Though while you're looking at vehicles, you could just buy an Airship for only 50,000. Only carries 30 tons, so you still need to be economical about your statues. But makes for a great image right out of Gunparade March.
I love the idea of pulling resources as a team of mech pilots. Or a team supporting one giant mech. It could be filled with win in PFS.
Karai Snillore wrote:
I'm moving back to the Boise area. I can definitely get behind tag teaming PFS characters to recreate Megas XLR.
I also sort of saw Gorum's good Inquisitors as Monster Hunters and spy/assassin killers as those ways are less than ideal forms of warfare.
Doomed Hero has a mechanic in his games that might apply to this.
There are two types of evil:
The undead, demons, abominations...so forth are evil by nature. They are the product of unnatural order or cruelty and thus it is much easier for them to commit evil acts.
Evil by Choice on the other hand has you maniacs, serial killers, and villians of the classic archetypes.
When creating an NPC or character that is evil or good, think about those designations. It should make for some excellent story telling.
If you want to read some excellent examples of this concept, I highly recommend the Dresden Files.
Good luck and happy gaming.
One of the things to keep in mind, this a group story telling game. There is nothing wrong with wanting to have a well built character. However, it is essentially a team game, not an MMO or Skyrim. Your build should not be cover all bases. You don't have all th actions in a combat, nor the solutions to every puzzle. If you have all the answers and can meet any challenge, then there is no point to having a team or playing the game. Write some fantasy mary sue fiction and have a good time.
Though, if you want to play with the team. In football terms the Inquisitor is like a tight end. You have options for defense, offense, and support. You fight better than full casters, you cast better than bloodragers, rangers, and paladins. You can recover or outlast against just about anything.
If you're worried about spotlight moments then play the game. Your fellow players will remember you're actions most when you help them. Protect the wizard from the BBEG's mook, get the healer back on his feat, flank and destroy with the rogue, go back to back with the tank and hold the line, remind the paladin that Justice isn't always nice, track and scout with the ranger, and when you see that monster all you need to say is,"die monster, you don't belong in this world".
As far as weapon proficiencies go: the above racial methods are viable. Dwarves and Half-Orcs hands down for weapon ability and survival features.
Alternatively, Inquisitors have Bestow Weapon Proficiency on their class list, and it's a worthy choice for combat utility.
It sounds like you want to build a super switch hitter. It can be done, and it's generally how I play. Still it takes a very Batman approach.
Stat array: Dwarf
Stat array: Half-Orc
The Dwarf will have better saves right out the gate while the Half Orc will have better skills and hitpoints. Both are built around a no weakness stat array.
Feats by level
Pretty much the build centers around your ability to quickly swap feats. At level three for a minute a day you can switch hit or focus on archery. Level 4 you can swap out teamwork feats and any other combat feat you need for a minute. At level 8; you're fully up for any combat. Two swapable feats (thanks to Barroom Brawler and Weapon Master) and swapable teamwork feats. With Bane/Judgement/Spell use: you outfight anything you focus on. Ontop of that Snake style let's you use a skill check(sense motive) as armor class. Inquistiors are ridiculously good at sense motive.
I hope that helps.
Chess Pwn wrote:
I missed the Spell Eater Archetype. Good call. Also: Metal as all get out.
Both really have a lot of options. I think the Paladin is a bit better suited to be a team player. Both have the ability to be a back up face.
I think most of the OP's goals are addressed. I'm just double checking to see if there is a more specific role in mind.
Chess Pwn wrote:
Are you thinking of any specific archetypes for bloodragers? It makes it easier to compare if you want to compare an archetype to paladin than if you're asking for bloodrager and all it's archetypes compared to paladin.
I'm not seeing anyway to self heal as a bloodrager. Unless you use some of the VMC options.
We're throwing a lot of options at you, but this is looking more of a one man party setup up.
The Bloodrager in a nutshell is like a magus, rather than gishing fighter/wizard. They added Sorceror to Barbarian. I've mostly seen them played as arcane tanks. They can definitely hit hard and get some blasty and utility spells, but mostly they hit hard and have some magic.
Paladins, they are good at tanking and killing evil things. A Paladin can take more punishment than a Bloodrager, but their spell support is on the support side. Both are good options to play.
The build I suggested gives you a bit more utility, and emergency healing. Still you need to sort of figure out what exactly you want to do with the build. There is a well of knowledge here, but it doesn't seem like we can help you build the best toy till we know what you really want. Looking back at your Original Post, you could Accomplish a lot of your goals as a Bard or Alchemist, Oracle, or even an Investigator
Alex Mack wrote:
And take the River Rat Trait
That is my "generic hero" fighter build for the most part.
Hexcrafter Magus can be what your looking for
Go Dwarf with Glory of Old and Bladed Magic as your traits. You get a boast to dwarven saves +1, and double the enchantment time on weapons from the ancane pool.
For your first feat pick up Steel Soul. Plus +5 to saves versus spells, spell like abilities thanks to Hardy, Glory of Old, and this.
As a hexcrafter, you're going to gain access hexes and arcana. The best picks for your idea;
Arcana; there's a lot of handy Arcana for you.
Feats: You get some bonus feats as a Magus, I suggest using them on combat or arcana/hexes. Some good choices based on versatility and my suggestions;
Extra Acane Pool; it doesn't hurt to oe able to pull off a few more tricks.
The Kirin Style is a solid choice for you as well. Really rewards the Knowldge is power dynamic.
Amateur Gunslinger/Swashbuckler are handy if you don't pick up Flamboyant Arcana and Arcane Deed. Pair this Evasive Dare and you're golden.
Amateur Investigator is a solid way to boost some skills. Depends on how skill oriented you want to be. Consider Picking up Studied Combatant as well.
Inexplicable luck is not a bad choice if you need situational boostse
Toughness is a solid choice and themeatic with a dwarf. I'd pick up this and diehard if you grab a familiar.
Fast Healer is also a great addition to these two. If you're forsaking improved familiar.
Barroom Brawler is Handy, effectively giving you acess to any combat feat you qualify for a minute get the most milage by picking up improved unarmed Strike, Power Attack, or Point Blank Shot.
The Dimesional Agility line is handy for you combatwise.
Hex Strike; If going Kirin Style path, consider this. Bear in mind hexcrafter magi already get curses they can spellstrike with.
Lunge is not a bad idea if you forgoe Prehensile Hair.
Unfettered Familiar is a great option for you if you like familiars.
Weapon focus and specialization are never bad choices.
Spells: mix it up wands, but you've got some great options infernal healing and vampiric touck will keep you going. See the Magus Guides though, a. I just essentially wrote the Magus one man party guide here.
If you want some dip builds consider these;
Hope that wall of text gives you some ideas.
Doomed Hero wrote:
with a side note: Defended by Ninja
Though I will say that Scouting (boy/girl/cub/venture) in the ideal form is Lawful Good.
Flavor Mechanic that was inspired by playing with Doomed Hero years ago.
Arcane Magic healing hurts, plan and simple, you are using non creation energy to interact with life.
Divine Magic Healing doesn't hurt, the energy of life is part of life.
What I would propose is that Infernal Healing is evil because it is a Bastardization of Divine Healing Magic. It's converting life energy into arcane to mend the body. Pretty much you're taking time from the victim's lifespan overall to cure them in the moment.
alternatively, the spell is evil, because the recipient is partially demonic while healing. in my games, a being under the affects of Infernal Healing is smite-able.
Coming back to playing with Doomed Hero is the difference in evil by nature versus evil by choice. The Magus/Sorcerer/wizard who casts Infernal Healing to save a life is not committing an evil act, despite using an evil tool. The cleric/inquisitor/war-priest who waterboards an enemy with Create Water, is doing something evil with a good tool.
Hope that is some good food for thought.
If you are looking at straight up Utility I recommend A Bard/ScrollMaster Wizard. It really pops at ten, but until then you can have an shield bonus as a wizard that also let's you have spells at the ready as the scroll blade and shield count as in hand and ready. At ten you can use your caster level in place of a scrolls, essentially giving you plenty of excess slots. Couple it with the Bard's flexibility and you have a very "Gambit" style character.
If you're looking more on the martial side of the utility I recommend going Hexcrafter Bladebound Magus/Spellsage Wizard. you lose some of the Bards floating buffs and tricks, but gain; a scaling magic weapon, access to some wicked SLAs, great combat ability, and spontaneous casting from 3 additional spell lists. Best of all at level six you can do anything you want. I'd invest into Kirin style with this build as opposed to Dervish Dance.
When I open up the leadership feat to my players, usually I give them a selection of NPC stat arrays from the game or my stable of npcs. I find this keeps the leadership tied to the story and prevents munchkining the feat too much. Since most of these npcs are 4-7th level, they have options but don't break the party. I do allow the players to influence their development. IE if a wizard takes my Mage Hunter Ranger npc as a cohort, he may convince the Ranger to become a shadow dancer or inquisitor. I aim to have 60 percent influence on the cohort to keep them from being just another line on my initiative tracker.
You could pull it off with inquistor. Focus on the repeating crossbows and unarmed combat. Use the tactics subdomain for initiative wins. Stern gaze plus serpent style means hat you have all the armor class in the world. And at level 8 you pop with the weapon master domain ability. I see two builds I could do. I'll post them in a bit.
I like your take two version. I'll playtest it in my group and see how it handles. I'll also run it through some mock battles with some of my premades. Honestly, I would be all right with trading Arcana for the combat ability. I'll also stat out a few variants; dragon disciple, eldritch knight, archane archer and maybe dawnflower dissident or hellknight signiferr.
The Vanilla Inquisitor syncs well with other classes.For theme pairing with a Paladin or Cleric covers the holy warriors angle. Ranger for the Monster Hunting angle. Bard, rogue, ninja, or alchemist for the skilled and trcky theme. Summoners, Conjuration school wizards or any class with a focus on allies can benefit from haaing an inquisitor about.t
You can get a lot of mileage out of shared judgements, the spell that yields teamwork feats to your allies. the inquisitor has a lot of versitility and can be built to change for the situation at hand if you need an everyman/woman.
All honesty though; go inquisitor and arcane duelist bard. You will have plenty of tricks and will be able to add to any party you join.
Hmm... just a couple of quick ideas.
Don't drop bane, it's the main source of damage for an inquisitor. If I u want to limit it that's fine, but i would actually look at making it the main focus of the class.
Swap out the solotactics and teamwork feats for fighter level -3 and access to combat feats.
Trade medium armor and shield proficency for weapon focus. Keep simple the inquisitor weapon proficencies.
If you are bent ontaking bane, consider fluffing the with monk abilities. for a better idea here ismy take on the inquisitor archetype sacred fist. it's on the pathfinder database.
The idea would be to mainain the magus spell progression in this build. This is not a super optimized idea. More along the lines of, "I wonder if this works"