Unbalanced
2014-11-09, 05:07 AM
Solo campaign first session was done the other day. It all went fairly well but I feel like I'm lacking any potency in combat.
Was thinking maybe a level dip into rogue and picking up improved feint?
Otherwise, how can I truly improve my combat potency?
Any other advice would be appreciated too.
This is the current character:
Human
(silver-tongued)
STR 12
DEX 18
CON 14
INT 18
WIS 12
CHA 14
Languages:
Common, Draconic, Dwarven, Elven, Orc
Traits:
Reactionary: You gain a +2 trait bonus to initiative.
Clever wordplay: Choose one charisma-based skill. You attempt checks with that skill using your intelligence modifier instead of your charisma modifier. (Diplomacy)
Investigator 1-
HP: 11
Initiative: +6 (Reactionary +2, Dex +4)
Attack: +4 (BAB +0, Dex +4)
Damage: 1d6+1 (sword cane) OR 1d4 (hand crossbow)
AC: 18 (Chain shirt +4, Dex +4)
FORT: +2 (Con +2)
REF: +6 (Investigator +2, Dex +4)
WILL: +3 (Investigator +2, Wis +1)
Inspiration: 5 points
Investigator: Trapfinding
Feat: Weapon finesse
Bonus feat: Combat expertise
Extracts:
1st level – 2 per day – Cure light wounds, disguise self, enlarge person, long arm, reduce person, shield.
Skills:
Bluff- +8 (+1 rank, +3 class skill, +2 silver tongued, Cha +2)
Craft (alchemy)- +9 (+1 rank, +3 class skill, +1 competency bonus, Int +4)
Diplomacy- +10 (+1 rank, +3 class skill, +2 silver tongued, Int +4)
Disable device- +8 (+1 rank, +3 class skill, Dex +4)
Knowledge (arcana)- +8 (+1 rank, +3 class skill, Int +4)
Knowledge (engineering)- +8 (+1 rank, +3 class skill, Int +4)
Knowledge (history)- +8 (+1 rank, +3 class skill, Int +4)
Perception- +5 (+1 rank, +3 class skill, Wis +1)
Sense motive- +5 (+1 rank, +3 class skill, Wis +1)
Stealth- +8 (+1 rank, +3 class skill, Dex +4)
Was thinking maybe a level dip into rogue and picking up improved feint?
Otherwise, how can I truly improve my combat potency?
Any other advice would be appreciated too.
This is the current character:
Human
(silver-tongued)
STR 12
DEX 18
CON 14
INT 18
WIS 12
CHA 14
Languages:
Common, Draconic, Dwarven, Elven, Orc
Traits:
Reactionary: You gain a +2 trait bonus to initiative.
Clever wordplay: Choose one charisma-based skill. You attempt checks with that skill using your intelligence modifier instead of your charisma modifier. (Diplomacy)
Investigator 1-
HP: 11
Initiative: +6 (Reactionary +2, Dex +4)
Attack: +4 (BAB +0, Dex +4)
Damage: 1d6+1 (sword cane) OR 1d4 (hand crossbow)
AC: 18 (Chain shirt +4, Dex +4)
FORT: +2 (Con +2)
REF: +6 (Investigator +2, Dex +4)
WILL: +3 (Investigator +2, Wis +1)
Inspiration: 5 points
Investigator: Trapfinding
Feat: Weapon finesse
Bonus feat: Combat expertise
Extracts:
1st level – 2 per day – Cure light wounds, disguise self, enlarge person, long arm, reduce person, shield.
Skills:
Bluff- +8 (+1 rank, +3 class skill, +2 silver tongued, Cha +2)
Craft (alchemy)- +9 (+1 rank, +3 class skill, +1 competency bonus, Int +4)
Diplomacy- +10 (+1 rank, +3 class skill, +2 silver tongued, Int +4)
Disable device- +8 (+1 rank, +3 class skill, Dex +4)
Knowledge (arcana)- +8 (+1 rank, +3 class skill, Int +4)
Knowledge (engineering)- +8 (+1 rank, +3 class skill, Int +4)
Knowledge (history)- +8 (+1 rank, +3 class skill, Int +4)
Perception- +5 (+1 rank, +3 class skill, Wis +1)
Sense motive- +5 (+1 rank, +3 class skill, Wis +1)
Stealth- +8 (+1 rank, +3 class skill, Dex +4)