Inquisitor needs a "bring 'em back alive"-type ability


Advanced Player's Guide Playtest: Final Playtest

Dark Archive

i love how the inquisitor feels. i am trying to make a neutral inquisitor. a hired mercenary who will help out the highest bidder be it my BBEG the PCS or any other group who can afford his high prices.

(his secret is that he donates all of his extra earnings to a charity orphanage he owns)

i want him to be skillful, they kind of guy who always gets the job done. i think the inquisitor should be able to capture foes to be able to bring them back fro questioning later or in my npcs case bring em to the highest bidder. the flavor of this class makes me feel like they might have to do this often.

i think this could be accomplished through a minor ability, a teamwork feat, or through a judgment option.

minor ability: an inquisitor can choose to change all damage dealt by an attack to nonlethal damage. they can do this after they know the results of the attack this is usable 3/day + the inquisitors cha modifier

teamwork feat: "double take-down" you are skilled at binding your still conscious enemies as your teammate holds them down.
Benifit: if you and your ally are both in the same grapple and your ally succeeds on a combat manuever to grapple your foe, you may immediately attempt a combat maneuver to bind the grappled foe (as long as you have something to bind them with) the dc to bust or escape the bonds is equal to your combat maneuver check.

judgment option: "Capture" the inquisitor begins to disable and capture their opponent slowly but surely they must deal nonlethal damage when using this judgment. on round one inquisitor gains a +1 to all combat maneuvers and a +1 to combat maneuver defense against the foe this increases to +2 on round 2 and +3 on round three. at 10th level. the inquisitor reduces the opponents primary movement speed by 5/10/20 feet over round 1/2/3 respectively.

these are just ideas. but i feel like the inquisitor should have some ability like this. i can imagine a church needing to capture an enemy not simply kill them. "a thief stole a church artifact and we need you to bring him here so we can find out where he is hiding it" etc etc.

The Exchange

Well, there is already equipment options for just such a thing (a sap, a Merciful weapon, blunt arrows back in 3.0, nets, tanglefoot bags, grapple for multiple rounds and then hog-tie them), and it is good to keep in mind that a character is defined by more than just his class features. Vampire Hunters bring holy water and wooden stakes, why shouldn't a bounty hunter bring weapons to incapacitate his foes? For that matter, you also have the option of setting up traps (last time I checked, Trapmaking was still a craft skill) to catch your quarry.

Dark Archive

Hunterofthedusk wrote:
Well, there is already equipment options for just such a thing (a sap, a Merciful weapon, blunt arrows back in 3.0, nets, tanglefoot bags, grapple for multiple rounds and then hog-tie them), and it is good to keep in mind that a character is defined by more than just his class features. Vampire Hunters bring holy water and wooden stakes, why shouldn't a bounty hunter bring weapons to incapacitate his foes? For that matter, you also have the option of setting up traps (last time I checked, Trapmaking was still a craft skill) to catch your quarry.

fair enough. i made the npc how you suggested and you are correct. i really like his flavor. i am having him dual wield a whip and a merciful short sword it perfect.

now i run into a different problem. the inquisitors teamwork feats only work if you have well a team... an option for solo inquisitors might be nice. an option of a +2 bonus to any 1 skill instead of taking teamwork feats would provide nice options.

Silver Crusade

BoxcarWilly wrote:
i am having him dual wield a whip

Real quick, is animate rope available to Inquisitors?

Because if so, that's another way to ruin some perp's day.

The Exchange

Also, don't forget Bolas. Oh, and Hold Person is available to Inquisitors. Not many better ways to incapacitate someone than that.


Maybe they should have the ability to deal non leathal damage without the penalty to hit. That would help. Because I have been thinking the samething. If they don't add thet feature, I think I will.

The Exchange

strongblade wrote:
Maybe they should have the ability to deal non leathal damage without the penalty to hit. That would help. Because I have been thinking the samething. If they don't add thet feature, I think I will.

I always thought that there should be a feat for that.

Paizo Employee Chief Creative Officer, Publisher

That's an interesting idea.


If they do make a feat/or already have one for that ability, the inquisitor should not have to spend a feat for it, that ability should already be built in. If it is/going to be a feat it should be a bonus feat. However I think it should be an (Ex) ability instead, as a part of their initial training, somewhere in the first 3 levels if not 1st.


I have an idea for a "bring'em back alive'" judgment, if anyones interested. It would use a variant of how non lethal damage is used in my games (house rules).

(It would be hard to currently post as I'm @ work @ the moment)

Lantern Lodge

Well the judgement that adds to attack rolls also adds to CMB since all combat maneuvers are attacks, and also it almost negates the negative for dealing nonlethal damage at low levels and at 10th negates it and still adds more to attack. (Of course this is after a couple of rounds but it still does it)

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