
xeradiant |

I really enjoy versatile characters with lots of skills. I want to be useful in combat, but I'm okay if I'm behind the raging barbarian. I've never played an Inquisitor before, but they seem like everything I like. I just have a hard time visualizing their effectiveness.
I have a boon for a Dhampir that I've never used, and a Dhampir Inquisitor seems like a perfect fit, thematically anyway. It will also be my Eyes of the Ten protege, since the class seems pretty MAD
After looking though the Archetypes, it looks like I can stack Infiltrator and Sanctified Slayer. I like Infiltrator because of the WIS to Diplomacy (second most used skill in PFS after perception) and Bluff. I'm not overwhelmed by the limited uses of the Judgement and trading them off for Studied Target seems like a good idea. I'm bummed at the loss of Discern Lies and Monster Lore, but maybe the extra points from Protege will make up for it.
I know Dhampir sets up a perfect ranged character, but I'd rather be melee. I'm not totally sold on Dhampir, and could be convinced to change it if it's a really bad idea.
Are there any flaws to my current build that I'm not seeing? Are there better directions to go? What Inquisitions should I be looking at?
Any advice especially if you've played on in PFS, would be greatly appreciated.

Secret Wizard |
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Honestly I'm not too hot on Sanctified Slayer. Judgement is incredible versatile, and in PFS, being versatile is king. Maybe your team will need a tank, so that extra AC will be awesome... maybe you'll need any of the other utilities.
Plus, you need to move action activate it, which compounded with your prebuffing, will slow you down a bit. All in all, not as good as you may think.
I'm also pretty against the Infiltrator archetype, because it loses a ton of important features for things that don't matter too much in PFS.
If you want WIS-to-CHA (which isn't that necessary but it's nice I guess), then just go with any of the applicable Inquisitions. Heresy, Reform ,etc.
If you can take one of the variant Dhampir that takes a DEX penalty, you'd be much better off, but I'm not sure whether other vampire heritages are PFS legal. With a DEX penalty, it's easier to keep a 10 on DEX and simply pick up Heavy Armor Proficiency at level 3 or so when you can afford some full plate.
My personal favorite Inquie archetype is the Cloaked Wolf.

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I agree with Secret Wizard. I wouldn't play an inquisitor archetype that traded away judgements. For some tips, here's my level 12 Conversion inquisitor that I will be playing EotT with shortly.
Male human (Keleshite) inquisitor of Sarenrae 12 (Pathfinder RPG Advanced Player's Guide 38)
NG Medium humanoid (human)
Init +11; Senses Perception +18
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Defense
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AC 23, touch 16, flat-footed 18 (+6 armor, +1 deflection, +5 Dex, +1 natural)
hp 100 (12d8+37)
Fort +13, Ref +12, Will +13
Defensive Abilities stalwart
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Offense
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Speed 30 ft.
Melee scimitar +11/+6 (1d6+7/18-20)
Ranged +3 adaptive composite longbow +18/+18/+13 (1d8+11/×3)
Special Attacks greater bane (17 rounds/day), judgment 4/day (2 simultaneous)
Inquisitor Spell-Like Abilities (CL 12th; concentration +15)
At will—detect alignment, discern lies (12 rounds/day)
Inquisitor Spells Known (CL 12th; concentration +15)
4th (3/day)—divine power, greater invisibility, restoration, stoneskin
3rd (5/day)—daylight, dispel magic, heroism, prayer
2nd (6/day)—blistering invective[UC] (DC 15), ghostbane dirge[APG] (DC 15), invisibility, lesser restoration, see invisibility
1st (6/day)—comprehend languages, divine favor, expeditious retreat, protection from evil, shield of faith, wrath[APG]
0 (at will)—create water, detect magic, guidance, light, read magic, stabilize
Domain Conversion inquisition[UM]
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Statistics
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Str 14, Dex 23, Con 16, Int 12, Wis 16, Cha 7
Base Atk +9; CMB +11; CMD 28
Feats Coordinated Shot[ACG], Deadly Aim, Divine Interference[UM], Enfilading Fire[UC], Lookout[APG], Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Target Of Opportunity[UC], Weapon Focus (longbow)
Traits reactionary, world traveler
Skills Bluff +9, Diplomacy +18, Heal +9, Intimidate +21, Knowledge (arcana) +12, Knowledge (dungeoneering) +12, Knowledge (local) +13, Knowledge (nature) +12, Knowledge (planes) +12, Knowledge (religion) +12, Perception +18, Sense Motive +18, Spellcraft +16, Stealth +9, Survival +7
Languages Common, Kelish, Tien
SQ monster lore +3, solo tactics, stern gaze +6, swaying word, track +6
Combat Gear jingasa of the fortunate soldier[UE], potion of cure moderate wounds (2), potion of darkvision, scroll of expeditious retreat, wand of bless (50 charges), wand of cure light wounds; Other Gear mithral breastplate, +3 adaptive composite longbow, arrows (80), blunt arrows[APG] (20), iron-tipped distance arrow[UC] (20), scimitar, amulet of natural armor +1, bane baldric[UE], belt of physical might +4 (Dex, Con), boots of speed, cloak of resistance +2, efficient quiver, ring of protection +1, everburning torch, grappling hook, masterwork backpack[APG], silk rope (50 ft.), silver holy symbol of Sarenrae, spell component pouch, 19,274 gp
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Special Abilities
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Coordinated Shot If ally threatens but doesn't provide cover gain +1 bon on ranged atks vs. opp.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (12 rounds/day) (Sp) Discern Lies at will
Divine Interference Sacrifice a spell to force an enemy to reroll a successful attack against your ally
Enfilading Fire +2 to ranged att vs. a foe flanked by an ally with this feat.
Greater Bane (+2 / 4d6, 17 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Inquisitor Domain (Conversion Inquisition) Deities: Any deity.
Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Lookout Not surprised if adj ally with same feat isn't surprised. Extra actions if both are aware.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Second Judgment (4/day) (Su) Variable bonuses increase as the combat continues.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stalwart (Ex) If you succeed at a Fort or Will save for reduced effect, you take none instead.
Stern Gaze +6 (Ex) +6 to Sense Motive and Intimidate.
Swaying Word (1/day, DC 19) (Sp) Spoken word of divine wisdom dominates one person for 1 min (Will neg).
Target of Opportunity When an ally hits with a ranged attack, you may make an attack as an immediate action
Track +6 Add the listed bonus to survival checks made to track.

xeradiant |

I guess I just don't see the judgments as being that useful. If I needed to be a tank it's only going to help for 1 or 2 combats, it won't be 3 until the end of my career, and it will be a whopping +2/+3. Shield of Faith can make up that difference. I see it as getting Destruction and Justice all rolled into one. The move action hurts a little bit, but it won't really be a problem until 8th level when I get two attacks, but at 7th level it becomes a swift so not seeing the issue there. Not to mention Sneak Attack, which gets easier with Solo Tactics, and Slayer Talents for more versatility. I may regret it later, but I really think it's a good trade.
As far as Infiltrator I lose Stern Gaze, which hurts, especially since I've decided go the Enforcer route, but I think I can make this up in other places. Discern Lies I thought was going to be the deal breaker, but then realized there is a save, and my Wisdom will never be high enough to make it a worthwhile option. So the only thing that I'm really missing out on is Monster Lore, but with a 12 INT and tons of skill points, I'll be as good as most, just not better than most.
I did look at the Conversion Inquisition and thought about that, but I didn't want to "waste" my Inquisition on something if I could do the same thing with an Archetype. After looking at the other Inquisitions though, nothing is jumping out as a "must have".
What I came up with last night, was STR based (I switched to Half-Elf, but didn't think about the alternate Dhampir and will take a look at that) Sarenrae, using Sarenrae's combat feat from Divine Anthology that allows me to make attacks with a scimitar non-lethal. Add Enforcer, and that will help my AC by lowering their to hit.
Any of that is changeable for a convincing argument... I would really like some suggestions on gods and Inquisitions. If I don't see anything better, I probably will drop Infiltrator for the Conversion Inq.

xeradiant |

Just to point out, you get a second use of Judgement at 4 and a 3rd at 7, finishing up in PFS with a 4th at 10. Then at 8th you get to activate 2 judgements at a time.
So basically, from level 7 on you should have enough uses of Judgement for every encounter in PFS.
I did see that, but after reading the two guides and some more posts, everyone seems to think the best to Judgments are Justice and Destruction. I'll get those at level 1 at the cost of some action economy. At 10th level I'm studying 3 targets at a time as a Swift Action all with a +3 (which also applies to Sense Motive, and Perception so has some out of combat uses) on top of a 3d6 sneak attack. Not to mention a Slayer Talent probably for a no-prereq Feat via Ranger Combat Style. Like I said I may regret it, but I've convinced myself Sanctified Slayer is a better choice than judgments.