Inquisitors and the Sun Domain


Round 3: Alchemist and Inquisitor

Liberty's Edge

Pathfinder Adventure, Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

So I was all excited about the idea of an Inquisitor of Sarenrae, driven to destroy the minions of Zon-Kuthon in a classic war of light versus darkness.

And then I realized that the Sun domain doesn't do a darn thing for inquisitors until level 8.

Given the iconic image of "bringing light into the darkness" that an inquisitor seems to be working with, could we perhaps see some kind of special exception or rules made for Sun inquisitors?


Yeah, I mean every God has multiple Domains of course,
but it is a shame if some of them "don't really work".
(Sun Domain WOULD seem to work well with a Paladin/Inquisitor multi-class though)

Hmm...
Since the Domains correspond 1:1 with Oracle Foci, perhaps there's an alternate approach there (grant Inquisitors some of the relevant Oracle Foci to their God's Domain vs. the Domain Powers themself)?
Though granting acess to Channel Energy (for this example) WOULD be really cool, as well. That would make an OPTION for a more Paladin-esque Inquisitor (along-side Trickster or other Domain focuses).

The Exchange

Adventure Path Charter Subscriber; Pathfinder Card Game, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

I've brought up taking away the Solo Tactics/Tactical feats before, but maybe a way of getting around this would be for the Inquisitor to choose a domain and then get a list of abilities they can choose every 3rd level that are "additions" to it.

Perhaps it would a set "Sun Domain" gets this, or maybe it could be a set of abilities (10-15) that each has domains associated with it and you get one at every 3rd level.

I.E. Tricker may get 1d6 sneak attack every 3 levels. Or every 3 levels choose to get a SA or an ability to mix and match.

... Thoughts?


I'd just as soon see the Inguisitor get the ability to channel....but only for the purpose of Turn/Command, but that's just me ;)


Alizor wrote:
I've brought up taking away the Solo Tactics/Tactical feats before,

I dont know I kind of like this...

I see him spining around an ally using the fact that his ally has a shield to close in to his target.

I can just "see" that style of combat, were they use the stregths of their allies even when they are not aware of it.


Nunspa wrote:
Alizor wrote:
I've brought up taking away the Solo Tactics/Tactical feats before,

I dont know I kind of like this...

I see him spining around an ally using the fact that his ally has a shield to close in to his target.

I can just "see" that style of combat, were they use the stregths of their allies even when they are not aware of it.

I've been saying this since day one. I just love the idea of the solo tactical feats for that exact reason.


Convict #24601 wrote:
Nunspa wrote:
Alizor wrote:
I've brought up taking away the Solo Tactics/Tactical feats before,

I dont know I kind of like this...

I see him spining around an ally using the fact that his ally has a shield to close in to his target.

I can just "see" that style of combat, were they use the stregths of their allies even when they are not aware of it.

I've been saying this since day one. I just love the idea of the solo tactical feats for that exact reason.

I think the class needs a little "Help" on that subject.

I would love to see a more melee ability or two tossed in

Grand Lodge

Nunspa wrote:
Alizor wrote:
I've brought up taking away the Solo Tactics/Tactical feats before,

I dont know I kind of like this...

I see him spining around an ally using the fact that his ally has a shield to close in to his target.

I can just "see" that style of combat, were they use the stregths of their allies even when they are not aware of it.

yeah I like this a LOT!

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