PFS Inquisitor


Advice

Silver Crusade

Ok, so yesterday my inquisitor just completed his 3rd PFS mission. So he is becoming 2nd level. Plus we played up so he is actually pretty dang rich for a 2nd level guy (spent it all on a +1 bastard sword which is unusual for a 2nd level character to have in PFS). The build so far is this:

Basics:

Morrolan de'Morcaine
Inquisitor of Ragathiel (Empyreal Lord of Heroes) with the Conversion inquisition level 2
Alignment: Neutral Good
Faction: Silver Crusade
Fame: 5
Prestige Points: 1
Race: Dwarf
Str: 16, Dex: 12, Con: 16, Int: 14, Wis: 14, Cha 5
Languages: Common, Dwarven, Kellish, Varisian

Defense:

AC 19, touch 11, flat footed 18
HP: 19 (8+3, 5+3)
Fort: +6 (base +3, con +3)
Refl: +1 (base +0, dex +1)
Will: +5 (base +3, wis +2)

Offense:

BAB: +1, Melee: +4, Missile: +2, Initiative: +1, Speed: 20'
+1 bastardsword: atk +5, dam d10+4, crit 19-20/x2
dagger: atk +4 (or +1 if thrown, dam d4+3, crit 19-20/x2, rang inc 10'
mwk comp long bow: atk +3, dam d8+3, crit x3, rang inc 110'

Race, Class, Traits, & Feats:

Dwarf: +2 to con and wis and -2 to cha
Dwarf: Darkvision 60'
Dwarf: +4 AC vs giants
Dwarf: +2 save vs poison, spells, and spell like abilites
Dwarf: +2 appraise metal or gems
Dwarf: +1 hit vs goblin and orc
Dwarf: base speed not changed by encumberance
Dwarf: +4 CMD vs bull rush and trip
Dwarf: +2 perception stonework
Ragathiel: weapon proficiency bastard sword
Trait: Silver Crusade, Sure Thing (+2 hit vs evil 1 ea day)
Trait: Armor Expert (lower acp by 1 min 0)
Inquisitor: Conversion Inquisition (use wis mod for bluff, diplomacy and intimidate)
Inquisitor: Judgement 1 each day
Inquisitor: Monster Lore, add wis mod to know check to ID creature
Inquisitor: Stern Gaze, +1/2 lv (min 1) to intimidate and sense motive
favored class: +1/2 lv to sacred purity judgement
feat: intimidating prowess (str mod to intimidate)

Spells:

Known: 5/3
Each Day: */3
Orisons: guidance, detect magic, disrupt undead, sift, stabilize
1st: expeditious retreat, protection from evil, ear piercing scream (DC=13)

Skills:

-4 = acrobatics (ranks 0, dex +1, acp -5)
+2 = appraise (ranks 0, int +2)
+6 = bluff (ranks 1, wis +2, class 3)
-2 = climb (ranks 0, str +3, acp -5)
+2 = craft (ranks 0, int +2)
+6 = diplomacy (ranks 1, wis +2, class 3)
+1 = disguise (ranks 1, cha -3, class 3)
+1 = escape artist (ranks 0, dex +1, acp -5)
-4 = fly (ranks 0, dex +1, acp -5)
+8 = heal (ranks 1, wis +2, class 3, tool +2)
+10 = intimidate (ranks 1, wis +2, class +3, spec +3)
+6 = know arc (ranks 1, int +2, class +3)
+6 = know dung (ranks 1, int +2, class +3)
+6 = know planes (ranks 1, int +2, class +3)
+6 = know religion (ranks 1, int +2, class +3)
+6 = perception (ranks 1, wis +2, class +3)
-3 = perform (ranks 0, cha -3)
0 = ride (ranks 1, dex +1, class +3, acp -5)
+7 = sense motive (ranks 1, wis +2, class +3, spec +1)
+6 = spellcraft (ranks 1, int +2, class +3)
0 = stealth (ranks 1, dex +1, class +3, acp -5)
+6 = survival (ranks 1, wis +2, class +3)
+2 = swim (ranks 1, str +3, class +3, acp -5)

Equipment:
remaining 52 gps
+1 bastardsword
dagger
masterwork composite (+3 strength rating) longbow { spent to prestige points to get}
breastplate armor
heavy wooden shield

vial acid
vial alchemical grease
vial alchemist’s fire
holy symbol, silver
backpack, masterwork
healer’s kit
rope 50', silk
potion: cure light wounds
wand: cure light wounds (charges 47) { spent to prestige points to get}
signal whistle
spell component pouch
sun rod
swarm suit
tinder twig
weapon blanch (cold iron)
weapon blanch (silver)

Plans:

3: feat: heavy armor proficiency
4: +1 strength
5: feat: power attack
7: ?
8: +1 strength
9:
11:
Not sure what to do at this point.

Going for a tank-ish heavily armored sword and board melee character that uses spells mostly for buffing. The heavy armor and con should allow him to take a pretty heafty beating. The favored class bonus to judgement of purity should eventually get his saves pretty high when active. When needed, he can drop the shield to wield the bastard sword 2-handed for extra damage.

Now until I play as a 2nd level character, I can completely rebuild him. One of the possibilities I was considering was a single level of fighter at 1st level then starting inquisitor at 2nd level. That would get the heavy armor proficiency (saving a feat), tower shield proficiency, +2 hitpoints. But it would be losing a level of inquisitor goodness all through his career and he already has decent weapon prof.

Recommendations or advice would be appreciated.


I personally like Inquisitors for the combination of fun "lawless advancement of the greater good of the faith" style of roleplaying, and for Bane of course, but looking at your build you MIGHT be better off, at least from a combat point of view, as a paladin... I've just never looked at the Inquisitor as a Sword-and-board tank style melee character, and i'm almost positive that except for in role-play scenarios a properly built Paladin will be able to out-tank and out-damage you vs the stronger enemies. there are benifits for Inquisitor over Paladin, such as more Banes per day that smites, Judgement, the ability to Bane non-evil enemies, and the use of Teamwork Feats.

i will admit though, i built my Inquisitor Ranged, and i built him (just for fun) as a Dex-based melee fighter, and both seemed very viable, so i dont see why a Tank-quisitor wouldn't work, and i don't see how your build wouldn't be able to tank, i just dont see it doing as well as other more common tank classes.

as far as multiclassing, how far are you taking your inquisitor? 12? 18?

are you planning on picking up the (impo) be-all-end-all gear for an inquisitor, the Bane Baldric?

Silver Crusade

I seriously considered a paladin. The bonus to saves and smite are wonderous. But dwarves have a penalty to charisma (I really wanted a dwarf for this character for some reason). Paladins don't really get many spells and I like casting.

But the biggest reason is that in my area, paladins have a really bad rep for being Lawful Stupid. Yeah I could try to combat that stereotype, but the couple people I have seen try to run a paladin were given dirty looks for sitting at the table and blamed for any problems even if they weren't being stupid. They both eventually stopped playing them and started new characters. I only know of one guy at our local that is playing a paladin (I think he is up to 6th level now). But he is very careful at which table he sits down.

I'm just not interested in that much of a headache. So I can play a wanabe hero inquisitor just fine.

I plan PFS characters to level 11. Since the standard scenarios top out when you get to 12 and you are basically retired unless there is a special event. If the local has events for 12+ when I get there, that will be great. But that will probably take me a couple years anyway since I don't get to play nearly as often as I'd like.

Yes, the Bane Baldric is definitely on the wanted list.


Aight so as far as damage as an inquisitor goes, especially if you're not going up to 12, you will top out at level 7, when the bane Baldric boosts your bane up to level 12 and allows you to use greater bane. what i would do is build fighter 1/ inquisitor 7 level 8 overall, has the damage of a level 12 and the armor of a fighter, then levels 9-11 take fighter. so you end up as a 7th level inquisitor 4th level fighter, you maximize your feats available get more HP, and the only things you really miss out on are level 4 spells and second judgement, but in return you get Armor Training, Bravery 1, and 3 bonus fighter feats.

Sovereign Court

I wouldn't multiclass. Bane is at level 5, and it's pretty awesome - I wouldn't put that off if I could help it.

A spell suggestion? I would change out Ear Piercing Scream for Divine Favor. While it's nice when the save is failed, your save is quite low, and the damage you deal with your weapon vastly overwhelms the damage from the spell. Divine Favor is a self only buff that lasts for 10 rounds, and grants +1 luck bonus to attack and damage per 3 caster levels. Given that PFS only goes to level 12, this spell keeps getting better pretty much your whole career.

You have calculated your intimidate incorrectly. INtimidating prowess doesn't let you ignore your -3 charisma mod. It just adds your strength mod to that. The total at 1st level for you is:

+1 (rank) -3 (charisma mod) +3 (strength mod) +2 (wisdom mod) +3 (class skill) = 6

I personally wouldn't think getting to a 6 is worth the feat - I would switch out Intimidating Prowess for heavy armor proficiency or power attack (I would switch it for power attack and go full offensive at first - Divine Favor always at least negates that negative to attack from power attack, and keeps your offensive power up there.

Also, for PFS, I pretty much always choose to know Cure Light Wounds if it's available to my character. YMMV.


As far as paladins go, we're playing with one, and the only time we've ever had to worry about him was once when we ran a mission that required us to not look like pathfinders, and he refused to cover his holy symbol, and wayfinder, but we managed to talk him into tucking the wayfinder into his shirt telling him that hiding it wasn't lieing about who he was, simply not blatantly informing everyone, and our group face (our rogue) managed to convince the town that he was a merchant and we were his guards/sellswords.

Silver Crusade

If I take fighter levels, it would probably only be 1. It would be really difficult to talk me into 4 non-caster levels.

I might swap out expeditious retreat for divine favor. But I really like earpiercing scream. First, I feel like every caster should have at least 1 attack spell. Second, almost nothing has resistance to sonic damage. Third, I try to take less common spells just for the 'being different' aspect.
Seems every holy warrior out there is casting divine favor all the time. Yep, it is that good. So maybe I'll take it instead of the expeditious retreat.

Like I said, the paladin-hate, is a thing with my local society area. If I ever end up moving I may come back to it. (Possibly for a paladin/sorcerer/dragon disciple.)


I wouldn't multiclass. I agree with Jess Door, it puts off too much cool inquisitor stuff. But you can still tank pretty well as a single class.
My recommendation:
I would swap your spells for: cure light, shield of faith, and compel hostility. (don't forget a weapon strap so you can cast with a sword and shield)
Swap intimidating prowess for heavy armor (@ Jess Door- the conversion inquisition uses wisdom instead of charisma for intimidate, so he was doing it right)
Get some fullplate (sacrifice the enhancement on your sword if you have too) to go with your large shield. That gets you 21 ac at minimum, 22 with protection judgement, 23 with shield of faith or fighting defensively, 25 with total defense, and 28 with SoF, judgement, and TD. Then use compel hostility to get things to focus on you instead of your buddies.

Silver Crusade

I was just looking up the conversion inquisition to see if I was right on that one.

I had taken the intimidating prowess first because usually it doesn't seem like you would be able to afford decent full plate until your almost 3rd level anyway. I agree since I have the money, maybe I should do it the other way.

Yep, forgot the weapon strap. I had meant to get one of those.

I probably won't get cure light wounds. The wand of it is so cheap and lasts quite a while.

Hmm... For some reason, I thought compel hostility was a 2nd level spell. I was planning on it for then. My save DC isn't high, but still a cool spell.


Morrolan de'Morcaine wrote:
I probably won't get cure light wounds. The wand of it is so cheap and lasts quite a while.

I guess that makes more sense for PFS. I play more homebrew stuff, so I plan for the occasional imprisonment and loss of gear, which you don't really have to worry about in PFS.

Sovereign Court

Ah, glad to know that - it makes that a little more sensible to me. But if you're pumping Intimidate, even going so far as to use feats, are you going to use it more? ARe you going to take dazzling display or anything else? Feats are a very precious resource for you. I would personally think that taking Power Attack would be more useful, as you can use the extra damage you're dealing to encourage enemies to focus on you rather than your allies.

Wands are good, for sure! Very cost effective! At lower levels I find survivability greatly enhanced by having the spell available as well, however. If you've already got a wand, that will work wonders out of combat - in combat is a little more difficult, but you're pumping AC to mitigate that as much as possible.

Silver Crusade

I would reconsider a few of the spells you chose, since you're stuck with them until at least level 5. And even then you only get to trade out 1.

I would consider Create Water as an orison instead of either Disrupt Undead or Sift. You may also want to pick up Read Magic, although that can probably wait until level 3.

For 1st level spells, you may want to swap out Shield of Faith and Divine Favor for Protection from Evil and Expeditious Retreat. With a high Wis, your will save is already going to be decent, and Shield of Faith gives the same AC bonus as Prot Evil, only it works against everything. Divine Favor is a nice little hit and damage bonus. And they both scale with level! As for Ear-piercing Scream, you get a better version of it at level 5 called Blistering Invective. It does damage and demoralizes all foes within 30 yards.

Silver Crusade

Yeah, disrupt undead probably isn't necessary for this guy. But I haven't found create water as useful as some people find it. Still not bad though.

Quote:


Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person...

Third, the spell prevents bodily contact by evil summoned creatures...

I like protection from evil better than shield of faith for the second and third effects. To me the first effect is pretty much incidental after just a couple of levels. There are so many ways to get a deflection bonus. Since they don't stack that is not a priority to me. Might switch it out for the communal or circle version eventually though.

I am considering switching expeditious retreat for divine favor though. Luck bonus is nice. I just have a 'thing' about picking the same spell as everyone else. But I don't have to have all of them oddball just some of them.

Blistering invective is nice. The damage is not much. Just noticed it is an intimidate check instead of a will save as I had assumed. My intimidate will be pretty high so that is excellent. I was thinking about the dazzling display feat but I like this better. (Fire damage and it seems more inquisitor-ish.) I will definitely plan on taking that. Intimidate often seems more useful than diplomacy in PFS. Especially once since alot of players seem to have diplomacy. A lot of martial characters have some intimidate, but not usually as high as I will.

I think I will still keep ear piercing scream though. I still like the sonic damage.

Silver Crusade

I will admit, the no bodily contact clause of Prot Evil saved my bacon in one PFS scenario.

Silver Crusade

Ok, here is the modified version.

Basics:

Morrolan de'Morcaine
Inquisitor of Ragathiel (Empyreal Lord of Heroes) with the Conversion inquisition level 2
Alignment: Neutral Good
Faction: Silver Crusade
Fame: 5
Prestige Points: 1
Race: Dwarf
Str: 16, Dex: 12, Con: 16, Int: 14, Wis: 14, Cha 5
Languages: Common, Dwarven, Kellish, Varisian

Defense:

AC 22, touch 11, flat footed 21
HP: 19 (8+3, 5+3)
Fort: +6 (base +3, con +3)
Refl: +1 (base +0, dex +1)
Will: +5 (base +3, wis +2)

Offense:

BAB: +1, Melee: +4, Missile: +2, Initiative: +1, Speed: 20'
mwk bastardsword: atk +5, dam d10+3, crit 19-20/x2
dagger: atk +4 (or +1 if thrown, dam d4+3, crit 19-20/x2, rang inc 10'
mwk comp long bow: atk +3, dam d8+3, crit x3, rang inc 110'

Race, Class, Traits, & Feats:

Dwarf: +2 to con and wis and -2 to cha
Dwarf: Darkvision 60'
Dwarf: +4 AC vs giants
Dwarf: +2 save vs poison, spells, and spell like abilites
Dwarf: +2 appraise metal or gems
Dwarf: +1 hit vs goblin and orc
Dwarf: base speed not changed by encumberance
Dwarf: +4 CMD vs bull rush and trip
Dwarf: +2 perception stonework
Ragathiel: weapon proficiency bastard sword
Trait: Silver Crusade, Sure Thing (+2 hit vs evil 1 ea day)
Trait: Armor Expert (lower acp by 1 min 0)
Inquisitor: Conversion Inquisition (use wis mod for bluff, diplomacy and intimidate)
Inquisitor: Judgement 1 each day
Inquisitor: Monster Lore, add wis mod to know check to ID creature
Inquisitor: Stern Gaze, +1/2 lv (min 1) to intimidate and sense motive
favored class: +1/2 lv to sacred purity judgement
feat: heavy armor proficiency

Spells:

Known: 5/3
Each Day: */3
Orisons: guidance, detect magic, create water, sift, stabilize
1st: divine favor, protection from evil, ear piercing scream (DC=13)

Skills:

-5 = acrobatics (ranks 0, dex +1, acp -6)
+2 = appraise (ranks 0, int +2)
+6 = bluff (ranks 1, wis +2, class 3)
-3 = climb (ranks 0, str +3, acp -6)
+2 = craft (ranks 0, int +2)
+6 = diplomacy (ranks 1, wis +2, class 3)
+1 = disguise (ranks 1, cha -3, class 3)
0 = escape artist (ranks 0, dex +1, acp -6)
-5 = fly (ranks 0, dex +1, acp -6)
+8 = heal (ranks 1, wis +2, class 3, tool +2)
+7 = intimidate (ranks 1, wis +2, class +3)
+6 = know arc (ranks 1, int +2, class +3)
+6 = know dung (ranks 1, int +2, class +3)
+6 = know planes (ranks 1, int +2, class +3)
+6 = know religion (ranks 1, int +2, class +3)
+6 = perception (ranks 1, wis +2, class +3)
-3 = perform (ranks 0, cha -3)
-1 = ride (ranks 1, dex +1, class +3, acp -6)
+7 = sense motive (ranks 1, wis +2, class +3, spec +1)
+6 = spellcraft (ranks 1, int +2, class +3)
-1 = stealth (ranks 1, dex +1, class +3, acp -6)
+6 = survival (ranks 1, wis +2, class +3)
+1 = swim (ranks 1, str +3, class +3, acp -6)

Equipment:
remaining 173 gps
mwk bastardsword, on weapon cord
dagger
masterwork composite (+3 strength rating) longbow { spent to prestige points to get}
breastplate armor
heavy wooden shield

vial acid
vial alchemical grease x2
vial alchemist’s fire x2
antiplague
antitoxin
smokestick x2
holy symbol, silver
backpack, masterwork
fish hook
flint and steel
grappling hook
healer’s kit
rope 50', silk
black ink
inkpen
parchment x2
potion: cure light wounds
wand: cure light wounds (charges 47) { spent to prestige points to get}
signal whistle
spell component pouch
string
sun rod x2
swarm suit
tinder twig x2
thunderstone x2
holy water x2
travelers outfit
cleric vestments
whetstone
weapon blanch (cold iron)
weapon blanch (silver)
rations, trail x3
waterskin x2

Plans:

3: feat: intimidating prowess, spell compel hostility
4: +1 strength, spell blistering invective
5: feat: power attack
7: weapon focus bastard sword
8: +1 strength
9: ?
11: ?

Any suggestions for the last couple of feats or other kool but uncommon spells?

Silver Crusade

Don't forget your teamwork feat. For a primarily melee character I would suggest Lookout for now and then Outflank with your next one.

Silver Crusade

Oops, yeah I did forget about those teamwork feats.

Plans:

3: feat: intimidating prowess, teamwork feat: outflank, spell compel hostility, spell detect thoughts
4: +1 strength, spell blistering invective
5: feat: power attack
6: teamwork feat: back to back
7: feat: ?
8: +1 strength
9: feat: ?, teamwork feat: improved back to back
11: ?

Silver Crusade

You can't take Outflank at level 3. It requires +4 BAB which you won't get until level 6. That's why I recommended Lookout for level 3. Back to Back is so situational I don't recommend it.

Silver Crusade

Oops again. Forgot that req. Switch the outflank and back to back then.

I think I want to try back to back. Since I am going for I fairly tank-ish guy, I'm thinking I will fairly often be out in front and getting flanked. But if it doesn't work out, I can change it. That is pretty kool ability of the inquisitor to be able to switch those out up until you take the next teamwork feat. So I will take it at 3rd. If I'm never getting use of it, I will switch it out before I take outflank at 6th.

Plans:

3: feat: intimidating prowess, teamwork feat: back to back, spell: compel hostility
4: +1 strength, spell: blistering invective, spell: detect thoughts
5: feat: power attack
6: teamwork feat: outflank
7: feat: shield focus
8: +1 strength
9: feat: shared judgement, teamwork feat: improved back to back,
11: ?

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