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This character was made for the Kingmaker adventures
The character so far is a Taldorian Inquisitor of Desna, war veteran turned monster hunter.
Using 15 point buy and putting my human bonus and level 4 bonus into wisdom I gave him
Str 14
Dex 12
Con 12
Int 13
Wis 18
Cha 7

Level 6 Inquisitor with the Narrows Survivor and Heirloom Weapon traits (Falcata)

Gave him Power Attack, Furious Focus, Step Up, and the feat that let's you make knowledge checks about monsters as a move action instead of a standard action. He has Duck and Cover and Lookout as his free teamwork feats (In part to cover his low reflex save)

He has max ranks (6) in all the knowledge class skills as well as bluff and sense motive.

Magic items of note include a set of Elven Chain, a Ring of Sustenance, a Helm of Comprehend Languages and Read Magic, and a pair of "Sunglasses" that give him +5 to Sense Motive. He uses a Falcata two-handed for his weapon.

His best skill of note is Sense Motive at +22

First off, should I make any changes to any of the above? Are there any good Pathfinder prestige classes for Inquisitor, or do I keep taking more Inquisitor? Are there any good ways I can increase his meager (37) Hit Points?


Oooo-kay.

You've build a melee guy, who walks up and hits things with a falcata, probably power attacking.

So, you need to concentrate on the monster hunting a bit more. You don't need a magic helmet. You need a magic SWORD. Then you need a back-up bludgeoning weapon. I recommend a silver morningstar, which is good against all sorts of foes.

Next, I want you to compare the cost of a helm of comprehending languages with a 100 scrolls of tongues (2nd level for you, IIRC).

Then, save up money for magic armor.

-----------------------------------------------------------
Next: you have no hit points because you spent your entire point buy on wisdom. Look at your spell list REALLY carefully. You'll notice they are usually target:personal, or target: ally (like CLW).

So, there's no need for high DCs, since no one saves against your spells. Bonus spells are less useful for you as well, since you have a slower spell progression. 18 wis gives you a bonus 4th level spell. Now, look when you get 4th level spells...

Yeah. You have to make to tenth level as a melee guy with a 14 str and a 12 con. Good luck.

I'd go with a 14 con, and raise str and con as much as you can. Consider spending a feat on heavy armor as well, melee-types can move 20 feet a round, it's not that bad.


Shouldn't your hit points be 39? Are you rolling HP? If so, stop. HP is the only place you get to round up and 5 per level on a d8 hit die is better than average if you roll it. Where have your favored class bonuses been going? Hopefully to HP. Do that. There's six more right there.

If you really need a higher HP total, drop your int to 10 and get 14 Con. Your wisdom bonus applies to monster knowledge checks so you don't need to Int and 6+1 for being human skills is more than enough.

As rkraus said, switch the Wisdom and Strength stats for sure. Your spell casting as an Inquisitor will mainly be utility like Knock and buffs like Heroism and Greater Magic Weapon. You don't need a high Wisdom for that. A lot of the other spells will most often be used against NPC's to make them tell the truth, confess their sins, etc. To my knowledge, commoners do not tend to have high saves.

What's this about a feat to make knowledge checks a Move action?

d20PFSFRD wrote:

Action

Usually none. In most cases, a Knowledge check doesn't take an action (but see “Untrained,” below).


Alternative to swapping Wis and Str - get the guided weapon enchantment ASAP. Str will still be better for you (1.5x bonus used two handed, whereas the enchantment just gives flat Wis regardless), but if you really want those extra spells (and more importantly, skill bonuses and class feature synergy) it's an option.


Sir Raymond Vorenthal wrote:

The character so far is a Taldorian Inquisitor of Desna, war veteran turned monster hunter.

cool concept.

i agree on dropping wisdom a bit

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

For most of your character's life Weapon Focus will be better than furrious focus. It will apply to all of your attacks, instead of just the first one, and furrious focus does not scale as well on a 3/4 character.

Keep in mind you can switch out whatever your second teamwork feat is at will. I personally like the flanking ones.

I totally agree with dropping your wisdom. 16 is more than enough, and a 15 would work fine for you for now.

You can afford to not keep all of your knowledge skills maxed. The rolls are not that bad, and with your bonuses you will be outcompeting classes that normally specialize in it anyway. 3 ranks in each will save you a lot of skill points for things like stealth and accrobatics, which I highly recommend.

I agree with dropping the helm of comprehend languages. Some linguistics skill is what I would do if you really wanted a lot, consistently. Other than that, I would pick up a wand or scroll of tongues.

I agree with the magic weapon and armor. The heirloom weapon can be enchanted as normal.


I would say with a 15 point buy, you only really need a 14 wisdom to get by. It gives you enough spells casting power, and u don't need that much initiative/intimidate/knowledge power. It lets you put more towards strenght and con as stated above. If you also take a look, you have alot and I mean a lot of self buff spells available, so you can get away with a 16 strenght.

What I would recommend

at level one
Str 16
Dex 12
Con 13
Int 13
Wis 14
Cha 7

then at level 4 u can put your point into con, and those stats should be fine for you, and you can get a wisdom item and a physical stat belt.


sir_shajir wrote:

I would say with a 15 point buy, you only really need a 14 wisdom to get by. It gives you enough spells casting power, and u don't need that much initiative/intimidate/knowledge power. It lets you put more towards strenght and con as stated above. If you also take a look, you have alot and I mean a lot of self buff spells available, so you can get away with a 16 strenght.

What I would recommend

at level one
Str 16
Dex 12
Con 13
Int 13
Wis 14
Cha 7

then at level 4 u can put your point into con, and those stats should be fine for you, and you can get a wisdom item and a physical stat belt.

Actually, that's only a 14 point buy, assuming the +2 stat is strength. You could go with 16, 12, 14, 12, 14, 7 unless you needed the 13 int for combat expertise.


I play a similar character at the moment, a monster-hunter inquisitor (6) of St. Cuthbert (hello Van Helsing/Salomon Kane^^).

If you going melee max Strength and Power Attack should be self-evident, so swap Wis and Str.
I also get Step-Up, it's a nice "trick" against all this 5-foot step Mages and Archers. :)
The third feat I take was "craft Magic Arms and Armor", with this I can create the exact weapon I need for a job.

I think the skills you take are fine and most time they rely on the group your playing with, the Inquisitor has so many class skill & points that you can perfectly close most gaps in a group.

Unfortunatly there are no PCs for an Inquisitor, but going straight inquisitor thru all levels is a good choice, you will get so many "gimmicks".

P.S.: Don't let you get scared by the 2nd level spells, they are not as many good one, but at spell level 3+ you will rock!

And always remember "Nobody expect the (Godsname) Inquisistion!"


Went with 16 Str, 12 Dex, 16 Con, 10 Int, 14 Wis, and 7 Cha
Switched his skills around some, changed his god to Torag and domain to the Defense Subdomain
Feats are now Weapon Focus, Step Up, Lightning Reflexes, and Quick Knowledge
Reworked his gear
Elven Chain and Mithral Heavy Shield are +1 as is his Falcata
Also picked up a Ring of Feather Falling

(Pathfinder Roleplaying Game, Adventure Path Subscriber)

Technically, subdomains are only available to Clerics. Speak with your GM on it, but that is definetely the rule for PFS play.


Caineach wrote:
Technically, subdomains are only available to Clerics. Speak with your GM on it, but that is definetely the rule for PFS play.

Why would that be so? I see nothing in the subdomain section or the Inquisitor entry. And I would have expected to see it in one of those places.


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