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Chelios
2015-03-08, 06:52 AM
We are starting an adventure, the main atmosphere is Horror/Lovecraft-like. So i think Investigator is the best class for fitting in such atmosphere.


Detective Dee
Male tengu investigator (empiricist) 9/swashbuckler (inspired blade) 1 (Pathfinder RPG Advanced Class Guide 30, 56, 100, 125, Pathfinder RPG Advanced Race Guide 162)
N Medium humanoid (tengu)
Init +5; Senses low-light vision; Perception +19
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Defense
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AC 26, touch 15, flat-footed 21 (+7 armor, +5 Dex, +4 shield)
hp 67 (10 HD; 9d8+1d10+19)
Fort +7, Ref +16, Will +10 (+4 save vs. illusion and disbelievable effects)
Defensive Abilities trap sense +3; Resist unfailing logic
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Offense
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Speed 30 ft.
Melee +1 inspired rapier +14/+9 (1d6+6/18-20) or
. . bite +2 (1d3), 2 claws +2 (1d3)
Ranged +1 light crossbow +13 (1d8+1/19-20)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (5), studied combat (+4, 4 rounds), studied strike +3d6
Investigator (Empiricist) Extracts Prepared (CL 9th; concentration +13)
. . 3rd—channel vigor (2), heroism, monstrous physique I[UM]
. . 2nd—alchemical allocation[APG] (3), invisibility, vomit swarm[APG]
. . 1st—anticipate peril[UM] (DC 15), enlarge person (DC 15), heightened awareness[ACG], long arm[ACG] (2), true strike
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Statistics
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Str 10, Dex 20, Con 12, Int 18, Wis 12, Cha 7
Base Atk +7; CMB +7; CMD 22
Feats Brew Potion, Combat Reflexes, Extra Investigator Talent[ACG], Fencing Grace, Inspired Alchemy[ACG], Weapon Focus (rapier)
Traits accelerated drinker, bruising intellect
Skills Acrobatics +10, Appraise +8, Bluff +8, Craft (alchemy) +13 (+22 to create alchemical items), Diplomacy +8 (+14 to gather information (You can use your Intelligence Modifier instead of Charisma)), Disable Device +17, Disguise +11, Escape Artist +9, Heal +5, Intimidate +17, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +12, Perception +19, Sense Motive +9, Sleight of Hand +9, Spellcraft +10, Stealth +20, Use Magic Device +17; Racial Modifiers +4 Linguistics, +2 Perception, +2 Stealth, ceaseless observation
Languages Common, Dark Folk, Dwarven, Elven, Shadowtongue, Sylvan, Tengu, Undercommon
SQ alchemy (alchemy crafting +9), inspiration (8/day), inspired panache, investigator talents (combat inspiration, infusion, mutagen, quick study, sickening offensive), keen recollection, mutagen (+4/-2, +2 natural armor, 90 minutes), trapfinding +4
Combat Gear elixir of tumbling, poisoner's gloves, potion of ant haul, potion of anticipate peril, potion of barkskin (CL 12th), potion of cat's grace, potion of heroism (CL 5th), potion of invisibility, potion of levitate, potion of life bubble, potion of nap stack, potion of protection from evil, potion of share language, wand of cure light wounds (50 charges), acid (5), alchemical grease (2), alchemist's fire (2), antiplague (2), antitoxin (2), blood-boiling pill, burst jar (5), cytillesh stun vial (3), ghast retch flask (2), holy water (6), meditation tea (2), tangleburn bag (2), tanglefoot bag, weapon blanch (adamantine) (3), weapon blanch (cold iron) (3), weapon blanch (ghost salt) (3), weapon blanch (silver) (3); Other Gear +2 mithral kikko armor, +3 mithral buckler, +1 inspired rapier, +1 light crossbow, crossbow bolts (10), bag of holding i, belt of incredible dexterity +2, cloak of resistance +3, elixir of hiding, elixir of vision, headband of vast intelligence +2, hybridization funnel, alchemy crafting kit, bandolier, bandolier, bedroll, belt pouch, flint and steel, ink, black, inkpen, iron vial (100), mess kit, portable alchemist's lab, pot, soap, torch (10), trail rations (5), waterskin, wrist sheath, spring loaded, 170 gp
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Special Abilities
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Accelerated Drinker You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.
Alchemy +9 (Su) +9 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+6)
Combat Inspiration (Ex) Applying inspiration to attacks/saves only costs 1 point.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Fencing Grace Get Dex to dmg with rapiers and +2 CMD vs disarm if you have panache.
Hybridization funnel DC 25 Craft (alchemy) to combine two alchemical splash weapons into one.
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Inspiration (+1d6, 8/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Inspired Alchemy You can recreate an extract you consumed during the past hour.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 18) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 90 minutes.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Poisoner's gloves (2/day) Each glove can be filled with liquid, and deliver with melee touch or natural att.
Quick Study (Ex) Use studied combat as a swift action.
Sickening Offensive (Ex) Studied strike sickens foe for 1 rd.
Studied Combat (+4, 4 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +3d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Trapfinding +4 Gain a bonus to find or disable traps, including magical ones.
Unfailing Logic +4 (Ex) +4 save vs. illusion and disbelievable effects.



(HR: I can pick Brew Potion, because like my DM said is ridicously that a guy who can brew extracts and infusions can't brew potions)

What do you think? Can i change something? I don't want nothing OP or Cheesy.
In my group there are 1 paladin, 1 wizard( admixture) and a ranged Inquisitor. Probably another Paladin( he must decide what he wants to do, but he thinks another Paladin)

Psyren
2015-03-08, 10:07 AM
You appear to be Dex-based so I advise against Enlarge Person, which will make it harder for you to hit, and easier to hit you. Consider a utility extract in that slot instead, like Comprehend Languages, Disguise Self, Endure Elements, Identify or Expeditious Retreat.

Note that FAQ has disallowed Accelerated Drinker applying to extracts, so if that's why you took that trait, consider swapping it out.

See if the second Paladin would be interested in an Oracle, Bard, or even Druid instead.

Chelios
2015-03-08, 11:28 AM
You appear to be Dex-based so I advise against Enlarge Person, which will make it harder for you to hit, and easier to hit you. Consider a utility extract in that slot instead, like Comprehend Languages, Disguise Self, Endure Elements, Identify or Expeditious Retreat.

Note that FAQ has disallowed Accelerated Drinker applying to extracts, so if that's why you took that trait, consider swapping it out.

See if the second Paladin would be interested in an Oracle, Bard, or even Druid instead.

I pick enlarge person(infusion) for the paladin

I pick accelerated drinker for drinking potions with a swift action.

Psyren
2015-03-08, 11:35 AM
I pick enlarge person(infusion) for the paladin

I pick accelerated drinker for drinking potions with a swift action.

Move action actually - and I just wanted to be sure you knew it only applies to potions (not extracts.) Note though that for the paladin, you can just make him Enlarge potions and save your valuable extract slots.

No other comments really, the build seems solid.

Chelios
2015-03-08, 01:11 PM
Move action actually - and I just wanted to be sure you knew it only applies to potions (not extracts.) Note though that for the paladin, you can just make him Enlarge potions and save your valuable extract slots.

No other comments really, the build seems solid.


Bandolier + accelerated drinker is a swift action for the potions...


So i'll change enlarge persone with something else

Psyren
2015-03-08, 02:00 PM
Bandolier + accelerated drinker is a swift action for the potions...

I'm not seeing that under the bandolier, do you have a link?