Help me optimize my magus or inquisitior (details inside)


Advice


Hello paizo community,

I'm in a homebrew campaign that has the capability to go to mid to high level. I want to make a character that can last and be beneficial to the group. As it stands, this campaign can have a good amount of role playing and roll playing. I would say about 50/50. I currently have a third level tiefling magus and he its unfortunately the tank. In second guesting this choice as I have already been dropped to negative hit points the times.

(I had alreadly chosen this character before everyone else)

Our group consists of an androgynous half-elf bard, dwarven monk, human ninja, and myself.

My magus was going to be black blade hex crafter.

I'm thinking an inquisitor might be the way go (i want to shy away from pure martial classes)

We are using a 36 point buy with one magic item.

Any help would be greatly appreciated. Thank you in advance.


I would go for dwarf inquisitor, as it make the best tank. Growth lets you do swift enlarge, witch is great at start. With reach weapon (Long spear) your reach is 3-4 squares. It means you can hit and opponent 4 squares away & get 2 AoOs, if he charges you. If you want Cha, drop Con or Wis. I would take Cha skills even, if I had Cha 5 though. Oh and Full Plate is ok even if it drops your Dex bonus to 1, since Dex still helps during enlarge (&later when/if you get mithral plate). Remember dwarf weapon profs for auxiliary weapons. When (or if) you get a really good shield you can switch your main tactics to one handed & shield.

3th Level Inquisitor of Erastil
Race: Dwarf

Str: 17 (level advancements go here).
Dex: 14
Con: 18
Int: 12
Wis: 18
Cha: 5

Traits:
Reactionary
Zest for Battle

Feats:
1st Level: Growth Domain, Heavy Armor Proficiency
3rd Level: Combat Reflexes, Precise Strike

(Yeah almost copy-paste from the last inquisitor I posted...)


Interesting concept. Why dwarf? I was thinking Half-Orc with the falchion?

Liberty's Edge

I just wanted to mention that a charge only provokes one AoO.

from d20pfsrd

Combat Reflexes and Additional Attacks of Opportunity

If you have the Combat Reflexes feat, you can add your Dexterity modifier to the number of attacks of opportunity you can make in a round. This feat does not let you make more than one attack for a given opportunity, but if the same opponent provokes two attacks of opportunity from you, you could make two separate attacks of opportunity (since each one represents a different opportunity). Moving out of more than one square threatened by the same opponent in the same round doesn't count as more than one opportunity for that opponent. All these attacks are at your full normal attack bonus.

So combat reflexes doesn't let you get 2 attacks in. Though I did make a human inquisitor with the feather domain that was built around triggering Attacks of Opportunity with my animal companion and various teamwork feats.

Regardless I'm not sure why your group feels they need a "tank". Unless your GM focuses on the first guy to enter combat and only him. Most games I've played in foes will run around any kind of tank character to stab that frail looking guy throwing out walls and fireballs.

If you do really want to play a "tank" though Inguisitor may not be the best choice. There are plenty of other classes with more durability and spell casting that could fill the role. A shifter focus druid can make a great melee and if your just looking at a way to soak up damage the summoner can toss expendable HP sacks at mobs all day.

Shadow Lodge

Inquisitors are a very versatile class and make great strikers but i am not so sure they would be good tanks. I think you are better off as a magus for that role. Focus your spell selection on survival. Spells like shield, blur, mirror image and blink are your friends. Grease and the slumber hex will help you control the battle field. You can also pick up the toughness feat.

And after all that if you still feel the need of a more dedicated tank pick up leadership feat at 7th lvl and build a tank cohort (my suggestion would be melee cleric or paladin). Your group did an unsual setup choice, you guys could use one more character. Besides, the best tanks are the expendable nonplayer types.


DeadEnough wrote:
Interesting concept. Why dwarf? I was thinking Half-Orc with the falchion?

Defensive abilities. I think at start Long Spear will usually be the weapon of choice, later one handed + shield.

Lets see:
Attributes: Half-Orc Str +2, Cha +2 (Compared to Dwarf), Dwarf Con +2, Wis +2 - I think these are fairly even, maybe with slight edge with dwarf

Then both have Darkvision & Weapon Proficiensies (Again Half-Orc more offensive, but at the end even)

In defensive abilities however dwarf really shines. Although Half-Orcs ferocity is also nice, it can't compare to Hardy, Stability and Defensive Training.

James Fenix wrote:

I just wanted to mention that a charge only provokes one AoO.

from d20pfsrd

Combat Reflexes and Additional Attacks of Opportunity

If you have the Combat Reflexes feat, you can add your Dexterity modifier to the number of attacks of opportunity you can make in a round. This feat does not let you make more than one attack for a given opportunity, but if the same opponent provokes two attacks of opportunity from you, you could make two separate attacks of opportunity (since each one represents a different opportunity). Moving out of more than one square threatened by the same opponent in the same round doesn't count as more than one opportunity for that opponent. All these attacks are at your full normal attack bonus.

So combat reflexes doesn't let you get 2 attacks in. Though I did make a human inquisitor with the feather domain that was built around triggering Attacks of Opportunity with my animal companion and various teamwork feats.

Thanks, good to know. Two AoOs is still good in case you have more opponents than one.

-----

I think Inquisitors make excellent tanks. Especially in that group, since you have to do your own magc support. Very rare classes have defensive abilities compared to Inquisitors defensive judgements. Very rare classes are able to use heavy armor without severe drawbacks. If enemies go past Inquisitor, he gets Precise Strike & Outflank and can change to offensive judgements.


As Riku mentioned, inquisitors are quite good at being defensive. Heavy armor + shield, both with magic vestment, shield of faith and the AC judgement can make you very hard to hit. And you don't even lose mobility if you take the travel domain.

If you want to be almost impossible to stop, play a dwarf, take the steel soul feat and the liberation domain. You will have ridiculous saves or outright immunity to everything that would stop the "regular" tanking classes like fighter or paladin.

Oh, and your damage output can actually still be reasonable if it needs to. You always have the choice to use more offensive buffs (divine favor, damage judgement) and use bane as needed.


There isnt really a reason a magus cant be the party frontliner. Particulary since you have 3 other secondary combatants in the party. Just make sure that the first one or 2 spells you cast each fight are defensive buffs. Shield and mirror image should be staples and you should be casting one or the other every fight, either on its own or with spell combat. If you do that you should be fine as the party's front liner. Also make sure the rest of the party are also doing their share and getting into the fight.


Well, the bard doesn't fight, the ninja is played by someone who had never done melee before, and the monk is charging in like a fighter. He's been dropped almost as much as myself. I figured the inquisitior could bring more utility (heals and buffs) as well as outputting some damage (judgement/bane). Additionally, the role playing opportunities are significantly better (imo).

Is bane multiplied on a critical hit? I don't have my books and I can't remember.

Thanks so far for the input, fellas.

Liberty's Edge

DeadEnough wrote:
Is bane multiplied on a critical hit? I don't have my books and I can't remember.

The +2 increased enhancement to damage does the bonus dice do not.


DeadEnough wrote:

Well, the bard doesn't fight, the ninja is played by someone who had never done melee before, and the monk is charging in like a fighter. He's been dropped almost as much as myself. I figured the inquisitior could bring more utility (heals and buffs) as well as outputting some damage (judgement/bane). Additionally, the role playing opportunities are significantly better (imo).

Is bane multiplied on a critical hit? I don't have my books and I can't remember.

Thanks so far for the input, fellas.

Why does the bard not fight? What does he do when he isn't casting a spell? (since bard's cant fight all day). Also if you are interested in adding a touch of healing to the Magus, do you use 3rd Part Products? The new Super Genius Ultimate Options-Magus Arcana, allows the jinxed blending arcana which allows you to add witch spells to your spell list, or there is another that allows you to add bard spells.

And with a non-fighting bard in the party shouldn't buffs be covered? If he isnt already buffing the party what on earth is he doing?


Kolokotroni wrote:
DeadEnough wrote:

Well, the bard doesn't fight, the ninja is played by someone who had never done melee before, and the monk is charging in like a fighter. He's been dropped almost as much as myself. I figured the inquisitior could bring more utility (heals and buffs) as well as outputting some damage (judgement/bane). Additionally, the role playing opportunities are significantly better (imo).

Is bane multiplied on a critical hit? I don't have my books and I can't remember.

Thanks so far for the input, fellas.

Why does the bard not fight? What does he do when he isn't casting a spell? (since bard's cant fight all day). Also if you are interested in adding a touch of healing to the Magus, do you use 3rd Part Products? The new Super Genius Ultimate Options-Magus Arcana, allows the jinxed blending arcana which allows you to add witch spells to your spell list, or there is another that allows you to add bard spells.

And with a non-fighting bard in the party shouldn't buffs be covered? If he isnt already buffing the party what on earth is he doing?

He usually attempts to cast grease or trip things with his whip. he will sing a song to give us the plus one to skills, damage, and attacks. If something comes into melee, he runs away

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