Inflict Wounds Specialist


Advice

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Just a bit of theorycrafting here: What's the best way to build a character specializing in the Inflict Wounds spells?

Human Inquisitor (Sanctified Slayer)
8/16/14/8/19/7
1: Weapon Finesse, Spell Focus (necromancy), studied target +1
2:
3: Spell Specialization (ILW), Precise Strike
4: (change SpSpec to IMW), +1d6 sneak attack
5: ???, studied target +2

I'm not really sure where to go from there. Precise Strike and sneak attack keep damage up if you can get flanking, and studied target boosts your touch attack, damage, and save DC.

Any other ideas?


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My first piece of advice would be to play a class that gets the inflict spells faster, like Oracle or Cleric.


A Lunar Oracle with the Touch of the Moon revelation can cause confusion with her Inflict spells. This isn't particularly useful before you get Mass Inflict, though.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

mplindustries wrote:
My first piece of advice would be to play a class that gets the inflict spells faster, like Oracle or Cleric.

OK, but how do I continue to boost damage? Faster spell progression isn't going to make up for the sneak attack.

Also, the Crocodile domain would give a little more sneak attack (at 6, 11, and 16), so at level 7, I could be hitting with IMW for 2d8+11+4d6, or about 34 on average with a DC of 21.

Silver Crusade Contributor

Variant Multiclassing for rogue? ^_^


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RainyDayNinja wrote:
mplindustries wrote:
My first piece of advice would be to play a class that gets the inflict spells faster, like Oracle or Cleric.
OK, but how do I continue to boost damage? Faster spell progression isn't going to make up for the sneak attack.

The damage is never going to be particularly impressive even if you are adding sneak attack to it.

Touch of the Moon is probably the best suggestion, adding a powerful rider to the effect can wreak havoc and you get all of the other Oracle goodies. I am currently playing through Wardens of the Reborn Forge with my lunar oracle and it adds some very powerful control to the list of options. Having a full strength animal companion doesn't hurt either.


If you have natural attacks, you can cast through those. Unlike manufactured weapons, which requires a martial weapon, anyone can cast touch spells through a regular attack, though it becomes a regular hit, not a touch. For this reason I recommend a non-human.

You can a cleric with strength or destruction domains to get smite and strength surge for extra damage...or growth subdomain to get bigger...

I definitely agree with getting full caster for more "oomph" to your inflict spells.


The Demon subdomain is pretty effective at adding to hit and damage as a swift action. That would add some damage to a basic build.

Another thing you can do for a base build is to get a weapon of spell storing. You could store inflict spells in it that unleash when you last a strike.

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What about adding the feat Domain Strike that allows you to punch a foe and add a domain power into the mix? This is a set up to go with holding the charge for inflict spells, not for directly adding to inflict spells.

Then you can add a domain power effect to your strike.

Death: Additional Damage over time.
Evil: Creatures are auto sickened
Madness: Penalize attack rolls and saves (while boosting their skills)
Repose: Stagger foes
etc.

Domain Strike (Combat)
You unleash a domain power upon your enemy as part of your unarmed strike.

Prerequisites: Domain class feature, Improved Unarmed Strike.

Benefit: When you gain this feat, choose one domain-granted power that you can use to affect no more than one opponent. If you make a successful unarmed strike against an opponent, in addition to dealing your unarmed strike damage, you can use a swift action to deliver the effects of the chosen granted power to that opponent. Doing so provokes no attacks of opportunity.

Special: You can take this feat multiple times. Each time you take it, you apply it to a different qualifying domain power.


Kalindlara wrote:
Variant Multiclassing for rogue? ^_^

...Actually, ILW as your Major Magic choice isn't a terrible idea.


Cartomancer Witch. Inflict Wounds at range.

Silver Crusade Contributor

Arachnofiend wrote:
Kalindlara wrote:
Variant Multiclassing for rogue? ^_^
...Actually, ILW as your Major Magic choice isn't a terrible idea.

Sorcerer/wizard list only, unfortunately. ^_^


Brawler (Snakebite Striker) 1/ Cleric (Mendevian Priest) X

Tank out in heavy armor and a heavy shield while using unarmed strikes with domain strike. You only get one domain but you will get Heavy Armor Proficiency at 2nd, Spell Penetration at 5th, and Greater Spell Penetration at 9th to compensate you. You only get 1d6 sneak attack but you get it early when it will matter most. I suggest something good for debuffers like the Madness domain. Probably a Half-Orc with Sacred Tattoo and Fate's Favored would be ideal. I haven't worked it out fully yet, but this is my initial thought.


Grab a Warhammer, pump your strength to the clouds and strike!

Blessed Hammer:
Your god's power radiates from your warhammer.

Prerequisite(s): Ability to cast 3rd-level divine spells, proficient with warhammer, worshiper of a good deity or deity of crafting.

Benefit(s): You can use any warhammer you wield as a holy symbol when casting spells that require a divine focus or when you channel energy.

Furthermore, as a swift action when you cast a divine touch spell, you can choose to have the warhammer carry the charge of the spell instead of your hand. When you deliver a touch spell with your warhammer you can do so as part of melee attack made with the warhammer. If you drop the warhammer or the warhammer is disarmed while carrying a charge, the charge is lost.

Bonus points for the following Domains to hit HARDER:
Destruction/Rage
Ferocity

Also, Warhammer's description suggests there are reach warhammers, which means you can cast the Inflict without provoking at 10 feat.

"The war hammer consists of a handle and a head. The handle may be of different lengths, the longest being roughly equivalent to the halberd, and the shortest about the same as a mace. Long war hammers are pole weapons (polearms) meant for use against riders, whereas short ones are used in closer quarters and from horseback."


Perhaps it would be best to dial it back a notch: why do you want to specialize in Inflict spells?

What I'm really asking is, will any touch spell do, or any negative energy spell, or does it have to be Inflict?

Problem is that the Inflict spells scale horribly.

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