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Looking to build a sort of mage-hunter type character in my next campaign. I'm starting with a Dwarven inquisitor of the Spellbreaker archetype with the Spellkiller Inquisition. Got any advice for nice feats, traits, tricks, combos, etc. to make him even better at doing what he does? I'd also *consider* a one- or two-level splash in another class if it was going to net me something really significant against casters.
(As an aside, I'd also welcome any advice on picking schools of magic with the "Defense Against Magic" ability of the Spellbreaker archetype)

Chobemaster |
Consider throwable melee weapons, if you're going Dwarf, handaxe leaps to the fore... You are probably going to do a lot of readied actions to attack if the target caster appears to be casting, and you might need to do that before you can close the distance, and you don't want to be unable to take AoO while closing the distance.
Or, conversely, be a ranged specialist...don't TRY to close the distance. You'd better hit hard, though, more dmg = more spell disruption.

Blave |

Well, since you're a dwarf, your level 1 feat should be Steel Soul.
I don't like the Spellkiller inquistion. Getting Disruptive is nice but the special ability is just weird. To use it offensively, you have to kill someone before attacking the enemy caster although he should be your primary target. And getting a bonus to AC is ok-ish, I guess, but won't really help you to fight most casters.
I'd get the travel domain for instant teleport next the enemy as a move action.
For feats, that depends on your fighting style. If you go melee, step up is a must-have. Stp up and strike would probably be a good a idea, too, though I'm not a fan of following step as requirement.
If you want ranged, you won't have much room before level 10 beacause you'll be busy getting the "5 essentials" (Point Blank, Precise, Rapid, Deadly, Many).

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Well, since you're a dwarf, your level 1 feat should be Steel Soul.
I don't like the Spellkiller inquistion. Getting Disruptive is nice but the special ability is just weird. To use it offensively, you have to kill someone before attacking the enemy caster although he should be your primary target. And getting a bonus to AC is ok-ish, I guess, but won't really help you to fight most casters.
I'd get the travel domain for instant teleport next the enemy as a move action.For feats, that depends on your fighting style. If you go melee, step up is a must-have. Stp up and strike would probably be a good a idea, too, though I'm not a fan of following step as requirement.
If you want ranged, you won't have much room before level 10 beacause you'll be busy getting the "5 essentials" (Point Blank, Precise, Rapid, Deadly, Many).
Oh man, good call on Steel Soul. I hadn't even seen that. Psshh, and I thought Hardy was cool...
And yeah, I see what you mean about the flaw in Spellkiller, but at least it will be a nice fringe benefit in non-caster fights with multiple enemies (or heck, if we're fighting multiple casters). Mostly i'm in it for Disruptive, stacking with Foil Casting.

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Salabrian wrote:
Nobody?Ones that provoke Saves a lot. So Illusion, Enchantment, Necromancy, Evocation (probably the least necessary), and/or Conjuration.
Whichever of these you wind up facing the most, probably.
Necromancy would be my first choice, since it has a lot of Save-or-Die spells.
Enchantment can wait till later, since you'll get to two chances to save thanks to the 'Strong Willed' ability at Level 1.