| Felgoroth |
So I'm in the process of making a Half-Orc Inquisitor for a game I'm about to join. We're starting at 10th level and I'm having a little trouble with feats (both normal and teamwork feats), ability scores, and spells. We're using a 25 point buy. The rest of the party consists of a Witch, Rogue (Thug variant), Druid/Fighter/Arcane Archer (are DM made a variant or something like that), Barbarian/Cleric (who the DM is trying to get to go Barbarian/Oracle/Rage Prophet), a Cavalier of the Order of the Dragon, and some other guy that is likely to be melee-smash-your-face-in oriented. So what I've got is I'm a Half-Orc Inquisitor of the god of love, dance, travel, and freedom (this is in a homebrewed world, and yes I realize that a Half-Orc Inquisitor of this god is a little weird). My domain is going to be Travel and I will be using a Long Bow mostly (so there's not a bunch of people in melee). So here's what I'm thinking so far.
Str: 14 (13+1)
Dex: 18 (15+2+1)
Con: 13
Int: 14
Wis: 15
Cha: 10
Skills: Acrobatics, Climb, Bluff/Diplomacy/Intimidate (ranks in each 1 at different levels), Knowledges (ranks in each 1 at different levels), Perception, Sense Motive, Stealth, and Survival
1: Keen Scent (I really want this feat)
3: Point Blank Shot
B: Lookout
5: Precise Shot
B: open
7: Rapid Shot
9: Quick Draw or Weapon Finesse
B: open
Spells Known: 0 - brand, create water, detect magic, disrupt undead, read magic, and 1 open spell. 1 - burst bonds, cure light wounds, expeditious retreat, shield of faith, and 1 open. After this I'm not going to lie, I have no idea what to pick, I get five 2nd-level spells, four 3rd-level spells, and two 4th-level spells.
PirateDevon
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Any idea about the campaign premise and how much out of combat action there will be?
I just finished a level 10 half-orc inquisitor for my new game so I have been thinking about this a lot but I made a lot of choices based on the flavor of the game itself so insight into that would be helpful as far as recommendations.
| Felgoroth |
Any idea about the campaign premise and how much out of combat action there will be?
I just finished a level 10 half-orc inquisitor for my new game so I have been thinking about this a lot but I made a lot of choices based on the flavor of the game itself so insight into that would be helpful as far as recommendations.
I'm not 100% sure about this specific campaign but, the DM usually mixes roleplay and combat very well, there's usually a little more combat than roleplay but we'll probably be in and out of cities. This is just a guess though. I'm thinking about taking forced repentance as 1 of my 4th level spells because it just seems fun but seeing as how my deity is all for freedom and such I'm not sure if it will fit.
PirateDevon
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Like you I took Keen Scent, I just found it too good to pass up from a "manhunt" perspective and ultimately it is a great ability in and out of combat. (I also ended up with Deepsight)
Combat feats look fine for what you are thinking, although I am curious about your 9th level feat (Quick Draw/Weapon Finesse) or are either of those really helpful to being an archer?
I took teamwork feats that helped me in melee...I love Lookout though. Swap Places might be useful to help keep you out of melee and maintain spacing...the challenge with a range build is so many of the feats require you to be adjacent to people...if you know that you might stay on the fringes with a caster type (so someone will be adjacent to you) you could look at things like Coordinated Defense if someone manages to get in your face. If you plan on being more "alone" a lot of these feats are less than awesome for you...
Uhmmm....lemme see...
My spell list:
0- Detect Magic, Read Magic, Create Water, Sift, Stabilize, Detect Poison
1- Wrath, Shield of Faith, Disguise Self, Sanctuary, Divine Favor
2- Flames of the Faithful, Invisibility, See Invisibility, Spiritual Weapon, Silence
3- Dispel Magic, Cure Serious Wounds, Searing Light, Coordinated Effort
4- Shared Wrath, Greater Invisibility
Some of these are better for me in melee than your build (coordinated effort w/ teamwork feats for instance)
I think you can never go wrong with invisibility but YMMV. I also have a full Cleric in my party so I tended to go light on the heals minus an emergency spell with CSW.
I think Wrath/Shared Wrath is great for a team alpha strike on a big bad and lets Bards and others boost other characteristics w/morale for some good team bonuses.
The only other big thing I can say about spells is equipment; if your DM is allowing access to Inquisitor scrolls and wands then I found it to make sense for things like "Cast Out" to be something I carry a scroll of for that one off chance of needing it. Some of the Inquistor spells are really neat for what they do, you just don't need them all that often IMO.
| Felgoroth |
Like you I took Keen Scent, I just found it too good to pass up from a "manhunt" perspective and ultimately it is a great ability in and out of combat. (I also ended up with Deepsight)
Combat feats look fine for what you are thinking, although I am curious about your 9th level feat (Quick Draw/Weapon Finesse) or are either of those really helpful to being an archer?
Weapon Finesse or Quick Draw is more for when I do actually get caught in melee (or close to it), but I could probably trade it out for something else (like Far Shot or Deadly Aim).
I took teamwork feats that helped me in melee...I love Lookout though. Swap Places might be useful to help keep you out of melee and maintain spacing...the challenge with a range build is so many of the feats require you to be adjacent to people...if you know that you might stay on the fringes with a caster type (so someone will be adjacent to you) you could look at things like Coordinated Defense if someone manages to get in your face. If you plan on being more "alone" a lot of these feats are less than awesome for you...
Ya the teamwork feats aren't going to be super good for me unfortunately. I'll probably do Swap Places though and sacrifice the witch or Fighter/Druid if I get too close :P
Uhmmm....lemme see...
My spell list:
0- Detect Magic, Read Magic, Create Water, Sift, Stabilize, Detect Poison
1- Wrath, Shield of Faith, Disguise Self, Sanctuary, Divine Favor
2- Flames of the Faithful, Invisibility, See Invisibility, Spiritual Weapon, Silence
3- Dispel Magic, Cure Serious Wounds, Searing Light, Coordinated Effort
4- Shared Wrath, Greater Invisibility
Ya I might give up Cure Light Wounds and go with Cure Serious (more for curing myself, I may even do both).
YuenglingDragon
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Knock is also a seriously good spell. Also, Greater Magic Weapon is not the kind of thing you should be without. Invisibility Purge is nice as are Divine Power and Heroism.
I'd avoid too many spells with DC's. You don't have the casting stats or appropriate spell levels to have good DC's. I've gotten a lot more mileage from utility spells and a few buffs for my Inquisitor.
| Ice Titan |
Step 1: Take Magic Vestment, Magic Weapon
Step 1.5: Buy a Rod of Extend Metamagic, Lesser
Step 2: Apply to Armor, Weapon w/ Rod
Step 2.5: Both buffs last 20 hours now
Step 3: Don't buy a magic armor or weapon
Step 4: Laugh at your enemies
Sanctuary is not a good spell for someone with low DCs. Avoid it.
Everything else PirateDevon put up looks nice. Just replace Cure Serious Wounds and Searing Light with Magic Weapon/Vestment. Enjoy having the highest to-hit and AC in the party when judging.
Oh; Heroism. +2 to all saves, attacks, skill rolls, ability checks... and 3rd level, so you can also extend it with the cheaper than dirt rod. Yes, please.