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Shadow Lodge

What are the thoughts on the "Unnatural Presence" Trait that lets you intimidate Animals and Vermin?

John


Is it worth pointing out that the human ability Dual Talent can let you trade the bonus feat and extra skill point for +2 to a 2nd ability scores?

So you can get the +2 to str or dex and +2 to wis which the Thiefling can get without a penalty and still have the option to learn additional spells.

Admittedly the Thiefling will still have additional racial abilities while the human won't but it still could be a fair tradeoff with the human being able to get additional spells.


I am playing a 5th level Dwarven Inquisitor of Ragathiel (Destruction-Rage Subdomain), wit hunter Archetype paired with Glory of Old and Steel Soul trait.

We are towards the end of book 2 and I have not failed a SINGLE save vs magic!!!
Pairing a +5 racial bonus and Knowledgeable Defence is VERY powerful.

Coupled with Dwarven JARRING Breastplate and wielding a Buckler+Bastard Sword, let's me freely switch between tank or 2 hander for big damage. Throw in Ferocious Strike or Divine Favor/Wrath and I am the big gun for damage.

Jadite read the Game posts if you like. It is damn powerful and probably needs to bump wit hunter.

Dark Archive

Circle of death has a material component that costs 500 gp.
Yes, a level 16 inquisitor will affect an average of 40 HD per casting, but the spell affects only creatures with 8 HD or less. Five characters of 8th level have an encounter level of 12. A wizard gains access to the spell by level 11, five levels earlier than the inquisitor.
So, Circle of Death

  • will do nothing most of the time at this level
  • even if it applies, enemies get a save against it
  • you have no control over who gets selected, although the chance of friendly fire is pretty neglectable at this level, even a rangers animal companion will have more HD
  • each casting costs 500 gp

    While one might certainly construct situations where Circle of Death has its uses for an inquisitor, it's pretty worthless in my opinion.

    Considering that I like intimidating inquisitors, Unnatural Presence is certainly nice. A trait bonus would be better than getting Intimidate as a class skill, but being able to use it against vermin and animals has its uses at lower levels.

    Dwarves are a good race for inquisitors. Glory of Old and Steel Soul are a very good feat and trait choice for a dwarf. Witch Hunter doesn't reduce an inquisitors combat prowess, but the general flexibility.
    But considering that Vampire Hunter is much worse, I'll change it to orange. Glory of Old and Steel Soul, on the other hand, deserve blue.

    Concerning humans: The extra spells are nice, but I actually prefer the Half-Orc and Tiefling bonuses. A bonus on Wisdom and Strength without penalty is nice, but you end up with a race that has no other feature except the favored class bonus and some racial feats. It's best for maguses and alchemists who have no other way of getting a bonus to strength and intelligence (although Blood of the Night might change this). It's also useful if you are only allowed core races.
    Humans are a pretty solid race for inquisitors, I just think that tieflings are even better.


  • SunsetPsychosis wrote:

    I'm a fan of Inquisitors making the most out of Intimidate, which means Cornugon Smash, Dazzling Display, and/or Intimidating Prowess. They can also work quite well with the Enforcer feat, letting you punch people to scare them and possibly take them prisoner (synergizes well with a Merciful weapon, if you're the 'take em alive' sort.)

    Just an angle to keep in mind for build suggestions and the like, especially for half-orcs who use the favored class bonus.

    I'm trying to work out an inquisitor who uses dazzling display and it looks like you won't be able to get that until 5th level. (Can't get weapon focus at level 1, so you have to take that at level 3 then dazzling display at level 5.)

    A couple ideas come to mind: Dipping into Cavalier or crusader archetype cleric:

    -The Order of the Cockatrice cavalier would give you Dazzling Display as a bonus feat at level 2, and if you go emissary archetype you also get your full movement speed in medium armor as well as a couple other toys. (Standard Bearer might be interesting, too, since your mount won't level.) That makes Travel Domain less amazing and frees up your domain option. I've been thinking Emissary Cavalier of the Cockatrice 2/Conversion Inquisition Inquisitor for a character, dumping charisma but getting all the useful social skill bonuses through Wis. Maybe throw in antagonize later as well. The Emissary archetype really seems to synergize well with Inquisitors, but you don't get Solo Tactics until level 5.

    -I just ran across the Crusader archetype cleric which can net you Weapon Focus at first level, letting you take Dazzling Display at 3.

    Is Dazzling Display worth going two levels behind on Inquisitor for Cavalier? Debuffer is mentioned in the guide but not really elaborated on much, what other options for debuffing are there, aside from focusing on spellcasting?

    Finally, I don't want to give up too much combat ability. This will be for PFS play, so I'd like a character that can be useful out of combat and able to make other characters more valuable in combat, but if I end up in a weak table I'd also like to be able to step up and smack that earth elemental down with a two-hander and decent damage bonuses as well.


    I want translate this guide in Italian and post in on forum. When i finished how can i credit you?


    Hey Jadeite,

    Just wanted to suggest upgrading the Conversion Inquisition to green.
    While it doesn't have a lot of power on it's own it does make one important contribution. It saves you from having another good ability score. By being able to dump Charisma you can put a little something more into one of the other 4 useful stats for Inquisitors.


    Just adding some, "From the trenches info from Baldwin's Council of Thieves Game where I play Grimm,
    A Dwarven Witchunter Inquisitor, currently level 8 and I am even better at kicking ass than I thought he would be.

    Quote:

    Never had an inquisitor play at this level before. I must say I will have to reevaluate the classes power level.

    Maybe it's this particular combo
    The +5vs magic was what I was shooting for when I came up with the Dwarf/Inquisitor combo. GRIMM has only failed 1 save to date vs SUGGESTION from the wizards Imp familiar.

    I chose Rage subdomain for Duncan cause I wanted RAGE (I tend to build 3/4 casters to stand in melee). Duncan died cause he got surrounded and critted.
    The Tactics (War) subdomain is A LOT stronger than I originally thought.
    Any combat feat on tap is awesome. And making sure the wizard always goes first is Awesome. Grimm uses this (Usually for improved trip or cleave)

    At 8th level Judgement is better than DIVINE FAVOR since it's a swift and lasts all combat. The only thing I have to spread out is the limited rounds of BANE but it is wicked powerful and more than makes up for going 1handed+shield.
    (Which is usually derided as a non-optimal way to play.)"

    See Grimm's avatar for the current build and planned progression.


    Just adding some, "From the trenches info from Baldwin's Council of Thieves Game where I play Grimm,
    A Dwarven Witchunter Inquisitor, currently level 8 and I am even better at kicking ass than I thought he would be.

    Quote:

    Never had an inquisitor play at this level before. I must say I will have to reevaluate the classes power level.

    Maybe it's this particular combo
    The +5vs magic was what I was shooting for when I came up with the Dwarf/Inquisitor combo. GRIMM has only failed 1 save to date vs SUGGESTION from the wizards Imp familiar.

    I chose Rage subdomain for Duncan cause I wanted RAGE (I tend to build 3/4 casters to stand in melee). Duncan died cause he got surrounded and critted.
    The Tactics (War) subdomain is A LOT stronger than I originally thought.
    Any combat feat on tap is awesome. And making sure the wizard always goes first is Awesome. Grimm uses this (Usually for improved trip or cleave)

    At 8th level Judgement is better than DIVINE FAVOR since it's a swift and lasts all combat. The only thing I have to spread out is the limited rounds of BANE but it is wicked powerful and more than makes up for going 1handed+shield.
    (Which is usually derided as a non-optimal way to play.)"

    See Grimm's avatar for the current build and planned progression.

    I am also considering INSTRUMENT OF AGONY. Grimm's cha sux but the class intimidate and stern gaze help withthe check. Looks good.

    Dark Archive

    Luca Rossi wrote:
    I want translate this guide in Italian and post in on forum. When i finished how can i credit you?

    Sorry for the late reply. Just Jadeite is sufficient. I'm not that fond of having my real name appearing on the internet (considering it's unique).

    Paldasan wrote:

    Hey Jadeite,

    Just wanted to suggest upgrading the Conversion Inquisition to green.
    While it doesn't have a lot of power on it's own it does make one important contribution. It saves you from having another good ability score. By being able to dump Charisma you can put a little something more into one of the other 4 useful stats for Inquisitors.

    Consider it done (mainly for boosting intimidate).

    So I decided to continue working on the guide.
    Should I include selected 3PP material (Kobold Press, Legendary Games, Alluria, Dreamscarred)?


    I'd stay away from 3PP. But there are a ton of good peripheral Paizo books.

    As I posted up a bit,
    My dwarf inquisitor of ANGRADD is rocking 1hand+hammer style.
    He could use his deity's Greataxe but I haven't needed more damage yet.
    Use shield Judgement and shieldwall by standing next to the party fighter has him at 31 AC at level 8 with Judgement and positioning.

    Despite 1 handing a shield his Unbuffed +12 to hit becomes a +18 with DIVINE FAVOR, Justice Judgement in rd one and a rd2 bane before attacking. He is easily the most damaging char we have (though to be fair a Tower shield fighter loses weapon Training)

    Eleaborating on Intimidate builds would be nice.
    I think Stern Gaze+ Max Intimidate Ranks and Instrument of Agony could be potent. The spells effects alone may invalidate the Cornugon Smash build (since feat slots are fewer than spells)

    Dark Archive

    Intimidate builds are broken.
    A half-orc inquisitor 10 with skill focus can easily have
    10(ranks)+2(half orc)+5(stern gaze)+5(favored class bonus)+6(skill focus)=+28
    And this build isn't even that specialized in intimidate.
    With the Conversion Inquisition, Persuasive, Intimidating Prowess, Bully and some magic items you should reach a value in the 40s.

    PRD wrote:
    You can use Intimidate to force an opponent to act friendly toward you for 1d6 × 10 minutes with a successful check. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If successful, the target gives you the information you desire, takes actions that do not endanger it, or otherwise offers limited assistance. After the Intimidate expires, the target treats you as unfriendly and may report you to local authorities. If you fail this check by 5 or more, the target attempts to deceive you or otherwise hinder your activities.

    So, the DC to force a a Balor to act friendly toward you is 41. A nascent Demon Lord like Treerazor would need a 49.

    The only downside is that you need one minute to use the skill, so it doesn't work against creatures attacking you and it might not work against creatures that are mindless or don't understand you.


    Which is a sweet feature completely subject to DM fiat.

    I this most folks are concerned with the incombat applications.

    The same Half-Orc Inquisitor (or even Grimm, who merely has max ranks and stern gaze-I wouldn't blow a feat on SF, a skill item would do)

    Could best apply Intimidate, how? Dazzling Display and Cornugon Smash seem nice and Instrument of Agony sounds great. (I am unsure if the spell ends when you use the Intimidate)
    Blistering Invective is also pretty cool.
    What else?

    Also Blindfight, Combat Exp and Moonlight stalker is a nice combo.
    Particularly for a Dwarf with the DARKNESS domain.
    Blindfight is free and the 1st level ability is powerful with a conductive weapon.
    So only 2 feats spent for +2 to hit and damage.
    Fighters usually spent 3 for the same effect (WF, WS, Gtr WF)

    Maybe a MADNESS (GROETUS) Inquisitor would be 'most' powerful?
    Mostly I see this working because the MADNESS domain is Uber Strong

    and the DARKENSS domain is very strong.

    I think go

    Dwarf (weapon selection or tiefling and racial bonus vs magic)
    Glory of Old Trait+ Steel Soul.
    = +5vs magic

    Then
    DARKNESS grants BLINDFIGHT for free and use a conductive weapon to grant concealment vs enemies.
    Learn Combat Expertise and Moonlight Stalker for anything you hit.
    So +2 to hit and damage foes.

    Then the ability to buff your attack or dump enemies attack or saves is uber powerful and Aura of madness is also crazy good.

    The trick is how to get a 2nd domain as a inquisitor?
    1 one level cleric dip gets the darkness domain.
    Is there a feat that lets your inquisitor level count as your cleric level for domains?

    An inquisitor would be more melee centric but besides a taking MADNESS as your inquisitor domain

    Dark Archive

    I updated the guide to include the additional subdomains. Most are pretty meh, but Torture is useful for those interested in using Intimidate in combat.

    Dark Archive

    The link doesn't work for me lately. Anyone else experience that?


    2 people marked this as a favorite.

    Hey Jadeite,

    Love your guide. For your multi-classing section you could also add Barbarian to the list provided the inquisitor is either anger inquisition or Rage Domain spec'd. I would suggest Anger Inquisition as you get Effective Barbarian Levels quicker.

    2 levels of Barbarian, in which you could pick several archetypes, but I would suggest armored hulk for heavy armor prof, or wild rager for an extra bonus attack, and then 9 levels Anger Inquisition Inquisitor can have some really nice benefits for an intimidate based build.

    The rage powers Intimidating Glare and Terrifying Howl can be bought with the Extra Rage Power feat at the proper levels and is well worth the feat.

    Use Blistering Invective (AOE Intimidate) as standard in round 1, Enter Rage and Intimidating Glare as your free/move action if someone is still not intimidated, then follow up round 2 with Terrifying Howl (AOE Intimidate that panics shaken enemies), and now all those shaken enemies are now panicked, dropping their weapons and running away (while still on fire. muahaha)

    Plus if the group consists of other barbarians, then the teamwork feat Amplified Rage is a must have.

    I would recommend using the free level 2 barbarian rage power on moment of clarity so you can take a moment to cast spells if you need to.

    Dark Archive

    Has anyone tried a tripping inquisitor that uses Antagonize to force foes into reach? I am currently thinking of an inquisitor with Fauchard and Giant Growth and try to grab the following feats:

    - Antagonize
    - Power Attack
    - Intimidating Prowess
    - Curnogan Smash
    - Weapon Focus
    - Weapon Proficiency
    - Combat Expertise
    - Improved Trip
    - Felling Smash
    - Combat Reflexes

    Dark Archive

    @Dr. Grecko:
    I'm not sure if you would be allowed to take higher level rage powers. The Anger inquisition applies to how Rage Powers work, not which ones you may take.
    And Terrifying Howl is not based on your Intimidate skill, so your chances of success aren't that great.
    A 8th level inquisitor will probably be better than an inquisitor6/barbarian2, thanks to 3rd level spells and 2nd judgement.

    @Chevalier83:
    I'm afraid that build would be far too much of a one-trick pony. The intimidation feats are great, but Felling Smash is bad for an Inquisitor.

    Dark Archive

    @Jadeite: Why do you think so? My battleplan would be to Antagonize and than wait for AoO with Power attack activated... each hit would grant me a chance to trip and to shake the opponent. If the opponent is tripped, he still has to hit me next round running into AoO again. Would only be useful against melee though, but I think against Ranged this built would be even more devastating, as with enlarge person the enemy does have no chance to move out of threat range with a 5-foot-step.

    Dark Archive

    Attacks of Opportunity aren't Attack Actions. You also need a Swift Actions to use Felling Smash, so it wouldn't work with Attacks of Opportunity anyway.

    Dark Archive

    ah I missed that =/

    have you thaught about multiclassing to kensai? I think Magical Knack (Magus) and a 3 level dip would be pretty nice here... gives you spellstrike and frostbite would add nicely (5 charges of 1d6 +5 non-lethal, would also allow for enforcer). Also you'd get the ability to cast enlarge person and shield and gives free weapon expertise, free weapon focus and canny defence (as Int is a prereq for Combat reflexes that would offer some nice synergies). Con: you'd prolly have to take arcane armor training and use a mithral breastplate.


    Jadeite wrote:

    @Dr. Grecko:

    I'm not sure if you would be allowed to take higher level rage powers. The Anger inquisition applies to how Rage Powers work, not which ones you may take.
    And Terrifying Howl is not based on your Intimidate skill, so your chances of success aren't that great.
    A 8th level inquisitor will probably be better than an inquisitor6/barbarian2, thanks to 3rd level spells and 2nd judgement.

    The way I read the rage powers section... paraphrasing a bit... says "Rage powers can only be used while raging" and the anger inquisition says "Your effective level (while raging) is equal to your level -3" and "If you have rage powers from another class you may use them"

    So it seems perfectly reasonable that you could select rage powers with level requirements as your effective level for using those powers grows with your inquisitor levels.

    It's true Terrifying Howl is based off a will save. 10 + 1/2 effective barb level + Str bonus. However, considering you will start with a high STR, and be raging, and have an effective level of 8 at the time.. the DC will likely be 21 minimum (10+5+2+4) Add in a some other tricks such as a courageous weapon and amplified rage and more STR Bonus and the DC will grow even higher. I like my chances. Besides its a AOE debuff and If you need to use it, it will likely be on groups of lesser enemies that will be more unacceptable to the effect.

    Losing two levels of your base class will always sting, but I do feel the benefit you get from those two levels of barbarian dip is well worth getting your spells and judgments a little bit faster. Especially with the archetypes I mentioned.

    So you essentially trade two levels of progression for Martial Weapon Proficiency. +4 Str/Con while raging (More with Amplified Rage and Courageous Weapon). The ability to gain Rage Powers. Depending on Archetypes I listed: Heavy Armor Prof with only a -5 movement instead of the usual -10, Extra Attack every round with +10 movement.

    Personally, I feel its worth delaying my inquisitor progression for these benefits. It's certainly just as viable an option as the other multi-class options you have in the guide.

    (did I plead my case well enough? hehe)


    Is Black Powder Inquisition really that bad? I like the idea of playing an Inquisitor with a gun, but if that option is so terrible compared to using a bow, I may rethink that.

    Dark Archive

    Terra_Achillea_Thrune wrote:
    Is Black Powder Inquisition really that bad? I like the idea of playing an Inquisitor with a gun, but if that option is so terrible compared to using a bow, I may rethink that.

    It offers two bonus feats and a situative ability. If you worship Cixyron, you get the musket proficiency for free.

    A 9th level bow inquisitor will shoot 4 arrows per round (or more, with haste). A firearm inquisitor of the same level will still only shoot one bullet per round unless he wants to risk an increased misfire chance. Greater Reliable takes care of that, but it's a +4 enchantment.

    Inquisitors and gunslingers have some synergy with Dexterity and Wisdom, so taking 5 levels of gunslinger might be a better choice.


    I actually recently finished playing an Inquisitor in PFS organized play, including a run through the Eyes of the Ten (hardest mod ive ever played ohmygod) i built him as a Ranged dps and had a blast. in round 1 of combat i declare Judgement, Destruction and Justice, hit myself with Greater Invisibility, and identify the baddies. round 2 i declare Bane and take a Fullround attack: Deadly Aim, Manyshot, Rapid Shot, Innerative Shot, Hastened shot (boots of speed) at +21,+21,+16,+21 (using a +1 adaptive holy composite longbow) Bane does 4d6 (Bane Baldric from level 7 and up, counts the inquisitor as 5 levels higher for the purposes of baneing, including rounds per day and damage dealt) holy does 2d6 (on an evil enemy) plus static damage (around 17 per arrow). as many as 4 hits for a total of 5 arrows yielding 5d8+30d6+85 damage in a single round, and the manyshot is against flatfooted AC. still not dead? rinse-repeat, for the most part enemies in pfs dont have see invis or true seeing untill at least level 10 and up. at upper levels i ran out of ranged feats i needed so i took a few feats like Merciful Bane (causes your bane to deal nonlethal damage, when coupled with blunt arrows you can knock enemies unconscious for "Further Questioning" in just a round or two) and some casting feats like Battle Cleric (or whatever the bonus two to defensive casting is.)

    also, ill have to read it again, but i believe through teamwork feats you automatically assume that your allies have that feat as well, which makes Escape Artist AMAZING. move through any square adjacent to an active ally without provoking AoO's. Enfalidating Fire was a nice pickup, but Target of Oppertunity is what i went with instead. any time my ranged buddy hit a shot i got a free AoO with all my bonuses. Shake it Off is underrated i dont know how many times my party walked into a room and my +4 for being in marching order saved me from a Fireball or Lightning Bolt.


    As an afterthought, if you're going to multiclass as an inquisitor do it at level 7, after the Bane Baldric bumps you up to level 12 damage, if you go any higher than level 7 go inquisitor all the way. Stalwart almost made it worth it for me. walked into a room on a solo mission once with 2 sorcerers who's tactics were to throw out two quickened Feebleminds and then two Disintegrates in the first round and my inquisitor just laughed at them.

    Liberty's Edge

    Terra_Achillea_Thrune wrote:
    Is Black Powder Inquisition really that bad? I like the idea of playing an Inquisitor with a gun, but if that option is so terrible compared to using a bow, I may rethink that.

    It's not a terrible option compared to a bow. You can still get Rapid Shot, and while you can't get Manyshot, you can use a double-barrel gun, which doubles all your shot. Your Misfire chance increases, but you can alleviate that problem by taking the Preacher archetype, and taking Amateur Gunslinger to get the Quick Clear deed.

    You might misfire, but you'll also be much more likely to hit your target than your bow-using counterpart, since you're targeting touch AC.

    Dark Archive

    Getting ready to build my first inquisitor while looking through the Ultimate Campaign guide and ran across a new mandatory religion trait, Fate's Favored.
    Any luck based bonus you have gets increased by 1. As often as I'm expecting to have Divine Power/Divine Favor cast this seems like a no-brainer unless someone else has a better trait for an inquisitor.

    Dark Archive

    Mathwei ap Niall wrote:

    Getting ready to build my first inquisitor while looking through the Ultimate Campaign guide and ran across a new mandatory religion trait, Fate's Favored.

    Any luck based bonus you have gets increased by 1. As often as I'm expecting to have Divine Power/Divine Favor cast this seems like a no-brainer unless someone else has a better trait for an inquisitor.

    Nice. I haven't got my hands on UCam yet. Shipping hardcovers to europe is rather expensive, so I have to wait for retail.

    I also recently discovered the cruel enchantment from UE. Pretty much a must have for melee inquisitors, especially half-orcs. Any shaken opponent hit by your attacks becomes sickened for one round. So, with Cornugon Smash, you give your opponent -4 on nearly all rolls with two attacks. Add Shatter Defenses and he also becomes flat-footed, although it takes three feats to get there.

    Scarab Sages

    Coinshot Colton wrote:
    Terra_Achillea_Thrune wrote:
    Is Black Powder Inquisition really that bad? I like the idea of playing an Inquisitor with a gun, but if that option is so terrible compared to using a bow, I may rethink that.

    It's not a terrible option compared to a bow. You can still get Rapid Shot, and while you can't get Manyshot, you can use a double-barrel gun, which doubles all your shot. Your Misfire chance increases, but you can alleviate that problem by taking the Preacher archetype, and taking Amateur Gunslinger to get the Quick Clear deed.

    You might misfire, but you'll also be much more likely to hit your target than your bow-using counterpart, since you're targeting touch AC.

    I'm running. Gunslinger/Inquisitor through Rise of the Runelords right now. He's an extremely effective character, to the point where at 13th level I'm starting to go non-optimal with feat selection to keep my GM's head from exploding.

    I did decide when building him that a dip into Gunslinger was better than taking the Black Powder Inquisition. So I went 2 levels Gunslinger to get Nimble, and so far 11 levels of Inquisitor. By the time Divine Power, Judgements, and Bane are added, he's at 4 attacks a round, pretty much hitting on all of them, for 3d6+18 each (halfling, so a size small pistol). It does take him a round to get going, but once he does, he deals a lot of damage. When everyone else in the group is struggling to get through the dragon's armor, and you're hitting it when you roll a 2, your GM's head will start to explode, too.


    Fate's favored does sound rather amazing totaly missed that when scrolling through Ultimate Campaign last night.

    Dark Archive

    Fate's favored is excellent for half-orc inquisitors. Take the Sacred Tattoo racial trait and enjoy your +2 on all saving throws.
    The Jingasa of the fortunate soldier is a good choice, too.

    Any other new traits of interest?


    Ferious Thune wrote:
    I did decide when building him that a dip into Gunslinger was better than taking the Black Powder Inquisition. So I went 2 levels Gunslinger to get Nimble, and so far 11 levels of Inquisitor. By the time Divine Power, Judgements, and Bane are added, he's at 4 attacks a round, pretty much hitting on all of them, for 3d6+18 each (halfling, so a size small pistol). It does take him a round to get going, but once he does, he deals a lot of damage. When everyone else in the group is struggling to get through the dragon's armor, and you're hitting it when you roll a 2, your GM's head will start to explode, too.

    Were you using a double-barrel pistol? Think it's worth it, or is the single barrel so badass already? I'm debating it at the moment.

    It blows at lvls 1-5, I can tell you that much, since you don't really want to be taking that -4 to attacks until you've got Bane/Judgments/spell to make up for the penalty, yet you've still gotta deal with a misfire of 1-3.

    Dark Archive

    Jadeite wrote:

    Fate's favored is excellent for half-orc inquisitors. Take the Sacred Tattoo racial trait and enjoy your +2 on all saving throws.

    The Jingasa of the fortunate soldier is a good choice, too.

    Any other new traits of interest?

    Well other than Fate's the ones that I'm thinking about are Pragmatic Activator (use Int instead of Cha for UMD), Bruising Intellect (Int for Intimidate checks) and Blood of Dragons Bloodline Race trait.

    Bloodline traits can be taken by anyone but this one lets you choose from +2 saves vs Sleep & Paralysis, +1 Perception OR free Low-Light Vision no matter your race.


    What kind of trait is Fate's Favored? Any special requirements (deity, race, etc.)?

    Dark Archive

    Ender730 wrote:
    What kind of trait is Fate's Favored? Any special requirements (deity, race, etc.)?

    It's a Faith trait is all. No requirements at all after that.

    Like I said, it's really a mandatory trait for all inquisitors now.


    I have another trick to share with all the Inquisitor lovers on these boards. It makes the animal domain (specifically feather) quite a bit better.

    Give your AC the bodyguard archetype:

    http://www.d20pfsrd.com/classes/core-classes/druid/animal-companions/animal -companion-archetypes/bodyguard-companion-archetype

    And at 3rd level it gets the following ability:

    Tenacious Guardian (Ex): At 3rd level, a bodyguard can always act in a surprise round (though it remains flat-footed until it acts).

    Pair that up with Lookout and solo tactics and a) you can always act in the surprise round and b) if you could normally act in the surprise round you get a full round action. If your AC takes lookout as well that's just gravy...


    just bumping to say I played a L3 inquisitor (1/2 orc, greataxe, growth domain) last night and had a blast. Thanks for the guide!


    Been carefully reading your guide as I'm leveling an Inquisitor

    2 points

    1. Escape Route, if I'm interpreting it right, is supposed to give the "bonus" of being able to move without AOOs to You, since your allies are considered to also have the feat, so you benefit tho they don't (they dont have the feat in reality)

    http://paizo.com/threads/rzs2mzbt?Solo-Tactics-and-Escape-Route-Teamwork-Fe at#1

    2. While I agree with you that AS WRITTEN, Forced Repentance is a 'trip' spell with a roleplaying hook, ISTM everyone is interpreting this as functioning more like Hideous Laughter. Since it's 4th level, I'd assume it's *supposed* to be a better "crowd control" spell than both Hideous Laughter and Terrible Remorse.

    here, someone suggests that because it has a duration, the subject needs to continually fall prone the whole duration (assuming he tries to get up) I think its reasonable to apply "and take no other actions" here since its broken by attacks anyway (which is a bit worse than HL)

    Silver Crusade

    Making first inquisitor. Going to use your guide. Thanks for making it!


    FEEDBACK:

    Races: Aasimar? At least for Ranged/Dervish using Alt-Racial Garuda-Kin Stats, they seem on par with similar Tieflings?
    They also have a nice trait Innocent (Blood of Angels) which basically gives you the easiest DC for Bluffing, as well as other nice options (including SLA qualifying for Arcane Strike, which has the dreaded Swift Action conflict, but still useful).

    Favored Class: Intimidate, the thing with Intimidate is that the core mechanic is so gimped,
    i.e. the DC doesn't really scale appropriately, so that any given bonus to Intimidate isn't
    really that amazing because a high enough Intimidate is so easy to get, and exceeding the DC doesn't matter.
    If you're not facing much more than APL+4 then being able to easily Intimidate things beyond that is just theorycraft.

    Favored Class: Judgements seem rather more useful than Bonus to Intimidate/Sense Motive/Knowledge vs. Outsiders (also Orange) ...obviously that relies on how many encounters you might have, but I don't see why potentially many encounters/day is so out of the norm that it isn't valuable, and having extra usages means you don't need to worry about "holding back" or otherwise metagaming nearly as much. Seems at least on par with HP/skill, (and of course mixing them up, choosing HP/skills some levels is a viable strategy)

    Stalwart: I would certainly rate this higher, I'm not sure why it should be compared to Evasion in the first place (on a rating basis), but if you are going to I would say it is better because it affects two Saves instead of one, and those two saves are ones which usually have stronger effects than typical Reflex Saves (which usually are for HP damage only especially on passed Saves, while Fort and Will usually have strong debilitating effects), so being able to evade the "reduced" effect of a passed save is often a big deal for Fort/Will Save effects (like Stunning/Staggering Crit, which you recommend), and of course Inquisitors have good Fort/Will (and cast with WIS) so they should get some good use out of this. The Armor restriction just isn't a big deal, if you are wearing Heavy Armor for some reason, which most Inquisitors aren't, you can wear Mithral Hvy Armor with no problem.

    Skills:
    Intimidate: I think you are overly attached to this, it's fine, it works, but it's not the be all end all.
    This over-infatuation ends up spilling into many sections, Intimi-Quisitors are one type of Inquisitor and are perfectly great, but that's not the be-all-end-all and there's plenty of valid reasons not to go that way. Saying it basically covera for Diplomacy outside of Gather Info just doesn't work outside of a very narrow game style. If somebody is NOT investing in Intimdate, that obviously frees a Skill Rank for things like Diplomacy.

    Knowledge: I think you should amend the wording to "you should CONSIDER putting at least 1 rank...".
    If somebody doesn't put 1 rank in any one of these, or in none of them, it's not that big of a deal.
    You don't really need to change the rank/color, but just tweaking the wording like that would be better IMHO.
    I would point out that Know:Arcana can fill in partially for Spellcraft in terms of ID'ing active spell effects and ID'ing spellcasting from their components, not exactly the same obviously, but just dealing with the limitations of Know:Arcana, while also gaining it's other usages along with the Inquisitor bonus vs. ID'ing enemy abilities is nice and economic.

    Swim: More or less agree, but the amount you want to put in depends on what armor you plan on wearing/armor check penalty and STR, even in "non water centric" campaigns you still want to be able to pass a basic DC reliably/no matter what. Climb works similarly but is less critical, Swim you want to be able to pass the basic DCs in combat or traversing watery depths. Not a problem for most inquisitors, but something to consider for the Heavy Armor option.

    Acrobatics: Fighting Defensive synergy seems worth mentioning.

    Feats:
    Amplified Rage: Also mention Animal Companions with Rage ala Wolverine?

    Coordinated Maneuvers: I don't know if the Color/Rating neeeds to change, but Feats aren't necessary for CMBs,
    with Reach Weapons the AoO is avoidable and the attack bonus is addressable by other means (esp. for weapon-based maneuvers that benefit from Bane)

    Spell Bane: I would only note that some Domains have (Sp) abilities with scaling DCs, this should work for those and make the DCs even stronger. (e.g. Charm's 8th level ability)

    Lightning Reflexes: I think Iron Will and Great Fortitude are more worth mentioning, considering synergy with Stalwart, particularly Great Fortitude considering CON is likely not that high... both Will and Fort have effects usually more worthwhile investing in avoiding, and Stalwart makes that even more true (avoiding partial effects).

    + also mention Cleave?: nice for 3/4 BAB, synergy with Bane and multiple enemies of same type...
    Mounted Combat + Mounted Archery is nice for Ranged Inquisitors (and likewise a Mount granting Domain also makes sense for them)

    Domains/Subdomains/Inquisitions:
    Love: Immediate negation of attack (ranged and melee) with scaling DC seems Green to me (along with Swift Charm @8th, which benefits from Spell Bane).

    Demon/Archon: Perhaps give some guidance on the difference between choosing it via Evil vs Chaos/Good vs Law? There are Green rated abilities here, but distinguishing between the other 'lesser' aspects of each of the Domains granting the Sub-Domain isn't at all clear.

    Restoration: Perhaps point out it's utility for expanding the Inquisitor's healing utility i.e. in Cleric-less party?

    Resurrection: "The inquisition isn’t about raising the " = "The INQUISITOR isn't about..."?
    (I can't bother to point out minor grammar mistakes you made, but that case is mildly confusing)

    Growth: I think it could be upgraded considering Enlarge+Bramble, "usual problem" of Swift Action overlap,
    but Swift Enlarge can usually mean gaining an AoO for melees (the only ones using Enlarge),
    so I think it's worth it, especially since Enlarge Person isn't normally on Inquisitor list.

    Anger Inquisition: I think you need to write more about it's pro/con compared to Rage Sub-Domain,
    and I think it's Rating/Color should be better, especially considering the 1st level Angry Retort.
    RE: Pro/Con, it gets bigger bonuses faster, and is much better off in the Rage Round department,
    which Rage Sub-Domain has MAJOR problems with, and which makes Rage S-D's Rage Powers much less usefull.
    Anger S-D's lack of Rage Powers but strength in everything else might make it a good match for somebody
    considering a 2 level Barbarian Dip, after which they can take Extra Rage Power Feats if they wish.

    Zeal: Mentioning that the free healing is automatic @0hp with no actions seems worthwhile.
    It's probably worth about Favored Class HP's +50% or Toughness when you really need it,
    but for a class that you rate as not that great a healer that's pretty valuable of an ability.

    Eagle: Seems worth an upgrade, especially for Ranged/Dervish Inquisitors (Evasion/DEX synergy),
    Familiars are nice esp. Improved Familiars, and the attack bonus is big enough to be useful.

    Traits:
    Resilient, Forlorn: I don't see how Fort Saves are less useful than Reflex Saves, there is often worse effects including on Passed Saves (Stalwart Synergy).

    Spells:
    Read Magic: Should be "Very useful if you ever want to use scrolls and didn't happen to heavily invest in Spellcraft and prefer not to wait 1 week between retrying DC21-29 checks".

    Resistance: Add caveat for low levels.

    Virtue: I think this can manage the same Orange rating as Create Water.

    Detect Alignment spells: Add caveat for Archetypes giving up the Detect Alignment class ability

    Calm Emotions: Besides Anti-Rage/Inspire Courage/Bless/Good Hope tactics, removing Confused/Crushing Despair is worth noting.
    Concentration sucks, but Inquisitors happen to have lots of things they can do while spending Standard Actions :-),
    and your allies may be happy you are the one to temporarily drop Rage/Good Hope/etc while they do their thing.

    Weapons: Reach Weapons are good to mention, extra AoO helps balance out less Iteratives with 3/4 BAB, and can also make other
    approaches to combat actions more viable like casting another spell rather than engaging combat yourself.

    Archetypes:
    Infiltrator: Forbidden Lore " a neutral inquisitor can cast alignment spells without problem.
    " should read "could be useful for Good/Evil/Lawful/Chaotic" Inquisitors especially in the right scenario.

    Sin Eater: Speak with Dead should not be rated this bad when you are rating the Speak with Dead spell as Green :-). Last time I checked, plenty of enemies don't want to wait to chat before engaging combat, so 'kill first, ask questions later" actually is convenient often times. Especially depending on your allies' play stye ;-) Given much of the Guide is given over to how you can be very effective at killing enemies , a requirement that you have killed them is not that harsh, you should fulfill it on a regular basis, if not vs. one specific enemy, vs. A enemy in a given group.

    Iconoclast: Dispelling Attack is not just a spell, but a spell effect that is a rider on an attack, which may well be doing a good amount of damage via Bane/Judgement. (doesn't really make the Archetype any better over-all)

    Spellbreaker: Foil Casting ...Mention that losing Solo Tactics isn't as bad a deal for Ranged Inquisitors? That lines up with the rest of the ability, which boosts Concentration checks from Ranged Attacks which areguably are the most convenient way to dea with Casters anyways. Impervious' applicability to allies also needs to be mentioned.

    Witch Hunter: Spell Sage trades a bonus to 6 skills for a bonus to one, but few people will invest in all 6 knowledges while this makes it worthwhile to do so for Spellcraft, esp. considering the rest of the abilities granted. Knowledgeable Defense kind of is at least Green, all-stacking is never a bad thing. Witch Bane Judgement should also note that by the time you get this, Knowledgeable Defense already gives you great Saves vs. Arcane, so you don't really need Purity any more in those cases so using Witches Bane instead is great... but if you use both, it is even that much more formidable. BTW, AFAIK, these abilities that work vs. arcane spells/spellcasters also work vs. 'arcane' SLAs. I think this Archetype qualifies to go up to Green, it's very strong defensively essentially giving the equivalent of a bonus Judgement effect and more vs. a major class of s$~& you got to worry about (especially when SLAs are considered).

    Multiclassing: Monk 1 is viable IMHO, Evasion isn't that huge a deal.
    People automatically associate Zen Monk with WIS->Ranged, but that's a steep dip, and you need to dump your DEX in order to make that a worthwhile trade if using point buy, meaning you won't be any good at Ranged until you get WIS->Ranged, yet all your Class Abilities and Feats will be going towards that. Just getting a Flurry Attack and Perfect Strike is viable, and means you don't need to bother with PBS and Rapid Fire, although you won't be able to use Multishot with Flurry and you will need PBS if you want to take IPS (at BAB+11 qualifying normally).


    BTW, here is a build I've been working on to use for a PFS character,
    basically an Aasimar Zen Monk1/Inquisitor(everything else) with the Love Sub-Domain (Nalinivati, Naga Deity)

    Spoiler:
    Seuchol Prikath
    NG Garuda-Aasimar: Scion of Humanity (Dtang), Deathless Spirit
    Initiative +4 Perception +3 (Darkvision 60')
    STR 14 DEX 16+2=18 CON 10 INT 10 WIS 14+2=16 CHA 10

    Zen Archer1/InquisitorX of Nalinivati (N Naga deity, Love Subdomain)
    (Heretic:Bluff/Stealth?, Infiltrator:Bluff/Diplo?, Preacher)

    Fort +2 Reflex +6 Will +5 (Deathless Spirit: +2 vs. Necro/etc, Acupuncurist: +2 vs. Poison)
    HP 8 (Deathless Spirit: Negative Resist 5, no level drain HP loss)
    AC 17 unarmored (20 BreastPlate (0 ACP Agile Mitrhil) w/ Buckler) CMD 19

    SLA: See Invisibility 1/day

    Traits: Innocent (Bluff, Blood of Angels), Acupuncturist (Poison, Dragon Empires)
    Bonus Feats: Imp IUS, Perfect Strike, Precise Shot
    Feats: Arcane Strike????
    ->Weapon Focus(Longbow)/Weapon Finesse/Stunning Fist/Mantis Style/Spell Bane?(UC)/Deadly Aim?
    ->Deep Sight/Expanded Arcana/Great Fortitude?

    Languages: Dtang, Tien, Celestial, Common(Taldane)

    Skills: 4 (->Inquisitor 6+FC?)
    Linguistics: +5 Draconic
    -Acrobatics: +10! (Skilled)
    Swim: +6
    Climb: +6

    Fly: +6 (Skilled)
    -Perception!: +3
    -Sense Motive! +3
    -Bluff (Innocent: Use Friendly DC when convincing of lie)
    -Diplomacy
    Know(Nature/Religion/Arcane?)
    Heal?
    Sleight of Hand?
    Spellcraft
    Stealth: +4
    Escape Artist: +4
    Survival

    Gear
    Longbow
    MW Arrows (30)
    MW Bludgeoning Arrows (30)
    Daggers?
    CLW Potion

    Arcane Strike at first level is a question mark, perhaps I might just pick up PBS instead, no Swift Action conflict either, although AS eventually scales up and it's nice to have spammable damage boost. I'm considering getting Weapon Finesse later just to enable Stunning Fist to hit reliably, Stunning Fist is largely to deal with melee situations I can't escape (considering I can't get Point Blank Master) as well as just when Melee Stun Control is advantageous vs. Ranged, and it could be a means of dealing with Grapples (otherwise I was considering getting Escape Artist, at least at some point with a Pearl of Power +INT) since my CMB will suck. Ditching the whole Stunning Fist line frees up a bunch of Feats though for things like Expanded Arcana, Deep Sight, etc. The skills I'm thinking to max (or mostly max) are indicated with "-" prefixes. Diplomacy may not need it as much considering I will get Swift Charm Person @8th level (giving lowest DC) but then again that only works on Humanoids. The first 4 skills (separated by blank line from subsequent skills) are the ones I'm considering at 1st level, I get more ranks/level with Inquisitor and have some flexibility how I use them. I'm not sure about the STR/CON divide, whether I split the STR points to bump CON up to 12 or not (starting).


    Not sure if this has been mentioned, but the Second Chance (religion) trait looks pretty good for an Inquisitor, particularly with the Stalwart ability.

    It lets you reroll a failed save once a day. So those Dwarven Inquisitors with Steel Soul and Glory of Old who get that occasional natural 1 on a Fort or Will save can take another shot at it.

    I also think Stalwart is a little underrated in the guide. Granted, that many Fort and Will save are (negate) and not (partial), the ones that are partial can be devastating in themselves, especially at higher levels. Disintegrate, Horrid Wilting, Blasphemy, Harm, Slay Living, Finger of Death all come readily to mind. Also many illusion and enchantment spells can be completely negated with this ability; my understanding is that the Shadow Conjuration and Evocation spells would be completely negated with a successful Will save, instead of having partial effects.


    Not sure if anyone noticed but according to Chronicles of the Righteous Ragathiel can now pick up the torture subdomain. I think that could make for a nice intimidate build...

    Chronicles of the Righteous, p41 wrote:
    If you use the subdomains presented in the Pathfinder RPG Advanced Player’s Guide, clerics of empyreal lords gain access to all subdomain options available to them from their empyreal lord’s domains, with the exception of the following subdomains (which are never granted by empyreal lords): Daemon, Decay, Deception, Demon, Devil, Inevitable, Murder, Nightmare, Protean, and Undead.

    Dark Archive

    The torture domain isn't that good compared to Cornugon Smash. The bonus on the intimidate check is nice, but due to the way intimidate works, you should be able to intimidate any opponent you hit with Power Attack for the whole combat even without it.

    The crocodile domain is nice, granting sneak attack (1d6 at 6th level, 2d6 at 11th and 3d6 at 16th).


    Not sure if Cornugon Smash will regularly demoralize the entire combat but you can prolly chain new uses together long enough...

    I agree that Crocodile is a nice one however. A fmailiar is also a very handy thing to have assuming it open up improved familiar. Also the Dwarf Caiman is small so actually makes for a viable flanking friend. The grappling part seems rather meh however. Not sure if inquisitors are allowed to get animal domains however.

    This might actually make a TWF or Natural weapon Inquisitor viable...


    Torture:
    Prior to making a melee attack roll, you can choose to convert all damage from that strike into nonlethal damage, adding your Wisdom modifier to the damage. If you succeed in your attack, you can make an Intimidate check against your target to demoralize them as a free action. You gain a bonus on your Intimidate check equal to the nonlethal damage dealt by the painful strike. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

    This is basically a better version of the ENFORCER feat.
    It would save you the feat slot on Cornugon Smash.

    Dark Archive

    Unlike Rogue Tricks, Domain Powers are usually better than feats (at least the good ones).

    Shadow Lodge

    Dex build DW inquisitor with Slashing Grace

    I particuarly went Achaekek for WP Sawtooth Sabre

    Dark Archive

    Slashing Grace only applies to damage rolls and Sawtooth Sabres don't work with Weapon Finesse. You'd need a level of Swashbuckler or Daring Champion Cavalier to make it viable.

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