Inquisitor advice


Advice


So ive been gming now for a couple of months, we are almost to the city of golden death in our trilogy. Come the end of that and the impending baby, I will be taking up the roll of player in a rise of the rune lords campaign.

I want to go as a range centric inquisitor for flavor reasons, not fully min/maxing here.

Even though it's at lap east a month away I want to start preparing. This is what I'm thinking for the first 4 levels

Inquisitor

Human Female, NG

Skills 6 + int mod: Heal, Perception, Sense motive, Survival, Stealth, Craft (Bows), UMD 

Traits: Dangerously courious
-----------------------------Lv 1 
--Feats
Point-Blank Shot (Combat)
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot (Combat)
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Judgement(Su) 1/day

Monster Lore (Ex)
The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Stern Gaze (Ex)
Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

--Domain: Luck (Shelyn)
Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Good Fortune (Ex): At 6th level, you can reroll any one roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.

--Spells
0: Guidance, Light, Read Magic, Resistance  
1: True Strike, Cure Light Wounds

----------------------------- Lv 2

--Feats
Cunning Initiative (Ex)
At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

Detect Alignment (Sp)
At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.

Track (Ex)
At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

--Spells
0: Detect magic 
1: Divine favour

-------------------------- Lv 3
--Feats
Rapid Shot (Combat)
Prerequisites: Dex 13, Point-Blank Shot.
Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.

Solo Tactics (Ex)
At 3rd level, all of the inquisitor’s allies are treated as if they possess the same teamwork feats as the inquisitor for the purpose of determining if the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Teamwork Feat
At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.

As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.

--Spells
0: Create Water 
1: Sanctuary

-------------------- Lv 4

Judgement 2/Day

--Spells 
2: Cure Moderate Wounds, Invisability 
 


This is assuming I can get two decent stat rolls, we use a modified classic 3d6, everything is subject to change, but looking for a high hit rate + some good buffing/until.

Suggestions welcome


I love the retro aspect of 3d6, but thats where it stops lol. Too bad your not using 4 drop low or point buy but meh.

Honestly none of the Teamwork feats stand out, such as they are presently. Coordinated Defense is nice for the +2/+4 to CMD, Duck and Cover is also nice(its basically you pick 1 of X rolls on reflex saves and add your modifier to the die, where X = 1+ # of adjacent allies), Lookout is another nice one. Shielded Caster if you use magic(which you prolly won't much early on) is nice but its sort of a waste this early. Those are the only decent Teamwork Feats for ranged really, part of the reason I don't like this class overall.

Inquisitor as it is now is not spectacular at any 1 thing and looks like it should try to generalize rather than focus on one specific combat aspect. You are a god in social situations but when it comes to fighting you should spread the wealth between ranged and melee so you can make use of the flanking teamwork feats.<This is just my opinion based on playtesting>

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber

I'm doing a very similar build right now, and while not on my first list of feats to get, on the plan for later is weapon finesse, and improved initiative. All the bits combined, I'm looking at going first, and with the teamwork feat lookout there is a reasonable chance of not only going first but producing a hail of death in the first round that should keep my foes shaking.

Scarab Sages

I personally took mine into the Melee area of things but the things that jump out at me are your spell lists.

Sanctuary - Way too easy to get around.
True Strike - Not Horrible but I have always found myself dreading the "Yeah I move and cast the spell and get to wait to next turn to do something"
Instead:
Protection From Evil - Just too awesome. +2 Deflection against most opponents, nearly complete protection vs. summoned creatures and enchantment based spells.
Expeditious Retreat - The main staple of my Inquisitor, I would have to think that it would be even better on a Ranged PC.

I also second Galnorag. Improved Init on a high Dex Inquisitor is just awesome (currently +11 Init :-P )

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber
Reviler wrote:


Protection From Evil - Just too awesome. +2 Deflection against most opponents, nearly complete protection vs. summoned creatures and enchantment based spells.
Expeditious Retreat

I had also taken true strike, but we haven't seen it in action yet so I hadn't considered the consequences.

As for expeditious retreat, I took that, and the travel domain. So 70 move gives you a lot of room to get in position.


if you're looking to save cash, protection domain gives you a free resistence and deflection item via its abilities, and I believe it let's you share the benefits too.


You're off to a good start.

Feats = good
Teamwork feat = ?
Skills = ok, but not a single social skill. And why UMD?
Spells = good overall, but order?

I'd suggest waiting on True Strike, it's mostly good for ambushes and bypassing concealment. Grab Divine Favor as soon as possible, it's really that good.

I like Swap places as a teamwork feat. As an archer, that get get you out of threatened areas, and get around the -4 for shooting into cover. It's also a nice feat for a healer to have, as you can cast, trade, and then touch the wounded guy, keeping him behind you.

Try for a good dexterity and strength, so you're a respectable archer. You'll need wisdom to cast, but notice that you don't really have any spells that require a saving throw. A 14 or so would be enough to start.


Swap places is nice but RAW it doesn't work. You act as though your ally has the feat but they don't so they cannot use it to make the move. Thus you end up needing your ally to waste a feat on it as well in order use it.


JimmyNids wrote:
Swap places is nice but RAW it doesn't work. You act as though your ally has the feat but they don't so they cannot use it to make the move. Thus you end up needing your ally to waste a feat on it as well in order use it.

I'd argue that this is EXACTLY what solo tactics is for. If you are right Jimmy, then I don't see how solo tactics could ever be used for anything. And I don't think the designers meant "solo tactics: this ability does nothing"

Maybe the final version will have clearer wording.


rkraus2 wrote:
JimmyNids wrote:
Swap places is nice but RAW it doesn't work. You act as though your ally has the feat but they don't so they cannot use it to make the move. Thus you end up needing your ally to waste a feat on it as well in order use it.

I'd argue that this is EXACTLY what solo tactics is for. If you are right Jimmy, then I don't see how solo tactics could ever be used for anything. And I don't think the designers meant "solo tactics: this ability does nothing"

Maybe the final version will have clearer wording.

almost all of the other feats allow both people to so something but do not require both of them to mechanically perform the task. For instance, adding +2 to a save DC, adding a d6 of precision damage, or increasing flanking to +4 to not need the other person to also get the benefit. Swapping places does. Thats why there is some confusion with this 1 teamwork feat.


If you can get the travel domain, do it.

Then pick up Outflank and Precise Strike, and use your excellent mobility (and later dimensional hop) to move into position for that extra +2 to hit and +1d6 damage.

Never take the "Lookout" teamwork feat, but always use you change tactics power to switch to that feat between encounters. Once the encounter starts, the feat is useless, so switch it back to something worthwhile.

I also suggest you establish an understanding with your GM that you will ALWAYS start with a certain Judgment on the first round of combat, unless you use the swift action on something else.

Forgetting to declare judgments on my turn (and always remembering between turns) has been the most frustrating part of an otherwise cool character.


Evil Lincoln wrote:

If you can get the travel domain, do it.

Then pick up Outflank and Precise Strike, and use your excellent mobility (and later dimensional hop) to move into position for that extra +2 to hit and +1d6 damage.

Never take the "Lookout" teamwork feat, but always use you change tactics power to switch to that feat between encounters. Once the encounter starts, the feat is useless, so switch it back to something worthwhile.

I also suggest you establish an understanding with your GM that you will ALWAYS start with a certain Judgment on the first round of combat, unless you use the swift action on something else.

Forgetting to declare judgments on my turn (and always remembering between turns) has been the most frustrating part of an otherwise cool character.

Um, until lv 4 you get one judgement a day. Don't really want to auto start that on the first combat of the day


Spahrep wrote:
Evil Lincoln wrote:

If you can get the travel domain, do it.

Then pick up Outflank and Precise Strike, and use your excellent mobility (and later dimensional hop) to move into position for that extra +2 to hit and +1d6 damage.

Never take the "Lookout" teamwork feat, but always use you change tactics power to switch to that feat between encounters. Once the encounter starts, the feat is useless, so switch it back to something worthwhile.

I also suggest you establish an understanding with your GM that you will ALWAYS start with a certain Judgment on the first round of combat, unless you use the swift action on something else.

Forgetting to declare judgments on my turn (and always remembering between turns) has been the most frustrating part of an otherwise cool character.

Um, until lv 4 you get one judgement a day. Don't really want to auto start that on the first combat of the day

Ah, yes, ok.

Unless you're playing Kingmaker, and you expect to do one encounter per month. Good point though.


I am building my inquisitor for both melee and ranged for versatility. The lookout teamwork feat is going to be a must-have for me because our wizard is a specialist diviner (meaning he can't be surprised, which means I'll always get an action or full-round action in the surprise round as long as I'm adjacent to him). Once combat begins, I can always swap out lookout for another teamwork feat that matches the situation. The stern gaze ability means I'll be very good at intimidate checks, so I was considering taking the dazzling display feat. Several shaken foes (-2 saves) allows the casters to land more spells.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Inquisitor advice All Messageboards

Want to post a reply? Sign in.