New to Pathfinder, Inquisitor help


Advice


First off, hello everyone, and thanks in advance for any help. I've played a healthy amount of AD&D, 3.0, and 3.5 over the years, but this is my first PF character. Please critique and let me know what could be better and what are poor choices. This will be a character for the carrion crown adventure series

Character Concept: Hippie inquisitor of Erastil. Searching for enlightenment and happiness while smiting those who do bad stuff and go against mother nature man. He also carries a bardiche and enlarges himself to 10 feet tall from the growth domain.

Stats: DM hasnt told me my point buy yet, but Dex and STR first, WIS and CON second, dump int and chr
Race: Human
Domain: Growth to get free swift enlarge
Spells: CLW and divine favor
Feats:
Level 1: combat reflexes and stand still
Level 3: power attack
Level 6: weapon focus bardiche
Skills: assuming an 8 int..Max out Knowledge (Nature), Knowledge (Religion), Perception, Sense Motive, Spellcraft, Survival

Combat Idea: Growth myself as a swift action and take control combat with 20 foot reach ( growth + bardiche = 20 foot reach right?) and Stand Still. I would have the ability to heal myself in a pinch and buff if I have time.

So one of the big internal debates I've been having is whether or not to dip into fighter to get free feats and heavy armor proficiency after level 5. I am worried about being feat starved with a polearm fighter who already doesnt have full BaB. Will I be totally outclassed by any fighter?

I was also considering dipping into barbarian too because it would be a blast to have a 12 foot tall hippie going crazy up and down the battlefield. Also is there any feat or trait to increase the rounds of growth i get from the domain power?


Alright... A dip into fighter might not be a bad idea, especially because that would give you proficiency in the baridiche (which an inquisitor of Erastil would not possess).

As far as a barbarian... Well, it might be an amusing image, but a "dip" into barbarian is less viable than it once was because of the new rage mechanic, and can you really justify an acolyte of Erastil showing such a lack of restraint on the battlefield? This would also pigeon-hole you into a NG alignment, since it's the only alignment compatible with both your deity and the barbarian class.


I missed that one, I incorrectly assumed inquisitors had martial weapon prof. Thanks

Sounds like having my first or second level be fighter is in my best interest. So my feats would change to look something like this:
Level 1: combat reflexes, stand still, power attack
Level 3: weapon focus bardiche, paired opportunist
Level 6: cleave?


Just a heads up, in PF you get a feat at every odd level now. So, 3, 5, 7... not 3, 6, 9.


Good luck with the inquisitor,

As far as out classed by a fighter once you get bane you will blow them away, as far as damage. At level five +3 bab +2 judgment +2 bane +2d6.

I think your stat priority looks good. Wisdom of course doesn't have to be to large, but if you plan on playing from level 1, bonus spells become important.

Spells, I think prot evil may be better than divine favor at first level, it is a good group spell.

good luck sir

Shadow Lodge

And don't forget the Human Inquisitor favored class bonus.

"Inquisitor: Add one spell known from the inquisitor
spell list. This spell must be at least one level below the
highest spell level the inquisitor can cast."

With so few spells known, this can come in quite handy.


The whole hippie type fits more with the green faith or Gozreh much more than Erastil.

Erastil is more about protecting small villiages and communities. He is not a nature god so much as the god of hunters.

I note immediately that you are trying to use stand still with a polearm. Read the feat again. It sucks, but it specifies someone that provokes an AoO adjacent to you, and thus cannot be used at reach.

You are not profficient with your weapon. Inquisitors do not get martial weapon proff. If you want polearm proff, you really need to go Shelyn, which would get you a tripping polearm but no Growth domain. To go for a tripping build, you need combat expertise though, and thus a 13 int.

I would stay straight inquisitor. They are quite capable in combat. You need to rethink the reach though.


Well if you can afford it in time and money I think the Ultimate Magic will give you some Inquisitor goodies and stuff, perhaps ask the GM.


Annother note, You may be interested in Combat Patrol


Okay, seems I missed a lot of things

Caineach, Gozreh is definitely the Deity i was looking for. I have been working off the online srd and I missed him.

TheEel, I completely missed that, thank you.

So the reason I wanted a polearm inquisitor is because the party will be low on frontline fighters, so i wanted to be able to provide battlefield control for those hiding behind me with reach and stand still. Combat patrol would provide me what i need, but with the feats it requires I need to take a step back and re-evaluate my build.

I'll think about this and post again later when i'm out of work. Thanks guys.


I would rethink combat patrol. You could get gang-up. It would circumstantially allow 2 of the better current team up feats to function +4 to hit and +1d6 precision damage. Gang up is better fot a rogue ninja reach build though.


Another heads up in case you have missed it: According to the APG Errata, the Enlarge power of the Growth Domain only lasts for ONE ROUND per use.

Shadow Lodge

A couple quick comments:

  • As mentioned the 'growth' from the domain power only lasts one round.
  • Stand Still only works with adjacent enemies, it won't work with a reach weapon at all.
  • I think enlarge plus reach weapon is 15' of reach but I'm not certain about that.


  • As an alternative to the Growth domain, I really like the Animal domain for inquisitors. Especially if you can get the Boon Companion feat.

    Fur or Feather subdomain would replace the speak with animal ability with something more inquisitor-appropriate (Eyes of the Hawk is a personal favourite).

    Liberty's Edge

    wow, caineach, I never noticed how powerful Combat Patrol and Standstill are together.


    0gre wrote:

    A couple quick comments:

  • I think enlarge plus reach weapon is 15' of reach but I'm not certain about that.

  • Enlarging reach weapons double threatened ranges, both minimum and maximum. A large reach weapon theatens 2 squares, 15 and 20 feet out.

    Silver Crusade

    This never came up in one of my games go I looked it up. Reach weapons used by a larg or larger monster have double there reach, but can't strik targets in there normal reach.

    If your going melee focused. You realy need to set your stats. In order of inportance STR, CON, WIS, DEX, INT, CHA.

    You are proficent with the long spear. You can use that untill you get the weapon you want. Fauchard is probly the best reach weapon you can get. You might want to wate till level 3 and get it.

    Feets: Combat Reflexes, Power Attack, Improved Initiative, Furious Focus, Cleave, Great Cleave, Improved Sunder, Sundering Strike, Improved Critical.

    Dip in fighter is not a bad idea. It's not a good idea. It gives you a net sum of 0. The only real down side to diping in fighter is to delay your class abilitys. I wold not do it for that reason alone. Geting heavy armor on a reach fighter is not that important. Most of the time they will be focused more on the one in front of you.

    Yes you will be out classes by and pure fighter at fighting. Thats how it should be. Can you do a good job at fighting yes. Can you get close to the damage a fighter dose yes. Can you do as good of a job at as a fighter no.

    As stated befor dip barbarian. Is not as good as it was at one time.


    Inquisitors are really good. I'm playing one right now and, for the moment, I'm keeping up with the fighters on damage thanks to Bane. Bane really is freaking amazing. At higher levels, however, you'll end up falling behind on overall DPR compared to a fighter. I'm making my character concentrate on skirmishing i.e. one big attack rather than multiple attacks. If you don't get a chance to buff you can get mega-screwed.


    Caineach wrote:
    0gre wrote:

    A couple quick comments:

  • I think enlarge plus reach weapon is 15' of reach but I'm not certain about that.

  • Enlarging reach weapons double threatened ranges, both minimum and maximum. A large reach weapon theatens 2 squares, 15 and 20 feet out.

    I'm fairly certain this is not the case. Can you link SRD that says so?

    Shadow Lodge

    meatrace wrote:
    Caineach wrote:
    0gre wrote:

    A couple quick comments:

  • I think enlarge plus reach weapon is 15' of reach but I'm not certain about that.

  • Enlarging reach weapons double threatened ranges, both minimum and maximum. A large reach weapon theatens 2 squares, 15 and 20 feet out.
    I'm fairly certain this is not the case. Can you link SRD that says so?

    Actually he's right, in the combat section

    Big And Little Creatures In Combat
    "Large or larger creatures using reach weapons can strike up to double their natural reach but can't strike at their natural reach or less."

    Hmm, learn something new every day.

    Dug up the text to stand still also:
    "When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a square that is adjacent to you if such movement provokes an attack of opportunity."

    And the developers deliberately made it adjacent spaces only for exactly this reason.


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    Some more off hand advice for inqusitors.

    First Bane rocks.
    Teamwork feats rock.

    Teamwork feats are mainly melee, I bet more will come out in the next ultimate books.

    Judgements are great with bane up, I would always advise the plus to hit.

    Apg spells like flames of the faithfull help add additional effects, for example flaming then flaming burst when a judement is on.

    To maximize damage go for weapon of speed, haste, cleave greater cleave, rapid shot or whirlwind. This in regards to the round per level bane.

    Stupid irrelevant example

    12th level inquisitor flanking, Has teamwork feats, outflank and precise strike. Has a holy +1 rapier with Flames of the Faithful and Keen Edge and Divine Favor.
    Justice +2 to hit and +4 to confirm hits, and Destruction +4.

    +12 (+2 bane +2 precise +2 flaming +2 justice)+4 divine Favor +14 to confirm crits

    Damage 1d6 base 1d6 precision 1d6 flame 4d6 greater bane 2d6 good +9
    (4 judgement 4 luck DF +1 magic weapon)
    9d6+9 with flaming burst.

    Rapier or high crit range weapon 15-20 +14 to confirm

    So 2 attacks plus 12/12 9d6+9 15-20 +14 to confirm, 3 spells to buff a second,third and fourth and a +3 worth weapon.

    No BAB,Domains or feats just class bonuses.

    Power attack and a falchion....

    Why a high crit weapon? sure flaming burst is alright we really want the Exploit Weakness at level 14.

    Shadow Lodge

    So... flames of the faithful...

    I'm having trouble getting this to work for my character.

    Round/level buffs seem like a challenge to me, you forgo your first round of attacks which might be doing 3d6 or more damage and get 1d6 damage in return... :|

    I'm using it right now but I'm just not sold on it yet, the few times I've cast it so far it hasn't been worth losing the round spent casting it.

    To be honest there aren't a lot of single person rounds/ level buffs I like though... the whole lose a round to be a bit better for the rest of combat thing often doesn't work out well.

    Silver Crusade

    0gre wrote:

    So... flames of the faithful...

    I'm having trouble getting this to work for my character.

    Round/level buffs seem like a challenge to me, you forgo your first round of attacks which might be doing 3d6 or more damage and get 1d6 damage in return... :|

    I'm using it right now but I'm just not sold on it yet, the few times I've cast it so far it hasn't been worth losing the round spent casting it.

    To be honest there aren't a lot of single person rounds/ level buffs I like though... the whole lose a round to be a bit better for the rest of combat thing often doesn't work out well.

    Cast it before you get into combat or in a surprise round and it becomes very useful.


    Feather domain si definitely pretty awesome for inquisitors. You get this crazy good perception character and then you add MORE perception to him. And also a doggy. Or a T-Rex whatever your preference is.


    I was thinking about trade subdomain as an inquisitor and then you become a crazy skill monkey. You also get the bonus to movement speed. Your sense motive bonus is what now. This also gets bonus more to sense motive intimidate and survival when tracking with 3+wis a day to get half level to sense motive bluff or diplomacy.

    If you take nimble moves with a longspear you will be really good in difficult terrain as you can 5 foot step in it and the enemy cannot unless they have nimble moves so you will get an attack of oppurtunity from ten feet away if the enemy steps closer to you. The nimble feet power of the travel domain does a similar thing.


    Ogre I totally agree with the Flames of the Faithfull duration. The only times I liked it at low levels were when I was fighting trolls. That time it really shined. But I think as you gain levels and the duration is a bit longer it may help a bit more. I think the inquisitor spell list needs a little improvement, second level spells are still quite good.

    I really like expeditious retreat though. That is a great spell for an inquisitor.


    TarkXT wrote:
    Feather domain si definitely pretty awesome for inquisitors. You get this crazy good perception character and then you add MORE perception to him. And also a doggy. Or a T-Rex whatever your preference is.

    I've been playing with a build using ranged Inquisitor with a ranged combat focus. I call it my Batman build because there is pretty much nothing it can't do at least somewhat competently, but it really shines when it has to spot and identify a threat. The Feathered Domain makes it so much sweeter.


    Yeah, you may want to look at being able to grow and extend your reach versus having an animal companion to stay between you and the guy you are sticking with your pole-arm. If you give a +1 to your pet's int it can start taking allot of your teamwork feats which can end up being pretty awesome. Meanwhile you can put it in armor and have it be your personal tank all while flying out of reach of ground people and slashing at them with your pole-arm. Feather Domain does scary good things for inquisitors.


    thomas nelson wrote:
    Yeah, you may want to look at being able to grow and extend your reach versus having an animal companion to stay between you and the guy you are sticking with your pole-arm. If you give a +1 to your pet's int it can start taking allot of your teamwork feats which can end up being pretty awesome. Meanwhile you can put it in armor and have it be your personal tank all while flying out of reach of ground people and slashing at them with your pole-arm. Feather Domain does scary good things for inquisitors.

    Unfortunately, if your animal companion is between you and the enemy, where he would need to be to tank, he is providing the enemy partial cover from your attack.

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