Inquisitor Questions


Rules Questions


This is my first inquisitor and I want to have fun with it but I wanted to check on some things first. I figured there is no more helpful place to turn to than the loyal fans of the game!

1) Inquisitors have medium armor proficiency and shield proficiency. Do they have the arcane failure chance from them or does arcane mean sorcerer/wizard?

2) Is it better to have a melee or ranged weapon for an inquisitor? I have not even selected the deity as I am still working on the race although I have a few options.

3) Any thoughts on an animal domain inquisitor with a companion? Kind of odd, makes sense, depends on god? Any thoughts?

4) I was thinking half-orc (but that might not appeal well to others), dwarf (and have some fun with possibly looking at a large ridable companion), or human (for all around). Our campaign is an elven revolt, trying to avoid elvish and the above sound most interesting.

5) What is your experience with Inquisitor? Should I be looking at them as close range brutes, long range damage dealers, healers, or spellcasters? Or are they just a rather fun looking combination?

6) Anything else noteworthy here you feel like throwing in!

Liberty's Edge

Malarious wrote:

This is my first inquisitor and I want to have fun with it but I wanted to check on some things first. I figured there is no more helpful place to turn to than the loyal fans of the game!

1) Inquisitors have medium armor proficiency and shield proficiency. Do they have the arcane failure chance from them or does arcane mean sorcerer/wizard?

All spellcasters are either Arcane or Divine. They say which various places, including under "Spells". Arcane Spell Failure only applies to those listed as Arcane. Inquisitors are Divine spell casters.

Malarious wrote:
2) Is it better to have a melee or ranged weapon for an inquisitor? I have not even selected the deity as I am still working on the race although I have a few options.

Depends on what you want to do. In the long run ranged weapons probably do more damage at high levels particularly (you get more attacks in instead of having to move up and attack), but melee weapons let you hold the front line and protect your ranged comrades (including those unarmored Arcane spell casters)...so it really depends on what you're aiming for with the character.

For Inquisitors specifically, your deity having a good melee weapon as their favored weapon will make you a lot more effective as a melee character, so I'd only go for that option if that's the case with the deity you pick. An Inquisitor of Gorum will do much better in melee than one of Desna.

Malarious wrote:
3) Any thoughts on an animal domain inquisitor with a companion? Kind of odd, makes sense, depends on god? Any thoughts?

Makes sense for any God with the Animal Domain. I mean, those are all Gods of nature, why wouldn't they send you a cool animal friend?

Malarious wrote:
4) I was thinking half-orc (but that might not appeal well to others), dwarf (and have some fun with possibly looking at a large ridable companion), or human (for all around). Our campaign is an elven revolt, trying to avoid elvish and the above sound most interesting.

Go with whichever sounds most fun, all are valid for an Inquistor. Bear in mind that Dwarves are not Small Sized characters, however, and anything they can ride could also be ridden by a Human or Half-Orc.

Malarious wrote:
5) What is your experience with Inquisitor? Should I be looking at them as close range brutes, long range damage dealers, healers, or spellcasters? Or are they just a rather fun looking combination?

Killers. Inquisitors are killers. They can do some backup buffing and healing but what they focus on is finding their enemies, knowing how to kill them, and then killing them very dead.

Malarious wrote:
6) Anything else noteworthy here you feel like throwing in!

Inquisitor's a potentially very fun class. Hope it suits your personal play style and you enjoy it.

If you do go Animal Domain, be aware of the Boon Companion Feat which ups the companion from your Level-3 to your full level.


1: no they cast divine, divine magic has no chance to spell fail you are essentially praying not waving your arms for any types of magic

2:i myself prefer melee, but i am a melee hog. using melee seems to fit better to me, plus the judgements worked best for me,

3: animal domain is always a fun choice to have, and always fun.

4: dwarf for the wisdom bonus, the con bonus is also going to be awesome for you, especially if you go melee. aka hp goood

5: played it in a home game. i was the first to act each round, best dps we had, and a back up healer. but i was allowed to roll stats, and i always prove why you don't roll stats out.

6: no matter how you go though the inquisitor benefits best from a high wisdom, and that makes me usually go 20+ in that regard.


lol dead man says better things then a rachir guy ;)

Scarab Sages

DeadManWalking pretty much hit the nail on the head. Inquisitors do GREAT damage, and are secondary support characters. Basically, don't forget about your party, despite your great buffs.

Just a suggestion, but I recommend making cards with your available buffs on them that you can place on your game table to remind you what buffs you have. Inquisitors are a VERY buff/attack modifier oriented class, and it's easy to lose track sometimes.


Where is this Boon Companion Feat, I've been looking in everything I got, And checked the PRD, so, where?


Boon Companion is from Seekers of Secrets.

I would suggest mellee, because most of the better teamwork feats are mellee dependant. The ability solo tactics is great.

The Exchange RPG Superstar 2010 Top 16

Note that almost all the teamwork feats require you to be adjacent to an ally. Inquisitors are more powerful with a buddy.

Myself, I took somebody's advice last year and built an inquisitor as an investigator / detective sort of character. It works reasonably well for that, and his combat stats are good enough to pass as a second-tier combatant without my having to devote any feats to them.


Pathfinder Adventure, Rulebook Subscriber

I'm currently playing a Ranger/inquistor (for favored enemy) undead hunter and he's killer. The Wis to init is great (I have a +12 init) and the Bane ability means you're getting +2 and +2d6 damage to every thing you hit. I love my Inquisitor, they're really powerful.


The spells on the inquisitor work really well for early buffing and out of combat. Focus on those aspects with them and you will do well. I personally do not like using any of their slots on healing, but others will argue that it is good.

Melee meshes better with Solo Tactics, as the 2 best ones for you are better flanking for an additional +2 bonus and 1d6 precision damage.

Bows meshe better with Bane, as it is the only way to get more attacks with a single weapon effectively. Bow users will get higher damage, but this is absolutely nothing new and is true for almost every class.

For the domain you have lots of good choices. Animal works, but personally I do not care for companions. They are more powerful the lower power your PCs are, and most GMs I play with prefer high power. I like Liberation or Law.

Overall, the class is a blast. It can do a little bit of everything. It has resource management issues, so some may think it is a little overpowered if they let it spike everything at once but if you have to conserve it can run into issues and is quite ballanced.

Liberty's Edge

Red-Assassin wrote:
Boon Companion is from Seekers of Secrets.

It can also be found here.


j b 200 wrote:
I'm currently playing a Ranger/inquistor (for favored enemy) undead hunter and he's killer. The Wis to init is great (I have a +12 init) and the Bane ability means you're getting +2 and +2d6 damage to every thing you hit. I love my Inquisitor, they're really powerful.

I am actually going with the guide ranger variant/ inquisitor, ranger will likely cap out at level 4 to be able to provide the group favored terrain bonuses and just enough BAB to get a 4th iterative at 20. being able to decide "this one is mine" and judgement then the guides atk/ dmg bonus is really handy in the one real BBEG fight we had so far


I'm really enjoying my inquisitor as well. The class excels at exploiting an opponent's weaknesses, as well as an ally's strengths, to its personal benefit.

I've built my character to be maneuverable on the battlefield, capable or weaving in and around opponents to find the best places to strike; the inquisitor's spell selection and abilities really supports such game play. I use a meteor hammer, switching between the dual-wield meteor storm style and the reach-granting fortress style as the situation demands it. I intend to pick up the trip feat line as soon as I can, giving myself an additional combat option that pairs beautifully with true strike.

When I'm going all out, I can stand toe to toe with the party's rogue as far as damage output is concerned. Or, if the situation demands it, I can hold the front line just as efficiently as the party paladin. My methods may differ, and the duration with which I can maintain such levels of performance may be less than my teammates, but I'm a wild card in the truest sense of the term. I love it.


Thanks for all the answers!

I am looking over the domains right now, so many options to play with. I am still debating the deity based on their values, weapon, and domains. For instance I am currently a dwarf so I can use stonesinger but the earth domain seems really lack luster. And being human might be fun since all the elven would hate me (like I said, elven revolt campaign).

My character sort of died because my intentionals didnt match my thought process... and I kind of killed someone as a case of putting them out of their mercy. Anyway, the cleric is not a big fan of healing and I was also a rogue, so I will fill in both roles, and I do not think it will be all that hard.

I also looked some things over and found the "guided" weapon ability. Add your wisdom to your attack and damage rolls instead of strength, VERY handy. Wisdom is incredibly useful, kind of fills in everything.


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

A ranged Inquisitor begins to have an immense damage output beginning at level five. He needs one round of preparation, which should be fine, since the melee fighters need to move into position, too.

As for spells, depending on party make-up, I would focus on some buffs for yourself and the party, a few healing spells, status removers ( Restoration, Remove Curse ) and self-defense spells. The offensive spells are few in-between and have the problem that the class suffers from MAD.


Malarious wrote:

Thanks for all the answers!

I am looking over the domains right now, so many options to play with. I am still debating the deity based on their values, weapon, and domains. For instance I am currently a dwarf so I can use stonesinger but the earth domain seems really lack luster. And being human might be fun since all the elven would hate me (like I said, elven revolt campaign)...

I posted the list of spells which I believe are quite useful for an inquisitor here. Maybe this gives you some ideas.

Regarding the domain question, I like travel a lot - you get movement bonuses and a short-ranged teleport, something not so easily gained as a divine character.

Personally I like human as a race, and mechanically speaking it's quite powerful to be able to gain an extra spell known at each level.
For dwarves I would take a good look at the magic resistant trait. It's incredibly powerful and improves your defenses, though it also has some obvious drawbacks.


magnuskn wrote:

A ranged Inquisitor begins to have an immense damage output beginning at level five. He needs one round of preparation, which should be fine, since the melee fighters need to move into position, too.

As for spells, depending on party make-up, I would focus on some buffs for yourself and the party, a few healing spells, status removers ( Restoration, Remove Curse ) and self-defense spells. The offensive spells are few in-between and have the problem that the class suffers from MAD.

Main offensive spells that did their own damage were either from domains or things like inflict <insert> wounds. I was also gauging domains but I have to consider both weapon (greatsword for instance is a nice bane weapon), but I believe there is ways for me to fire multiple times with a bow or crossbow.

What is MAD?


You can go zen archer monk to 3rd, and fire a bow against adjacent enemies and use teamwork feats at the same time. Then go the rest Inquistor, and at 8th level start to use bane.


MAD is "multiple attribute dependency", meanin a character needs good stats in several (usually 4+) attributes to work well.

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