"Essential" Knowledge skills for an Inquisitor


Advice


I'm trying to put together a "monster hunter" type character. (Think a mix between Hellboy and Van Helsing.) I'm curious as to what Knowledge skills are the most important to prepare the character for what he is going to be facing. Obviously Religion for Undead, but how important are the others? For those of you playing Inqusitors what have you put skill ranks into?

Liberty's Edge

For most inquisitors, I would definitely recommend Knowledge (planes), because odds are you're going to be dealing with outsiders at some point. Knowledge (local) covers humanoids, so that's pretty key as well. Beyond that, I'd suggest arcana, dungeoneering and nature in roughly that order, due a combination of how likely an adventure is to include monsters from that category and how often monsters from that category are going to have special abilities, immunities or weaknesses you're going to want to know about.

The others are largely outside a generic inquisitor's purview, though specific concepts will have specific demands, so your mileage may vary.


Shisumo wrote:
Knowledge (local) covers humanoids, so that's pretty key as well.

Um, what? Knowledge (local) doesn't cover races, it covers specific people. I think you'd want Knowledge (nature) for human and humanoid races.

Liberty's Edge

Darkbridger wrote:
Shisumo wrote:
Knowledge (local) covers humanoids, so that's pretty key as well.
Um, what? Knowledge (local) doesn't cover races, it covers specific people. I think you'd want Knowledge (nature) for human and humanoid races.
Pathfinder PRD wrote:
* Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)

I'm not saying it makes sense, but it is the way it works.


Pathfinder Adventure, Rulebook Subscriber

no knowledge religion?


Put at least 1pt into every knowledge that is a class skill. After that put points into what you will be fighting. Probably the most valuable will be Arcane, Planes, and Religion. For a monster hunter the least valuable will probably be Local, Nature and Dungeoneering. You also may want to look at Traits to make knowledge's class skills, particularly Local. Although if you want the knowledge that the worst monsters fall under that would probably be Nobility.

Also consider playing a Half Orc to get the alternative Favored Class bonus.

Grand Lodge

Being ignorant is likely a plus... you can misquote scripture, doctrine and anything you want to be a threat or ungodly can be termed ungodly at whim.

Liberty's Edge

j b 200 wrote:
no knowledge religion?

The OP stipulated it, that's the only reason I didn't mention it.


Pathfinder Adventure, Rulebook Subscriber
Shisumo wrote:
j b 200 wrote:
no knowledge religion?
The OP stipulated it, that's the only reason I didn't mention it.

Missed that sorry.


Mysteroius has it correct, but I would alter one thing put a rank into each class skill knowledge first, then one for non class skills.

2nd make sure your GM is familiar with knowledge DC's and benefits from checks, sometimes there are gaps along these lines. Where a player's expectations as rules do not correctly correspond to a DM's knowledge of the skill.

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