Inquisitor vs. Magus... FIGHT!


Advice


Pretty simple. Which would win in a one on one fight, Inquisitor or Magus?
They are quite similar classes, in construction: both 3/4 BAB, d8 HD, 6th level spells, and both have access to a variety of effects usable x encounters/rounds per day, via Magus' Arcane Pool, and the Inquisitors Judgements and Bane.

I've been curious about this for awhile!

EDIT: okay, some rules...

Assume the following:

1.) level 12. (end of PFS, beginning of high level play, stat boost, etc.)

2.) Wealth by level is standard.

3.) Each combatant has 3 rounds to prepare.

4.) 30 feet apart, assume flat, open ground.


all depends on the level.....but i think i'd give it to the magus only for it's pure nova spell damage, while with the inquisitors bane ability it's a weapon attack which is more easily avoidable (spell shield magus arcana) and the inquisitor, if i recall, has bad reflex saves....so slash, slash, slash, lightning bolt, repeat.....but thats just my opinion....and i really don't wanna look the classes up to number crunch


Probably either at first level. Most likely Magus at subsequent levels.

Liberty's Edge

Depends on level and prep-time. Also on whether it's a ranged or melee Inquisitor.

Maguses really have an advantage sans prep-time with the action-economy benefits of Spell Combat...but have few buff spells while Inquisitors very nearly specialize in them, so with unlimited prep, the Inquisitor will destroy the Magus. Once Bane's in play, anyway (which is the biggest area where level matters).

All that's for melee Inquisitors, though. A Ranged Inquisitor is probably better, and will likely mess up the inevitably non-ranged Magus if they start far apart at all...but is at a distinct disadvantage if they start right next to each other.


Well, you have to remember there's also a ranged counterpart for the Magus as well. Either way, just play the character you want to play.

(Also, I call shenanigans on buffs. They may not have a lot, but Maguses do have some of the nicer buff spells such as Haste and Mirror Image. That actually could change things drastically.)


okay, some rules...

Assume the following:

1.) level 12. (end of PFS, beginning of high level play, stat boost, etc.)

2.) Wealth by level is standard.

3.) Each combatant has 3 rounds to prepare.


We need to know how far apart they start. What is the terrain like?


Marthian wrote:

Well, you have to remember there's also a ranged counterpart for the Magus as well. Either way, just play the character you want to play.

(Also, I call shenanigans on buffs. They may not have a lot, but Maguses do have some of the nicer buff spells such as Haste and Mirror Image. That actually could change things drastically.)

Im not trying to determine which one to play, I am merely curious as to what others think.


30 feet apart? flat open ground?

Sczarni

Build them up and see how how they fare.


Magus vs most anything, and I will be betting on the magus for a 1 on 1. Their forte is single target damage, moreso than any other class I can think of, with the possible exception of a archer paladin while smiting.


Deadmanwalking wrote:

Depends on level and prep-time. Also on whether it's a ranged or melee Inquisitor.

Maguses really have an advantage sans prep-time with the action-economy benefits of Spell Combat...but have few buff spells while Inquisitors very nearly specialize in them, so with unlimited prep, the Inquisitor will destroy the Magus. Once Bane's in play, anyway (which is the biggest area where level matters).

All that's for melee Inquisitors, though. A Ranged Inquisitor is probably better, and will likely mess up the inevitably non-ranged Magus if they start far apart at all...but is at a distinct disadvantage if they start right next to each other.

Hook force charge. e'Nuf said.

Grand Lodge

Pathfinder Companion Subscriber

All races? PFS boons do allow for different races.
Specific archetypes are more powerful against the specific archetypes.


I'd give it to the Magnus. He's got more Nova damage, and he can burn through his Arcana Pool for extra weapon effects/spell recalls. Not to mention, he'll be spell combating with touch attacks that'll go through the Inquisitor's armor (unless he's confident he can hit that AC with spell strike). A Dervish Magnus would also have a pretty impressive AC.


Do the 3 rounds apply to all day (hours/level) stuff? Putting on armor?

Liberty's Edge

Divine Power + Wrath + Spell Immunity (Shocking Grasp, Vampiric Touch, Corrosive Touch) + Greater Bane + Dual Judgment (+3 to hit/+5 dam) + Power Attack + a +3 Greatsword is very, very bad, damage-wise, and immune to several of their more likely spells.

And initiative will be on par due to Cunning Initiative (or better, if the Magus is Str based). Add in the Spellbreaker Archetpe they're suddeenly much more resistant to the Magus's stuff, too.

With Str 22 or so (actually low for this level), that's, what, +27/+27/+22 for 6d6 +35 damage per hit, criticalling on 17-20? That is going to seriously mess up a Magus. Mirror Image will hold it off a little...but a couple of rounds at best, even assuming Dispel Magic isn't used. And at 13th level, the Inquisitor gets True Seeing, and Mirror Image stops being a problem at all.

The Magus's response will be roughly on par, I expect...but I doubt it will be vastly better or anything.


Deadmanwalking wrote:
With Str 22 or so (actually low for this level), that's, what, +27/+27/+22 for 6d6 +35 damage per hit, criticalling on 17-20? That is going to seriously mess up a Magus. Mirror Image will hold it off a little...but a couple of rounds at best, even assuming Dispel Magic isn't used. And at 13th level, the Inquisitor gets True Seeing, and Mirror Image stops being a problem at all.

At the postulated 12th level, Mirror Image and Displacement/Greater Invisibility will really mess up that Inquisitor. At 13th, as you said, it looks better, but she should really spend a round casting See Invisibility at 12th level, if she does not want to risk starting the fight without actually being able to see her opponent.

Both are very nice classes, versatile, good in design, with lots of options. Magus might have the edge because of the ability to nova against single targets, but both have a large box of tools and possible builds, so I do not believe that you can give a definitive answer; too many variables.

Grand Lodge

Pathfinder Companion Subscriber

Samsarans add another cog to the works with Mystic Past Life.


Lots of variables here.
- Do they know they are going to fight the other (thus knowing race, appearance etc)?

- Do they know this long before? (Getting tailored gear vs generic)

Liberty's Edge

Blackest Sheep wrote:
At the postulated 12th level, Mirror Image and Displacement/Greater Invisibility will really mess up that Inquisitor. At 13th, as you said, it looks better, but she should really spend a round casting See Invisibility at 12th level, if she does not want to risk starting the fight without actually being able to see her opponent.

True enough, though, at a mere 5k, I'd likely have that one permanency'd by 12th level.

Dispel Magic and/or Invisibility Purge are also both on the Inquisitor list and good strategies for that kind of thing.

Blackest Sheep wrote:
Both are very nice classes, versatile, good in design, with lots of options. Magus might have the edge because of the ability to nova against single targets, but both have a large box of tools and possible builds, so I do not believe that you can give a definitive answer; too many variables.

Agreed entirely. :)

Grand Lodge

Pathfinder Companion Subscriber

I do not think there is any clear answer to be reached.


Str 20
Dex 12
Con 12
Int 24
Wis 8
Cha 7

If we assume no prior knowledge:
Scimitar +2 Keen (18k)
Breastplate+4 (15k)
Ring+3 (18k)
Amulet+3 (18k)
Belt of Str+4 (16k)
Headband of Int+4 (16k)
Cloak+1 (4k)
Rest is used on spell materials and focus.

Buffs: Mirror Image, Hasted Assault, Greater Invisibility, +3 weapon enhancement through arcane pool for a total of a +2 keen, flaming, shocking, frost weapon, Wreath of Blades, charging scimitar with a Pool Strike for his first hit.

Round 1:
Assuming he can see the inquisitor, and is still on range: Swift Dispelling Strike, Spell Combat with Force Hook Charge to get into melee, striking at +26/+26/+21 (assuming the inquisitor can see him, otherwise, add +2) for 1d6+1d6(fire)+1d6(shock)+1d6(frost)+7. Assuming at least one hit, one buff is likely dispelled. Add 4d6 elemental damage to first hit.

Assuming inquisitor has already closed to melee: Same, but changing Force Hook Charge with Vampiric Touch to gain temp HP, for another attack at +26 for same damage + vampiric touch.

Round 2:
Assuming still melee: Full attack with Forceful Strike, send Inquisitor flying if he fails save, to deprive of full attack. If he is resistant to any energies, use swift action to adjust sword to suit. If not, another dispelling strike.

Continue like this until one party is down.

Now, there are a lot of variables. A smart magus that knows he is up against an inquisitor will sink ranks into disguise, then use Alter Self to subtly change his subtype as a buff, for +2 str and to negate the bane effect, leaving the inquisitor none the wiser that the man under the plate armor is no longer a human, but an elf, lest he makes his perception check against his disguised, invisible target.

In my experience, the magus does some seriously insane damage when he sets his mind to it. And has versatility to boot. I have never seen a more "nova" class. And in the Jade Regent game I am in, the GM feels that it is too powerful, even when he has abolished XP and runs the encounters at 3-5 CR over what is scripted.


Too tough to call. Check out my guide to Hexcrafters. Mathawei ap Niall put up a defiler build which can drop entangled, fatigued, grappled and a few more conditions using hair hex from 10 ft away. Sink a Gtr Invis and Enlarge person as well and Mr Inquis can't hit back.

On the other hand a Dwarf Inquisitor (Witchunter) with Steel Soul and glory of old has paladin like saves AND Stalwart class ability to completely ignore fort and will save spells. So Direct Damage is the Magus best bet. Inquis has fast heal judgement by now and alot of ways to keep himself up. Domain selection is a huge factor as well.

Too many variables.

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