ranger can get (6 flurry, 1 hasted, 1 AC), you can and do have the advantage of knowing your roll and choosing your actions from there. Get access to the biggest attack you can get (power attack, grievous blow, what ever) and work from there.

But apart from the damage investigator can do, compared to the fighter they can do a lot out of combat, they've got skills, options to effectively recall knowledge, etc.

With only the dedication: Knowing your roll gives you a lot of options. Rogue... Crit: Attack. Hit: What action would suit your party best. Miss: do any other action to help you party (attack another, trip, shove, you name it. Useful: very. Will it fit all characters: No, but where it fits, it will add lots of utility, fun.


Draco18s wrote:
Martialmasters wrote:
What item? Give up your turn?

There's all sorts of things you could plan to do in advance if your Devise Stratagem fails. The worst thing you can do is go "well, I rolled a 4, that's not going to hit, so I attack them and use the 4."

Do literally anything else. Devise Stratagem was your first action? Step and Stride away. Guess what, you just cost the enemy you were standing next to an action catching up.

That's pretty good compared to some other things you could do.

that didnt tell me what item though

but i agree its pretty good


Martialmasters wrote:

that didnt tell me what item though

but i agree its pretty good

Like, pick something. Potion of Healing, Acid Flask, Smoke Stick...

Whatever suits your fancy and the needs at the time.


Draco18s wrote:
Martialmasters wrote:

that didnt tell me what item though

but i agree its pretty good

Like, pick something. Potion of Healing, Acid Flask, Smoke Stick...

Whatever suits your fancy and the needs at the time.

so have a bandolier, and pretty sure an acid flask would be subject to the devise stratagem no?


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Martialmasters wrote:
so have a bandolier, and pretty sure an acid flask would be subject to the devise stratagem no?

Only if:

(A) you throw it at all
(B) you throw it at that enemy

It still takes an action to draw, so if you only have one action left for whatever reason, you can pop the acid flask out of your bandolier and then do something with it next turn.


You can always throw it at yourself to get them with the splash.


Draco18s wrote:
Martialmasters wrote:
so have a bandolier, and pretty sure an acid flask would be subject to the devise stratagem no?

Only if:

(A) you throw it at all
(B) you throw it at that enemy

It still takes an action to draw, so if you only have one action left for whatever reason, you can pop the acid flask out of your bandolier and then do something with it next turn.

is it still an action if its in a bandolier? i guess my only interaction with the bandolier has been to utiltize tread wounds quickly without hassle.


Martialmasters wrote:
Draco18s wrote:
Martialmasters wrote:
so have a bandolier, and pretty sure an acid flask would be subject to the devise stratagem no?

Only if:

(A) you throw it at all
(B) you throw it at that enemy

It still takes an action to draw, so if you only have one action left for whatever reason, you can pop the acid flask out of your bandolier and then do something with it next turn.

is it still an action if its in a bandolier? i guess my only interaction with the bandolier has been to utiltize tread wounds quickly without hassle.

Only tools (like healer's tools or alchemy tools) can be used from a bandolier without using an action to draw them. Everything else costs an interact action.


Xenocrat wrote:
Martialmasters wrote:
Draco18s wrote:
Martialmasters wrote:
so have a bandolier, and pretty sure an acid flask would be subject to the devise stratagem no?

Only if:

(A) you throw it at all
(B) you throw it at that enemy

It still takes an action to draw, so if you only have one action left for whatever reason, you can pop the acid flask out of your bandolier and then do something with it next turn.

is it still an action if its in a bandolier? i guess my only interaction with the bandolier has been to utiltize tread wounds quickly without hassle.
Only tools (like healer's tools or alchemy tools) can be used from a bandolier without using an action to draw them. Everything else costs an interact action.

i still need to study up on this bit, if i didnt have a bandolier would it cost more actions?


Martialmasters wrote:
is it still an action if its in a bandolier? i guess my only interaction with the bandolier has been to utiltize tread wounds quickly without hassle.

Bandoliers do not save actions when using items. They kinda-sorta do when dealing with kits,* but they do not change the number of actions that Drawn An Item requires (1) or Use An Item requires (1).

What it does change is you no longer need to spend an action removing your backpack and putting it back on again (2).

*By one, not requiring you remove your pack (covered) and two, you "draw and use" with the same action that using the kit normally uses (saving you the Draw An Item action). This savings only applies to kits!


Draco18s wrote:
Martialmasters wrote:
is it still an action if its in a bandolier? i guess my only interaction with the bandolier has been to utiltize tread wounds quickly without hassle.

Bandoliers do not save actions when using items. They kinda-sorta do when dealing with kits, but they do not change the number of actions that Drawn An Item requires (1) or Use An Item requires (1).

What it does change is you no longer need to spend an action removing your backpack and putting it back on again (2).

to be fair, that does save actions, in essence. so is still worthwhile i think.


Martialmasters wrote:
to be fair, that does save actions, in essence. so is still worthwhile i think.

Oh sure, keeping potions in a bandolier is a great use of a bandolier.


Draco18s wrote:
Martialmasters wrote:
to be fair, that does save actions, in essence. so is still worthwhile i think.
Oh sure, keeping potions in a bandolier is a great use of a bandolier.

thanks for the discussion, appreciated. definitely seeing the value in bandoliers for everyone lol.

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