Looking for advice on Inquisitor build


Advice


So we're starting up our first horror oriented campaign and this has given me the chance to try out the Inquisitor Class (I love me some Vampire Hunters). We're starting out at Level 9 and I'm going with an (almost cliche) ranged Crossbow wielding character. I'm really loving the overall backstory to the campaign and my character specifically, but would love some advice on the build itelf, specifically Spells, Teamwork Feats. Would appreciate any advice.

Sources: Pathfinder Player's Handbook, Pathfinder's Advanced Players Guide

9th Level Inquisitor

Human Male, NG

--Abilities # Originial (After magic items)
Str: 12 (12)
Dex: 17 (23)
Con: 12 (12)
Int: 12 (12)
Wis: 16 (22)
Cha: 12 (12)

--Domain: Good
I picked this up more for RP reasons, and felt like Holy Lance was worth it.

--Skills #Ranks (Total Bonus)
Acrobatics 9 (+15)
Climb 6 (+15)
Diplomacy 1 (+5)
Disguise 1 (+5)
Heal 1 (+10)
Intimidate 7 (+17)
Kn(Arcana) 3 (+7/+13 Monster Lore)
Kn(Dungeon) 2 (+6/+12 Monster Lore)
Kn(Nature) 2 (+6/+12 Monster Lore)
Kn(Planes) 4 (+8/+14 Monster Lore)
Kn(Religion) 5 (+9/+15 Monster Lore)
Perception 9 (+18)
Ride 3 (+12)
Sense Motive 2 (+15)
Stealth 9 (+18)
Survival 5 (+14/+18 Track)
Swim 1 (+10)

--Feats
Point-Blank Shot
Precise Shot
Rapid Shot
Rapid Reload (Light Crossbow)
Great Fortitude
Exotic Weapon Prof. (Bolas) -

Bolas might look kinda funny, but this was taken to give me some better combat utility since I discovered I couldn't take Ranged Pin. Thought True Strike could help make it worth it.

--Teamwork Feats
Coordinated Defense
Coordinated Manuvers
Duck and Cover

Didn't see many good options for Ranged so I went for defense. Seen several people suggest keeping some ability to go into Melee and make use of Out Flank and Precise Strike, but wasn't sure how hard that would be.

--Spells
0: Acid Splash, Create Water, Detect Magic, Light, Guidance, Stabilize
1: Alarm, Detect Undead, Divine Favor, Expeditious Retreat, True Strike
2: Flames of the Faithful, Follow Aura, See Invisibility, Silence
3: Blood Biography, Dimensional Anchor, Magic Circle Against Evil, Magic Weapon Greater

A number of these I picked for RP reasons (Blood biography), but am pretty unsure of the spell selection.


Came across this enchantment which would probably help whatever way you decide to go.

Guided enchament is a +1 weapon enchantment so something you can easily get in your starting gear if you kicking off at 9th

It lets you use WIS for attack and damage rolls instead of Strength ! now it doesn't let you use 1.5x WIS for dmg on 2h weapons and a few other little rules but it will certainly make the most out of your stat block if you go a bit heavier on the WIS.

Also you could use this on a bow or crossbow as well using WIS instead of DEX making you a very effective switch hitter.

does make you reliant on using your own gear though so looted weapons would need to be reforged with guided before you'd benefit from using them.

But just something I thought might be of interest

The Exchange

It looks good to me.

Is your game allowing Ultimate Magic? There is an archetype in there for Inquis that lets you trade out the teamwork feats for some decent abilities (Preacher). Since the teamwork feats don't really help a ranged Inquis all that much, these are a nice trade.

Also, are you entirely sold on using a crossbow? Composite Longbows are so much better its rather shocking (mainly requiring less feats and providing more damage since you can apply Str).


DanMonster wrote:

It looks good to me.

Is your game allowing Ultimate Magic? There is an archetype in there for Inquis that lets you trade out the teamwork feats for some decent abilities (Preacher). Since the teamwork feats don't really help a ranged Inquis all that much, these are a nice trade.

Also, are you entirely sold on using a crossbow? Composite Longbows are so much better its rather shocking (mainly requiring less feats and providing more damage since you can apply Str).

he's right about the crossbow, even the fighter crossbow archtype is a lesser creature.

just do this, use a comp longbow and tell everyone for RP purposes your using a crossbow. Mechanics do not always have to equal RP.


I would personally replace Great Fortitude with Crossbow Mastery - it's really one of the only things that makes crossbows viable, if even that. You already have all the prerequisites after all. Fortitude is already one of the Inquisitor's strong saves, and the positive Con modifier just makes it better.

Also, how did you generate your ability scores? You mentioned that they were affected by magic items, but didn't list your equipment. Just out of curiosity.


The +6 for Dex and Wisdom come from the Headband of Wisdom +6 and the Belt of Dex +6. The kind of items we have access to is actually rather limited, but of the few we could get we got some pretty nice stuff.

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