Inquisitor... What do you guys think?


Advice


So we are about to start a new game and i was thinking about playing an Inquisitor but i am looking for feed back they seem like a pretty well rounded support class. the only thing that concerns me is the fact that they are not proficient with martial weapons.. so i think that will take away from what magic items i will be able to put to use because i was told we wont really be spending to much time in cities with magic shops. also if you could throw some build suggestions my way that would be great as well. we are doing a 20pt point buy.

thanks again


Do not support. Inquisitors support themselves and can buy a wand of cure light wounds. Other than that, you support yourself and whoop wholesale ass.

Shadow Lodge

They get nearly every (not firearms) ranged weapon in the game and they make pretty decent switch hitting characters. If you are leaning heavy on found weapons maybe consider being primarily a ranged character. Alternately, pick a race which has some decent weapon options. Half-orc, Dwarf, and Half elf all have some decent options for getting 'racial' weapons and all make solid inquisitors.

Edit: Also I agree, they aren't really a support class, they are a primary damage dealing class.


They are not really a support class. They are a skilled class that can fight, and has magic. The GM should throw weapons in the game that you can use. That is what most GM's do.

The build should be determined by how you want to run/play the class. If you let us know the starting level, and how you plan to play the class it will be easier to make suggestions.

Liberty's Edge RPG Superstar 2011 Top 32

Options:

1) Don't worry about it and use a decent simple weapon.
2) Take Craft Arms and Armor at 5th.
3) Use a deity with a common favored weapon like Ioemedae for a longsword
4) Play a race with weapon proficiency options like elf for longsword or half-orc for axes.
5) Buy the ioun stone for weapon proficiencies.
6) Mix and match. A half-orc Inquisitor of Iomedae can use bows, longswords, great axes, and falchions. A Dwarf Inquisitor of Iomedae gets longsword, battle ax, and warhammer. Either covers the bases pretty well. Dwarves make pretty solid Inquisitors.


I plan on having the protection domain unless someone can suggest a better one. i want to be a secondary melee combatant so i think i will be switching my race to dwarf. any feat suggestions?


The Inquisition are nice. You don't get the spells from the domains IIRC so unless a domain has a really nice special ability the inquisition is probably the way to go.


Travel is a wonderful domain, and is to Inquisitors as Scimitars are to magi.

Especially for a dorf. With the travel domain, you can run around at 30' in full plate. If you take Heavy Armor Prof, of course.


I dont care to much for the inquisistions....

Id recomend an element domain if its possible and take the what not botl power...


The inquisitions are pretty awful. The only decent one is rage, and that's better done by taking the rage subdomain imo. Go domain over inquisition. Although wraithstrike is right, you don't get spells from a domain.

Grand Lodge

They can make an awesome face for the party, even with a 5 charisma.


The Protection Domain gives me +1 to all my save and that goes up every 5 levels and then at 8th i get to out up a 30ft radius of deflection bonus


The conversion inquisition allows you to use wisdom for social skills. It cuts down on mad.


I like the Tactics subdomain. At level 1 you can give yourself or an ally two rolls for initiative a whole bunch of times per day (and I see nothing preventing you from using it on multiple people at the same time). Later on you get the ability as a swift action to declare you have X, X being any combat feat you qualify for, and you can change what X is every time you activate it. Seems nifty to me.

I also like Caves subdomain, if you expect to be doing underground lair type dungeons a lot. Huge bonuses and lets you add wisdom to initiative...twice!


ok so here is my build so far i decided to go human

He was a member of the city watch but got bored so decide to go out and explore the world.

Str14
Dex14
Con13
Int12
Wis14+2 human =16
Cha10

Saves
Fort4
Ref4
Will6

I took the protection domain
i am fighting with warhammer(Torag)

Traits
Boarded in Shackles +1 To Reflex
Eyes and Ears of the City +1 to Perception

Feats
Endurance(We are going to be in the jungle so i figured this would be good)
* i need suggestions for my other feat

Grand Lodge

The guided weapon property cuts down on MAD as well.


what is MAD? and where do i find that property?


MAD(multiple attribute dependency) is not a good thing.

It means that the class requires good stats in several areas to take advantage of all of its features.


I did mine with a deity that gave glaives, had Combat reflexes and bodyguard. He is well regarded as a second line protector, can also do some healing and boosts to others with his spells. Defense as a subdomain works very well.

20 pt buy human:

Str 14
Dex14
Con14
Wis 14+2 from human= 16
int10
Cha 10

(I don’t believe in stat dumping)

Grand Lodge

http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapons-non-core/we apon-property---guided


blackbloodtroll wrote:
http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapons-non-core/we apon-property---guided

The critical part of that being "non-core".


It is not core, but it is official PF material.

Grand Lodge

wraithstrike wrote:
It is not core, but it is official PF material.

Damn straight.


is it worth cross classing with fighter?


It depends on what the end goal of the build is. The class does enough damage that dipping is not needed, and you also won't have to worry about losing access to spells or anything else the class would otherwise receive.

Grand Lodge

With very little work, you can intimidate the hell out of anything that is not mindless.


If you're going to dip a full BAB class, do it as your first level, so you get the higher HD maxed, bonus feat right away, and have BAB +1 to start (useful for feat qualification possibly).

Also, I don't think Endurance will prove that useful. And if your deity is Torag, I STRONGLY suggest the Defensive Strategist Trait. It's practically uncanny dodge.

Lantern Lodge

Raker_ wrote:

is it worth cross classing with fighter?

If you're going ranged than 4 levels in fighter won't hurt. For a ranged inquisitor that will help with feats but you'll need to look at archtypes for one that works well with a ranged character.

For melee it's fine too but you may want to stick with straight Inquisitor because many of his abilities depend upon your Inquisitor level. Like wraithstrike said this class is quite capable of dealing damage on it's own.

I can offer a suggestion for a half-orc melee Inquisitor based off my own for PFS. Half-Orc gives you weapon prof. falchion and an extra natural attack (toothy from APG). Also, choose the Animal (Feather) domain which gives you +1/2 level to perception and an animal companion. So you'll be gaining +1//2 level to perception,intimidate, and sense motive. At level 4 you get the animal companion. If trying to to power game get a Dinosaur(Ankylosaurus) and put full-plate barding on it. At level 5 get the boon animal companion feat to make the companion your effective level. It's expensive but at level 5 you'll have a permanent flanking partner with an unbuffed AC 29. If not trying to power game, then choose a wolf or animal for flavor.

Stats (20 BP)
STR 18
DEX 12
CON 14
INT 12
WIS 14
CHA 7

Feats:
1st: Heavy Armor Prof.
3rd: Power Attack
5th: Boon Animal Companion

Skills: Perception, Intimidate, Sense Motive are musts. Put ranks into all knowledge eventually so you can identify everything.

This Inquisitor will notice everything, identify every monster, and adapt to the situation at hand.

Shadow Lodge

Ok... my $.02 on Animal Companions and the feather domain. Rather than just get a tank AC, it's great to get something that increases your character's presence. If you are primarily a melee guy, get a companion who has great mobility (fliers are good) so you can distract/ attack at longer range. If you are primarily a ranged guy, get a companion who is good in melee and can protect you.

The feather domain gets you a companion at three levels lower than your inquisitor level. If you multi class more than one level Boon Companion isn't going to be able to keep your character level up.

Also, if you do multi class, wait until after you get bane at 5th level. It's an amazing ability and not something you want to delay!


kaisc006 wrote:

at level 5 you'll have a permanent flanking partner

Stats (20 BP)
STR 18
DEX 12
CON 14
INT 12
WIS 14
CHA 7

Going for an animal companion as flanking buddy but lacking the Dex to get Precise Strike seems like a wasted opportunity. Well, I guess you could increase your dex to 13 a level 4 but that's pretty much wasted, too.

Grand Lodge

Didn't care for any of the APG classes.

Shadow Lodge

kaisc006 wrote:

... At level 4 you get the animal companion. If trying to to power game get a Dinosaur(Ankylosaurus) and put full-plate barding on it. ....

Feats:
1st: Heavy Armor Prof.
...

Heavy Armor Proficiency requires Medium Armor Proficiency which in turn requires Light...

Lantern Lodge

0gre wrote:

If you multi class more than one level Boon Companion isn't going to be able to keep your character level up.

Also, if you do multi class, wait until after you get bane at 5th level. It's an amazing ability and not something you want to delay!

This is why I suggested not to multi as a melee oriented Inquisitor. I agreed that if you do intend to multi you should wait until after 5th level.

Blave wrote:
Going for an animal companion as flanking buddy but lacking the Dex to get Precise Strike seems like a wasted opportunity.

This char is designed with PFS play in mind. In that case you gain 3 ability points (level 12 cap). So put one in DEX. If worried about wasting ability increases simply swap some stats so you have 14 DEX and then put on an O-Yoroi.

Ogre wrote:
Heavy Armor Proficiency equires Medium Armor Proficiency which in turn requires Light..

With boon animal companion your 5th level companion has three feats. You can get all the proficiencies.


For a jungle-heavy campaign, I would heavily suggest the jungle fighter trait (allows 5-ft step in jungle based difficult terrain). I wouldn't worry about Heavy armor, at least not just yet.

Kaisc006 has a good handle for a melee build, and I highly recommend 1/2 orc for the natural attack, weapon prof, and the intimidating bonus. even if you only put 1 rank in intimidate, you'll still have a very nice bonus (+10 with half decent stats), which will take you through several levels, especially as you get a class bonus.

The Heretic archetype is nice, if you don't mind losing the lore ability (add wisdom on stealth, yes please!) If you combine that with the heresy Inquisition, your need for Cha is virtually nonexistent, while your Wis becomes even more powerful, not to mention the 4th level ability to reroll any Bluff, Diplomacy or Stealth check (and take the more favorable result!). I would also recommend the Deity Shelyn to get access to the glaive. Reach weapon + natural attack + jungle fighter = AoO = NASTY.

I'd probably re-arrange my stat array:
Str 18 (+2)
Dex 14
Con 12
Int 10
Wis 15
Cha 7


I prefer the Justicar variant from Super Genius Games, myself. No spell use, better attack progression and wider choice of weapons, as well as increased use of Inquisitor abilities.

Shadow Lodge

kaisc006 wrote:
Ogre wrote:
Heavy Armor Proficiency equires Medium Armor Proficiency which in turn requires Light..
With boon animal companion your 5th level companion has three feats. You can get all the proficiencies.

I guess I was confused by your use of "1st" which usually implies you take it... first.

Sczarni

Here's a character that I was trying to build:
>
> Half orc: Darkvision, Ferocity
> S16, I12, W14, D14, C14, CH8
> AL: CN
> 1: Barbarian: Rage 6/rounds, +10' move Feat: Weapon Focus (Falchion)
> 2: Inquisitor: Domain (Madness), Touch attack, Judgement 1/day, monster lore, orisons, stern gaze
> 3: Inq: Cunning initiative, detect alignment, track, Feat: power attack
> 4: Inq: Solo tactics, teamwork feat
> 5: Inq: Judge 2/day, 2nd lvl spells, Feat: furious focus
> 6: Inq: Bane. Discern Lies
> 7: Inq: Teamwork feat, Feat: corigan smash
> 8: Inq: Judge 3/day, 3rd lvl spells
> 9: Inq: 2nd Judgement, Domain (aura of madness) Feat: Intimidating Prowess
> 10: Barbarian: Rage 8/rounds, Rage power (good for what ails you), uncanny dodge
> 11: Fighter: Feats: Combat Reflex and Antagonize
> 12: Fighter: Feat: Shared Judgement
> 13: Inq: Teamwork feat, Feat: Dreadful carnage
> 14: Inq: Judge 4/day, 4th lvl spells
> 15: Inq: Stalwart, Feat; Improved Initiative
> 16: Inq: Great Bane, Teamwork feat
> 17:Inq: Judge 5/day, 5th lvl spells Feat: Dodge
> 18: Inq: Exploit Weakness
> 19: Inq: teamwork feat, Feat: toughness
> 20: Inq: Judge 6/day, third judge, 6th lvl spells.

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