Feats for an Inquisitor?


Advice

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Hi everyone,

first of all: Sorry for bad English and worse Irony. ;)

For those who don't like to read much: What are good feats for an Inquisitor?

For those who care for the details (yes, all two of you):

Spoiler:
My group will start a new adventure path soon. I'm planning to play an Inquisitor but I totally can't find any decent feats barring the usual all-round stuff like Improved Initiative, Dodge, Toughness and whatnot.
As I'm relatively new to Pathfinder, I'm probably just being stupid. So any help would be appreciated. Note that I'm not looking for the most powerful build ever. I just need some hints on useful feats. Anything from core Rules or APG works.

Short build summery: Melee-focused CG Inquisitor of Cayden Cailean with Travel domain (yeah, big surprise, I know).
Haven't decided on race yet (Human, Dwarf or Half-Orc, maybe Half-Elf), so here are the stats (15 point) without racial modifier:

STR 15
DEX 14
CON 12
INT 10
WIS 14
CHA 07

For Human, Half-Orc or Half-Elf I would raise strength by 2. Dwarf should be clear and would more or less rely on sturdiness (+2 con, +2 wis and Hardy) above raw offense.

I was thinking about going dual-wield with weapon and shield bashs (dropping Str to 14 to get the required 15 dex) but then I realized that I would suffer BIG penalties on shield bashs becaus the Inqui is not proficient with martial weapons and heavy shields don't count as light weapons (don't know why that even surprised me).
I was even considering taking Martial Weapon Proficiency (Shield), but I noticed that most damage increasing stuff of the Inquisitor only affects a single weapon (spells like Resounding Blow and the Bane class ability). So dual-wield in any form is probably a bad idea.

Combat Maneuvers are not an option because I have no idea how to get Int to 13 for Combat Expertise.
Power Attack doesn't seem too worthwhile with a one-handed weapon - not to mention that it's silly with a Rapier.

So at the moment I'm down to Weapon Focus, Improved Critical and Dazzling Display. Maybe Shatter Defense on top of that. Are the latter two actually useful?

Anyway, are there any more useful feats that might be worth considering? Or maybe some must-haves I'm totally oblivious of?

The Exchange

Blave wrote:

Hi everyone,

first of all: Sorry for bad English and worse Irony. ;)

For those who don't like to read much: What are good feats for an Inquisitor?

For those who care for the details (yes, all two of you):
** spoiler omitted **...

Well, for a melee Inquis, using a one-handed weapon is going to hurt. If you aren't entirely opposed to using a two-hander, (Such as the Falchion on a half-orc as they get proficiency for free), getting Powerattack and Furious Focus(in the APG) and Weapon Focus, and the usual feats you describes is quite good.

One slightly subtle bonus with this, is most of the Teamwork feats (that you get for free in Inquis) are melee based, and work great with it.

One thing to keep in mind if you go with a shield or dual wield, you need to stay with a light shield in order to still cast spells. I'm not sure if you can cast with a weapon still in a hand. Something to keep in mind.

I'm playing a level 6 Inquis right now, I went ranged with mine, it works fine, but the Teamwork feats make me think that one would be better off going melee.

Scarab Sages

Perhaps first take into consideration the combat style or role you plan to take in your group. That can change things up a lot. What are your ideas on the theme of this character?

The Teamwork feats are really great and it would be great to focus on those especially Precise Strike +1D6 damage, Duck & Cover, Paired Opportunist.

I recently made a 5th level inquisitor to see what the class could do.
I took Precise Strike, Weapon Focus, Power Att and Cleave and Improved Initiative.

You'll get your WIS bonus to your init, plus DEX plus Imp Init, I had a +10 to my Initiative. Not bad!

I looked at the available Domains from APG and chose Growth, which allowed me to use Enlarge. You could easily take Growth as part of the Plant Domain, so choosing Gozreh would be logical, and give you access to Trident.

You could tweak this even further and not choose a god, and dedicate yourself to Growth and employ a Reach weapon. Enlarge yourself, increasing your reach even further and take Combat Expertise and Paired Opportunist +4 to Att of Opportunity, Gang up would also be really nice with this.

The good feats are Teamwork feats that you can use independently of your party and the old stand byes like Weapon Focus, Power attack and Imp Init.

The important things are to use your Judgment and pop of Flame of the Faithful, once youre high enough level pop off Bane on round two and start the Inquisition! You can deal out some really crazy damage. Good luck!

Scarab Sages

My 1st level inquisitor had Intimidating Prowess and Toughness.


Thanks, everyone!

Krail Stromquism wrote:
I looked at the available Domains from APG and chose Growth, which allowed me to use Enlarge.

Well, there's been word around the forums that sub-domains should only be available to Clerics, not Inquisitors or Druids. And I actually agree with that. Clerics need a little something for themself, too. So, no Growth-Domain for me. Anyway, thanks for the suggestion. :)

The rest of the group hasn't made a decision on their classes yet. One of them will most likely play a barbarian and another one was thinking about playing a bard but still not sure about it. Fourth member hasn't decided at all, as far as I know. That makes role distribution a bit complicated.

As for my character, I'll be a lone monster hunter. Skill points are a big deal to the character. I want the usual Inquisitor-stuff (intimidate, sense motive), perception and spellcraft and as many maxed knowledge skills as possible. That's why I'm leaning towards human for the extra skill point or maybe half-orc for the +1/2 to intimidate and monster lore favorite class alternative.

I'm still not sure about my combat stlye which is a big part of the problem. As I said earlier, dual-wield is out of question, which leaves me with either weapon + shield or a two-handed weapon. Since the Inquisitor has many abilities that are tied to crits, a 18-20/x2 weapon seems almost mandatory.

Side note: Our GM allowed the Cleric to cast somatic spells with heavy shield and weapon in hand in our current game. Guess I'll have to ask him if that's a permanent house rule. If not, weapon + shield is not an option for me. I want to be able to cast spells anytime.

So, should I go 2handed, that leaves me with either a falchion or an elven curve blade. Half-Orcs get falchion for free, a human could burn his bonus feat for proficiency and a half-elf could get ancestral arms instead of the free skill focus.
Maybe I will go 2handed with power attack after all. Still need to decide between extra spells (human) or better intimidate (half-orc). Half-elf doesn't seem to add much to an Inquisitor, so I'll scratch that idea.

... *sigh* I'm STILL extremely undecided. But at least I'm narrowing it down slowly. Any further advice would be appreciated.


If you're specifically wanting weapon and shield, you could always go with a light shield rather than heavy - that definitely allows you to cast, and it's only a loss of 1 AC.

Something to consider though - you mentioned getting your Int to 13 is pretty much impossible, but there's a way to do it if you really want to, though it's much easier if you're starting at higher level. Namely, the guided weapon property. That would let you drop Strength lower (to whatever you need for later feats) and use your Wisdom for to-hit and damage. Only problem is that if you do that with a 2h weapon, you don't get the 1.5x like you do for Str (though you do get full instead of 0.5x for offhand if you were to dual wield). But you can imagine how it'd be much more difficult to make it to a high enough level to use that if you're starting at 1st.


DrowVampyre wrote:
If you're specifically wanting weapon and shield, you could always go with a light shield rather than heavy - that definitely allows you to cast, and it's only a loss of 1 AC.

I think that would only work with a buckler, since you need to hold even a light shield with your hand. I ignored the buckler as an option so far because you can't bash with it. But since I've dropped bashing completely, a buckler would be just as good as a light shield. That doesn't sound bad at all. Thanks!

... Of course that leaves me without power attack again so I won't know what feats to take. ^^

Quote:
Namely, the guided weapon property.

That's a nice suggestion, too. But my GM is very unlikely to allow stuff that's not from the Core Rules or the APG, so I probably shouldn't count on getting my hand on such a weapon.

How good is intimidate at higher levels? If I would build my character around that, I could invest MANY feats into it - like Dazzling Dissplay, Shatter Defense, Intimidating Prowess, maybe even skill focus.
But I'm not sure if it'll be useful enough beyond level 10 or something to warrant such an investment.


I'm not terribly familiar with intimidating in combat, though I know it can be good with Cornugon Smash. But that's from the Cheliax book, so if you're stuck with only core and APG that won't do you any good (and it requires Power Attacking, too).


DrowVampyre wrote:
I'm not terribly familiar with intimidating in combat, though I know it can be good with Cornugon Smash. But that's from the Cheliax book, so if you're stuck with only core and APG that won't do you any good (and it requires Power Attacking, too).

My fighter 8/rogue 3 is enjoying the Power Attack - Furious Focus - Cornugon Smash - Shatter Defenses combo. First attack power attacks with no hit penalty, automatic intimidate check, if second attack hits the baddie is flat-footed for sneak attack on my guy's hasted extra and all three attacks next round. It means, to get full benefit, he has to be fighting something he can just stand there with and exchange blows. I haven't been able to follow through all the way with it, yet (once rolled a 1 on the extra attack and guy went down to somebody else, and other time I critted for 100+ on the shatter defenses attack...stupid scythe crits take all the fun out of things).


I take Step-Up, for all these nasty "5ft step back & shot/cast" NPCs :)

Scarab Sages

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Blave wrote:

Thanks, everyone!

Well, there's been word around the forums that sub-domains should only be available to Clerics, not Inquisitors or Druids. And I actually agree with that. Clerics need a little something for themself, too. So, no Growth-Domain for me. Anyway, thanks for the suggestion. :)

The best domains are Travel and Healing imo. Healing is best if you don't have a primary healer or are playing a PFS character with a random group every game. Travel is the best hands down: 10 extra feet of movement, the ability to ignore difficult terrain a few times per day, and the ability to teleport 10 ft/lvl. Nothing says Inquisitor like some good mobility to hunt down monsters!


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Go Half Orc, take Intimidating Prowess and put you +2 on Strength. Sure you take -2 penalty for the low Charisma but the Orc +2 cancels that out. So you get +3 for you strength stat. +7 to intimidate at 1st isn't bad. Now by the time you get to 5th where you can have Weapon Focus and Dazzling Display. you will have +15 to intimidate(+4 ranks, +3 class Skill, +4 Strength, +2 stern gaze, +2 Favored class, +2 orc, -2 Chr). This will have you demoralizing groups applying the shaken condition for 1-3 rounds on average, more with a good roll and with you intimidate going up by 2 per level it's gets really good.

As well that you get the Monster knowledge going good too even with a 10 Int as you get to add you Wis bonus for those rolls too.

Scarab Sages

Travel Domain and Step Up would be really good, like people have said. Being the Caster killer is a really good fit for Inquisitor and with those you can get to them and stay on them very easily.

There is no reason not to sit down with your group and talk about the characters and roles you are thinking about playing. That might help you narrow things down or focus on how you want to flavor your Inquisitor. They are a fun class. Like the guy I made I envisioned him as a militant gardener "Why aren't you composting!?!?!" perhaps thats silly, but its all about the flavor you want to bring to the table. Maybe take a look at the god you're following and that can help guide things as well. you said above "Melee-focused CG Inquisitor of Cayden Cailean with Travel domain."
Arent there some feats that would suit Cailen pretty well? Or take a level of cavalier for the boasting power? Just throwing that out there, muddying the waters a bit. Maybe do Cav at 1st then switch to Inq? that might be silly.

good luck!


Drysk wrote:
The best domains are Travel and Healing imo. ... Travel is the best hands down: 10 extra feet of movement, the ability to ignore difficult terrain a few times per day, and the ability to teleport 10 ft/lvl. Nothing says Inquisitor like some good mobility to hunt down monsters!

I don't like the Healing domain that much, but it is ok-ish. Travel is probably the best to buff the Inquisitor himself, but Liberation is also very good, but more cented on party protection. Luck is another very good domain but since you can't use Bit of Luck on yourself effectively, I wouldn't consider it as an Inquisitor.

But yes, Travel is probably the best domain choice.

voska66 wrote:
Go Half Orc, take Intimidating Prowess and put you +2 on Strength. Sure you take -2 penalty for the low Charisma but the Orc +2 cancels that out. So you get +3 for you strength stat. +7 to intimidate at 1st isn't bad. Now by the time you get to 5th where you can have Weapon Focus and Dazzling Display. you will have +15 to intimidate(+4 ranks, +3 class Skill, +4 Strength, +2 stern gaze, +2 Favored class, +2 orc, -2 Chr). This will have you demoralizing groups applying the shaken condition for 1-3 rounds on average, more with a good roll and with you intimidate going up by 2 per level it's gets really good

Yeah, I thought about something along those lines. I'm just still reluctant to invest so many feats in Intimidation without knowing how good (or bad) it is in the long run. I'm also not sure that I like the idea of using a full-round action waving my weapon around when there's killing to be done.

Anyone got insight to share on how good intimidate is at mid-high levels? I have yet to play Pathfinder beyond level 3 so I don't really know the statistics of higher level monsers. Is Intimidate reliable* and useful?
*I'm aware that there will always be enemies that can't be intimidated. By reliable I mean... let's say it should work against at least 50% of all enemies.

Quote:
There is no reason not to sit down with your group and talk about the characters and roles you are thinking about playing.

Unfortunately, there IS a reason. We only meet roughly every 2 weeks for a somewhat limited playtime (3-4 hours). So I try to avoid long discussions as much as possible. And dscussing things per mail didn't really work out well so far.

Anyway, in general I see role-playing and character-building as two different things. Nothing keeps me from playing a highly effective killing mashine (rules-wise) who doesn't like killing at all (RP-wise). I don't mind adjusting my build a bit to better fit the group as it doesn't affect my roleplay at all. So there's not too much need for big group-planning. :)

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber
Blave wrote:


There is no reason not to sit down...

Not to totally tangent, but our group plays 2 games on alternating tuesdays. Basically we meet once a week, but the game switches. We only get about 4-5 hours, and we all have families, jobs etc, what we've found is that something like a google/yahoo group for email threads and discussions has gone a long way to let us have some game related discussions like character design outside of our dedicated play time. We have a lot of look ahead planning time, as right now we are nearly done Second Darkness, and so off hours we talk about our party for King Maker.


Just started a 1/2 orc inquisitor on sunday and i picked the Enforcer feat (allows a Demoralise check as a free action when you deal non-lethal damage with a weapon) and bought a spiked gauntlet for the pimp hand. hilarious.

Probably could've made a juggernaut, but this is so much more fun.

At 1st lvl i've got an Intimidate check of 10 (1/2 orc, inquisitor, and trait bonuses).

Feats i'm looking at getting are:

3 - Intimidating Prowess (i've got a Str of 18).

From then on i'll be going Power Attack, Furious Focus, and maybe Cleave.

In my party we've got a Witch, Wizard and Summoner, so i've got to be adapatable, so i've got a Falchion, Longspear, as well as Scimitar and Shield - it's a pretty good switch-hitter.


I thought about Enforcer, too. But I have yet to find a good way to deal non-leathal damage in a fight. Gauntlets are leathal and unarmed strikes provoke AoOs. Which means either taking a -4 penalty to my normal attacks or wasting a feat on Improved Unarmed Strike. Neither option looks good to me.

Cornugon Smash seems to be the best way to intimidate an enemy. Maybe I'll just try to convince my GM to allow it.

Then again, our current group plan seems to be: A (most likely Savage) Barbarian, a Witch, a Bard (or maybe Wizard) and my Inquisitor. So it might be useful to have at least one character with decent AC, which means I'll probably use a shield or buckler. And since I'm not a fan of Power Attacking with a one-handed weapon, I'm pretty much at a loss - again. :/


Blave wrote:

I thought about Enforcer, too. But I have yet to find a good way to deal non-leathal damage in a fight. Gauntlets are leathal and unarmed strikes provoke AoOs. Which means either taking a -4 penalty to my normal attacks or wasting a feat on Improved Unarmed Strike. Neither option looks good to me.

Cornugon Smash seems to be the best way to intimidate an enemy. Maybe I'll just try to convince my GM to allow it.

Then again, our current group plan seems to be: A (most likely Savage) Barbarian, a Witch, a Bard (or maybe Wizard) and my Inquisitor. So it might be useful to have at least one character with decent AC, which means I'll probably use a shield or buckler. And since I'm not a fan of Power Attacking with a one-handed weapon, I'm pretty much at a loss - again. :/

Merciful weapon property is the best way to deal non lethal damage, if you can toss Carft magic weapons and armor into the Inquisitor you could warranty using it at level 5, also the party will love you. Something along:

1.- Enforcer
3.- Power Attack
5.- Craft Magic Weapons and Armor
7.- Weapon Focus (Falchion)
9.- Dazzing Display
11.- Shatter defenses
13.- Combat Reflexes (to take advantage of the attack of opportunity the you crit will give because they are running away)

You will probably spend the first round of combat casting something so a dancing shield seems like a good option at later levels.

Humbly,
Yawar

Its better if a less feat starved character, like the wich take the mantle of party crafter.


Blave wrote:

I thought about Enforcer, too. But I have yet to find a good way to deal non-leathal damage in a fight. Gauntlets are leathal and unarmed strikes provoke AoOs. Which means either taking a -4 penalty to my normal attacks or wasting a feat on Improved Unarmed Strike. Neither option looks good to me.

Cornugon Smash seems to be the best way to intimidate an enemy. Maybe I'll just try to convince my GM to allow it.

Then again, our current group plan seems to be: A (most likely Savage) Barbarian, a Witch, a Bard (or maybe Wizard) and my Inquisitor. So it might be useful to have at least one character with decent AC, which means I'll probably use a shield or buckler. And since I'm not a fan of Power Attacking with a one-handed weapon, I'm pretty much at a loss - again. :/

Yeah, but Cornugon Smash isn't official, so...IUS for me too i guess. =(


Tanis wrote:
Yeah, but Cornugon Smash isn't official, so...IUS for me too i guess. =(

It's not? I thought it was from an official Pathfinder Companion. It's even allowed in Pathfinder Society games (I just checked the PFS-rules to be sure).

Though I must admit I have yet to understand Pathfinder Chronicles and companions and Society and whatnot completely. But I thought PFS is as official as it gets...


PFS =/= PFRPG

and OMG Yawar! You're a genius! That's perfect man.

Next level > Merciful spiked gauntlet.

nice loophole.


Tanis wrote:

PFS =/= PFRPG

and OMG Yawar! You're a genius! That's perfect man.

Next level > Merciful spiked gauntlet.

nice loophole.

Thank you.


Tanis wrote:
Blave wrote:

I thought about Enforcer, too. But I have yet to find a good way to deal non-leathal damage in a fight. Gauntlets are leathal and unarmed strikes provoke AoOs. Which means either taking a -4 penalty to my normal attacks or wasting a feat on Improved Unarmed Strike. Neither option looks good to me.

Cornugon Smash seems to be the best way to intimidate an enemy. Maybe I'll just try to convince my GM to allow it.

Then again, our current group plan seems to be: A (most likely Savage) Barbarian, a Witch, a Bard (or maybe Wizard) and my Inquisitor. So it might be useful to have at least one character with decent AC, which means I'll probably use a shield or buckler. And since I'm not a fan of Power Attacking with a one-handed weapon, I'm pretty much at a loss - again. :/

Yeah, but Cornugon Smash isn't official, so...IUS for me too i guess. =(

What makes something official or not?


I'm playing around with an Half-orc Inquisitor build right now. Here are the traits and feats I have chosen through level 11.

1 - Conspiracy Hunter: Know(local)[t], Focused Mind[t], Dodge[f]
2
3 - Mobility[f], Paired Opportunist[tf]
4
5 - Power Attack[f]
6 - Outflank[tf]
7 - Spring Attack[f]
8
9 - Cleave[f], Lookout[tf]
10
11 - Improved Critical:falchion[f]


@Vosta: On d20pfsrd if you look under Cornugon Smash it says that its a Paizo peripheral, so its from Paizo, but not Core.

Just depends on your DM what's allowed and what not.


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Here's the best combat monster i can think of.

Human- extra spells favored class.
Domain: Animal (Wolf)

The Wolf has 2 attacks that auto trip. Feats are:
ats
1- Light Armour Prof
2- Paired Oppurtunists
5- Ability Fcs: Trip
8- Outflank
10- Power Attack
13- Iron Will
16- Iron Will Improved
18- Furious Focus

Your feats/Traits
Traits- Desperate Focus, Ancestral Weapon (Falchion)
1- Combat Expertise, Improved Dirty Trick
3- Power Attack, Paired Oppurtunists
5-Boon Companion
6- Outflank
7-Gangup
9-Weapon Prof: Falchion, Co-ordinated Manuveres
11-Gtr Dirty Trick
12-Shielded Caster
13-Furious Focus
15-Swap Places
17-Feat
18-Allied Spellcaster
19-Feat.

Reasons: Dirty Tricks work at all levels you get +4 or +6 conditionally
Gangup; Paired Oppurtunists and Outflank is massively powerful-it grants your and your auto tripping wolf heaps of extra attacks at +4 or +8 to hit.
Furious Focus +Dreadful Carnage synergies well with your intimidating class ability and is a free debuff.
You'll likely never lose a spell when adjacent to an ally.


Ardenup wrote:
Here's the best combat monster i can think of.

That seems like a very good build. However, I won't be able to use it. Looks like my group doesn't want to use any feats that aren't from APG or Core and I don't think the Animal Domain is very useful without Boon Companion. Oh, and no traits, either (they don't like the idea of getting an additional benefit without some kind of penaty).

Anyway, thanks for your input. Very good food for thought!


I am a huge bard fan, and decided to check out inquisitors as a secondary character, since they are both rather similar.

Half-Orcs can take beastmaster to gain access to the whip and the net. The whip will allow you to deal non-lethal damage, while the net will allow you to entangle spellcasters, and other fun things.

An interesting way to start combat would be to ready an attack with a whip against anything that comes in range, deal non-lethal damage from 15 feet away, get your free demoralize, and use your move action to whip out your greataxe. It's really nice since your init is going to be off the charts, so you'll likely go first.

whips, and especially nets fit in real well with inquisitor flavor. At least I think they do.

A big problem I noticed with inquisitor feats stems from the lack of a +1 BAB at level 1. That means all the good feats are out of reach until later, so you might as well get a neat flavor feat, since you can't get power attack, or weapon focus yet anyway.

**Well scratch everything I said. For the millionth time treating the weapon as martial doesn't do any good when you don't have proficiency in martial weapons!!!

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber
Teks wrote:


**Well scratch everything I said. For the millionth time treating the weapon as martial doesn't do any good when you don't have proficiency in martial weapons!!!

Just worship a god with whip (okay so net is out...) but a half orc inquisitor of Abraxas?

The Exchange

Pathfinder Lost Omens, Rulebook Subscriber

I have a 6th level human inquisitor in a Legacy of Fire campaign. His stats started as (20 point buy):

Str 10
Dex 18
Con 12
Int 14
Wis 14
Cha 8

My traits/feats taken and planned are as follows:

t) Pesh Addict
t) Finding Haleen
1) Dodge
H) Weapon Finesse
3) Dervish Dance
3T) Precise Strike
5) Craft Arms and Armor
6T) Outflank
7) Mobility
9) Combat Expertise
9T) Lookout
11) Spring Attack
12T) Shielded Caster
13) Whirlwind Attack

So far I've found that this combo works very well. It puts me much more into the "rogue" type of damage, as I rely on my precise strike and bane for damage, but my dex as AC, to hit, and damage is a significant boon.


Alright I think I found a good way to use enforcer for non-lethal, and use nets all with good background flavor.

You need to pick Sarenrae as your deity, and take the merciful blade trait. Now your falchion/scimitar not only loses its -4 attack penalty, but it also gains one damage.

I really had to stretch to find a way to use nets well. I finally found the Andoran trait Carpenden Lobber, which gives me ++2 to attack with nonlethal thrown objects. Since nets are a ranged touch I can take -2 on attack without losing much effectiveness.

So now I take enforcer at level one and I can deal nonlethal with every attack. That's a free demoralize attempt, which lasts a number of rounds equal to my damage.

If I get first in initiative I can throw my net at flatfooted opponents and likely only need a 10 to entangle my target. The nets also work great against spellcasters.

The character flavor is great too. I'm working on a story for my half-orc about his brutal life in the cult of Razmirian, his daring excape from the cult, and his rise to redemption. Now he is a pacifistic good-natured half-orc, who still insights terror into the enemies of his faith just as he learned from the cult. Instead of killing he hopes to wow his opponents into changing their ways. He marks everyone he spares with the symbol of his deity, so they know which god to thank.
Should be interesting.


Hey Teks, where's that Merciful Blade trait at?


Sorry the name isn't quite right.

Blade of Mercy (Sarenrae)
Source: Legacy of Fire Player's Guide 9

I found it here http://nethys.karuikage.net/traits.htm

They have it marked as legal for society play. I haven't double checked yet, and they aren't always right.

** I just checked It is legal here's the snippet from the society rules pdf on legacy of fire

Traits: all traits on pages 7–9 are allowed except Duskwalker
Agent (Notes: Uwaga Highlander applies only to the Stealth skill and Eyes
and Ears of the City applies only to the Perception skill; no campaign
traits are allowed.)


Thanks champ.


I wept for joy when I found it. What more could I ask for? It was exactly what I needed.


Have you thought about taking a one level dip into rogue with the Thug archetype? it gives you the Frightening ability which extends your shaken condition from intimidate by one round and when a target is shaken for 4 or more rounds you can make it frightened for one round. Plus 1d6 of SA, not too shabby.


Galnörag wrote:
Teks wrote:


**Well scratch everything I said. For the millionth time treating the weapon as martial doesn't do any good when you don't have proficiency in martial weapons!!!

Just worship a god with whip (okay so net is out...) but a half orc inquisitor of Abraxas?

Or perhaps a drow.......but I like the way you think.


Teks wrote:
I wept for joy when I found it. What more could I ask for? It was exactly what I needed.

I reckon. It's perfect.

tangent:
Shame i didn't find it when i created my 'enforcer' 1/2 orc inquisitor a couple of weeks ago. Now i'm stuck trying to decide between a spiked gauntlet with the Merciful property - but that's like, +2 enchantment - or getting the Additional Traits feat to pick this...i used to be undecided, but now i'm not so sure!


Take additional feats. It's not a huge sacrifice. You can always find some useful traits besides this one. Of course I'm don't know what ideas you have planned, but I think that's what I would do.

The thug idea is pretty interesting, and I'll look into it, but I fear inquisitors, like the bards, really lose a lot when they dip into other classes.
Then again I would gain a sneak attack too.

Well I already wrote out a big biography, and thug just won't fit.

Good idea though!

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber
Phyxafein Barriduis wrote:
Galnörag wrote:
Teks wrote:


**Well scratch everything I said. For the millionth time treating the weapon as martial doesn't do any good when you don't have proficiency in martial weapons!!!

Just worship a god with whip (okay so net is out...) but a half orc inquisitor of Abraxas?

Or perhaps a drow.......but I like the way you think.

As I'm currently GM'ing Second Darkness, and am on the last AP, I'm thinking of adding a Inquisitor of Abraxas with a spiked chain and a tripping fetish.


I don't really get spiked chain. Did they change it at some point?
The spiked chain description I have doesn't give the chain reach which means the only tripping advantage is that you drop your weapon on a big fail rather then tripping yourself.
My trip-happy bard uses a scorpion whip. It has a 15-foot reach, so no attacks of opportunity, but you miss out on any AoO yourself. Good two-handed trip weapons with reach would include the fauchard, or Meteor hammer. You can also take a glaive-guisarme, or guisarme without the exotic feat.

I remember people complaining about the spiked chain being ridiculous, so I wonder. Did they change it, or am I just missing something important about this weapon.


2d4/X2, 10 foot reach, trip attacks, drop the chain to avoid being tripped, +2 to disarm and resist being disarmed, Weapon Finesse

There were other feats and prestige classes that allowed further shenanigans


SPCDRI wrote:

2d4/X2, 10 foot reach, trip attacks, drop the chain to avoid being tripped, +2 to disarm and resist being disarmed, Weapon Finesse

There were other feats and prestige classes that allowed further shenanigans

People were saying you threatened adjacent enemies with it too I think.

Sadly I'm fairly sure that this weapon was nerfed, and they removed reach, which makes it entirely useless. It's sad the the fix for a slightly overpowered weapon was making it useless, but whacha gonna do.

The ironic part is that many new weapons have reach, and trip, and a higher crit / damage then the spiked chain.

Scarab Sages

Teks wrote:

Sorry the name isn't quite right.

Blade of Mercy (Sarenrae)
Source: Legacy of Fire Player's Guide 9

I found it here http://nethys.karuikage.net/traits.htm

They have it marked as legal for society play. I haven't double checked yet, and they aren't always right.

** I just checked It is legal here's the snippet from the society rules pdf on legacy of fire

Traits: all traits on pages 7–9 are allowed except Duskwalker
Agent (Notes: Uwaga Highlander applies only to the Stealth skill and Eyes
and Ears of the City applies only to the Perception skill; no campaign
traits are allowed.)

You may want to check out www.archivesofnethys.com from now on. nethys.karuikage.net is where the site was originally, but I have moved it since then and stopped updating the karuikage.net version. All of the latest updates and corrections are on the new site. :)


I've been trying to come up with other ways of getting free intimidate. So...

Can you use natural attacks to inflict non-leathal damage? If yes, do you suffer the -4 attack penalty for doing so?

I was thinking about using the Half-orcs Toothy racial trait (or the Razortusk feat) with Enforcer. Would allow me to get a free attack (and thus: Intimidation chance) with every full-attack. Sure, I would suffer a pretty big attack penalty on the bite, but my weapon attacks would remain just as effective.


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Blave wrote:

Hi everyone,

first of all: Sorry for bad English and worse Irony. ;)

For those who don't like to read much: What are good feats for an Inquisitor?

For those who care for the details (yes, all two of you):
** spoiler omitted **...

My Half Orc Inquisitor of Abadar

1Power Attack
3Wpn Focus (Falchion)
5Dazzling Display
7Cleave
9Intimidating Prowess
11Furious Focus
13 Critical Focus
15Dreadful Carnage
17Shatter Defenses
19Deadly Strike

Traits
Rich Parents
Anatomist

Domain
Leadership


natural attacks have a -4 penalty


Teks wrote:
natural attacks have a -4 penalty

Yeah, I thought as much. And what's worse, by now I realized taht you suffer dual-wield penalties on all attacks when you attack with a weapon and a natural attack in the same round. Though I'm pretty sure that read somewhere that this would just make all your natural attacks secondary, without any aditional penalty. Maybe the latter was just the rule for monsters or something...


I did look up exactly the same thing you were thinking about by the way.

The orc's bite would be a secondary weapon. It's part of a rule involving weapons, and natural weapons together.

Want a cheap, easy way to deal unarmed damage? Kick.

You'll receive an AoO but no -4 penalty. You think "why thats a terrible trade-off."

Well not always. IT only provokes from the guy you attack, not everyone. They can only get an AoO if they have one to spare too. If the critter already used his AoO and doesn't have combat reflexes, then kick the bastard.


What would your ability scores be on a pathfinder societies point buy for this type of inquisitor build

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