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I am new to Pathfinder and am trying to build a lvl 1 Inquisitor for PFS. Here is what I have so far:
Str 13
Dex 16
Con 12
Int 10
Wis 16 (14 +2 H. Orc racial)
Cha 10
He will be a H. Orc, ranged (shortbow), Alignment - prefer one of the neutral alignments. Now here are some questions...
1) Spells - For a brand new to Pathfinder character, what is recommneded for their first spells (4 lvl 0 and 2 lvl 1)? I assume Cure Light Wounds would be one of the first two lvl 1 spells.
2) Feats - Since I'm running ranged, I was thinking Point Blank Shot to start the path to Multi Shot. I will be in Scale to start with so I can take some hits if they come at me, and with Point Blank I'll get a bonus when they do. Please let me know if this is a good choice or not.
3) Domains - I was thinking either Feather or Travel.
4) Can someone please explain "Sacred vs Profane" in the judgements. All of the Judgements in the book say +Sacred. I cant find info on which would be better.
Thanks in advance for any help :)

Anguish |

I'm just going to throw this out there fore you... a ranged inquisitor has a harder path before him than a melee inquisitor. Teamwork feats work based on having allies adjacent to you. You can pull that off by hiding in the back with the caster, but many of the feats are most beneficial when you're up front. This isn't a huge deal, but it's worth mentioning.
You should work with your other caster(s) for 0th level spells. stabilize is useful at low-level and guidance never sucks. Otherwise, I'd consider true strike... it's a gift that never stops giving.
Feats... you want Point Blank Shot as prerequisite for Precise Shot. Otherwise you're going to take -4 on every shot you ever take as long as your target is fighting someone.
Both your specified domains are good.
The sacred vs profane specification comes from what sort of inquisitor you are. If you are Good aligned you get sacred. If you're Evil, you get profane. If you're Neutral on the L/G axis, you have to chose at 1st level which fits you best. This is done because in Pathfinder there are lots and lots of little bonuses that add to things. Bonuses of the same type don't "stack". So if you get a +1 sacred bonus from one ability and a +1 sacred bonus from another ability, you can't add them. So names of bonuses are important.

Darth Ben |
1. Cure Light is essential, and I agree with True Strike. For 0 level, Detect Magic and Light are useful. But honestly, 0 level spells aren't that big a deal.
2. Point Blank Shot (then Precise Shot) is definitely the way to go.
3. I like Exploration, subdomain of Travel, a whole lot. Door Sight turns you into an incredible scout. But both your choices are good ones.
4. Mechanically, Sacred vs Profane doesn't matter. Both receive the same bonuses. It's just a flavor of whether you want your bonuses to be infused with good or evil.

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Hokay so! Here is what I have come up with. Also, I am using this character for PFS so keep that in mind...
Stats as above
Alignment: LN
Archtype: Heretic (add Wis mod to Bluff and Stealth)
Domain: Exploration (Travel)
Traits: Fast Talker (+1 Bluff)
Hunter's Eye (no penalty for second increment) - This is from
Andoran faction in PFS
Sacred Tattoo (+1 Luck on save rolls - replaces Monster Lore)
Feat(s): Point Blank Shot
Equipment: Scale Mail, Short Bow, Spiked Gauntlet
Skills:
Bluff 8
Intimidate 7
Knowledge Arcana: 4
Perception: 7
Stealth: 10
Survival: 7
Saves:
Fort 4
Reflex 4
Will 6
Any tweaks you guys can see?
Thanks!

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Even if sticking with a cause, LN looks deeply wrong for a freedom fighter, IMO. Chaotic Alignments seem more appropriate.
Cayden Cailean is fun, and playing an Inquisitor of his sounds neat.
Yeah, I agree, I wasnt quite sure which alignment to take since I'm new to Pathfinder. Thanks for the help with clearing that up Deadmanwalking! I think I'll go with CG.

Balin |

Blackboodtroll is about to recommend playing a god so that you can consolidate your ability modifiers towards wisdom and use Guided Hand to use Wisdom to-hit with your deity's favored weapon.
I don't know if you can use this. The pre-requesites for this is the ability to Channel and Channel Smite (a horrible feat for a good channeller). An inquisitor has neither.

Cheapy |

Cheapy wrote:Blackboodtroll is about to recommend playing a god so that you can consolidate your ability modifiers towards wisdom and use Guided Hand to use Wisdom to-hit with your deity's favored weapon.I don't know if you can use this. The pre-requesites for this is the ability to Channel and Channel Smite (a horrible feat for a good channeller). An inquisitor has neither.
It's come up often enough that I think I know his general advice. Basically, pick up one of the animal domains that grant channel energy, and use that to qualify for channel smite.
I'm pretty sure that's intended to work, but I think it does by a strict reading. The spirit of the swamp guides your hand? or something? shrug.

Rory |
It's come up often enough that I think I know his general advice. Basically, pick up one of the animal domains that grant channel energy, and use that to qualify for channel smite.
Can anyone fill in the details of this for how an inquisitor gets Channel Energy? I'd be interested in this beyond the Channel Smite implications.
Thanks!

Cheapy |

They cannot (AFAIK) get plain old vanilla channel energy. Only variants that just work on specific types of creatures, like the Swamp Domain. Animal and Terrain domains sometimes grant variants on channel energy.
Amusingly, I can see a strong case that channel smite / guided hand would only work against those creatures able to be affected by your type of channel. Isn't super strong of an argument due to constructs, but would reduce cheese quite a bit.
One level of cleric obviously works, especially with this feat that'll give you full channel energy progression.

Ferio |

Personally I would pump dex a little more. You mostly buff and don't need 16 wisdom until much higher levels. The dex would serve better at lower levels imho.
Also I would go for the feather domain. You can get boon companion at level 5 with a wolf pet and start annoying the enemies with so many trip attempts. Plus the passive bonus to perception is really nice.
As for spells... You're not really a healer so wands for cure light wounds are better then using a slot. I would suggest buffs hands down.
As for feats you pretty much have to take all the archery feats. Point blank, precise, rapid, deadly aim, etc. Don't have much room for anything else. If you DO end up having a few feats extra, you can make great use of full round attacks by riding your wolf once it hits level 7 (and becomes large). Getting superior mobility while able to full attack every round. Can't beat that!
I honestly have to disagree with going too castery. Your buffs are strong enough you will be able to hit like a train, but if you are running around healing then that's time not killing.
I have a spreadsheet of my ranged inquisitor. If you're interested PM me.
EDIT: for typos.

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Guided Hand is best utilized by those whose favored weapon is a bow, sling, or thrown weapon.
By not needing high dex, you can focus on increasing strength, to add to damage. You will also be able to wear heavier armor, without worrying about the armor's max dex. This will also make you a decent switch hitter.
If you are human, you can get Guided Hand at first level.

Two Face |

Midnight_Angel wrote:I can change it, I havent played this char yet so I'll just have to tweak the backstory, no biggie.Akaizhar wrote:What about Cayden Cailean?Hmm... Cayden is a CG deity. How does this sit with your char being LN?
If you're looking for more information on the alignments, this is a good place to look. The author takes the alignment descriptions from 3.5 (basically the same as PF in this case -- almost word for word), and simply expands upon them with his individual alignment descriptions. He goes into reasonable detail, and I've found it helps a lot of new players. It certainly helped me solidify my views on alignment.
Hope your first foray into PF works out well.