Felgoroth wrote:
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.
erian_7 wrote:
The long bow, shortbow, and favored weapon proficiency is not working for the Inquisitor. I know it is beta. I tried to adjust the field but I am not that good with excel to fix the right field. Plus it should have hand crossbow added. While I am at it need a spot to select the domain for the Inquisitor. That could be what is throwing off the "Other" weapon proficiency.
MisterSlanky wrote:
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.
Heaven's Agent wrote:
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.
Felgoroth wrote:
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
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.
Tim Statler wrote: That's my one complaint. I think the Inquisitor needs Martial weapon prof. Which is why I made mine as a half-orc so I could get the falchion proficiency free. Plus, the better crit range comes in handy when you get the Exploit Weakness ability. Have to admit though that I had to strongly consider going fighter or ranger for first level to try and get martial weapon proficiency and the +1 attack bonus out of the gate so you could do power attack at first level. And I really didn't want to pick a domain just for the weapon but that is another possibility. Especially when I really wanted the travel domain power. I thought a glaive would be cool but wasn't really enthused about an Inquisitor of Shelyn.
Zurai wrote: Not all Inquisitors are Lawful. For that matter, there's nothing that says an Inquisitor has to even be subject to Church hierarchy. Not saying they can't be, but it can't be assumed as the default. I would agree with this. Remember the Inquisitor is supposed to be able to act independent of the church. He is upholding an ideal that he also can hold the church accountable to. For example, if your god is Cayden or Desna so you would be focused in preserving people's personal freedoms to do as they wanted as long as it doesn't hurt anyone or the church. If a higher up in the church starts becoming a bit too lawful and placing unnecessary restrictions on the clergy and populace especially if it is for personal gain, then the inquisitor should be putting a beatdown on that church leader. Also, if you had a Lawful Good paladin in the party who felt that a villain who was a danger to that ideal or the church should not be eliminated after the party defeated him because of their "moral code" it could come down to a knockdown dragout fight with the paladin because you are not going to let the villain have a chance to get away or do harm at a later date. You will take out the Paladin if you have to in order to get to the villain. The Inquisitor as designed in mind should be taking orders from the church. They should be acting on the ideals of the god they worship and work to enforce those ideals to the best of their abilities regardless of the "church" since it would also be your responsibility to hold them accountable as well.
YuenglingDragon wrote:
Don't have the bestiary yet so does it just increase the damage die one step then?
Lokie wrote:
What exactly does the Improved Natural Attack do for you and where is that feat located? If it is increasing damage as I think it is does it stack with the eidolon evolution that does the same thing?
YuenglingDragon wrote:
Need to check but can you go from Paladin to another class without loosing your class abilities?
I have been bouncing back and forth on this and would like to see more postings about different Summoner builds instead of such an intense focus on eidolon (which is cool too but only one piece). Will be building a Summoner and we get 22 points for build. Some options thinking about: Human Summoner (Two-handed Fighter)
Feats: Martial Weapon Prof (Any two-handed weapon); Weapon Focus or Improved Initiative Human Summoner (Crossbowmen)
Feats: Spell Focus (Conj); Improved Initiative
Elf Summoner (Rapier)
Feat: Weapon Finesse
The thing is the class is feat starved so seems like a waste of feats if you have a good balance for your eidolon of offense and defense. Maybe better to take craft wands, have a high UMD, and extend spell feat and buff and let battlefield control spells fly
james maissen wrote:
A couple of comments here: 1) Removing the natural armor bonus means you HAVE to invest in wearing real armor to have any viable AC. For flavor reasons some players will want to go that route. The natural armor bonus can be created as metallic, thicker skin, etc.; while armor is armor. Have no problem just removing armor proficiency from the list for an easier mechanic. If you look at the shield ally and greater shield ally abilities the eidolon I believe is geared to be more of a protector so having the ability to have a good AC is needed. Although I agree wearing armor, plus all of the natural armor capabilities is too much. I would rather see wearing armor go away than the natural armor. Of course, you load up on AC through the roof and you have little left for any offesive abilities, or other miscellaneous features. 2) Also, forcing the eidolon to have same rules and progressions as the Druid animal companion is wrong. I believe the focus here is that the eidolon should be a stronger "companion" than the druid's animal companion. Otherwise, how do you make up the balance between the druid's wild shape ability, summon nature's ally, and 9th level spell progression. If the eidolon is no better than a druid's animal companion, why in the world would you play a summoner when you play a druid with more power and a companion that is just as good.
Dennis da Ogre wrote:
Unless you are a conjurer, in which case you have a summoned monster on the board already as well. Of course the 20th level wizard (conjurer) also has at their disposal, time stop, which makes the whole thing moot, because the summoner and eidolon will be toast. The summoner benefit would be hey I can put a monster on the field and move, where the conjurer would have to stand still which would give the summoner an advantage. Now the conjurer has longer summoned creatures, a permanent IX creature walking around with them, and has same casting time. Yeah the summoner can cast summon monster more times, but again, why in the world would you spend round after round doing that anyway. Unless their is a whole army you are facing it doesn't make sense. And if there was a whole army the sorcerer blasting away with area effect spells would be more potent. The limit of one SLA summon monster at a time makes sense and really has little impact in my opinion since I still have not seen a viable situation come up with any frequency where throwing a ton of creatures out beforehand would make sense. I agree the casting time and duration were the draws of the class to me even more so than the eidolon since it was unique and had value beyond just combat. I know others have said it but at least in our games we almost never have combats that occur within 20 minutes of one another. Hours? Absolutely. But minutes is rare so it really does not impact a game. But again just my opinion based on playing the game. To me it was pretty cool to summon a creature to clean up the dead bodies on the field, or bury them, or scout a location. The minute duration offered a ton of versatility that no one else had. Round durations for summons make them only really useful for combat and you have to be able to sit there for a round and do nothing else. Definitely not as exciting to play since I can get most of the same with an existing class.
A Man In Black wrote:
I am not talking about balancing the ability at all. I am saying it is fine as is. My point is everyone is making these builds and saying how overpowered it is based on ideal scenarios. My point was you are not going to walk around with a huge eidolon everywhere you go 24 hours a day, which people are not taking into account.
Dennis da Ogre wrote:
11th level actually which is rough. Wouldn't mind seeing fast healing handled like Improved Natural Armor. You can buy one point of fast healing earlier in the progession (one or two point base ability), and then you can buy one more point every 5 levels a summoner posseses up to a maximum of fast healing 5 at 20th level. Each additional point maybe costing two more evolution points. Haven't really thought the mechanic part through yet.
Dennis da Ogre wrote:
Right but that all takes time as you mention and not very handy if you are in the middle of a combat. So realistically if you want to park them somewhere and use Maker's Call you are going to have the eidolon at least 25% down. In some cases could easily be 50%. Just another example of limitations that people keep leaving out of the details of how this is so overpowered. Which is why I would also consider fast healing of at least 1 point. It won't help you immediately in a fight, but at least the eidolon could heal back those points in less than an hour. Also why having UMD for Summoner is good to use wands, and why having the medium BAB and d8s is good since you won't always have that eidolon handy at full health.
QOShea wrote:
I am pretty positive I read in the rules or in a post that Dispel Magic would not work but Dismissal and/or Banishment would.
Dennis da Ogre wrote:
As I understand the rule though even with Maker's Call the eidolon has to be within 100 feet of the summoner to not lose hit points. At least I would definitely rule it that way. Maker's call is nice but I don't read that as replacing the proximity requirement for hit point strength of the eidolon.
What really gets me is people focus heavily on making the huge monstrous eidolons with hoopty abilities and say they are overpowered. Many of the problems raised seem to be based on ideal situations where 1) the summoner has his/her eidolon hanging out, and 2) the summoner is prepared for the combat. I can say it is incredibly rare that our characters find ourselves in a situation where we know exactly when a combat is going to happen within minutes and have time to buff up. Only spells I ever cast ahead of time are hour per level duration spells. Most of the time it is a situation where everyone makes perception rolls and if you are lucky you are not surprised in the round and at least have the opportunity to act. Now I would really like to see the people coming up with these monstrosities wander into a city with their eidolons. Even better, what if you are in a city-based campaign? Many of these power builds with dragon-like or demonic looking creatures just are not feasible to be walking around with. So when your party gets ambushed in the city, the summoner is now subject to the it would take a minute to summon their eidolon. Of course by that point the combat is either done, or close to it. And that would be if the summoner decided they were goign to try and sit there and summon and hope no one attacks them (like that would happen). I can tell you my first action in that situation is not to use the summon monster SLA. It would be cast Invisibility (or greater Invis if high enough level) so I don't get smacked. Then maybe I would cast a summon monster SLA. Or maybe use battlefield control spells. I just don't see the viability of sitting and summoning moster after monster. That is just plain silly in a party in my opinion. I would rather throw up some walls or take a few archery feats and plink away while greater invised. Which is why the d8's and medium BAB are good things for this class. Let's be honest here, any wizard or cleric worth their salt can buff up the party, prepare the right attack/defense spells, and cast summon spells for any prepared combat where they know the foe can dictate the location of the fight and wipe the floor with any opponent. The reality is that is rare. Yes if a summoner were to throw out summon monster after summon monster it slows down game time. I have almost never come across a scenario where that is really practical. One other thing on eidolons is I think they should get treated like a paladin's mount or the animal companions in that they could wear magical armor or even weapons (if they have hands), but items like rings, boots, necklaces, headbands, etc really shouldn't be available. Otherwise, everyone would want a biped so they could load up on magic items to make super-buff eidolons. I also think it opens up to many issues with I could put horseshoes of speed on a quadruped if it had hooves. But if it is a cat or dog type...uh booties...right. But my biped, boots of speed yep give me those. That's not right in my opinion. |