PFS Half-Orc Lamashtu Inquisitor


Advice

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Grand Lodge

I am building a Half-Orc Heretic Inquisitor of Lamashtu for PFS, and looking to get some advice.

Here is the current build:

Half-Orc Inquisitor:
Field Agent Atozan Botoku
Female Half-Orc Inquisitor 1 (Pathfinder RPG Advanced Player's Guide 38; Pathfinder RPG Ultimate Magic 0)
CN Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 10 (1d8+2)
Fort +6, Ref +3, Will +8
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron spiked gauntlet +2 (1d4+2) and
. . scorpion whip +2 (1d4+2) and
. . shortspear +2 (1d6+2)
Ranged sling +1 (1d4+2)
Inquisitor Spells Known (CL 1st; concentration +5):
. . 1st (2/day)—divine favor, shield of faith
. . 0 (at will)—acid splash, detect magic, detect poison, sift{super}APG{/super}
. . Domain Heresy Inquisition
--------------------
Statistics
--------------------
Str 15, Dex 12, Con 14, Int 8, Wis 18, Cha 8
Base Atk +0; CMB +2; CMD 13
Feats Enforcer[APG]
Traits brute, fate's favored
Skills Bluff +8, Intimidate +13, Knowledge (local) +2, Perception +8, Sense Motive +5, Spellcraft +3, Stealth +7; Racial Modifiers +2 Intimidate, +2 Knowledge (local)
Languages Common, Orc
SQ hide tracks, judgement 1/day, judgement of escape, orc blood, stern gaze
Combat Gear acid; Other Gear leather lamellar armor, cold iron spiked gauntlet, scorpion whip, shortspear, sling, sling bullets (10), backpack, masterwork, crowbar, grappling hook, hemp rope (50 ft.), survival kit, wooden unholy symbol (Lamashtu), 3 gp, 9 sp
--------------------
Special Abilities
--------------------
Brute You’re adept at frightening away people and gain a +2 trait bonus on Intimidate checks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Fate's Favored Increase luck bonuses by 1.
Hide Tracks (Ex) Creatures attempting to track you take a -5 penalty.
Inquisitor Domain (Heresy Inquisition)
Granted Powers:
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Profane Escape (Su) When hit foe with melee/ranged attack, can create diversion to hide.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.

Any thoughts?

RPG Superstar 2012 Top 32

maybe its in there and i'm missing it, but do you have any means of reliably dealing non-lethal damage or are you planning on taking the -4 to hit every time you want to use enforcer? i've seen full BAB classes get some extra mileage from that feat but i've never seen it used well on a 3/4 BAB chassis unless it was combined with bludgeoner and the sap adept feats (which can make for a pretty terrifying vivisectionist).

i don't know what you're looking at for the rest of the build, but you might want to consider bludgeoner at 3rd (and picking up a decent blunt weapon).

Grand Lodge

The Scorpion Whip can be used as a Whip, and deal nonlethal damage.

The PC is proficient with Whips, so that should fine, starting out.

Grand Lodge

I had hoped to stick with the Whip.

Flavor reasons.

Should I hold off on Enforcer, until 5th, getting Weapon Focus(Whip) at first, and Whip Mastery at 3rd?

Grand Lodge

Perhaps choose the Chain Fighter Alternate Racial Trait, and use Bludgeoner with a Heavy Flail?

It would be a stretch, flavor-wise, but could work.


Ok, so you're definitely not going the devastator route that I normally go with Inquisitor.
What do you want to do with this class primarily?
Also, if I might make a suggestion: nets. Great for entanglement, etc.

Grand Lodge

Crap. I forgot Nets.

Anyways, I hope to focus on Demoralization, and have a bit of stealthiness to the PC. I also want to focus on a whip-like, or chain-like weapon.

I also like the Nightmare Scars feat, and would like to pick it up, eventually.

I don't need the PC to be super optimized, but viable, and with a little flexibility.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Why so much Wisdom? You shouldn't be relying much on save DCs, so you could probably tone it down to 16 or 14 even, and have more points left for Strength, Dex, or Int. Maybe move the racial bonus to Strength too.

Grand Lodge

Wisdom adds twice to my Intimidate and Bluff, and once to my Stealth. Also, Perception, and eventually Initiative. It would be hard to lower that much.

I already have an okay number of skills, so I don't think a -1 will make that big a difference.

How high should I have my strength? I figure I would be more of a Debuffer, than a major damage dealer.


I'd say keep it at 13 for power attack if you need it, that way you can at least get some power attack related feats that are intimidation and demoralize types, such as Cornugon Smash and Dreadful Carnage, etc.
This type of Inquisitor might be better off with some of the following stats:
Str 13
Int 10 or more
Cha 7

and take the Bruising Intellect trait so you use int for Intimidate instead of Cha.
In addition, you COULD try and bump up your dexterity, for attacks of opportunity, combat reflexes, and a dex to damage feat if you can find one that works with whips, spiked chains, nets, etc. I don't know, because I've never really looked.

Also, you can go for the following alt racial traits:
Beastmaster - replaces orc ferocity, gain whip and net proficiency
Chain Fighter - replaces weapon familiarity with flails, heavy flails, and spiked chains and double flails count as martial weapons
City Raised - replaces weapon familiarity with Longswords and whips

I'd suggest taking Beast Master and using mithril chain shirt and bumping your dex to much higher levels. Take something that allows you to make your dex replace your strength for damage, and you should be decent for defending yourself if you need to.

Edit: For me, as a half-orc, I almost ALWAYS take Shaman's Apprentice, but my half-orcs are always front liners and so I eventually go Diehard and Deathless Initiate or something similar. It means I'm going to be standing long after I've gone into the negatives and will need someone to keep me going. Works best with Holy Vindicator and Vicious weapons, or with Sentinel or Invul Rager/Steelblooded Bloodrager.

Anyway, I'd go so far as to suggest that you might be too strength focused with this character. I'd also suggest that if you bump your intelligence, consider taking an extra language and the additional traits feats. That made my half-orc Two Handed Fighter absolutely FUN as hell with dialogue. Noble-born bastard type from Wyvernsting, or as noble as a scion of the Murdered Child Tribe can possible be.

Edit #2: Also, I'd like to link a specific comic that I have in mind when I see this character in my head, but I cannot because it is from Oglaf, and as awesome as that comic is, it is definitely NSFW.

RPG Superstar 2012 Top 32

truthfully, i'm not sure how useful the whip is gonna be... you'll either have to take -4 to hit for dealing non-lethal damage with a scorpion whip or you'll wield it as a normal whip in which case you cannot damage anyone with a +1 armor bonus or +3 natural armor bonus (so, basically everyone).

it sounds like it doesn't fit your concept as well, but mechanically you would be better off with heavy flail/bludgeoner...


If you want reach that badly, go Dorn Dergar maybe.

Grand Lodge

Well, I really don't need to use Int for Intimidate, as I would be using Wisdom, for Intimidate.

I am actually beginning to embrace the Flail idea, and abandon the whip, but I will likely still carry a Whip around, for no reason, other than flavor, even if not proficient.

If going Flail, then my guess it to go Bludgeoner at 1st, then Enforcer, at 3rd.

I am still hazy on how PFS retraining works, but I suppose I could retrain something later.

Grand Lodge

I can see lowering charisma to 7, and increasing my intelligence to 10, but if I lower my Wisdom, to say, 17, where would I put those extra 3 points?

Grand Lodge

If I am going Bludgeoner, then should I stack the Sanctified Slayer archetype, so as to use Sap Adept?

Grand Lodge

The real reason I thought to nab City Raised, and use a Whip, was that was the most reliable way to deal nonlethal at first, without needing a feat. Also, whips are kind of cool.

I could still go that path, nab Enforcer at 1st, then Bludgeoner at 3rd, and switch to a Heavy Mace.

Grand Lodge

Major_Blackhart wrote:
Edit #2: Also, I'd like to link a specific comic that I have in mind when I see this character in my head, but I cannot because it is from Oglaf, and as awesome as that comic is, it is definitely NSFW.

I know Oglaf. You can PM me the link.


I've never actually used the Sanctified Slayer archetype. I'd be hesitant because it gets rid of judgements, which is one of the better ways for the Inquisitor to lay a beating on someone.
If you do, think of the Inquisitor as a Skulking Slayer at that point, but in your case do you have a reliable way of getting off sneak attack? If so, then it's a good trade.

Grand Lodge

If I am proficient with Whips, and I use a Scorpion Whip to deal nonlethal, do I suffer a -4 to attack rolls?

Am I still able to damage a creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher?

This will influence the build, so I am curious.

Grand Lodge

Let's say I go Bludeoner/Enforcer, how would I order my feats?


blackbloodtroll wrote:

The real reason I thought to nab City Raised, and use a Whip, was that was the most reliable way to deal nonlethal at first, without needing a feat. Also, whips are kind of cool.

I could still go that path, nab Enforcer at 1st, then Bludgeoner at 3rd, and switch to a Heavy Mace.

The trait Blade of Mercy lets you make non-leathal attacks with any slashing weapon with out the -4 penalty and get a +1 trait to non lethal damage with that NL damage.

Edit: Since both whips and scorpion whips to slashing damage you can use Blade of Mercy with them. >.>

Grand Lodge

That does not work. Here is the full details of Blade of Mercy:

Legacy of Fire Player's Guide pg. 9 wrote:

Blade of Mercy

Category: Religion
Requirement(s): Sarenrae
You know that within the heart of even the most hateful and cruel living creature exists a sliver of shame and hope for redemption. You have trained long on martial techniques to use bladed weapons not to kill, but to subdue. When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon.

This PC is a worshiper of Lamashtu, not Sarenrae.


blackbloodtroll wrote:

That does not work. Here is the full details of Blade of Mercy:

Legacy of Fire Player's Guide pg. 9 wrote:

Blade of Mercy

Category: Religion
Requirement(s): Sarenrae
You know that within the heart of even the most hateful and cruel living creature exists a sliver of shame and hope for redemption. You have trained long on martial techniques to use bladed weapons not to kill, but to subdue. When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon.

This PC is a worshiper of Lamashtu, not Sarenrae.

Sorry the pfsrd didn't include the requirement. :(

Grand Lodge

Yeah, they leave out things that are copyrighted, like the names of deities.


Hmmm, order of feats.
The thing is, your character won't be front line focused, right? So you won't really need big combat feats at first to help out. Rather, you'll be a flanker primarily I'd hope.
I'd suggest getting Bludgeoner first off if you're a flail man. From there, you'd get enforcer. Just work on knocking the enemy out and then going from there.
If you're using the whip, then just go enforcer route, because you're already dealing nonlethal.
And I don't think you take penalties for wielding the scorpion whip as a whip to do nonlethal.
The idea is that it takes special skill to get the blades of the scorpion whip to work properly and hit the target just right, that's why you need proficiency to deal damage. Otherwise, it's just a whip with a fancy name.

Grand Lodge

I am going to drop charisma to 7, and bring intelligence to 10.

Grand Lodge

Should I stack Preacher with Heretic?


I'm not a fan personally. Those bonuses seem way too weak to replace with Solo Tactics.
Those feats open up SOOO much, especially for a half-orc.

Grand Lodge

I think you are right.

Still considering Sanctified Slayer.

Access to Ranger Combat Style feats, which allow me to get some feats much earlier, Sneak Attack, for Sap Adept, and other neat things.


Sanctified Slayer would be great for a knockout/intimidator build as long as you had a reliable way of getting sneak attack off. Personally, I really like Judgements too much, but that's cause I always play a devastator 2 handed beast type.

Grand Lodge

I suppose I could nab Dazzling Display and Shatter Defenses.

That sounds a bit harder to do though.

Grand Lodge

Updated:

Half-Orc Inquistor:
Field Agent Atozan Botoku
Female Half-Orc Inquisitor 1 (Pathfinder RPG Advanced Player's Guide 38; Pathfinder RPG Ultimate Magic 0)
CN Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 10 (1d8+2)
Fort +6, Ref +3, Will +7
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron shortspear +3 (1d6+3) and
. . heavy flail +3 (1d10+4/19-20) and
. . net -1 ()
Ranged sling +1 (1d4+3)
Inquisitor Spells Known (CL 1st; concentration +4):
. . 1st (2/day)—divine favor, shield of faith
. . 0 (at will)—acid splash, create water, detect magic, detect poison
. . Domain Heresy Inquisition
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 14, Int 10, Wis 17, Cha 7
Base Atk +0; CMB +3; CMD 14
Feats Bludgeoner[UC]
Traits brute, fate's favored
Skills Bluff +10, Intimidate +12, Knowledge (local) +1, Perception +7, Sense Motive +4, Spellcraft +4, Stealth +6; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ hide tracks, judgement 1/day, judgement of escape, orc blood, stern gaze
Combat Gear acid; Other Gear leather lamellar armor, cold iron shortspear, heavy flail, net, sling, sling bullets (10), backpack, grappling hook, hemp rope (50 ft.), survival kit, tobacco, wooden unholy symbol (Lamashtu), tobacco pipe (worth 0.01 gp, 0.01 lb), 31 gp, 9 sp
--------------------
Special Abilities
--------------------
Bludgeoner Inflict nonlethal damage with bludgeoning weapons
Brute You’re adept at frightening away people and gain a +2 trait bonus on Intimidate checks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fate's Favored Increase luck bonuses by 1.
Hide Tracks (Ex) Creatures attempting to track you take a -5 penalty.
Inquisitor Domain (Heresy Inquisition) Deities: Lamashtu.

Granted Powers: Often it is hard to tell heretics from the f
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Profane Escape (Su) When hit foe with melee/ranged attack, can create diversion to hide.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.

Thoughts?


Nice, dude. Looks pretty good and for a level one character she's solid so far.
You may not even need Intimidating Prowess unless you require it for some prereq because of her intimidating bonus and stern gaze, etc.

What will your feat progression look like later on? Do you plan on using the net more actively?
You may want to get at least Dueling on your flail and Net for the luck bonuses and combined with Fate's Favored.

Grand Lodge

I have no great plans for the Net.

Dueling seems to be more for Combat Maneuver focus.

For feats, I could see Enforcer at 3rd, then Nightmare Scars at 5th.

At 6th, I could retrain Bludgeoner and Enforcer, for Cornugon Smash, and Power Attack.


Cool. The only reason I'd say keep those is if you're going Sanctified Slayer, those feats help with intimidate and sneak attack type stuff. And yeah, Dueling is for combat maneuver focus. I thought you might want that with the net.
However, Bludgeoner can be replaced with a magic weapon ability that also increases damage. Enforcer can be substituted with Cornugon Smash as well, so those are both good retrains.
Weapon Focus, Dazzling Display, Shatter Defenses is a heavy feat investment, and may not be worth it for your character, as you're not necessarily a front line fighter.

At the same time, those feats definitely sync well with Sanctified Slayer, denying dex and allowing for sneak attacks to flourish. In addition, you might want to consider the following: Motivating Display, Violent Display, Dreadful Carnage. All of them are phenomenal for an Intimidate focused build, be it Cockatrice Cavalier or Inquisitor, etc.

Edit: Disheartening Display from the ACG and Merciless Butchery and Ranged Concentration are all good possibilities as well. Tho the last two only if you're a Sanctified Slayer.

Grand Lodge

Taking a second look, just nabbing a Merciful weapon, and sticking with Enforcer might be a good idea, as suggested.

In that case, I would swap Bludgeoner, with Power Attack, but keep Enforcer.

If not going the Dazzling/Sanctified route, I am a bit unsure past 6th.


What's the composition of the rest of your party?

Grand Lodge

I never know.

It's for PFS.

Grand Lodge

That also means I am bound to PFS legal material.

Grand Lodge

Also, it means I really don't need to plan past 12th level.


Module then, no full AP I assume.
I think most of the ACG stuff is legal, so those feats are A-OK.
I honestly think you're good by way of damage, so no real need to focus there. And your wisdom is off the charts for an Inquisitor, so that's always a bonus.
Were you thinking maybe some dirty tricks or some sort of combat maneuvers maybe? How about something like Lunge or Mobility?

Edit: What about toughness? The extra HP can always come in handy.

Grand Lodge

Maneuvers seem to be all, or nothing, to be effective. At least, from my experience.

Toughness and Furious Focus seem reliable choices, along with Intimidating Prowess.

Dark Archive

Very much reminds me of my own PFS half-orc inquisitor:

Character Sheet:
Solis Brand
Male Half-Orc Inquisitor 3
CN Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 24 (3d8+6)
Fort +7, Ref +4, Will +8
--------------------
Offense
--------------------
Speed 30 ft.
Melee falchion +5 (2d4+4/18-20) and
. . punching dagger +5 (1d4+3/×3)
Ranged sling +3 (1d4+3)
Spell-Like Abilities (CL 3rd; concentration +1)
. . At will—detect alignment
Inquisitor Spells Known (CL 3rd; concentration +6):
. . 1st (4/day)—bane (DC 14), divine favor, protection from evil, true strike
. . 0 (at will)—create water, daze (DC 13), detect magic, disrupt undead, guidance, stabilize
. . Domain Heresy Inquisition
--------------------
Statistics
--------------------
Str 17, Dex 12, Con 14, Int 10, Wis 16, Cha 7
Base Atk +2; CMB +5; CMD 16
Feats Horde Charge, Intimidating Prowess, Power Attack
Traits bad reputation, fate's favored
Skills Bluff +10, Intimidate +20, Knowledge (religion) +5, Perception +9, Sense Motive +10, Stealth +10, Survival +9 (+11 to avoid becoming lost); Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ cunning initiative, hide tracks, judgement 1/day, judgement of escape, orc blood, weapon familiarity, solo tactics, stern gaze, track +1
Combat Gear wand of cure light wounds; Other Gear lamellar (leather) armor, falchion, punching dagger, sling, sling bullets (10), wayfinder, backpack, blanket, canteen, flint and steel, hammer, masterwork tool, masterwork tool, piton (5), hemp rope (50 ft.), sack, saw, string or twine, wooden unholy symbol (Lamashtu), 3,438 gp, 11 sp, 5 cp

Go Heretics of Lamashtu!

Grand Lodge

How was the first level or two, playwise, as far as in, and out, of combat?

Dark Archive

A lot of fun to roleplay, with the super intimidation and all. Since I went with a more traditional high strength+falchion build, I was easily able to flank and do decent damage in combat. Your build may be able to capitalize on the intimidation score even better, but I was worried about being effective against enemies that were immune to it (undead, constructs, oozes, etc), so I decided DPS was always useful. Armor class is kinda low, but hopefully that will chance once I can afford a mithril breastplate and a ring of protection. The whole table was highly entertained the first time I used the not-oft-heard phrase "I pronounce a judgement of profane X". :P So, thus far, he works decently in combat, and is a blast to play out of it, grumbling about what "Mother" would want.

Grand Lodge

Well, the slightly higher wisdom was also to help with out of combat situations.

I hope to nab a Mask of Stony Demeanor, and better armor first, then move on.

Grand Lodge

If a Merciful weapon is not viable, and Bludgeoner is needed for Enforcer, would Weapon Focus along with Weapon Versatility be good idea?

The build is pretty feat starved though.


Weapon Versatility would work, but I'd suggest keeping a club or something similar on hand in case things turn to crap.

Grand Lodge

Geez, it would be like going back to my Club focused Warpriest.


I remember that. Wasn't that character no longer good considering Sacred Weapon works only with melee, not when thrown?

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