QUITE ELEMENTARY INDEED
a short guide to the Pathfinder 2e Investigator
By RaptorJesues, Dated to PF2 APG
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TABLE OF CONTENTS
-Introduction
-Ratings Guide
-Proficiencies Overview
-Class Abilities
-Ability Score Choices
-Ancestry Choices
-Background Choices
-Class Feat Choices
-Skill Choices
-Archetype Choices
-Equipment
-Sample Builds
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You wanna be Mr smarty pants? You picked the right class. Compared to you the wizard is an illiterate peasant, not to mention that you are actually not afraid to get your hands dirty from time to time. You are a hound, a very vicious one that can bite quite hard and never let go once you smell a path. You are the best in your class, don't let any rogue tell you otherwise. You are Sherlock motherf****n Holmes.
A Incredibly good and almost mandatory.
B Solid but not a given, depending on your build.
C This is fine if a bit circumstantial.
D This kinda of stinks, take it only if you REALLY like how it sounds.
F Don't even bother, this straight up sucks.
Offensive Proficiencies: B
You get a standard martial progression and your Strategic Strike gives your attacks some more oompf. Your only problem is that you don't get critical specialization effects but there are ways around it.
Defensive Proficiencies: C
Not amazing. You are exactly just as hard to kill as rogue which is not amazing. You are still not a wizard so don’t be too afraid to get stuck in the fight when you need to.
Saving Throw Proficiencies: B
Starting expert in Reflex and Will, Trained in fortitude, then reach up to master in Reflex at level 15 and get legendary in Will by level 17. Shame about fortitude never getting over expert but Legendary will is a lifesaver a lot of times so i guess it more or less balances out.
Perception: A
Best progression along with the rogue and the ranger. If you invest in some wisdom you will almost always go first and will never miss a clue (like NEVER).
Skills: A
To tell the truth, the rogue has you beaten here but you don't really care. Thanks to your increase every level and skillful lesson giving you skill feats in mental skills, you have pretty much everything you may want or need. Almost the best one in the game, absolutely amazing.
Here i will just analyze the special abilities that the investigator gets over other classes so i will not analyze save improvements and the like, you can check those out in the proficiencies analysis.
Strategic Strike: B
This is how you stay relevant in damage when using a finesse weapon. You will usually want to deliver one big strike per round like a swashbuckler using a finisher. It will not be as much damage as a rogue full round sneak attack but it still is quite good. It is tied to Devise a Stratagem so for more information we will have to talk about that too.
Devise a Stratagem: A
The main shtick of the investigator class. You liked Robert Downey jr slapping people around in his mind and then doing it for real? This is exactly that. How cool is it?
Mechanically speaking, for the cost of an action you will know how good your next attack roll against a specific foe will be. Very good on its own since it allows you to keep your MAP to zero, you also can swap the stat you use to hit with your intelligence (which is probably going to be quite high) if your attack is either finesse, agile or ranged (a thrown ranged weapon must be either agile or finesse though). AND if you do substitute the stat with your intelligence, the attack is a strategic strike dealing quite a bit of damage.
Not gonna lie, I think that this here is the ability you want to build around. You don't HAVE to rely on it and could just use a big weapon instead but this will allow you to:
-keep your str low without too many problems
-max your int for MOAR SKILLZ
-keep a free hand and deliver a lot of damage anyway.
-knowing what you will roll is HUGE. If you roll poorly you can then just trip a fool with no MAP, drink a potion or just shoot someone else. On the other hand if you get a crit you know fully well what to do with it. It's only flaw is that you can't spam it.
On the Case: A
This is quite a good ability for you to have. It gives your skills and perception a little edge on a particular situation/enemy/object at the time and if it is an enemy you get to use your Devise a Stratagem as a Free Action which is amazing. It will require some thinking on your part to be used properly but if you can figure out who the big bad is then absolutely give him the stinky eye and let him know that you are onto him with this here bad boy.
The Clue In action is a plus that allows you to help your teammates against said situation/enemy/object once every 10 minutes as a reaction. Consider it an aid action that (kinda) costs you no preparation time.
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Methodology:
your subclasses, they will revolve around making you look smarter and generally cosplay your favorite fictional detective:
Alchemical Sciences: A you are classic Conan Doyle’s Sherlock Holmes
My favorite. This gives you so much flexibility it isn’t even funny, pick carefully you elixirs and tools and you will never regret picking this up. Quick tincture will probably save you or a party member on some occasions (elixir of life for the win) and being able to craft some good kush for your buddies will probably make them like you more.
Empiricism: A you are Hercule Poirot
That’s Odd is a really fun and useful feat in the right campaign and Expeditious Inspection is just great action economy. Very straightforward and solid, makes you amazing at knowing things.
Forensic Medicine: B you are Horatio Caine
If you want to medic hard that is how you do it. Your heals are just juicier enough to justify taking this over something else if your team lacks healers. Battle Medicine is nice to have but you would have probably been able to pick it up anyway if you wanted to use medicine and Forensic Acumen while really cool is rather situational. It becomes better in a very corpse-heavy campaign.
Interrogation:C you are Columbo
It can be nice but i would not pick this over the others unless i was in a very social campaign. The bonus to pick up lies is nice but it requires you to have good Diplomacy and you will probably not have incredible charisma.
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Skill increase:A
See skill feats but you get one at every level instead.
Keen Recollection:A
You are now kinda of trained in every knowledge for free. Nice job but you will probably want to spec in one or two anyway since you totally can afford it.
Skillful Lessons:A
Boy, that is a lot of A. This is a little worse than having straight up skill feats but if you plan for it you can have most of the stuff you will want anyway.
Deductive Improvisation:B
Can be nice in the right circumstance but unless it is a knowledge check, don't expect to pass something that you are not trained in.
Master Detective:C
The power of making the DM your metaphorical bitch with the power of METAGAMING. I don't know how i feel about this, especially since it comes in so late in the campaign that at this point you are probably just about to duke it out with the BBEG, so it is situational. Great style though.
“Dexterity” Investigator:
This is the standard array. You don't invest in armor archetypes and only get light armor proficiency along with a weapon you can use with Devise a Stratagem with the INT swap.
Str:C
You probably don't care too much about this but having a decent score by level 5 can be nice for athletics and carry capacity.
Dex:B
This is your hitting stat when you don't use Devise a Stratagem. I know it is weird to not have this as the main stat in what i called the dex investigator but trust me, you still want this to be good for reflexes and armor class. If you have some kind of attack of opportunity you will hit with this so be wary of that.
Con:B
You are a squishy martial. You don't want to die. You want constitution. Less important at the start, gets more important going up in level.
Int:A
Your main stat bar none. This is what makes you murder people, know stuff and be a snorky asshole.
Wis:C
You are already great in will and perception and don't really need this to be high but by all means, feel free to improve this if you feel like it.
Cha:F
Wow, is this our first F? Looks like I am a little biased towards this class. Chances are that you will not be too pleasant to be around, you probably should leave the charming to other people better suited for it.
“Strength” Investigator
This setup implies that you will pick up heavy armor through the sentinel archetype. It will net you some extra damage compared to the other version and a little more armor class but it will be heavier on your speed, reflex and a little feat intensive. Mind that since you need an archetype for this your level 1 will be either with next to no armor class or heavily encumbered by armor (or just get the medium armor proficiency if you can).
Str:B
As the name of the setup implies this is important. You should probably still have a higher int since you want to use Device a Stratagem. At some point you will want 18 for wearing full plate.
Dex:D
You don't need this, it is the whole point of the setup, next (unless you go for medium, then get a 12).
Con:B
Same as before, you still are a squish.
Int:A
Still your main stat, keep using that Devise a Stratagem.
Wis:C
Same as before.
Cha:F
Get lost.
“Mental” Investigator
Because you must be mental to give up the striking goodness that is devise a stratagem. Jokes aside this can be a pretty good stat array for an investigator that decides to throw away martial proficiency and focus on casting spells, seeing things really really well and never failing a will save.
Str:F
Strength can go keep company to charisma in the “we don't need you, now shut it” corner.
Dex:B
Still good for armor class, reflexes and skills.
Con:B
Same as always, especially now that you are way squishier.
Int:A
Still your main stat but this time for pew-pewing your enemies into hell.
Wis:B
You don't REALLY need it but you have the space to invest a bit in it so why not.
Cha:F
Nice try charisma, go back to the bard.
Dwarf: B
Tanky as hell and with very good ancestry feats, you don't give a hell about charisma penalty. If you go for the right choices this could be a very nice starting point for a strength investigator but going for “dexterity” is good too.
Elves: A
Yes yes yes. This is just what you want to be great at. Gonna be very squishy though, try investing in a ranged weapon.
Gnomes:D
Not really your thing. There is not much here that I find myself interested in when thinking of an investigator.
Goblins: C
Not incredible but not bad either. There is not much here striking me as investigator specific but you could do worse.
Halflings:A
Very good feats and ancestry abilities, soft locks you into a dex build but do you care? I mean, did you look at the halfling sling?
Humans:A
What did you expect? One of the best as usual, no surprise here, almost all heritages are good save for skilled which you don't really need (it is still fine but not needed unless you feel like you need even more skills), the flying stat boost is amazing and the feats are really good.
What is not to love?
Hobgoblins: B
I really like those guys. Not as great as Elves or humans but quite nice.
Leshy:D
Flaw in intelligence, get the hell out of my apartment.
Lizardfolk: D
Same as before.
Kobolds: C
It can be fine, not amazing, not terrible.
Orcs: B
Quite good for a strength investigator, can become very hard to kill.
Ratfolks: A
YEEEEEEEES. Basil of Baker Street cosplay confirmed, lets gooooo!
Shoony: C
Is this a joke? No? Well, fudge me i guess. Not the best, not the worst.
Tengu: B
Can be quite nice, looks amazing too.
Versatile Heritages:
-Aasimar: -
Depends on the base ancestry. The feats tend to be quite good though.
-Changeling: -
Same as the feathered variant, can be quite nice. I prefer the style here to be fair, very good for infiltration missions.
-Dhampir: -
Cosplaying as a vampire hunter can be rather cool.
-Duskwalker: -
You get some anti undead options… quite late though. Just stab them.
-Tiefling: -
Same as aasimar, but I personally find having horns a bit cooler than having feathers.
Everything that gives you INT or your favored physical stat as a choice is good, choose one that gives you a feat skill you need and a skill you want.
LEVEL 1
Flexible Studies:C
You are usually going to have most skills you will need and can be kinda of trained in every knowledge by default. If there is something you could not cover then feel free to take it but in my opinion there is better stuff.
Known Weakness:A
Like this for example. This is an incredible feat, great action economy (like devise a stratagem was not already good in that regard) and since this happens for free every time you devise a stratagem is bound to work once in a while. Invest in those knowledges you think will come around often and smart those suckers dead.
Takedown Expert:C
You will probably want this for the nonlethal part but i think this is situational at best. Beware enemies immune to nonlethal damage and just know that this is completely useless in Agents of Edgewatch.
That’s Odd:B
This is very amusing. Not so much for the DM. I can guarantee you that you are going to piss him off if you take this.That said, this is pretty good.
Trap Finder:C
You must be running into a lot of traps to justify it and even in that case you should almost always be looking for traps anyway.
Underworld Investigator:D
Gives you Underworld Lore and allows you to use Pursue a Lead on Thievery checks against your lead… which is almost never going to happen. I mean, the lore is nice but you could pick it up with your background anyway so who cares.
LEVEL 2
Athletic Strategist:B
I really like this feat, but it also is a double edged blade. The good part is that you can use devise a stratagem for a maneuver, the bad part is that you HAVE to use that devise a stratagem for a maneuver. If you roll poorly this feat halves your options with the result that you will probably have to swap targets. I think the good is more than the bad but if you have a decent strength you will probably pass.
Red Herring:B
Wow, the investigator is the king of the metagame. This combines very well with That’s Odd but it will actually make your DM happy instead for avoiding a waste of everyone’s time.
Shared Stratagem:A
Very cool. If you have a rogue buddy he will love you but pretty much everyone that needs to roll to hit will appreciate this bit of help. Devise a Stratagem is getting better by the second.
Solid Lead:C
Very nice add on for Pursue a Lead. Saves you a bit of time which is nice but it is a bit campaign dependent to be actually good. In an investigative campaign it is a B or better.
LEVEL 4
Alchemical Discoveries:B
More stuff more good.
Detective Readiness:C
This can be a nice plus but you have to pursue the lead of the specific enemy triggering your save. Probably going to be used against bosses more than anything. If you can reliably study your foes beforehand this becomes better.
Lie Detector:D
Meh. Can be ok in a social campaign but the bonus is quite negligible.
Ongoing Investigation:D
Why does exploration mode need to be so tedious? If your DM is strict about exploration then by all means make your life easier but i really don't like this.
Scalpel’s Point:D
I really want to like this but it only triggers on a crit, bleed is the most common persistent damage and the damage itself is negligible. If no one can deal bleed damage then you could take it but chances are that at least someone does this better than you do.
Strategic Assessment:B
Even more Devise a Stratagem action economy? Sign me up! Shame it only goes off on a crit though. Hope that your DM is a nice guy, which he probably won't be if you got That's Odd.
LEVEL 6
Connect the Dots:C
More “meta” magic. Allows your PC to connect plot points with a skill check. Can be useful but if there is something about the investigator that I dislike are the features that let your PC think things out for you. I get that the point of it is making you feel smart but are you really though? Food for thought.
Predictive Purchase: B
Holy utility belt, Batman! This may come in handy in a clutch moment and is very cool to role the flashback of you planning for it.
Thorough Research:C
You know even more stuff. Good but DM dependent, so I can't give it more love. Count this as a B if your DM is nice.
LEVEL 8
Blind Fight:A/B
If you don't have dark vision you NEED this, if you do it is still useful.
Clue Them All In:B
Good Action economy and power wise. Solid feat, nothing to say about it.
Who Dunnit?:A
Ugh… I hate divination. Very strong but come on, have some dignity, true detectives don't want spoilers.
LEVEL 10
Just One More Thing:B
I love fortune effects, this is cool as hell and very characteristic, role it good. In the right circumstance this can save an entire campaign.
Ongoing Strategy:C
Some more damage is good but you are not attacking very often without Devise a Stratagem and the damage is not much. Good but not amazing, gets better if you get attacking reactions from other sources.
Suspect of Opportunity:A
YEEES. This be good action economy. It also makes you very unpleasant to attack, a great reaction. Just mind that it is once per hour so use it against an important enemy.
LEVEL 12
Foresee Danger:C
This is probably not going to be very good unless you pump up your wisdom. In such a case feel free to take but you are still squishy. If you get a shield or something similar avoid this.
Reason Rapidly:A
Yikes. That's a lot of processing speed. Amazing galaxy brain feat.
LEVEL 14
Plot the Future:A
This is exactly like Who Dunnit, a divination spell that you get as a feat. I don't like it but it is stronk.
Sense the Unseen:D
If this came before it would have been very nice but at level 14 it is almost useless, by now you rely on your party for those things.
Strategic Bypass:C
So, you will mostly want this for piercing damage since it is fairly commonly resisted (and most of your best weapons are piercing) but it will give you something between 5 and 6 damage which at this level is not amazing. If you have some form of extra damage, like from runes, and the enemy is resistant to both that and your weapon damage this gets better but that is not very likely.
LEVEL 16
Didactic Strike:A+
DAAAMN, this is very cool and potentially quite a bit of extra damage. When this kicks in then it is the moment to lit up that fool that stands in your way like a Christmas tree. Amazing, I absolutely love it, best investigator feat. A shame that a number of investigators will never get to the point where you actually get this.
Implausible Purchase:B
This is very fun and potentially quite useful but it pales in comparison to the other option at this level. If for some weird reason you did not get Didactic Strike then this is good.
Reconstruct the Scene:A/C
I don't know. This is potentially amazing and very cool for the investigator to have but in most campaigns it will be near useless. If you have a big murder mistery investigative campaign thet it is absolutely great, otherwhise meh.
LEVEL 18
Lead Investigator:D
In my opinion this comes in extremely late to be of any relevance.
Trickster’s Ace:A
The only bad thing I can say about this feat is that I wanted it way earlier. Basically a 4th level contingency and thusly amazing.
LEVEL 20
Everyone’s a Suspect:B
You are probably going to use this against the BBEG or one of his top minions and all I have to say is that if you actually need to you are a bad investigator since you should have pursued his lead way earlier. Shame on you.
On the other hand if your DM likes plot twisty BBEGs then you might need it, just be sure to keep him or her busy until you have used this. It should be easy, bad guys love monologues. Other than that you now have infinite leads so that is cool.
Just the Facts:A
Literal Galaxy brain, you know everything and since BBEGs tend to have a lot of resistances, a weakness and tons of special moves, this is really good.
Acrobatics: B
Chances are you are probably going to have a good dexterity but i personally prefer Athletics
Arcana: B
One of the best knowledge skills, wizards will do this better than you but whatever
Athletics:A
This will give you a lot of combat flexibility but it will require you to either put some love into strength or pick up athletic strategist.
Crafting:A
Mandatory if you pick alchemical sciences, still very good otherwise, you are going to be a great crafter.
Deception:B
You are not a social butterfly but being able to lie your way out of a sticky situation is very nice.
Diplomacy:B
Same as deception but this has the plus that you cannot be found out since you are telling the truth. Just hope that they believe that you just happened to be found by chance on the crime scene for the tenth time in a row.
Intimidation:B
Can be quite nice for you, give it a thought if you would like to have people telling you the truth immediately instead of having to dig in layers of lies..
Lore: A
Pick a good one and you will be amazing at it.
Medicine:A/B
Absolutely mandatory if you pick forensic sciences (why bother otherwise?), still very good if you don't.
Nature:C
You are probably not in your favourite field but it can still be useful.
Occultism:B
Better but probably still not as good as arcana. Nets you some dope skill feats though.
Performance: F
What are you, a bard?
Religion:C
Could give it a shot, but this is more for the cleric id say.
Society:A
Better than arcana in an intrigue or investigative campaign, not as much otherwise but still nice.
Stealth:B
If you have good dexterity then by all means go for it.
Survival:D
Not likely to be useful to you.
Thievery:B
Same as stealth, it is good.
Since the investigator has little need for his feat to be fight ready you could easily invest in at least one archetype without losing too much in return. Obviously you don't need an archetype to have a strong character, treat it as a lateral improvement rather than an upgrade, I personally like my characters a little more smashy but that is just me.
Multiclass Archetypes:
Alchemist:A
Obviously very nice for the investigator, you can also use devise a stratagem with alchemical bombs which is a buttload of elemental damage which also combines very well with your capacity to discover enemy weaknesses. You can actually do it with the alchemical sciences methodology but you can't use quick tincture for bombs so you will have to buy the formulas and craft the bombs beforehand.
Barbarian:F
This does next to nothing for you.
Bard:D
You are not likely to invest in charisma but some occult spells could be nice i guess. If you really want those though you should check out the witch.
Champion:C
Could be nice for the heavy armor but the sentinel is a bit more affordable.
Cleric:C
Has some good spells, especially the buffs and heals but wisdom is quite hard to come by those days and you are on a budget.
Druid:D
Same as the cleric but worse, also primal spells are not really your thing.
Fighter:C
It really depends on what you want but if smashing is what you want you should probably look at the combat archetypes.
Monk:B
Going all martial arts can be quite cool, be sure to pick up a finesse style.
Oracle:D
A cleric based on charisma, pass.
Ranger:C
You don't get the edge, you may as well skip this but if you really want to use a bow then i guess it is better than fighter.
Rogue:C
I mean, you could go for even more skills but at this point is it really worth it?.
Sorcerer: D
Charisma is bad, go for the witch already.
Swashbuckler:C
If you manage to combine a finisher with devise a stratagem that is quite a bit of hurting but charisma entry feat is bad.
Witch: A
Hell yes, this is how you get spells! I tend to prefer this to the wizard since you have the choice to not going for the arcane list (which is very good, don't get me wrong) and also get this: you have a sword, know a lot about monsters can drink alchemical potions (with the alchemical science methodology) and can now cast witch spells. You are a witcher :D
Sorry, I'll see myself out.
Wizard:A
I don’t like the wizard as much as the witch but it is merely personal preference, it is still very good for the same reasons.
Combat Style/other useful Archetypes:
Aldori Duelist:B
Quite good indeed, I do prefer the Duelist for the free quick draw feat though.
Archer:B
You can actually use ranged weapons quite well but i don't know if i REALLY like this archetype. There is really not much you need here except maybe for crossbow terror (which is on average anywhere between +3 and +6 damage depending on your runes), running reload and the critical specialization which is admittedly very nice to have. The other ones are rather action economy intensive. Maybe I am wrong here though, I am not the greatest archer.
Bastion:B
This can help you stay a bit longer in the fray which considering how squish you are is probably quite good..Very defensive though (duh) so it might not be your thing.
Cavalier:A
Ok hear me out. You usually want to make one big attack every round with your devise a stratagem. Then why not having a noble steed helping you deal even more damage? Because it is going to be hard feat wise that is why but still, it can be very fun and very fast. Just remember to start with devise a stratagem and THEN decide what to do with your horse.
Dual Weapon Warrior:B
Very action economy intensive for you until later levels but it can be quite a bit of damage. Remember that precision damage applies only once on double slice. Consider an exquisite cane sword.
Duelist:A
Superb. This will help you a lot in combat and there is something to also support your team. Very good archetype all around.
Eldritch Archer:B
Same as dual weapon warrior, huge damage but intensive on action economy.
Marshall: A
Potentially amazing but you will need to invest in diplomacy. If you manage to pull it off though your martial buddies will love you, i can guarantee that.
Martial Artist:A
I personally prefer this to the monk since you will not need flurry of blows anyway. Potentially very high damage.
Mauler:C/A
Better than fighter but as i said i’d rather use devise a stratagem. If you pick a finesse two handed weapon then this is amazing.
Medic:A
Makes you stupid good at healing people, if you also get forensic science your party will be straight up full hp almost all of the time.
Sentinel: A-bsolutely necessary if you go for strength
This is what allows you to make a strength based investigator. You will need to grab a general feat that gives you the ability to wear medium armor to qualify for this but it should not be too hard.
Staff Acrobat:B
Potentially pretty good, just be sure to pick up takedown expert if you go with a staff.
Weapon Improviser:D
Are improvised weapons finesse or agile? You don't know but probably not so unless you agree with your dm beforehand this is not good for you.
Weapons:
Combat Styles:
I will only consider you picking up finesse or agile weapons for this
Free Hand:A
Gives you a lot of versatility in combat thanks to maneuvers and since most of your damage comes from strategic strike anyway you don't really care about big damage dice.
Sword and Board:B
More defensive and less versatyle, if you don't have reliable frontliners you might have to pick this up. Remember to get the shield block feat.
Two Handed:B
I already talked about not using devise a stratagem but if you manage to grab a finesse two handed weapon then you are good. I’m supposing you will do that otherwise this is a F.
More damage but less versatility, check out the mauler to make it better.
Two Weapon Fighting:B
Same as two handers using but you need to pick up two weapon warrior if you walk this way.
Ranged Weapon:A
This can be really good for you and helps you stay a bit more safe. Be sure to have a backup plan when eventually you get mauled to death by a nasty melee critter.
Unarmed: A
Martial artist makes this actually very good, solid smashy style.
Free Hand/Sword and Board/twf:
Aldori Dueling Sword:A
If you manage to get it this is a better rapier.
Clan Dagger:B
A non finesse main gauche.
Dagger:C
An ok sidearm, I prefer the main gauche in general but this can be thrown.
Dogslicer:A
A better shortsword for goblins.
Exquisite Sword Cane and Sheat:A+
If you want to twf this is the best weapon for you period. Costs a lot but when you can afford it absolutely pick it up.
Filcher’s Fork:B
Quite a nice sidearm if you just happen to be an halfling.
Hatchet/Light Hammer:B for strength builds
Non finesse sidearms, can be thrown.
Kukri:A
A short sword with trip, I really like this, but alas uncommon..
Main Gauche:A
My go to sidearm for twf until you get the exquisite sword cane.
Nightstick:C
A finesse sap with less damage. If you go dex and need nonlethal damage this is ok.
Rapier:B
The most damaging not uncommon weapon with finesse, not bad and not amazing, this is the standard.
Sawtooth Saber:A
A very good twf combination but not as good as the exquisite sword cane.
Scorpion Whip:A
I love reach, this is very good for you. If you don't care about nonlethal grab this, otherwise go for the vanilla one.
Shortsword:B
The standard sidearm, good but not amazing.
Sickle:B
Looks sick but I prefer the kukri.
Star Knife:B
A better dagger, not bad.
Sword cane:B
A concealable shortsword, not amazing but very cool looking.
War Razor:B
How is a razor a war weapon? A better dagger.
Wakizashi:C
A deadly shortsword with a smaller damage dice.
Whip:A
Very good weapon for staying at a safe distance, if you need lethal damage pick the scorpion one.
Two Handed:
Elven Curve Blade:B
A big saber, can be nice for elves.
Spiked Chain:A
Better than the curved blade, very nice weapon if a bit evil looking.
Ranged:
Blowgun:F
Nope. Leave this to assassins.
Crossbow:A
Funny thing: The investigator could be the only class that does not mind having to reload since he will usually do one attack per round. In that optic the crossbow is a very nice ranged weapon but you will probably need a sidearm. Very good in the right context.
Dart:B
Is agile so not bad for you.
Hand Crossbow:B
Not as good as the normal one but you could decide to twf with those which is quite hilarious.
Heavy Crossbow:F
Two reload actions are too many, even for you.
Javelin:F
Useless.
Sling:D
If you want to look like a caveman then sure. Just use a crossbow already.
Bola:C
Meh.
Longbow/Composite Longbow:D
I hate volley so freaking much. If the campaign is constantly in an open football field then this is A grade.
Shortbow/Composite Shortbow:B
The standard ranged weapon, can't really go wrong with it.
Halfling Sling Staff:A
OUCH. How does this stick with a rock on top of it hurts so much?
Armor:
This is fairly simple, if you are dex based then have the light armor you prefer, if you are strength based go for full plate as soon as you can.
Runes
Weapon Property Runes:
Here I will just nominate the ones that could be good on an investigator, so only C+ rankings are listed.
Ghost touch:C
Not great but ghosts are really annoying for you since they are immune to precision damage. You should grab some holy water instead.
Disrupting:C
Undeads are nasty and it usually works on ghosts too, same thing.
Fearsome:C
Potentially good but there are better ways to make people frightened and you are usually not one of those.
Shifting:B
Can help you a bit if you need reach on demand shifting your blade into a scorpion whip.
Wounding:B
Very nice but bleed is a very common persistent damage, grab it if no one else can do it better, which is unlikely at best.
Flaming: A, Frost: A, Thundering: B, Shock: B, Corrosive: B,
They are almost the same but while thundering, shock and corrosive are rare resistances, flaming and frost have better critical effects. A bit campaign dependent, in a snow campaign pick flaming, in a desert campaign pick frost etc.
Serrating:B
All right, this is not as strong as the other damaging runes but i will give it a B anyway because TURN YOUR WEAPON INTO A CHAINSAW.
Holy:A
9 times out of 10 your enemies are going to be evil and this is how you murderize evil guys.
Fearsome Greater:C
A bit better but the concept still applies.
Disrupting Greater:C
Not bad but how many undeads are you fighting?
Flaming: A, Frost: A, Thundering: B, Shock: B, Corrosive B: but GREATER:
There are a lot of resistances at this level and you probably want this upgrade.
Spell Storing: A
This will require you to have a friendly caster (arcane or primal would probably be the best) to put a 3rd level spell in your weapon which is not a given in some groups but if you can this is pure gold. You should select spells that need to roll to hit since you can choose to trigger the effect on a critical hit and get a crit on the spell as well (which is like 8d12 for a level 3 shocking grasp)and deliver an absolute beating. Spells that require a save will not age very well (why does it not use the same DC of the caster?) so you should probably stay away from those. Shocking grasp, hydraulic push, searing light and telekinetic maneuver are probably the best contenders.
Speed:C
Nice by itself but why on Golarion is it rare?
Armor Property Runes:
Energy Resistant and Greater Energy Resistant:A
Yes, this is going to be fire 90% of the times. You are welcome.
Invisibility and Greater Invisibility:A
Absolutely great for sneaking around. There are a lot of situations where you will wish you had this.
Winged:A
Yes, this is very cool, double that if you have a ranged weapon and want to be extremely annoying.
Antimagic:C
Nice but it will become useless rather quickly.
Ethereal:B
Can be really nice but this is very expensive, think well of your priorities.
SAMPLE BUILDS
The Swashbuckling Hound (“Dexterity” Investigator)
Elf Investigator, Empiricist Methodology
Str12 Dex16 Con12 Int18 Wis10 Cha10
1- Known Weakness
2-Duelist Dedication(Duelist),
4-Dueling Parry (Duelist),
6-Shared Stratagem,
8-Selfless Parry (Duelist),
10-Thorough Research,
12-Reason Rapidly,
14-Dueling Dance (Duelist),
16-Didactic Strike,
18-Trickster's Ace,
20-Just the Facts
The Witcher (“Strength” Investigator)
Human Investigator, Alchemical Science Methodology
Str16 Dex12 Con12 Int18 Wis10 Cha10
1- Known Weakness, That's Odd (natural ambition), Armor Proficiency (Versatile Heritage)
2- Mauler Dedication (Mauler)
4- Power Attack (Mauler)
6- Shared Stratagem
8- Knockdown (Mauler)
10-Sentinel Dedication (Sentinel)
12-Suspect of Opportunity
14-Improved Knockdown (Mauler)
16- Didactic Strike
18-Trickster’s Ace
20-Everyone’s a Suspect
The Couch Thinker (“Mental” Investigator)
Halfling Investigator, Forensic Medicine Methodology
Str8 Dex14 Con12 Int18 Wis16 Cha10
1- That’s Odd
2- Witch Dedication (Witch)
4- Basic Witch Spellcasting (Witch)
6- Thorough Research
8- Patron Breadth (Witch)
10- Who Dunnit
12- Expert Witch Spellcasting (Witch)
14- Plot the Future
16- Reason Rapidly
18- Master Witch Spellcasting (Witch)
20- Just the Facts