
Zdan |
3 people marked this as a favorite. |
Hello!
As I am starting another PF campaign soon and just recently bought the APG for Pathfinder I seek some advice for character build. I must say I fell in love with the inquisitor class and would love to play a half-orc inquisitor, a sort of loner/divine-order type of monster slayer. Would prefer him to be close-range based as I dislike archery type characters.
I must add that I play in a high-powered game so you can assume high stats (among them an 18 and two 16 for example) for the build.
So can anyone help me in building a viable damage-dealing inquisitor?

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1 person marked this as a favorite. |

Hello!
As I am starting another PF campaign soon and just recently bought the APG for Pathfinder I seek some advice for character build. I must say I fell in love with the inquisitor class and would love to play a half-orc inquisitor, a sort of loner/divine-order type of monster slayer. Would prefer him to be close-range based as I dislike archery type characters.
I must add that I play in a high-powered game so you can assume high stats (among them an 18 and two 16 for example) for the build.
So can anyone help me in building a viable damage-dealing inquisitor?
It isn't hard. I have a very effective Inquisitor I made on a 20 point buy. You're already halfway there by playing a Half-Orc. Rock a Falchion, don't worry about a shield. Your AC is low-ish, so you're a striker, not a tank. I find it worthwhile to invest in Acrobatics (keep it at max ranks, Skill Focus) despite it not being a class skill.
Strength is your top priority. Wisdom and Constitution are next. 14 to start for both is my preference, but I got by with a 13 Con. until I bumped it up at Level 4.
Dex is nice. Again, a starting 14 would be ideal. Charisma is least important: You get a huge bonus on their most important Cha.-based skill. Intelligence is not vital, but any bonuses you can manage from it WILL help you.
For feats: Weapon Focus and Dazzling Display are fairly high priority. Your Intimidate skill will get pretty ridiculous, and you'll be able to easlily debuff several opponents in most fights. You are a skirmisher, so Precise Strike and Outflank should absolutely be your first two free Teamwork feats.
Other than the aforementioned Acrobatics, your monster-identifying Knowledge skills are vital. They don't have to be maxed, but they should be well taken care of. Perception is a no-brainer. Throw a point in Survival every now and then unless there's a Ranger in the group.
For spells you want to focus mostly on self-buffs and healing. Divine Favor and Weapon of Awe are both nice. A little utility never hurts, either, and your party will probably appreciate it if you go with Remove Fear as well.
That's a rough outline of suggestions. Do with it as you will.

Zdan |
Zdan wrote:Hello!
As I am starting another PF campaign soon and just recently bought the APG for Pathfinder I seek some advice for character build. I must say I fell in love with the inquisitor class and would love to play a half-orc inquisitor, a sort of loner/divine-order type of monster slayer. Would prefer him to be close-range based as I dislike archery type characters.
I must add that I play in a high-powered game so you can assume high stats (among them an 18 and two 16 for example) for the build.
So can anyone help me in building a viable damage-dealing inquisitor?
It isn't hard. I have a very effective Inquisitor I made on a 20 point buy. You're already halfway there by playing a Half-Orc. Rock a Falchion, don't worry about a shield. Your AC is low-ish, so you're a striker, not a tank. I find it worthwhile to invest in Acrobatics (keep it at max ranks, Skill Focus) despite it not being a class skill.
Strength is your top priority. Wisdom and Constitution are next. 14 to start for both is my preference, but I got by with a 13 Con. until I bumped it up at Level 4.
Dex is nice. Again, a starting 14 would be ideal. Charisma is least important: You get a huge bonus on their most important Cha.-based skill. Intelligence is not vital, but any bonuses you can manage from it WILL help you.
For feats: Weapon Focus and Dazzling Display are fairly high priority. Your Intimidate skill will get pretty ridiculous, and you'll be able to easlily debuff several opponents in most fights. You are a skirmisher, so Precise Strike and Outflank should absolutely be your first two free Teamwork feats.
Other than the aforementioned Acrobatics, your monster-identifying Knowledge skills are vital. They don't have to be maxed, but they should be well taken care of. Perception is a no-brainer. Throw a point in Survival every now and then unless there's a Ranger in the group.
For spells you want to focus mostly on self-buffs and healing. Divine Favor and Weapon of Awe are both...
Big thanks! This is very helpful and I will probably follow those guidelines when making him. Anymore suggestions on feats that I should take?
Also is there a possibility of him dealing out damage and having a good AC? Just asking if there is a way to build a inquisitor like that as I like options.
Also what domains would be best?

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You can have decent AC if you wear medium armor (with which they are proficient) but it's going to reduce your mobility AND penalize your Acrobatics skill which I feel is not a good trade for this build. Using a shield means a one-handed melee which A.) You have much less attractive choices for and B.) You will do less damage with.
You can't always have your cake and eat it, too. You're a skirmisher/striker: play your character right and the low AC will be less of a weakness. My character HAS taken some nasty hits, but he's only dropped below zero twice in seven levels. Being a Half-Orc mitigates this as well: Orc Ferocity gives you the opportunity to heal yourself if you get knocked below zero. (Honestly, Half-Orc is probably THE best race choice for this class.)
As you level up and various magical gear becomes accessable your AC will be less terminal. It still wont' be great, but it will be passable.

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For domains, especially if you want to be a mobile skirmisher take Travel. +10ft of move, ignore difficult terrain times/day, and at 8th some teleporting action.
+1
I'm using Magic myself (playing in Forgotten Realms, I'm an Inquisitor of Mystra). Magic is not as idea as Travel, but it IS a very good choice. Thrown weapon adds combat options and Dispelling Touch at Level 8 is a *fantastic* addition to an Inquisitor's abilities.

Zdan |
BIG thanks for the suggestions! They will be put to good use when I put my inquisitor together. I wish someone would build a melee inquisitor from level 1 to 20 as an example but that might be too much to ask. Still - thanks!
Travel as a domain huh? I thought to go with War or something along that route...oh well...

ericx00 |

if your deity is sarenrae you get access to a scimitar and that makes for a pretty decent one hander/ shield build. I find i cast shield of faith in most fights and with decent armor, especially mithril breastplate or chain, you can get a pretty good ac pretty quick and rely on precise strike, bane, judgments, and weapon crits for your damage. Power attack is a pretty good option as well especially since you'll be getting a really good flanking bonus to attack rolls with outflank. Your best bet with spells is take 1 or 2 combat spells, my faves are shield of faith or divine favor, then go with utility type spells. It's nice to have one spell of every level you will cast a lot, like CLW but also take spells like remove fear, lesser restoration, etc. Don't neglect the crazy powerful option in the APG to sacrifice your favored class bonus to get a free spell known.

Jon Otaguro 428 |
The domains I looked at for inquisitor were
Travel
Rage (sub domain from APG)
Restoration (sub domain from APG)
Travel gives +10' movement and self battlefield teleportation and the ability to ignore difficult terrain.
Rage gives a bonus to damage on standard attacks and the ability to rage at 8th level.
Restoration gives empowered cures at 6th level and the ability to cure status effects.
With travel, you can pick the god that has rapier as the diety's weapon.
With rage, you get greatsword as the diety's weapon.
With restoration, you get scimitar as the diety's weapon.

Zdan |
Jon Otaguro 428 wrote:I believe Sub-Domains are for Clerics only.The domains I looked at for inquisitor were
Travel
Rage (sub domain from APG)
Restoration (sub domain from APG)
While I would also tend to support that notion I just looked in the book and it's not explicitly stated anywhere that they are.

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Orannis wrote:While I would also tend to support that notion I just looked in the book and it's not explicitly stated anywhere that they are.Jon Otaguro 428 wrote:I believe Sub-Domains are for Clerics only.The domains I looked at for inquisitor were
Travel
Rage (sub domain from APG)
Restoration (sub domain from APG)
Do a search on the forums. Sub-Domains are cleric only, trust me or search for the numerous topics on it where it has been clarified.

Ice Titan |
4 people marked this as a favorite. |

Extremely solid advice coming in: Magic vestment on your armor and on your shield can result in some serious AC bonuses. A rod of extend metamagic, lesser can get you a +2 shield and a +2 suit of armor for 16 hours at level 8.
Inquisitor is all about the magic vestment.
With a mithral breastplate (for maneuverability) and a Dex of 14 or so, you can easily rock 30 base speed, 6 (armor)+ 2 (Dex) + 2 (armor enhance) + 1 (light shield) + 2 (shield enhance) + 3 (deflection, shield of faith) + 2 (sacred, judgment bonus) for 28 AC at 8th level. Add in a +2 amulet of natural armor, one more Dex mod, Dodge, Shield Focus and a dusty rose prism ioun stone and you could have up to a 34 AC. Add in expeditious retreat and you could easily be rocking a 60 ft move for 16 minutes as well.
Travel Domain for 40 base speed or 70 ft. with exp. retreat, and it gives you a rapier as a weapon.
I would heavily suggest Paired Opportunist and Outflank, as well as Gang Up, if you're in a melee heavy party. They have extremely crazy synergy.
Benefit: Whenever you are adjacent to an ally who also
has this feat, you receive a +4 circumstance bonus on attacks
of opportunity against creatures that you both threaten.
Enemies that provoke attacks of opportunity from your
ally also provoke attacks of opportunity from you so long as
you threaten them (even if the situation or an ability would
normally deny you the attack of opportunity).
You are considered to be flanking an opponent
if at least two of your allies are threatening that opponent,
regardless of your actual positioning.
Whenever you and an ally who also has this
feat are flanking the same creature, your flanking bonus
on attack rolls increases to +4. In addition, whenever
you score a critical hit against the f lanked creature, it
provokes an attack of opportunity from your ally.
Your goal is to form a cross on every opponent you face.
OxO
.Z.
O being allies, Z being you, x being the enemy. You get an extra +2 for standing there. Because you are flanking the same creature, if you crit, your allies get attacks of opportunity. If they get attacks of opportunity, you get an attack of opportunity-- your crit provokes more attacks of opportunity for yourself. If you crit again, they get attacks of opportunity. If they can't take them, that's fine-- the enemy still provoked from both of them. Since the feat calls out "situation... den[ies] you the attack of opportunity" as ignorable, you still get an attack of opportunity. Oh, and all of your AoOs are at +4. Isn't that cool?

Zdan |
Extremely solid advice coming in: Magic vestment on your armor and on your shield can result in some serious AC bonuses. A rod of extend metamagic, lesser can get you a +2 shield and a +2 suit of armor for 16 hours at level 8.
Inquisitor is all about the magic vestment.
With a mithral breastplate (for maneuverability) and a Dex of 14 or so, you can easily rock 30 base speed, 6 (armor)+ 2 (Dex) + 2 (armor enhance) + 1 (light shield) + 2 (shield enhance) + 3 (deflection, shield of faith) + 2 (sacred, judgment bonus) for 28 AC at 8th level. Add in a +2 amulet of natural armor, one more Dex mod, Dodge, Shield Focus and a dusty rose prism ioun stone and you could have up to a 34 AC. Add in expeditious retreat and you could easily be rocking a 60 ft move for 16 minutes as well.
Travel Domain for 40 base speed or 70 ft. with exp. retreat, and it gives you a rapier as a weapon.
I would heavily suggest Paired Opportunist and Outflank, as well as Gang Up, if you're in a melee heavy party. They have extremely crazy synergy.
Quote:Benefit: Whenever you are adjacent to an ally who also
has this feat, you receive a +4 circumstance bonus on attacks
of opportunity against creatures that you both threaten.
Enemies that provoke attacks of opportunity from your
ally also provoke attacks of opportunity from you so long as
you threaten them (even if the situation or an ability would
normally deny you the attack of opportunity).Quote:You are considered to be flanking an opponent
if at least two of your allies are threatening that opponent,
regardless of your actual positioning.Quote:Whenever you and an ally who also has this
feat are flanking the same creature, your flanking bonus
on attack rolls increases to +4. In addition, whenever
you score a critical hit against the f lanked creature, it
provokes an attack of opportunity from your ally.Your goal is to form a cross on every opponent you face.
OxO
.Z.O...
WOW! Thanks for this rundown - I might actually consider that kind of tactic. But wouldn't you go with Precise Strike also as a teamwork feat? That's +4 if flanking and you need only one companion so it's less situational.
So the basic breakdown would be if I should go sword and board and be more armored or go two-hander and be more of damage dealer. I can see many sources of damage for the inquisitor (buffs, bane, judgement) so probably the sword and board option is best.

Ice Titan |

WOW! Thanks for this rundown - I might actually consider that kind of tactic. But wouldn't you go with Precise Strike also as a teamwork feat? That's +4 if flanking and you need only one companion so it's less situational.
I like having big "gotcha" moments instead of static decency. I kind of build my characters for that. :P
Sword + Board is powerful; so is 2h with the falchion. Either or is decent.

Zdan |
Zdan wrote:WOW! Thanks for this rundown - I might actually consider that kind of tactic. But wouldn't you go with Precise Strike also as a teamwork feat? That's +4 if flanking and you need only one companion so it's less situational.I like having big "gotcha" moments instead of static decency. I kind of build my characters for that. :P
Sword + Board is powerful; so is 2h with the falchion. Either or is decent.
While my party probably will not be as melee-heavy (a inquisitor, fighter, cleric and sorcerer) to make us of this combo it is indeed great. I was thinking of playing a cavalier but I will stick with inquisitor - the flavour and fluff appeal to me more.
If anyone has other ideas how to buff an inquisitor I'm all ears.

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I agree with the idea that the Inquisitor is primarily a striker class but there is a way to kind of get a bit of both worlds.
This build leans very Dex heavy with only like 10-12 in str for weight/loads.
What I did for my inquisitor was make him a follower of Sarenrae.
This makes you proficient with scimitars.
At level 1 pick up Weapon Finesse. For now just pick up a rapier or an elven curveblade if you're elven (which I was).
At level 3 things get much easier. Pick up Dervish Dance (a feat from one of the side books. Guide to Qadira or something). This single feat kind of sets you on track to damaging while pumping dex. It not only lets you treat a scimitar as a finessable weapon but it ALSO allows you to add your DEX to damage over your STR.
Will you do AS much damage as if you had picked up a two handed weapon for time and a half STR? Not quite but you gain some decent AC from having a high dex, plus you make prime use of some light armor in the process.
Plus later down the road, an animated shield really gives a nice strong boost here.
Pick up Weapon Focus Scimitar as you go for any help to hit and focus on healing/aid spells over damaging ones as you go, given your classes extensive damage capabilities without it.
The Dervish Inquistor really works out great in a game (tested and approved). You don't have to worry about STR so much which is a really nice thing to be able to do with a sufficient melee class.

Zdan |
I agree with the idea that the Inquisitor is primarily a striker class but there is a way to kind of get a bit of both worlds.
This build leans very Dex heavy with only like 10-12 in str for weight/loads.
What I did for my inquisitor was make him a follower of Sarenrae.
This makes you proficient with scimitars.
At level 1 pick up Weapon Finesse. For now just pick up a rapier or an elven curveblade if you're elven (which I was).
At level 3 things get much easier. Pick up Dervish Dance (a feat from one of the side books. Guide to Qadira or something). This single feat kind of sets you on track to damaging while pumping dex. It not only lets you treat a scimitar as a finessable weapon but it ALSO allows you to add your DEX to damage over your STR.
Will you do AS much damage as if you had picked up a two handed weapon for time and a half STR? Not quite but you gain some decent AC from having a high dex, plus you make prime use of some light armor in the process.
Plus later down the road, an animated shield really gives a nice strong boost here.
Pick up Weapon Focus Scimitar as you go for any help to hit and focus on healing/aid spells over damaging ones as you go, given your classes extensive damage capabilities without it.
The Dervish Inquistor really works out great in a game (tested and approved). You don't have to worry about STR so much which is a really nice thing to be able to do with a sufficient melee class.
This is also cool option and I imagine this kind of inquisitor as more of a holy warrior/templar kind of thing. Very cool. I also thought of this guy being human - an extra feat cannot hurt.
Also - does the Dervish Dance feat (as I don't have the book you mentioned) adds DEX modifier to damage on top of STR modifier or does it change it to the DEX mod? Just curious.

Anonymous Visitor 163 576 |

Thoughts:
You are going to be FLEXIBLE. Think about a smart fighter, who carefully chooses weapons and tactics, instead of the smash'em type.
Have your spells and judgments do different things. If you take shield of faith, grab a judgment that does NOT add to AC.
Know when to fight sword and shield, and when to drop the shield and swing with both hands.
True strike is good good with some weapons, like net and bola.
Feats:
Heavy Armor prof
Silent spell (LOTS of good verbal only spells on the list)
Quick Draw
Power Attack

Seraph403 |

I agree with the idea that the Inquisitor is primarily a striker class but there is a way to kind of get a bit of both worlds.
This build leans very Dex heavy with only like 10-12 in str for weight/loads.
What I did for my inquisitor was make him a follower of Sarenrae.
This makes you proficient with scimitars.
At level 1 pick up Weapon Finesse. For now just pick up a rapier or an elven curveblade if you're elven (which I was).
At level 3 things get much easier. Pick up Dervish Dance (a feat from one of the side books. Guide to Qadira or something). This single feat kind of sets you on track to damaging while pumping dex. It not only lets you treat a scimitar as a finessable weapon but it ALSO allows you to add your DEX to damage over your STR.
Will you do AS much damage as if you had picked up a two handed weapon for time and a half STR? Not quite but you gain some decent AC from having a high dex, plus you make prime use of some light armor in the process.
Plus later down the road, an animated shield really gives a nice strong boost here.
Pick up Weapon Focus Scimitar as you go for any help to hit and focus on healing/aid spells over damaging ones as you go, given your classes extensive damage capabilities without it.
The Dervish Inquistor really works out great in a game (tested and approved). You don't have to worry about STR so much which is a really nice thing to be able to do with a sufficient melee class.
It's funny, i've always wanted to make an inquisitor / cleric of Sarenrae... sort of base him on Eli of Book of Eli... this actually works perfect.
Also solid advice Ice Titan, Greatly appreciated!

Ice Titan |

Misery wrote:I agree with the idea that the Inquisitor is primarily a striker class but there is a way to kind of get a bit of both worlds.
This build leans very Dex heavy with only like 10-12 in str for weight/loads.
What I did for my inquisitor was make him a follower of Sarenrae.
This makes you proficient with scimitars.
At level 1 pick up Weapon Finesse. For now just pick up a rapier or an elven curveblade if you're elven (which I was).
At level 3 things get much easier. Pick up Dervish Dance (a feat from one of the side books. Guide to Qadira or something). This single feat kind of sets you on track to damaging while pumping dex. It not only lets you treat a scimitar as a finessable weapon but it ALSO allows you to add your DEX to damage over your STR.
Will you do AS much damage as if you had picked up a two handed weapon for time and a half STR? Not quite but you gain some decent AC from having a high dex, plus you make prime use of some light armor in the process.
Plus later down the road, an animated shield really gives a nice strong boost here.
Pick up Weapon Focus Scimitar as you go for any help to hit and focus on healing/aid spells over damaging ones as you go, given your classes extensive damage capabilities without it.
The Dervish Inquistor really works out great in a game (tested and approved). You don't have to worry about STR so much which is a really nice thing to be able to do with a sufficient melee class.
It's funny, i've always wanted to make an inquisitor / cleric of Sarenrae... sort of base him on Eli of Book of Eli... this actually works perfect.
Also solid advice Ice Titan, Greatly appreciated!
Note that my advice is exactly on-par with breaking the game. Completely.
I would not follow it to the letter in most games. Maybe underpower myself on purpose.
The inquisitor in our party did over 600 damage in one full attack action with the maneuver and positioning in my write up, at level 16 or so. He kept critting, and since the inquisitor has a "I hit him on a 2" attack bonus with bonuses up, it was impossible for him not to confirm. He didn't roll a 1.
I personally think the inquisitor is one of the most powerful classes, static bonus wise, in the game. He doesn't use SoD or SoS's, but he cannot be stopped by anything that's even close to an appropriate CR for him. An inquisitor with his buff spells running, a ring of evasion and mithral full plate has all amazing saves, amazing AC, amazing attack bonus and even more goodies. It's absolutely absurd. Add on to that his ability to cast protection from evil spells on himself, and you have a character who has a save write-up like +21 +15 +22 and is immune to all mind-affecting effects. Oh, and his AC is 49 or more at level 17. And his attack bonus is 32 or more. A full-classed fighter swings at a 34 at this level if he took Weapon Focus and G. Weapon Focus. And an inquisitor is only a +2 bonus behind him-- which he can make up with his solo tactics outflank, paired opportunists, etc. or his _other_ magical buffs on himself. I'm only counting heroism and divine power.
Also, one word: Mettle.
"Oh but he has only a handful of Judgements..." Find me a game that has more than 6 life-or-death combats a day by level 17. I think the inquisitor will skimp out on using judgment against weak enemies-- and he can identify weak enemies, since he's a genius at monster knowledge skills.
"Oh but he only has so many rounds of Bane..." Most combats last 3-4 rounds. If he chooses his bane rounds correctly and doesn't waste rounds of bane crossing battlefields or casting spells, he should have enough bane to last four to five combats in a row. Oh, and his first round is always judgment, which uses a swift, so he may as well move and cast a spell anyways.
"Well, the fighter will have more feats..." And the inquisitor with a rod of extend or two will never have to buy magical arms or armor or a ring of protection.
I would put an inquisitor one step above a wizard in power just because the inquisitor just has to flick their lightswitch ability as a swift action and then just juggernaut people to death. A wizard at the very minimum has to use his abilities intelligently in order to succeed-- an inquisitor may as well just full attack over and over again after he buffs himself, and he's literally unstoppable.

Ice Titan |

Perhaps. But same could be said about cleric. 600 damage is quite good, but a wizard with proper metamagic feats and planning can do around that damage consistently and doesn't have to hope for a crit nor a perfect situation.
Would you mind demonstrating that? I would love to know how a wizard is supposed to drop high m damage single-target without using a save or die, since the numbers I hear seem far, far higher than one could get on a maximized fireball.
The layout was the final battle of CotCT, if you don't mind comparing targets. The inquisitor killed her, her heal contingency (CL20th) kicked him, and he killed her again in the same full attack.
AC 43, touch 30, flat-footed 34
Regen 20
Immune fire, paralysis and other
movement-impairing effects, poison; Resist acid 10, cold
10; SR 22
Fort +23, Ref +28, Will +23

Seraph403 |

Allowing 3.5 feats and source
Incantrix level 7 ability "Instant Metamagic" Once per day the 7th level incantrix can use a single metamagic effect of any metamagic feat she knows on a spell without preparing it beforehand or increasing its cast time."
Incantrix Level 8 ability "improved metamagic" At 8th level, the incantrix has mastered metamagic to such an extent that whenever she uses a metamagic feat the feats level increase upon a spell is rduced by one (this cant reduce an increase to less than one).
Players handbook 2 "Arcane thesis" Choose one arcane spell that you canc ast to be your thesis spell. When casting that spell you do so at +2 caster level. When you apply a metamagic feat other than heighten spell to that spell, the enhanced spell uses up a spell slot one level lower than normal
Complete arcane "Split Ray metamagic" You can cause any ray spell to fire one additional ray beyond the number normally allowed. A split ray uses two spells higher than the spells actual level
Complete arcane "Twin spell metamagic" Casting a twinned spell causes the spell to take effect twice in the same area or on the same target simultaneously. Takes up a slot 4 levels higher"
Scorching Ray, level 2 spell
Empower +1 (3rd level spell) 6d6 + 6d6 + 6d6
Empower split ray (4th level spell) 6d6 + 6d6 + 6d6 + 6d6
Empowered, twinned, split (6th level)6d6 + 6d6 + 6d6 + 6d6 + 6d6 + 6d6 + 6d6 + 6d6
Now prepare a quickened one (8th level) 6d6 + 6d6 + 6d6 + 6d6 + 6d6 + 6d6 + 6d6 + 6d6 --- and now couple it with the regular one Empowered, twinned, split (6th level)6d6 + 6d6 + 6d6 + 6d6 + 6d6 + 6d6 + 6d6 + 6d6
= 96d6 in one round 96 - 576 damage from two spells. Keep in mind, these can also crit and almost guarantee to land since they're touch based.
I'll give you the benefit of the doubt though, 3.5 is pure cheese with a ridiculous amount dumb source material which stacks like this. My party has outlawed a lot of source material (actually all, any 3.5 stuff has to be dm approved) because of this , but playing my wizard last night, I did about 400+ damage with ease in a round (needed to use about 4 spells though) and I could do it to multiple enemies since it's all AoE spells. Also rods , metamagic mastery, and again, proper combo of metamagic feats are super win for wizards.

Frigatii |

I was the Inquisitor in the game with Ice Titan, an we only allow purely pathfinder material. Use only Pathfinder main and APG. Just to play the game I would towards the end of the game not attack at all and just buff and heal party members, cause the Inquisitor just using these books can walk over anything in the game.
I advise nobody to ever play the class it ruins the game for everyone. And the fun of desecrating every encounter with no chance of losing get boring quick. I actually feel bad for even playing the char. and constantly apologized for doing so.
Inquisitor is to full of 3.5 f&!&$&ry to be allowed in games ever.

DrowVampyre |

Travel Domain for 40 base speed ... and it gives you a rapier as a weapon.
Ok, I'm curious...how does this work? I don't see anywhere in the Travel domain description mention of rapier proficiency...and I'm very curious, as I was building a rapier-wielding inquisitor the other day on a whim...

Carpy DM |

Ice Titan wrote:Travel Domain for 40 base speed ... and it gives you a rapier as a weapon.Ok, I'm curious...how does this work? I don't see anywhere in the Travel domain description mention of rapier proficiency...and I'm very curious, as I was building a rapier-wielding inquisitor the other day on a whim...
I think IT was thinking specifically of an inquisitor of Cayden Cailean, who get rapier proficiency from their deity and the Travel domain as well. You don't get the one directly from the other, but they both can be obtained from the same source.
Also, because it's continuing to drive me nuts:
Zdan wrote:Do a search on the forums. Sub-Domains are cleric only, trust me or search for the numerous topics on it where it has been clarified.Orannis wrote:I believe Sub-Domains are for Clerics only.While I would also tend to support that notion I just looked in the book and it's not explicitly stated anywhere that they are.
This still has not been stated by anyone official from Paizo - all the references so far that I have seen have been second-hand at best.

DrowVampyre |

I think IT was thinking specifically of an inquisitor of Cayden Cailean, who get rapier proficiency from their deity and the Travel domain as well. You don't get the one directly from the other, but they both can be obtained from the same source.
Ah, ok, that makes sense. Not that my little inquisitor could get travel anyway (she's an inquisitor of Eiseth), but I was curious...

clnstyles |

I was the Inquisitor in the game with Ice Titan, an we only allow purely pathfinder material. Use only Pathfinder main and APG. Just to play the game I would towards the end of the game not attack at all and just buff and heal party members, cause the Inquisitor just using these books can walk over anything in the game.
I advise nobody to ever play the class it ruins the game for everyone. And the fun of desecrating every encounter with no chance of losing get boring quick. I actually feel bad for even playing the char. and constantly apologized for doing so.
Inquisitor is to full of 3.5 f%!gotry to be allowed in games ever.
Do you have a break down of this character(how i need to build it each level up to 12). I am starting a Inquisitor lvl 12 with 108,000 starting gold. It is a short campaign to give our main GM a break so i would love to test this! Thank you

Ice Titan |

Allowing 3.5 feats and source...
They hit touch 30 guaranteed?
That first sentence kind of negated my will to read. I know 3.5e is broken! That's why I don't play it. The moment you bring 3.5e into the discussion, I'm reminded of a character I heard of that could do a million damage in one full round action. And he was one of the weakest members of the party...

Jon Otaguro 428 |
I don't think your combo allows the inquisitor more than one attack of opportunity per round on his action. The paired opportunists feat says in the last sentence that "This does not allow you to take more than one attack of opportunity against a creature for a given action."
Looking at the definition of actions - they are full attack action, standard action, etc. So regardless of the number of times an inquisitor crits in a round, he can only get one additional attack.

Frigatii |
2 people marked this as a favorite. |

The character requires having nothing that special every inquisitor out there is built this way. Non-magical Mithral Full Plate (Heavy Armor Proficiency) Rapier/Scimitar, pick whatever god you want to get this proficiency. Strand of Prayer Beads(Standard), Rods of extend (lesser). Pop bead of karma every morning and rods of extend and cast Greater Magic Weapon, Magic Vestment x2, (Heavy Shield, Armor). Gives you a +4 enhancement on all your gear for 32 hours. Ring of Counterspells with Greater Dispel Magic in it. So you don't lose your buffs. All together that is like 60k of your allotment, spend the rest on what every you want Stat boosting, violins, a potato farm doesn't matter your unstoppable.
Sitting at AC 29 before Dex or you spontaneous shields for faith that pop you to 32 Assuming you have a 0 Dex bonus, and no items to buff your AC.
You will more than likely always go first if you have a reasonable Dex and Wis sense you add both to your Initiative. so you cast shield of faith, pop judgment (saves is always the best bet, just makes you that much harder to hit with magic) and run up to the soon to be mulched enemies and laugh cause they cant hurt you. Depending on gear and stat spread (Judge AC +3(+6)Dodge, 14 Dex + Belt of Dex +2 so Dex 16 and amulet of Natural Armor +4 AC 43 (AC46 to confirm on you) at level 12) a Adult Gold Dragon (CR15) hits you on a 17 with its claws and bites 19s with other attacks confirm only with 20 with all. You hit him on 9 or less 5 and 10 with your second attack if your flanking.
Sitting with AC 10 +3 sacred +3 Dex +1 dodge +13 armor +6 shield +3 defection +4 natural AC 43 level 12 make you DM cry.
and still have 12k GP to play with.

Ice Titan |

I don't think your combo allows the inquisitor more than one attack of opportunity per round on his action. The paired opportunists feat says in the last sentence that "This does not allow you to take more than one attack of opportunity against a creature for a given action."
Looking at the definition of actions - they are full attack action, standard action, etc. So regardless of the number of times an inquisitor crits in a round, he can only get one additional attack.
I would like to say that each attack is a separate action that provokes an attack of opportunity, or you wouldn't see attack of opportunity trees evolving from two people with combat reflexes using all of their AoOs doing untrained combat maneuvers.
That clause also prevents Outflank and Paired Opportunists provoking infinitely-- whereas now, they rely on the AoOs generated by Outflank on specific criticals.

clnstyles |

The character requires having nothing that special every inquisitor out there is built this way. Non-magical Mithral Full Plate (Heavy Armor Proficiency) Rapier/Scimitar, pick whatever god you want to get this proficiency. Strand of Prayer Beads(Standard), Rods of extend (lesser). Pop bead of karma every morning and rods of extend and cast Greater Magic Weapon, Magic Vestment x2, (Heavy Shield, Armor). Gives you a +4 enhancement on all your gear for 32 hours. Ring of Counterspells with Greater Dispel Magic in it. So you don't lose your buffs. All together that is like 60k of your allotment, spend the rest on what every you want Stat boosting, violins, a potato farm doesn't matter your unstoppable.
Sitting at AC 29 before Dex or you spontaneous shields for faith that pop you to 32 Assuming you have a 0 Dex bonus, and no items to buff your AC.
You will more than likely always go first if you have a reasonable Dex and Wis sense you add both to your Initiative. so you cast shield of faith, pop judgment (saves is always the best bet, just makes you that much harder to hit with magic) and run up to the soon to be mulched enemies and laugh cause they cant hurt you. Depending on gear and stat spread (Judge AC +3(+6)Dodge, 14 Dex + Belt of Dex +2 so Dex 16 and amulet of Natural Armor +4 AC 43 (AC46 to confirm on you) at level 12) a Adult Gold Dragon (CR15) hits you on a 17 with its claws and bites 19s with other attacks confirm only with 20 with all. You hit him on 9 or less 5 and 10 with your second attack if your flanking.
Sitting with AC 10 +3 sacred +3 Dex +1 dodge +13 armor +6 shield +3 defection +4 natural AC 43 level 12 make you DM cry.
and still have 12k GP to play with.
Thank you man...I'm going to try this out. I did think of maybe getting a Cloak of Displacement(greater). IF i wasn't able to get my AC as high...with most sessions we run 15rounds a day is not very common. So add a high AC with a 50% chance miss on the hits that do get through is godly

Rareness |
Frigatii I don't know any other way to get in touch with you other than posting here as there is no private messaging available, nor do I see your email anywhere.
If you read this I would love your help with a Inquisitor build, I can tell you what I have in mind if you email me and from there we can discuss it.
goldschmidt.joshua@gmail.com
Thanks!

Aelryinth RPG Superstar 2012 Top 16 |

Note from above: You can't use the one-handed Dex to damage feat with a Scimitar and use an animated shield. An animated shield is considered wielded for other purposes, and the feat requires that other hand be considered empty. Even if the hand is physically empty, it's considered filled by the animated shield.
Noted that all sword and board has to do is not use the shield, put two hands on the falcata/longsword/scimitar, and you're a THF.
==Aelryinth

Braden |
Zdan wrote:Do a search on the forums. Sub-Domains are cleric only, trust me or search for the numerous topics on it where it has been clarified.Orannis wrote:While I would also tend to support that notion I just looked in the book and it's not explicitly stated anywhere that they are.Jon Otaguro 428 wrote:I believe Sub-Domains are for Clerics only.The domains I looked at for inquisitor were
Travel
Rage (sub domain from APG)
Restoration (sub domain from APG)
This is incorrect.
Subdomains can be selected by Druids (except the metal subdomain) and inquisitors (if their deity allows it).
From: http://paizo.com/pathfinderRPG/prd/advanced/coreClasses/cleric.html
Guess I just responded to a dead thread. Sorry, but the clarification stands.

GoldEdition42 |

A mentioned about Sub-Domains and the Inquisitor, our group decided it was DM discretion. And thank goodness, as I took the Plant Domain with the Growth Sub-Domain.
The Bramble armor at level 6 is alright although it may not get through alot of DR. However, right now I am enjoying the Enlarge Power.
The extra weapon damage and reach with my GreatAxe is nice, but the +4 to Intimidate enemies one size smaller is great.
So, at Level 1 with a 10 Charisma:
1 rank + 3 for class skill + 2 for Half Orc + 3 for Skill Focus + 1 as Inquisitor + 4 for Size = +14 to my Intimidate Skill.
When I get to Level 4 and can cast Blistering Invective....things will get pretty sick. What a nice little spell.
Cheers.