| Rareness |
So like the title says I am trying to make a new Inquisitor..
I would like to have the Fire Domain, Enforcer Feat at lvl1 and Blade of Mercy trait. I would like to be melee focused.
I would like to know from you guys what the Ideal starting stats would be and help me to outline from 1-10 what additional trait, feats, ability score bonuses, spells to take, skills to focus on etc
In combat what skills, combat maneuvers and actions best serve this class? [basically a quick rundown and inspiration on how best to play this class from those of you that have experience with the Inquisitor]
I am semi new to pathfinder and really looking to get into it with this character. Previously I played a paladin and I really loved the politics and dealings with the church, and I am looking forward to the moral flexibility of the Inquisitor..
Thanks for your time and help guys :D
| HalfOrcHeavyMetal |
What sort of Inquisitor are you looking to build? A switch-hitter, able to go from Bow to Scimitar in the blink of an eye and back again? In which case I would recommend this thread here for advice on both Switch-Hitter and Ranged models.
How these will interact with the yummy class-abilities of the Inquisitor, I do not know, I have yet to play an Inquisitor from the Advanced Book, I only have played the Beta-Test, and I can tell you, IT WAS AWESOME.
In regards to Skills: What sort of campaign will it be? Will you need to focus on talking skills, stealth/outdoors skills or some blend of both? Are we talking about a party composed of people who might be lacking skills in one direction that the Inquisitor can snap up to help them along, or are you just going for the 5 skill ranks in a skill to give them a bonus +2 when you are assisting them?
Inquisitor being what it is, ie the result of a one-night-stand between Solomon Kane and Red Sonja, certain skills seem to be a must.
Intimidate and Sense Motive: Scare the heebus out of people and get what you need. Diplomacy also works well, but when you've got the Orc bandit and need to know where the hostages are, well, get yourself some rope, some wooden splinters and a chair, and go to work. You also get a class bonus that makes these skills even better.
Knowledge Skills: You have a Class Ability than enables you to use your Wisdom Modifier to help you on Knowledge Checks (in addition to your Intelligence Modifier) to determine what a monster's abilities and weaknesses are. Obviously you can't max out every Knowledge Skill, but you can drop a few ranks around the place that would make sense for your character's place in the world.
Bluff, Diplomacy, Disguise Self, Stealth and Survival: All handy skills for the character interested in an Inquisition. Bluff and Diplomacy help round out the Intimidate and Sense Motive area, and while it's doubtful they will be your biggest guns in that arsenal, it's always nice to have a backup.
Disguise Self ... well, that can be situational, but if you're hunting somebody, it can pay to make yourself look harmless, or as a potential ally, to get close enough to knock them over the head and take them back for the aforementioned inquisition.
Stealth and Survival are an odd pair at times, but Stealth can help in many situations, and Survival can be used in an Urban Environment, just at a -2 Penalty (I believe). Also, Survival works well if you can drag some skillpoints into the non-class Skill Knowledge (Local) to help you track down criminals, heretics and the occasional runaway child.
In regards to Ability Scores: I'm not the best person to ask, but hopefully my response will enrage one of the better players to come running in to refute me. Wisdom to at least 16 will enable you to have access to all levels of your spells, but as the menage le trois result between the Bard, Cleric and Ranger, the Inquisitor needs decent scores in Constitution (for survival in combat) Strength (for hurting things in melee) Dexterity (for hurting things at range) and Charisma (for Inquisiting, making people like her enough to talk, scaring people enough to make them talk)
I'd go (For the Switch Hitter) Wisdom, Constitution, Strength/Dexterity, Charisma, Intelligence. Now, I hate dropping Intelligence myself. The english language lacks the depth and meaning to describe my loathing of not having a High Intelligence Score, but the Inquisitor comes to the table with 6 Skill Points (and a whopping big selection of skills) and thus can get by with a 8,9 or 10 as the Intelligence Score.
If you go for a 7, I will hunt you down and do terrible, terrible things to your character sheet. Just so we're clear.
Spells: ..... that really depends upon the party makeup. Will you be a backup healer, or are you free to focus purely on the Crowd Controlling abilities and the Ouchy-Bleedy-Burny fun-time stuff?
That's about as much as I can offer on this particular class, sorry.
| Mysterious Stranger |
Welcome to the scariest character on the planet. The Half Orc Inquisitor can have a truly insane Intimidate. The class adds 1/2 your level to Intimidate and sense Motive. The Half Orc Favored class option is +1/2 to Intimidate and Knowledge's to indentify creatures.
For Stats you are going to want a WIS of at least 16. This is not only for spells, but for Monster Lore and Cunning Initiative. CHA is going to be important for a lot of skills. I would go for decent combat stats, but don't spend a lot on any one. You will need all three combat stats. Do not dump INT. You are a skill monkey and at least 4 of them are based partially on INT. I would probably leave INT at 10
Take at least one point in Knowledge Arcane, Dungeoneering, Nature, Religion. These Being class skills and the fact you really want that +3.
For your second trait consider Child of the Child of the Temple to get Knowledge Nobility. Depending on your GM the bonus for Monster Lore and Favored class may apply. It makes sense to me that an Inquisitor would keep track of the nobles.
A good feat for this character would be Dazzling Display, but that does require Weapon Focus. The ability to as a full round action to cause a creature to become shaken is cool. If you are maxing out Intimidate and taking the favored class bonus for the Half Orc every level you will probably have near a +27 on Intimidate by 10th level. If you really want to get insane take skill focus Intimidate. Personally I think this may be over kill. As it stands at 10th level with CHA of 14 you will need to roll a 3 or better to demoralize a Pit Fiend.
| Rareness |
could you explain how [The Half Orc Favored class option is +1/2 to Intimidate and Knowledge's to indentify creatures] works? is it just +1/2 point every level to Intimidate and all knowledge skills (situationally for iding monsters?) Essentially 1 point every 2 levels?
and Monster Lore is Wis+Int+Knowledge(type)?
| Mysterious Stranger |
The Half Orc favored class gives a bonus of + 1/2 for every level taken. It also gives the same bonus to checks to identify creatures. The Stern Gaze feature also gives a bonus of + 1/2 per level to Intimidate and Sense Motive. Strictly by the book it would be +2 every 2 levels. Common sense would say that you should be able to add them together for a +1 per level. This does mean that you will not be getting the Extra HP or Skill Point for the favored class.
Monster lore is the ability to and both your INT, and WIS to the knowledge in question. You are going to want to put at least 1 point into each of the skills to activate your class skill bonus.
since you also get the Half Orc favored class bonus it will work out to Points in the skill +3 +INT, + WIS, +1/2 your Class level.
fatouzocat
|
could you explain how [The Half Orc Favored class option is +1/2 to Intimidate and Knowledge's to indentify creatures] works? is it just +1/2 point every level to Intimidate and all knowledge skills (situationally for iding monsters?) Essentially 1 point every 2 levels?
and Monster Lore is Wis+Int+Knowledge(type)?
Ok I was forced to play a Half Orc Inquisitor and was a bit squeemish about the class BUT it is a very enjoyable experience. I should add that I started play at higher level since the party had already been playing for a few years and I stepped in fresh at level 10. Regardless here's the scoop (played a Half orc of Calistra took freedom giving freedom of movement to myself and party members) Stats were ridiculous so I will not even share them that said Bump your Wisdom first, then Strength or Dex depending on combat style (I chose dex and ranged combat with the multiple arrow feat selections.) Con is important, Very. Your AC will be low in comparison to many other classes, this can be boosted by spells at higher levels. Personally I let my Inquis get hit and traded off massive Damage to my opponent. I chose Justice but switched it to destruction (destroy weak creatures fast) or smiting (hit the un-hitable)regularly. The Bane is great dealing incredible damage but must be selected wisely)
Now These are useful.Cunning initiative is very nice
Determine Lies -You should use this a LOT you get the whole truth. When tying to get info you know who has it and who does not. No red herrings. As a GM I would Hate this ability.
Moster Lore -Suuuuuppper potent put ranks in Knowledge and use this ability if you know your enemy you know how it can be harmed and what it can do to harm you simple. Buff apropriatly without meta gaming. Great.
Weapons
Being an Orc you have great high Damage options right out of the hop choose something like Gr Axe d12+str very nice for melle combat
If you go ranged Composite Longbow is nice do big Damage (with Bane, Destruction+Str) and with the right feats multiple attacks (just have a backup oh that Axe looks nice. hehe
Feats to consider
Yes the scent ability is a great one.
You could consider going Vital strike+
Great axe d12x2+str+bane+destruction=nice happy player yes?
I would focus on combat style and making your inquisitor hit more often. He will do damage so just worry about hitting things.
Your saves are good so don't waste feats on these.
fatouzocat
|
Ps you are a skill monkey already 6+int so a 9 or 10 in int will not hurt you much I actually played my Inquisitor with average 11 Charisma too. You will likely have to choose between dex and Strength and have the other option sub optimal for the benefit of Wisdom 1st stat and prime secondary stat. Con third, Dex or str fourth
cheers and have fun
| Riku Riekkinen |
I would like to have the Fire Domain, Enforcer Feat at lvl1 and Blade of Mercy trait. I would like to be melee focused.
After these choices my 3rd level feat would definately be Heavy Armor Training.
For ability scores, I would go for Strength. For example 15 point buy:
Str: 14+2
Dex: 12
Con: 14
Int: 12
Wis: 14
Cha: 7
20 points:
Str: 16+2
Dex: 12
Con: 14
Int: 12
Wis: 14
Cha: 7
In fact in 15 point buy I would even consider dumping Int to 7 and raising Str to 18 & Dex to 13 (for Precise Strike).
Skills at least:
Intimidate
Perception
Sense Motive
Survival
If high int also the knowledges (& use your favourite class ability to raise those & intimidate).
Why not high Cha?
1. Too many creatures are immune to intimidate
2. Difference between Cha 7 and Cha 14 intimidates is +4 witch is not even one more shaken round in normal intimidate
3. You don't get bonuses to other Cha skills than intimidate
Why high Str?
1. To be effective in melee against enemies who are not afraid
2. In order to use Enforcer & Blade of Mercy you need to hit
For spells I would take at least Protection From Evil witch is just great at the start (especially in melee).
| Riku Riekkinen |
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Half-Orc Inquisitor of Sarenrae
Domain: Heroism (Subdomain of Glory... unless Fire is something you really want)
Traits: Blade of Mercy, Indomitable Faith
Attributes (20 point buy):
Str: 15+2 (all level raises here) (or even 16+2 here and 12 dex)
Dex: 14
Con: 14
Int: 12
Wis: 14
Cha: 7
Feats:
1st: Enforcer
3rd: Heavy Armor prof
5th: Keen Scent
7th: Combat Reflexes
9th: Power Attack
11th: Weapon Focus
13th: Dazzling Display
Favourite Class bonus always half-Orc special (+1/2 to monster lores & intimidate)
Skills:
Intimidate maxed
Perception maxed
Sense Motive maxed
Survival maxed
At least 1 rank into Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Nature) (Int), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Spellcraft (Int)... hmm perhaps to Swim (Str) also for a bad day
The rest of the skill points to the skills you think you'll need. For example, if party has no "face", put points to Diplomacy. After you get Mithral Plate, you can also Stealth (Dex).
How is it going to work? For example level 10:
Monster lores skill 12
Heal is 6 (preferably take this skill early since its most valuable then)
Spellcraft is 5 (but still very usable, since it gives you chance to identify enemy spells)
Swim is 8 (very few GMs drown chars without it anymore :D, so propably you don't need it... only 1 rank there though)
Perception is 15 (+ Scent)
Sense motive is 20
Survival is 20 for tracking (+ Scent)
For Cha skills Glory domain gives +10 to roll, if its made within 1h from the Glory activation 5 times/day (so propably about every time you need them... perhaps exception a few intimidate rolls)
So for example 1 rank in diplomacy + glory bonus gives you nice 12 skill, witch is good for your solo encounters (dealing with church etc little, if you need to do something like that by yourself). If you have another face in the party you can boost him/her. If you don't another face, max ranks here and you have +21 skill with the Glory boost (+23 with Heroism).
Notably Disguise is going to be great with Disguise Self scroll at first and later perhaps with Hat of Disguise (to act as long as you wish). Activating Glory first and then next round Heroism ability (swift from the domain) + Disguise Self scroll or the hat gives you +24 skill with minimal resource drain (no actual spells cast & only 1 rank in the skill & cheap magic items)
Intimidate is going to be 33 with Glory bonus and 23 without it.
Plus there is 19 unassigned ranks after those... so you can do other things also (or concentrate on some of those). And all counts (except Disguise Self) are without any Magic Items / Spells.
Spells:
level 0: Detect Magic, Sift, Create Water, Detect Poison, Light (you don't need it much, but someone else might... aslo cast on a rock and drop it to a deep place to have bit more information how deep the place is), Stabilize?
level 1: Protection From Evil (best spell at the start, since it gives +2 to AC & saves againt propable enemies... later can resist summons), Cure Light Wounds (to be auxiliary healer - between combats!), Expeditious Retreat (you will need speed sometimes), Shield of Faith (this will trump Prot From Evil at some point as AC buffer, but they won't stack, so take this later / switch), True Strike (also very nice sometimes later, but a resourse hog), Burst Bonds ( is also very nice once you give up (if you do that) Prot From Evil)
level 2: Spiritual Weapon (you ranged attack & way to get some creatures = incorporeals), Silence (answer to many casters), See Invisiblity (after you have detected intruder with scent... so not absolutely necessary, but invisible things are annoying), Invisibility (the othser side), Resist Energy (very useful against certain opponents) ( Perceive Cues is also nice, if you feel like you have to roll a lot of those tests, don't have items for that & your groups caster casts Resist Energies)
level 3: Magic Weapon, Greater (depending on your weapon situation can be very nice... means you get a weapon with +1 & special abilities (holy), or save money & use only this), Magic Vestment (same with Armor... though armor can be so cheap sometimes, that you preferably save spells), Dispel Magic (very nice always to have), Heroism... or if have state of the art weapons & armor take something else instead of the first two
level 4: Freedom of Movement (don't get stuck anymore), Greater Invisibility (well don't know about this, but its getting late....)
-----
Oh about weapons: Falchion is propably best at the start; Greataxe, if you get someone to cast Enlarge person on you; Scimitar might be the best choice after you get a good shield or the Magic Vestment starts to give +2 / +3. At start you should have 2h weapon and Scimitar & shield options at hand (as well as Javelins for a bad day)
Judgements: If facing a large mob, you need to tank & stall them... use Defensive judgements (DR is best at the lower levels, AC later on). When you reduce the mob down to boss swtich to hit / damage. Well judgements are case to case basis...
| Virgule |
Very helpful thread. Working on a similar build.
I opted for the Conversion Inquisition, that gives the WIS bonus instead of CHA for Bluff, Diplomacy and especially Intimidate. With a CHA of 7, that even things up.
Wondering though if it's worth taking a level of Fighter at first to pick up feats like Heavy Armour, Weapon Focus and Dazzling Display (nice for an Inquisitor indeed) and/or Keen scent, faster than through normal Inquisitor levels. Thoughts?
| SunsetPsychosis |
Inquisitor is not a class you want to dilute with any splashes, since so many of your abilities (and your spellcasting) are based on your Inquisitor level. Though I suppose if you were to take a level of fighter, 1st level would be the time to do it. Just be aware that you'd lose access to True Judgement (which is irrelevant if your game never goes to level 20).
At low levels, your AC is not going to be spectacular. But once you get Second Judgement, then Justice/Protection are a good combo. Judgement Surge is also a decent feat, especially at low levels when you can only judge once a day anyways.
| Virgule |
Thanks. The first level of Fighter is mainly to accelerate the aquisition of Feats I would like. Heavy armour is a plus. I really doubt that the game will last long enough to even see Level 10, so I'm aiming for instant optimization instead of long term planning.
Also, this character will be the main tank of the group. We'll have a magus, a bard, a wizard, a rogue and a cleric. It'll be front line for me!
| M457ERSP00K |
Personally, I plan to amp intimidate for flavor.
Lvl 2 H-Orc Inquisitor with 18 intimidate.
(Heroic stat build)18+2,14,14,10,18,10
2 Ranks
4 Wisdom - (Inquisition, Heresy)
5 Strength - (Intimidating Prowess)
3 Trained
2 H-Orc Racial
1 Stern Gaze (1/2 lvl)
1 H-Orc Inquisitor Favored Class (1/2 lvl)
--
18
AC isn't bad, breastplate - Chain Fighter (orc alternate racial), I think he'll be fun to tinker with.. (sticking with the 3.5 pantheon since the realm is based on an older game) - Eisen Fidem of St. Cuthbert.
But the keen scent does sound promising..