Need help at my Inquisitors Build


Pathfinder First Edition General Discussion


hi,
I have problems finding the "way" for my inquisitor, thats why I'm looking for Inquisitor "opions" (feats, PC etc.)

First of all, the party is: Druid, two Sorcerers (one go for DragonDisciple) and a Oracle of Battle

At the moment my Inquisitor is very melee focused, got a mw Bastardsword from my DM (from my background story, it's the sword of my mentor) and he allowed me to take the Ancestral Relict feat for it, so -> Melee. :)

Now I'm thinking about my feats etc. beyond level 3.
I will not use the standard melee build "power attack" -> "cleave", I like "unusual" characters.

At the moment my concept is a monster hunter/stalker, who use a lot of "gimmicks" (Alchemy, Silver Weapons, scrolls, potions etc.) but I have no idea which feats, skills, spells etc. I should take after level 3. :(

Edit: At the moment I thinking about taking 3 or 4 level Fighter for Armor training and the bonus feats. I want to wear medium armor but I hate it to be slowed. :)
Another Idea is, take "Brew Potion" as a feat.

At Last, I wont max out my char (no munchkin), I like characters with flavor over max-out characters. So anyone have any suggestions?

Shadow Lodge

If you want to build a character with your own flavor over an optimized character I'm afraid you may have come to the wrong place. Between having a big group of optimizers responding to threads like this, and the fact that we're always going to give optimized responses when asked opinions about character suggestions, the only real opinions we can give even with a fully fleshed out back-story will tend towards the optimized route.

That being said, you may not want to play out the Power Attack -> Cleave feat tree, but I do suggest you take Power Attack just out of its sheer usefulness (and the fact that you are taking levels of fighter and those feats have to go somewhere). You can skip cleave though if you want.

Liberty's Edge

Logically I would say if you are a monster hunter with a big sword and not trying to go for huge power attacks, you might want to possibly start using a bow with poisoned tipped arrows to get the fight in your favor. Slanky is right, you will have a rough time here for non-optimized options.

I think a poison tipped arrow is more of a trick of the trade. That would fit into your character build. Try and make him not the brute but the guy who is always prepaired. have tanglefoot bags, potions, and anything else to make this theme.


true... first and second.

Maybe this is really the wrong place.
I only need a few ideas and isn't it what a forums for, spreading and sharing ideas? :D
So let me re-phrase my entry post:

"I want to create a melee-inquisitor, first and third level feat is already used (Weapon Prof and Ancestral Relic).
I thinking of taking 3-4 level as fighter, for melee capability, feats and the class abilities.
Did you have any ideas for me for taking feats, skills etc.?"

Power Attack and Cleave are worth taking, but I try to open my mind even for exotic feats which helps my character at hunting down evil monster and humanoids (witches, necromancer etc.)

Unfortunately I have no idea what will be our main enemy in this campaign, we play in a world which suddenly defeats a demonic invasion army and one land is still in the hand of undeads and demons."

Maybe this fits better, as I say, I only look for inspirations. Maybe someone also plays a "with hunter" (or similar) and can give a few ideas.

P.S.: Why have Spellbreaker and Disruptive needs so much fighter level... :(


Tryn wrote:

hi,

At the moment my concept is a monster hunter/stalker, who use a lot of "gimmicks" (Alchemy, Silver Weapons, scrolls, potions etc.) but I have no idea which feats, skills, spells etc. I should take after level 3. :(

I'd avoid the fighter levels, honestly. You're a spellcaster, and getting to those higher level spells is better than anything else you could get. If for some reason, 20' is just intolerable, buy boots of striding and springing, or suggest that one of the sorcerors learn haste.

If you're building a monster hunter, you'll want craft arms and armor right away. Start building custom gear, so that when the time comes, you have the ghost touch silver mace, etc.

Grab spells that are always useful (shield of faith) and let the specialty spells (delay poison) take up scrolls. I might make an exception for align weapon, if it's a campaign where you'll use it a lot.

Given your party, combat casting might be a great choice. There isn't much of a front line, and you're probably expected to be in front of the sorcerors.

I'd go with combat feats that benefit casters, since that's your entire team. Swap places is good, as are all of the casting feats.


Combat expertise opens up some nice flavoured feats and options; such as improved disarm. The feat master craftsman allows you to take other item creation feats and use the appropriate craft feat, so alchemy skill not spellcraft for brew potion. The old 3.5 had alchemical items that you add to weapons e.g. alchemist fire resevoir in your sword; flick a switch and 'flame blade'. Loads of nice 'non-optimised' options, chuck a thunderstone, close in with your alchemist weapon, disarm and subdue, or maybe interesting crossbow options? such as grapple shot (e.g tanglefoot bag)or double crossbow with net fixed between.

Shadow Lodge

rkraus2 wrote:
I'd avoid the fighter levels, honestly. You're a spellcaster, and getting to those higher level spells is better than anything else you could get. If for some reason, 20' is just intolerable, buy boots of striding and springing, or suggest that one of the sorcerors learn haste.

I'm going to second the skipping of the fighter levels. Spellcasting and special abilities is what makes the Inquisitor a fantastic class, losing out (or delaying) three levels of abilities is pretty significant for what likely equates to two feats and a point of ACP reduction. How about aiming for Mithril medium armor eventually? You'll be proficient with it as an Inquisitor, it will fix your 30' move problem, and your ACP will be dropped fairly sufficiently to be effective at skill use.

rkraus2 wrote:
Grab spells that are always useful (shield of faith) and let the specialty spells (delay poison) take up scrolls. I might make an exception for align weapon, if it's a campaign where you'll use it a lot.

With their bane ability inquisitors easily "fix" their problems with damage reduction from non-aligned weapons. I'd stick to that on scroll and focus on the utility spells that are always useful as well.

rkraus2 wrote:

Given your party, combat casting might be a great choice. There isn't much of a front line, and you're probably expected to be in front of the sorcerors.

I'd go with combat feats that benefit casters, since that's your entire team. Swap places is good, as are all of the casting feats.

I'm not sure I'd agree here. When it comes to spellcating, Inquisitors are buffers more than anything, and that can be done during the first round before melee is entered (especially with the class' monster initiative bonuses), or in preparation for combat. If he's going to be the front line, his (already very limited selection) of feat slots will likely be spent elsewhere.

One question not yet answered is race. I'm assuming non-human as you referenced your level 1 and 3 feat slots, but I'm just wanting to make sure.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber
Tryn wrote:


Edit: At the moment I thinking about taking 3 or 4 level Fighter for Armor training and the bonus feats. I want to wear medium armor but I hate it to be slowed. :)
Another Idea is, take "Brew Potion" as a feat.

I wouldn't multi-class just for armor training. I'd say sweat it out until you can pick up something on the order of mithral breastplate or chainmail. If you're also looking to be more of a melee build than going into fighter isn't a bad move, but if this is your first inquisitor you might want to just single class to give it a good try. Note that the Justice judgement will help make up the BAB difference when you need to.

The other reason for staying single class for at least the first few levels is that you'll want those skill points.

As for armor, I'd start out with either the studded leather, or sweat the speed penalty for now and go for breastplate or chain mail. Take the exotic proficiency for your bastard sword so you can make use of shields. You'll need to take martial proficiency with the blade anyway, unless you've got a diety who uses the the bastardsword as a favored weapon. As a human you can take both at first level.


Thanks this is was I'm looking for, ideas. :)

Race: Half-Elve, I like this "wanderer between worlds" flair of this race

Thanks for the idea with the poisons, that's great, I totally missed it.
And for the Fighter-Crossclass, yeah your right, mithril will do it (also one thing I didn't toughed of).

The "Craft Arms and Armor" Feat is interesting, but the spell requirements for the enchantments always scared me.

At spells I also chose "general buffs".
And the idea with creating my own alchemy-items is great, I definitely have to spent a few points at alchemy.

Combat Expertise -> CMB feats: the Problem is, most Monsters have either four legs (difficult to trip) or don't use any weapon (no disarm). Same with sunder. :(


This may seem a bit wonky. But if you are trying to be mister prepared for anything I would consider taking a lvl of Alchemist for Throw Anything (Excellent for throwing Holy Water), Alchemy is going to be a core asset, and the mutagen is a nice perk. Now if you want to use poison a 2nd lvl of Alchemy gives you that and you gain some versatility with your bomb.


Your group doesn't seem to have a scout either. You may want to take spells like invisibility and knock if you find yourself scouting ahead a lot.

They're at least good scrolls, even if you favor a 'kick in the door' style of play.

And for the crafting, you're surrounded by spellcasters. If you want a flame blade, grab whoever can cast fireball or flame strike, and cooperate to make a + 1 flaming sword. Next time, you can make what they want.

Honestly, even if all you turn out is +1 armor and weapons, it's still a big savings.


Not sure I saw a reference to it anywhere, but what are your chosen god and domain?

I'm making a monster hunter inquisitor right now, and I find out that your choice of god and domain have a pretty big impact on your Inquisitor, both rule and flavor wise. Remember that you don't get the bonus spells for your chosen domain, but you do get the powers, so you should focus on this when choosing one. I find I love the Travel domain for that kind of character. +10ft base speed = Slow in armor problem solved! Add to that a 1 round of ignoring any difficult terrain (great for catching up that fleeing quarry or positioning) and Dimension Door around like crazy at CL level 8? Gotta love that stuff.

My personal favorites for such a character are either Abadar (cool looking, L-N, love the golden key symbol, plus gives acces to the Travel domain, no new weapon skill tough), or Ragathiel (one of the empyreal lords, a righterous angel of Veangeance and Chivalry, with the law, good, nobility and destruction domains, and free proficiency with the Bastard Sword).

Another god worth considering in the concept is Desna, who HATES Lamashtu and her monsters, and has the travel domain. Plus, a starknife is a pretty cool weapon.

Finally, looking at the way the Inquisitor is built, and mostly it's weapon choices, it seems pretty clear that those guys where meant to use primarily ranged weapons. Seriously, the only non-simple weapons they get are the long and short bows and hand crossbow (plus just "crossbow", which must be a mistake. My guess is they intended to say reapeating crossbow, which is the only other crossbow that is not a simple weapon already). In that cae, switch-hitter tactics and ranged weapon and movement feats might be better suited for an Inquisitor.

That said, melee is always an option, and you create your character the way you want it! I myself wanted to use guns, even tough theyre expensive and hard to find as hell, and utterly inneficient.

Oh, and do you use traits? If so, consider taking the Heirloom Weapon trait, which fits snuggly into your background, and gives you the MW weapon, and the proficiency to use that weapon (but only THAT particular weapon, no other of it's kind) with a +1 bonus to boot!


LazarX wrote:


Take the exotic proficiency for your bastard sword so you can make use of shields. You'll need to take martial proficiency with the blade anyway, unless you've got a diety who uses the the bastardsword as a favored weapon. As a human you can take both at first level.

He can't take EWP at first level, since Inquisitors have a starting BaB of +0. :(


We use the 3.5 Greyhawwk Pantheon, so I choose St. Cuthbert and the Destruction domain.

I have my problems with the travel domain, sure the granted powers are awesome, but an inquisitor of travel? this sounds wrong to me. I find St. Cuthbert is one of the deities which fits to the monster hunter concept (righteous vengance), even if he's a little chivalry-like.

Unfortunatly we play without traits, otherwise I would take this trait! (Which like you say, fits perfectly), but let me ask my DM, probably he allows it, this will give me a free feat. :)

Edit: It hold my first level feat until I reached the 2nd level and then spent it for EWP (It's a houserule at our round, that we can hold a feat back, but have to spent it before we get the next, otherwise it's lost)

For my equipment at the moment:
Normaly I use a studded leater + 2H Bastardsword (during travel). If I'm aware were entering a "Dangerzone" I swap to Chainmail + 2H Bastardsword and lg shield if needed (take a few minutes).


Tryn wrote:


I have my problems with the travel domain, sure the granted powers are awesome, but an inquisitor of travel? this sounds wrong to me. I find St. Cuthbert is one of the deities which fits to the monster hunter concept (righteous vengance), even if he's a little chivalry-like.

Unfortunatly we play without traits, otherwise I would take this trait! (Which like you say, fits perfectly), but let me ask my DM, probably he allows it, this will give me a free feat. :)

St. Cuthbert a cool choice. You even get to smack people on the head with a cudgel bellying "Believe infidel!!!". Or maybe that's just me...

Anyways, concerning the domains, the way I see it, you represent your faith in general, and the domains are mostly tools to get the job done. So you get the one wich will fit your job the most, and be the most helpful in furthering your god's agenda.

As for the traits, you could try and convince him. Its not really a free feat since you only get the proficency with THAT weapon. Gives a lots of chances for the DM to mess around with you by stealing or breaking your weapon, which you'll surely then want to repair or retrieve. Lots of arguments on the forums already on that point. Look it up, it's worth a try. :)

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber
Ainslan wrote:


Finally, looking at the way the Inquisitor is built, and mostly it's weapon choices, it seems pretty clear that those guys where meant to use primarily ranged weapons. Seriously, the only non-simple weapons they get are the long and short bows and hand crossbow.

What seems to be fairly obvious to me is that the class designers were fans of the movie "Van Helsing". :)

They just couldn't figure out a balanced way to stat that funky steampunk crossbow of his.


LazarX wrote:


What seems to be fairly obvious to me is that the class designers were fans of the movie "Van Helsing". :)

They just couldn't figure out a balanced way to stat that funky steampunk crossbow of his.

I agree just look at the Iconic, even though she is a Half Orc she looks very "Van Helsingy" I think I might have to make an Inquisitor


Mhhh...
Handcrossbows with extradimensional bolt space and a "launch bolt" Spell. Dual Wield ^^

But BTT:
I suggested the traits system to my DM, he will look at it and we will see. :) *cross fingers*

Otherwise I decided to go full Inquisitor, Alchemist is a nice option, but I think I loose too much compared to the gains.

Also I will go for Power Attack, it's too good to not use it, thanks for open my eyes.
Also I will spent a few skill points in Alchemy, nice suggestions, tanks, too.
Posions... nice idea, but I have to look into the new poison rules and how it fits into my concept.

A little bit about the background:
Orphan child, lived on the streets of a big city. An old Paladin found me and teached me the way of St.Cuthbert. As my "Streetlive-Side" was to strong, I never dropped it and used "unusual" methods to fight for St.Cuthbert.
At the moment I'm only a wandering Adventurer with some special link to the divine. I aiming to the main temple of St.Cuthbert to get my sanctification, to fight in the name of the curch.

At the first two adventures we encounter some Goblins which seems to be allied with a much bigger orc tribe/nation, which try to terrorize and then conquer the region we're in. Possible they a connected to the demons, remaining from the invasion i mentioned above.

From this I don't know how poison should fit, by I have to think about it. :)


A few notes.

1) You can have a cool and interesting character and still be well built. Optimization and roleplaying are not exclusive to each other :)

2) Inquisitor of travel makes a lot of sense! Heck, that fits the monster hunter trope perfectly! You don't stay in one place, you travel the lands, finding evil monsters and creatures to hunt down and finish off. Very Van Helsing or Solomon Kane.

3) The problem you'll hit with trying to do combat manuevers is that you aren't a full BAB class; you might want to pick one specific CBM and feat it up on it rather then try to be a generalist - pick, say, trip, and go for all the trip feats rather then try and grab one feat for each one.

4) Craft: Alchemy. You don't need to be an Alchemist to make your own holy water ;)

5) Poison use is difficult. Poisons in general cost a lot and take an absurdedly long amount of time to make. Furthermore, unless 3.x material is allowed, you can't take a feat to make poison use safe for you.

6) You have a ton of skills. Look at your party and see what they need. Need a scout? You have stealth! Need a party face? You get bonuses to intimidate! Can't tell what those dang monsters are? BOnuses to knowledge, too! Inquisitor has a good number of skills as well has having bonuses to quite a few of them, so branch out!


Ok,
I the point about the Travel domain is valid, damn i missed that at my char creation. :(

At the moment I stay with this build (idea):
Feats:
1 EWP
3 Power Attack
5 Craft Magic Arms & Armor (skip Ancestral Relic for it)

Skill Points to Alchemy and Spellcraft, also to "scout skills (stealth, survival, knowledge)

Posion use - No, too expensive and too dangerous (my DM is very b$~!#y at roilling a 1 at attack^^).

Still waiting on feedback from my DM about the traits, suggested he should choose for us, related to our backgroundstory (this would make Heirloom Weapon and Child of the street for me (I think^^)).

Thinking of using the EWP even if he gaves me the trait, because of using different swords, related to the situation (Ghost touch, Keen, flaming etc.).


Last week I got my DMs feedback, traits are allowd, so I take "Heirloom Weapon" and "Child of the Street".

I reconsidered my build and modified it.

Feats:
1. Step-Up (I hate this archers/casters, which making a 5-foot-step and then shooting/casting without provoking AOOs).
3. Power Attack
5. Craft Magic Arms & Armor
7. no idea :)

I will try to convince my DM that I can later get the "Disruptive" and "Spellbreaker" Feats, even if I'm not a fighter, I think this will suit a "Witch/Monster Hunter" well.

The plan with alchemy and spellcraft stay the same, thanks again for this idea.
I thinking of taking one or two feats to improve my ranged combat a little, but I'm not sure.

And why St. Cuthbert didn't have "Travel" as a Domain. :(

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