Help with an Inquisitor


Pathfinder First Edition General Discussion


So I'm working on an Inquisitor for a game we're about to start playing. The build is kind of a support/skirmisher type using a Long Spear. I could probably make it better (or get the feats faster that is) as a Rogue (or Fighter for that matter) but, I really like the flavor of the Inquisitor. I'm trying to figure out what feats/race I want to play I'm thinking Human, Half-Orc, or Half-Elf set up like this (using the 20 point buy from the Pathfinder PHB):

NG Inquisitor
Str: 13
Dex: 16
Con: 12
Int: 10
Wis: 14+2
Cha: 10

Domain: Travel
1: Dodge
(If I'm Human I might put Mobility, Combat Reflexes, or Improved Initiative here and if I'm a Half-Elf my skill focus will probably be in Acrobatics so it functions almost like a class skill)
3: Mobility
B: Precise Strike/Shielded Caster (depending on casters/melee ratio)
5: open
B: (whichever 1 I don't take above or Coordinated Defense, I can change them as a standard action so it's not a big deal)
7: Spring Attack
9: Vital Strike

Spells
0 - Detect Magic, Disrupt Undead, Light, Read Magic
1 - Cure Light Wounds and something else

If someone could also help me figure out how to get my Intelligence up to 13 or 14 without changing a whole lot that would be nice because then I could take Combat Expertise and Whirlwind Attack as well as get 2 more skills. I was thinking about bringing my Strength down to 12 and my Charisma down to 7 but then I'm super vulnerable against Charisma draining poisons and abilities.

Shadow Lodge

I'm putting the finishing touches on my new inquisitor too, so this stuff is fresh on my mind. I find your build interesting, but I'm not sure it's what I'd work with (I think if you're going to be in melee, you need those full attacks to gain the most out of your bane ability). The stats on this build would appear to work better with a ranged build, which is cool because inquisitors do really well with lots of attacks, and a ranged build provides those attacks (but again this is just my opinion).

If you're really set on getting that INT up to 13 you just need to take human, half-elf, or half-orc, apply the +2 to INT and drop the CHA down to 9. If you're really worried about the -1 to the social skills, take half-orc or half-elf (half-orcs get +2 to their intimidate skill, and half-elves can mitigate the CHA loss by applying their skill focus to the social skill of their choice). While I know the WIS of 16 would be nice, it's not absolutely required right off the bat. You're not working into 4th level spells before level 10 anyway, and at that point you can put your +2 into WIS to bring yourself up to the 16 needed to cast the higher level spells (the only loss would be the extra spell per day which can be mitigated by a +2 WIS item).

I am a fan of Improved Initiative on inquisitors (yay, it can be taken at level 1 with all our crappy options!). Mine has an initiative of +10 at level 2, which makes it nearly impossible for him to be really taken off guard when combined with his high perception (almost makes me wish I had gone half-elf and applied my skill focus in perception).

As for general race considerations. Depending on which deity you're considering, the free falchion and greataxe use by the half-orc is nice to have, and die-hard means you get to cast CLW on yourself if you're dropped negative. If you're planning on multi-classing I'd say half-elf is most certainly the way to go, otherwise I think they're a good choice, but I like humans and half-orcs better. Humans have the ever important free feat (and man you'll be starved for feats), but inquisitors not having the +1 BAB struggle a bit with the level 1 feats (if you do a ranged build this extra feat is fantastic though). I actually think the dwarf would make a pretty good inquisitor (+2 WIS and battleaxe/hammer proficiency), but it wasn't on your list.

All if this is really theory though, as I've yet to see an inquisitor in action, but I'm excited to play one, so I hope you're having as much fun planning as I am.


Ya, I had thought about a ranged build but, I think I'd have more fun skirmishing and vital strike kind of helps with the full attack (I deal double damage with a single attack at my highest BAB) but now that I think about my bane wouldn't work twice when I do that like it would if I attacked twice with a full-attack :\

With Improved Initiative I would have the +10 to Initiative at 2nd level which would be great but, not really necessary though because I'm already getting a +6 (but going 1st almost 90% of the time is fun). I don't think I'm going to multi-class although a few levels of Monk wouldn't really hurt (giving me Wisdom to AC and some free feats).

To be honest as far as a deity goes I don't think I'm going to use 1 because I don't really like any of the favored weapons the deities with the Travel Domain get (rapiers are nice but I don't really want to use 1) and my original thoughts were to use a Long Spear anyways.

I'm not really concerned about the penalties to charisma based skills because the only 1 I'll really use is Intimidate (which I'm getting half my levels bonus to). The real reason I was thinking about a Half-Elf was so I could put my skill focus in Acrobatics pretty much making it a class skill (in a round about way). I had also thought about a Dwarf but in all honesty I just don't think it would fit the skirmishing with a Long Spear idea lol I just can't really imagine a Dwarf running around like that (although being able to move 30ft. in medium armor would be nice, and if you're thinking "Dwarves get a 20ft. base speed" I get a +10ft. bonus from the Travel Domain)

Shadow Lodge

Felgoroth wrote:
To be honest as far as a deity goes I don't think I'm going to use 1 because I don't really like any of the favored weapons the deities with the Travel Domain get (rapiers are nice but I don't really want to use 1) and my original thoughts were to use a Long Spear anyways.

Make sure your GM is okay with this. The class states you are required to take a deity unless you have DM approval for a "philosophy". At my table this wouldn't fly (as we find it usually an excuse to min-max up the domain one wants with the fact they don't like the god list, much like what you're talking about).


I was thinking I could rearrange my ability scores like this but, I'm not sure how much I like it (I like the 16 Dexterity). Str: 13, Dex: 14, Con: 12, Int: 14, Wis: 14+2, Cha: 10. That would give me more skill points and I'd be able to take Combat Expertise and Whirlwind Attack but, my AC, Initiative, as well as other things would go down.


MisterSlanky wrote:
Felgoroth wrote:
To be honest as far as a deity goes I don't think I'm going to use 1 because I don't really like any of the favored weapons the deities with the Travel Domain get (rapiers are nice but I don't really want to use 1) and my original thoughts were to use a Long Spear anyways.
Make sure your GM is okay with this. The class states you are required to take a deity unless you have DM approval for a "philosophy". At my table this wouldn't fly (as we find it usually an excuse to min-max up the domain one wants with the fact they don't like the god list, much like what you're talking about).

I'm pretty sure my DM/GM won't care mainly because I only get 1 domain anyway and the weapon I'm using is something I'm already proficient with, and if he does I just pick a deity with the Travel Domain and use a Long Spear.


What do you think about this?

NG Human Inquisitor
Str: 13
Dex: 14
Con: 12
Int: 14
Wis: 14+2
Cha: 10

Skills: Acrobatics, Climb, Intimidate, Knowledge (Dungeoneering), Perception, Sense Motive, Stealth, Survival (and Bluff or Diplomacy for the extra 1 from Human)

Domain: Travel
1: Dodge
B: Combat Expertise
3: Mobility
5: Combat Reflexes
7: Spring Attack
9: Vital Strike
11: Whirlwind Attack

Spells
0 - Detect Magic, Disrupt Undead, Light, Read Magic
1 - Cure Light Wounds and something else


I believe Odin from the norse pantheon (if you use those gods from Dieties and Demigods) has the travel domain and his favored weapon is longspear. Also I have been thinking about the Ranged Inquisitor but I have never played one so I cant say :X


Typelouder wrote:
I believe Odin from the norse pantheon (if you use those gods from Dieties and Demigods) has the travel domain and his favored weapon is longspear. Also I have been thinking about the Ranged Inquisitor but I have never played one so I cant say :X

We're using the Deities from Pathfinder but like I said even if I use 1 of those deities I can get away with taking the Travel Domain and using a Long Spear because I'm proficient with the Long Spear and the deity has the Travel Domain. The only difference is that I'd get proficiency with a Rapier or Star Knife or that my deities favored weapon would be a Light Crossbow (which I'm already proficient with)

Shadow Lodge

Felgoroth wrote:
The only difference is that I'd get proficiency with a Rapier or Star Knife or that my deities favored weapon would be a Light Crossbow (which I'm already proficient with)

Nothing wrong with taking rapier, and Caiden's always fun.

I think your stats are okay, but if you're really looking to get that INT up, I think the only real safe way is to lean on your dump stat, Charisma. You're going to get plenty of points anyway, and things like diplomacy and intimidate are class skills anyway, so you can easily steal two extra points by dropping that charisma down to 8.

I'm still not sure you really need combat expertise though. You're not making a trip or disarm build, and between judgments, your medium armor, and the pretty nice set of self-buffs available, the extra AC just isn't going to be as awesome as some of your other abilities, ESPECIALLY for a spring attack fighter. You need the AC if you're regularly going toe-to-toe. Since you're going to either be at reach, or half-way across the battlefield, I think that there are better feats for an overall class absolutely starved for feats.


Nothing wrong with taking rapier, and Caiden's always fun.

I think your stats are okay, but if you're really looking to get that INT up, I think the only real safe way is to lean on your dump stat, Charisma. You're going to get plenty of points anyway, and things like diplomacy and intimidate are class skills anyway, so you can easily steal two extra points by dropping that charisma down to 8.

I'm still not sure you really need combat expertise though. You're not making a trip or disarm build, and between judgments, your medium armor, and the pretty nice set of self-buffs available, the extra AC just isn't going to be as awesome as some of your other abilities, ESPECIALLY for a spring attack fighter. You need the AC if you're regularly going toe-to-toe. Since you're going to either be at reach, or half-way across the battlefield, I think that there are better feats for an overall class absolutely starved for feats.

Ya I'm honestly thinking about just going with the 1st set of stats (maybe dropping my charisma down to 8 for an extra skill point and language). I think I might go with a half-elf and put my skill focus in Acrobatics so I can tumble away from people if I need to but I'm not sure if that would be worth it if I'm wearing medium armor :\ my original plan was to wear light armor but medium armor gives me a bigger bonus to AC (although I can really only wear a hide, a breast plate, or scale mail). Who knows, maybe I'll just wear scale mail and play a human with Improved Initiative

Dark Archive

I think you need to seriously consider the cost to your character when you try to have not just three or four good stats but five. Whirlwind attack isn't so amazing that it's worth the points you're putting into Int and the feats it takes to get there. Honestly, you'd make a better skirmisher with Fighter or Rogue than trying to make this work.

You're going to have a hard time hitting anything with such a low Str. You're going to have a real hard time tumbling in medium armor, which you're going to need because you don't have a high enough dex to substitute for decent armor.

I'd drop your Charisma as much as your comfortable with and knock your Int to 13, the minimum needed for Combat Expertise. You can slide those points into physical stats so you don't die and make sure other people do.


Ya I realize it would be easier to make as a Rogue or Fighter. I'm thinking instead of worrying about Intelligence I'm just going to leave my Intelligence and Charisma 10. If I do that I'll just wear medium armor making my AC somewhere around a 19 depending on what kind I get (probably going to have to start with Scale Mail). I'm probably going to do this:

CG Human Inquisitor
Str: 13
Dex: 16
Con: 12
Int: 10
Wis: 14+2
Cha: 10

Domain: Travel
1: Dodge
B: (still debating on this, I might move Mobility or Combat Reflexes here or take Improved Initiative or Weapon Focus: Long Spear. Suggestions?)
3: Mobility
5: Combat Reflexes
7: Spring Attack
9: Vital Strike

I do have 1 question however. I'm planning on focusing on these skills Diplomacy, Intimidate, Perception, Sense Motive, Stealth, Survival but since I'm a Human I get 1 extra skill point any suggestions? I was thinking I could just put it in a different Knowledge skill each level. I suppose I could also go with a Half-Elf and put my Skill Focus in on of those skills as well and just forget about the 7th skill point but, I think the Human Feat would be more beneficial.


I suppose I could take Weapon Finesse as my Human Feat and use a weapon I can finesse instead of a Long Spear but I don't really want to use a Rapier (just a personal preference).

Dark Archive

Felgoroth wrote:
I suppose I could take Weapon Finesse as my Human Feat and use a weapon I can finesse instead of a Long Spear but I don't really want to use a Rapier (just a personal preference).

Well, you need to do something. With your Str so low you're going to have a hard time hitting and doing much damage. How about dropping your Dex to 14 and making your Str 15. I'd also seriously consider moving your +2 over to Str as well. That way at lvl 4 you can have 18 Str. After that level advancement bonuses can go into Wisdom. As a caster with a slow progression you are never going to have the kind of DC that a full caster would have. All their spell levels are generally higher than yours. Full casters get a lot of benefit from a high casting stat, Inquisitors not so much. If you focus on spells with utility and buffs, a Wis of 14 will do ya just fine.


YuenglingDragon wrote:
Felgoroth wrote:
I suppose I could take Weapon Finesse as my Human Feat and use a weapon I can finesse instead of a Long Spear but I don't really want to use a Rapier (just a personal preference).
Well, you need to do something. With your Str so low you're going to have a hard time hitting and doing much damage. How about dropping your Dex to 14 and making your Str 15. I'd also seriously consider moving your +2 over to Str as well. That way at lvl 4 you can have 18 Str. After that level advancement bonuses can go into Wisdom. As a caster with a slow progression you are never going to have the kind of DC that a full caster would have. All their spell levels are generally higher than yours. Full casters get a lot of benefit from a high casting stat, Inquisitors not so much. If you focus on spells with utility and buffs, a Wis of 14 will do ya just fine.

Because a 15 costs 7 points and an 18 costs 17 points. I'm just going to take Weapon Focus (Long Spear) as my human feat. That gives me a +1 to hit and at 4th level I function as if I was using a light/1 handed weapon with a strength of 16. I know it's not the greatest but I'm doing it for fun.


Felgoroth wrote:
YuenglingDragon wrote:
Felgoroth wrote:
I suppose I could take Weapon Finesse as my Human Feat and use a weapon I can finesse instead of a Long Spear but I don't really want to use a Rapier (just a personal preference).
Well, you need to do something. With your Str so low you're going to have a hard time hitting and doing much damage. How about dropping your Dex to 14 and making your Str 15. I'd also seriously consider moving your +2 over to Str as well. That way at lvl 4 you can have 18 Str. After that level advancement bonuses can go into Wisdom. As a caster with a slow progression you are never going to have the kind of DC that a full caster would have. All their spell levels are generally higher than yours. Full casters get a lot of benefit from a high casting stat, Inquisitors not so much. If you focus on spells with utility and buffs, a Wis of 14 will do ya just fine.
Because a 15 costs 7 points not 6 and an 18 costs 17 points. If I do what you're suggesting there is no point in playing an Inquisitor because I'll be out damaged by the Fighter, out spelled by the Wizard, Druid, Sorcerer, and Cleric, out skilled by the Rogue, and out supported by the Bard.

Well unfortunately on avergae you "should" always be outdamaged by a fighter, out spelled by the full caster classes, and out skilled by the bard and rogue. The difference is the Inquisitor can do well in all of those categories, just not great like the dedicated, specific focused classes.

I recently made a half-orc inquisitor but we had 22 points to play with and I went:

Str: 14 +2
Dex: 15
Con: 14
Wis: 14
Int: 12
Cha: 8

I took the traits reactive and adopted (humans for the extra feat) and the Travel domain power.

First level feats I debated but took Toughness and Point Blank Shot. Plan to take powe attack and will be all over using the falchion.

Will probably mix in rapid shot, vital strike, manyshot, etc to have versatility.

I thought about the whole spring attack thing but you should keep in mind that at Level 4 you can cast Invisibility, at Level 10 you can cast greater invisibility which eliminates the need for spring attack. Not to mention that you have a domain power that lets you teleport feet per level in line of sight so again reduces the need for spring attack.

I would probably go in another direction with the feats to maximize your abilities.


I've been considering a Spring Attack-focused inquisitor myself, but the location on the battlefield where an inquisitor truly shines is weaving in and around opponents on the front line; it makes me wonder why Acrobatics wasn't a natural addition to the inquisitor's class skills.

Someone already mentioned the idea that only a single attack per round will limit the benefit you gain from your Bane ability. Something else to take into consideration is that such a character, in most situations, is going to be sacrificing the use of Solo Tactics and any teamwork feats they may have. I think there's only two teamwork feats that don't require one to be next to an ally, and even those require your target to be flanked. If you're bouncing around the battlefield, the opportunities to make use of these feats could easily be impacted.

Shadow Lodge

Spaceman Biff wrote:

I recently made a half-orc inquisitor but we had 22 points to play with and I went:...

I took the traits reactive and adopted (humans for the extra feat) and the Travel domain power.

First level feats I debated but took Toughness and Point Blank Shot. Plan to take powe attack and will be all over using the falchion.

The adopted trait allows for you to select one Racial trait, not a racial ability. You could use it to take the Elf only trait that allows you to use their gates better (from the Elves Companion); you cannot use it to take the elf weapon proficiency or the elf immunity to sleep.

You'd be stuck with just one feat.

Just looked this up because I thought that maybe adopted was a lot better than I thought it was. The Web Enhancement on Traits is pretty clear what it's talking about (as in it says that if you don't have access to racial traits, you probably shouldn't take the adopted trait).


Heaven's Agent wrote:

I've been considering a Spring Attack-focused inquisitor myself, but the location on the battlefield where an inquisitor truly shines is weaving in and around opponents on the front line; it makes me wonder why Acrobatics wasn't a natural addition to the inquisitor's class skills.

Someone already mentioned the idea that only a single attack per round will limit the benefit you gain from your Bane ability. Something else to take into consideration is that such a character, in most situations, is going to be sacrificing the use of Solo Tactics and any teamwork feats they may have. I think there's only two teamwork feats that don't require one to be next to an ally, and even those require your target to be flanked. If you're bouncing around the battlefield, the opportunities to make use of these feats could easily be impacted.

That too. The precise strike to give +1d6 damage when flanking and the +4 for flanking instead of +2.

It use to have acrobatics but they pulled it out for the final beta test.

That's why at mid-levels greater invis is great since you can sit their and power attack away with could bonuses and activate the two judgements that bump attack and damage. Plus you could cast keen edge on a weapon if it isn't keen already or if you don't have improved crit.

Focusing on feats that can aid you in this type of an attack style is probably most beneficial.


Ya I wonder why the Inquisitor doesn't have Acrobatics as well (along with the Ranger but that's not the issue). I plan on setting up more flanks as the Inquisitor I'm trying to build (taking precise strike and the other 1) and as far as bane goes it would be the same as someone with a bane weapon using Spring Attack/Vital Strike.

Something else I'm considering is using Two Weapon Fighting with Finesse Weapons rather than Spring Attacking with a Long Spear but then the travel domain doesn't really help me either because teleporting is a move action.

Shadow Lodge

Felgoroth wrote:
Something else I'm considering is using Two Weapon Fighting with Finesse Weapons rather than Spring Attacking with a Long Spear but then the travel domain doesn't really help me either because teleporting is a move action.

Could be fun, just remember that you don't get to bane the second weapon. It only works on the first.


MisterSlanky wrote:
Felgoroth wrote:
Something else I'm considering is using Two Weapon Fighting with Finesse Weapons rather than Spring Attacking with a Long Spear but then the travel domain doesn't really help me either because teleporting is a move action.
Could be fun, just remember that you don't get to bane the second weapon. It only works on the first.

Plus makes it a bit of a hassle if trying to cast spells. Sheathe weapon, cast spell, draw weapon. You would have to take quick draw feat. THought about that whole path as well.


Jalleta CG (Varisian) Human Inquisitor
Str: 13+2
Dex: 14
Con: 12
Int: 10
Wis: 16
Cha: 10

Domain: Travel
1: Dodge
B: Weapon Focus (Long Spear) or Improved Initiative
3: Mobility
5: Combat Reflexes (this isn't really that useful now)
7: Spring Attack
9: Vital Strike

This is honestly what I'm thinking now. I know it's not perfect but it's what I think I'm going with.


Felgoroth wrote:
I plan on setting up more flanks as the Inquisitor I'm trying to build (taking precise strike and the other 1)

Keep in mind that if you take advantage of flanking bonuses, but don't stay in a position that allows your teammates to benefit from the same bonus, you may end up with some disgruntled teammates; not only do they not get the flanking bonus, but they're likely to take the brunt of the damage rather than you. May not be a problem, especially if someone's running a character designed as a traditional meatshield, but it's something to be aware of.

Felgoroth wrote:
... as far as bane goes it would be the same as someone with a bane weapon using Spring Attack/Vital Strike.

Yes, but someone else that has a bane weapon also has all their class abilities. In your situation, you're willingly limiting one of the inquisitor's primary abilities. You really don't get anything to replace it, either; you can use Spring Attack, but you still have to waste three of your feats to do so, just like everyone else:

Character w/ bane Weapon and Spring Attack
3 Feats, 1 weapon, all class abilities

Your concept with Spring Attack
3 Feats, 1 weapon, severely limited class-defining abilities

It's your choice, but them's the facts.


Felgoroth wrote:

Jalleta CG (Varisian) Human Inquisitor

Str: 13+2
Dex: 14
Con: 12
Int: 10
Wis: 16
Cha: 10

Domain: Travel
1: Dodge
B: Weapon Focus (Long Spear) or Improved Initiative
3: Mobility
5: Combat Reflexes (this isn't really that useful now)
7: Spring Attack
9: Vital Strike

This is honestly what I'm thinking now. I know it's not perfect but it's what I think I'm going with.

15

14
13
10
14+2
10

16 costs more, so you save a point by making the +2 wisdom.

As a note, weapon focus needs +1 BaB. 1st lvl feat selection is hard for the non-archery inquisitor.

Edit: you could drop the wisdom down to 15 and put a point in it later. It is your casting stat, but you wont be casting manny spells with saves for a little while. You may want to pick up combat casting though.


Human Inquisitor
Str: 13
Dex: 14+2
Con: 12
Int: 10
Wis: 16
Cha: 10

Domain: Travel
1: Point Blank Shot
B: Precise Shot
3: Quick Draw or Rapid Shot
5: whichever I don't take at 3rd
7: Far Shot
9: I don't even know

I can't seem to find a way to make a good dex based melee Inquisitor


Felgoroth wrote:

Human Inquisitor

Str: 13
Dex: 14+2
Con: 12
Int: 10
Wis: 16
Cha: 10

Domain: Travel
1: Point Blank Shot
B: Precise Shot
3: Quick Draw or Rapid Shot
5: whichever I don't take at 3rd
7: Far Shot
9: I don't even know

I can't seem to find a way to make a good dex based melee Inquisitor

At 9th you should take Manyshot if you go the archery route. You could take Deadly Aim instead of far shot.

I hear you on the difficulty of making a dex based melee inquisitor. That's why I am in favor with going higher on strength. Best dex weapons are the curve blade (which you don't have no access to), scimitar (only if you go with Sarenrae as your god), rapier (which you don't want), and kukris. IMO

Your other option is to take a level or two of ranger or fighter. Ranger probably more fitting. Even if you take just one level you get all martial weapons and can use a scimitar. Of course you could blow a feat for the weapon you want to use.


Keep in mind that you don't need the high str to still get the hit bonuses. Personally, I think a 14 str would be good. Once the judgement gets going, you will have an = to hit to a fighter with 18 str at lvl 1. You wont have the same damage output, though you catch up at later levels with bane. If you had a 16 dex and 14 str, I wouldn't waste the feat for the +1.


That is true, I could always take martial weapon proficiency (insert weapon here) as my human feat and then have weapon finesse as my 1st level feat. From there I'm not sure where to go though. On a side note I didn't think you could finesse a scimitar, unless they changed that in pathfinder.


Felgoroth wrote:
That is true, I could always take martial weapon proficiency (insert weapon here) as my human feat and then have weapon finesse as my 1st level feat. From there I'm not sure where to go though. On a side note I didn't think you could finesse a scimitar, unless they changed that in pathfinder.

I don't know for sure about the scimitar. I thought it used to but it doesn't list it under the feat. Of course it doesn't list the curve blade either you have to look at the weapon description. of course there isn't a weapon description for the scimitar.

Shadow Lodge

Weapon Finesse does not apply to scimitars (longspears don't for that matter either).


MisterSlanky wrote:
Weapon Finesse does not apply to scimitars (longspears don't for that matter either).

When did anyone ever mention long spears working with Weapon Finesse? Anyway do you guys think feats like this would work - 1: Dodge, H: Weapon Finesse, 3: Combat Casting, 5: Mobility, 7: Combat Reflexes, and rather than taking Spring Attack/Vital Strike I focus more on full attacking people and possibly weaving around enemies to heal and what not.


Ok I'm stuck between these two builds, one focuses on archery and the other is finessing and moving through the battlefield (probably using a sickle or starknife, courtesy of Densa).

Jalleta CG (Varisian) Human Inquisitor
Str: 13
Dex: 14+2
Con: 12
Int: 10
Wis: 16
Cha: 10

Domain: Travel for the finesser and I have no idea for the archer
1: Point Blank Shot or Dodge
H: Precise Shot or Weapon Finesse
3: Quick Draw or Combat Casting
5: Rapid Shot or Mobility
7: Deadly Aim or Combat Reflexes
9: Many Shot or Vital Strike (for when I do move and attack)

EDIT: I suppose this might also work using a sickle I'd just have to boost my Wisdom at 4th and 8th level.

Str: 13
Dex: 14+2
Con: 12
Int: 14
Wis: 14
Cha: 10

Domain: Travel
1: Weapon Finesse
H: Combat Expertise
3: Improved Trip
5: Combat Casting or Dodge (not sure)
7: Combat Reflexes or Mobility (if I take Dodge)
9: Greater Trip


I can't seem to find a way to make a good dex based melee Inquisitor

Best bet, as I can see, is to finagle your way into a two-handed finesse weapon (either two-hand a rapier or be an elf for Elven Curve Blade proficiency). Take Weapon Finesse at lvl 1, Power Attack at level 3, and combine that with the Justice judgment. The Demon subdomain for the Chaos Domain would be good, too.

Combat Expertise is another option I like - the Gang Up feat would wreck face when you mix it with all the crazy Teamwork feats for flanking, if you're in a group with at least two other melee combatants. So that's a smidge better if you want to go TWF. But I don't really recommend it, because there's just too many dang feats.

Dark Archive

Wow, this was one dead thread before you pulled it up. I was reading along and suddenly came to a response I wrote. I don't even remember writing it.

Anyway, if you'd like advice on your Inquisitor you should start a new thread in the Advice section. This thread is dead.

Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / Help with an Inquisitor All Messageboards

Want to post a reply? Sign in.