Best way for a Human Inquisitor to get better weapon proficiency?


Advice


All,

If you were building a Human Inquisitor, whats a good way to pick up a decent weapon proficiency? Assume that the player cant stand Desna, Cayden, Sarenrae, or Ragathiel, and plans to be Neutral Good.

Will he have to burn a feat? Are there any domains that grant proficiency? Any traits?

Or should he simply sigh, pick up a Heavy Mace (simple weapons) and run with it?

Thanks!


Animation wrote:

All,

If you were building a Human Inquisitor, whats a good way to pick up a decent weapon proficiency? Assume that the player cant stand Desna, Cayden, Sarenrae, or Ragathiel, and plans to be Neutral Good.

Will he have to burn a feat? Are there any domains that grant proficiency? Any traits?

Or should he simply sigh, pick up a Heavy Mace (simple weapons) and run with it?

Thanks!

burn a feat or burn a level. Fighter or Urban barbarian archetype work well and confer other bonuses.


option 1) And something we have found particularly satisfying, is Urban Barbarian/inquisitor multi class with anger inquisition , its essentially a prestige class in and of itself, creating the ultimate melee inquisitor.

2) burn a feat

3) burn a level

4) there is a trait (I forget the name of it) that lets you borrow the trait of another race, then burn the second trait on elven ancestral arms (maybe the character grew up with or was raised by elves or something) which allows the character to choose any one martial or exotic weapon.


the other option is inquisitors dont HAVE to align with a church or deity specifically and can just choose a domain and not necessarily be a follower of the god but the ideal and then choose a weapon based on that god (like fire could choose asmodeus or sarenrae) but I cant recall exactly if thats RAW, since I have never played an inquisitor with a domain (always used an inquisition and inquisitions dont get weapons with them)


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I will probably just rock the Heavy Mace. I guess. You dont see that often, do you? :) I may lose on having an extra point or so of damage, and I will sport a crappy crit range, but oh well.

They ought to just make longswords into simple weapons. Nobody uses them. Its all stuff like "a half quaggoth half kitsune with a level dip in this plus finesse and giving up this race trait for that one can have a whip in one hand, elven curve blade in the other, a falchion in its now-prehensile tail and a rapier in its mouth and then do a dervish whirlwind ki smite for 80 damage by level 2" .... Dang man, I just want my Inquisitor to use a longsword, yo. Its not even good or anything. Maybe I am just bitter because I couldnt find some weird workaround for me. :)

Thanks for all the replies!


Play an elf! Or half-elf! Heirloom Weapon Trait. Look for an enhancement that makes you proficient with a magic weapon.

Silver Crusade

You could be a follower of Iomedae - she has the long sword as a favored weapon. NG is within one step of LG, so it can be done.


Simple
Mace, heavy 12 gp 1d6 1d8 ×2 — 8 lbs. B —
Simple
Morningstar 8 gp 1d6 1d8 ×2 — 6 lbs. B and P
And the Winner is
Moringstar 4 GP cheaper 2 lds lighter and dose 2 damge types

Shelyn NG art, beauty, love, music Air, Charm, Good, Luck, Protection glaive

Arshea NG freedom, physical beauty, sexuality Charm, Good, Liberation, Strength flail

Korada NG foresight, forgiveness, peace Good, Magic, Healing, Protection unarmed strike

Soralyon NG guardians, magic, monuments Artifice, Earth, Good, Protection heavy pick

Ylimancha NG coastal waters, fishermen, flying creatures Air, Animal, Good, Water longbow

Aegirran NG dreams, sailing, voyages Good, Travel, Water, Weather trident

Qi Zhong NG healing, magic, medicine Good, Healing, Knowledge, Magic, Protection heavy mace

http://www.archivesofnethys.com/Deities.aspx


sowhereaminow wrote:
You could be a follower of Iomedae - she has the long sword as a favored weapon. NG is within one step of LG, so it can be done.

This is what I was going to recommend -- but I think that for the inquisitor alignment doesn't even matter too much. They are allowed to be chaotic even with a strict deity, no?


Pendagast wrote:
4) there is a trait (I forget the name of it) that lets you borrow the trait of another race, then burn the second trait on elven ancestral arms (maybe the character grew up with or was raised by elves or something) which allows the character to choose any one martial or exotic weapon.

Inasmuch as I appreciate seeing other inquisitors, using the "Adopted" trait does not allow you to do this Penda.

Light of Saranrae be upon you.

Lantern Lodge

A 2 lvl dip into barbarian and having a rage domain inquisitor can be especially powerful. As always a 1 level dip into fighter gives you heavy armor prof. and your weapon prof.


The PFS Lantern Lodge trait "Weapon Style" would give you proficiency with one monk weapon.


I went with a 2 level fighter dip for my Inquisitor: all the weapons and armor free plus 2 bonus combat feats aint too shabby! I was also considering a 1 level Cavalier dip: get all the armor and weapons, 1 bonus teamwork feat, and the Tactician ability to share teamwork feats with allies.

Considering that at higher levels you'll have access to just about ALL teamwork feats (since you can change it a few times a day) it could be a pretty powerful combination.

Dark Archive

Ragathiel is a LG Empyreal Lord, and his favoured weapon is the bastard sword. Fits your alignment restriction and is quite the decent weapon to go with.


Pathfinder Starfinder Roleplaying Game Subscriber
Tom S 820 wrote:

Simple

Mace, heavy 12 gp 1d6 1d8 ×2 — 8 lbs. B —
Simple
Morningstar 8 gp 1d6 1d8 ×2 — 6 lbs. B and P
And the Winner is
Moringstar 4 GP cheaper 2 lds lighter and dose 2 damge types

This. Morningstar is often my simple weapon of choice.

However:
1)Spears are underrated as simple weapons. 3x crit, brace against charge (and get a +2 shield bonus with Boar Spear), and throw it in a pinch. Or use a longspear and get a free AoO anytime someone bases with you.
2)If crit range is your issue, Daggars have the same range as longswords, and you can throw them. They only suck if you want to two-hand for extra damage. Dice don't matter much unless you want to Vital Strike. The 2 extra average damage from a d4 to a d8 are nothing compared to STR +1 Judgement +1 magic +1d6 flaming.
3)A level of fighter never hurt anyone (except the other guy).


Thanks for the replies. I am almost tempted to rock a shortspear and/or morningstar!

Dark Archive

Deylinarr wrote:

I went with a 2 level fighter dip for my Inquisitor: all the weapons and armor free plus 2 bonus combat feats aint too shabby! I was also considering a 1 level Cavalier dip: get all the armor and weapons, 1 bonus teamwork feat, and the Tactician ability to share teamwork feats with allies.

Considering that at higher levels you'll have access to just about ALL teamwork feats (since you can change it a few times a day) it could be a pretty powerful combination.

I was under the impression that in the beginning, the Tactician ability only allows the cavalier to share the teamwork feat he got with the Tactician ability.


There is a human option in the ARG to swap your human bonus feat for the languages and racial weapon familiarity of a race without the human subtype (ie not half orcs or half elves). This could get you a skill focus or weapon focus if the race doesn't have weapon familiarity). But a race like elves would give you a wide range of good weapons to choose amongst (longbows, elven curved blades etc)


Solwynn bint Khalsim ibn Abdul wrote:
Pendagast wrote:
4) there is a trait (I forget the name of it) that lets you borrow the trait of another race, then burn the second trait on elven ancestral arms (maybe the character grew up with or was raised by elves or something) which allows the character to choose any one martial or exotic weapon.

Inasmuch as I appreciate seeing other inquisitors, using the "Adopted" trait does not allow you to do this Penda.

Light of Saranrae be upon you.

I believe he was referring to the human alternate racial trait Adoptive Parentage as seen here.

Although, it does make a mention as to why these things really should have separate names...

edit: ninja'd again....


Mergy wrote:
Deylinarr wrote:

I went with a 2 level fighter dip for my Inquisitor: all the weapons and armor free plus 2 bonus combat feats aint too shabby! I was also considering a 1 level Cavalier dip: get all the armor and weapons, 1 bonus teamwork feat, and the Tactician ability to share teamwork feats with allies.

Considering that at higher levels you'll have access to just about ALL teamwork feats (since you can change it a few times a day) it could be a pretty powerful combination.

I was under the impression that in the beginning, the Tactician ability only allows the cavalier to share the teamwork feat he got with the Tactician ability.

You are correct - glad my GM steered me away from that choice!

Grand Lodge

Shelyn = Glaive. NG

Nalinivati = Urmumi. N

Sivanah = Bladed Scarf. N

Yamatsumi = Tetsubo. N

All available for a NG Inquisitor.

There are more.

Grand Lodge

More for a NG Inquisitor:

Kofusachi = Bo Staff. CN

Skrymir = Rapier. CN

Angradd = Greataxe. LG

Shizuru = Katana. LG

Lantern Lodge RPG Superstar 2015 Top 16

Odd idea, but go half-orc inquisitor! Bear with me on this, but compared to the human, it's not too shabby.

Using the ARG, you can swap out the normal weapon proficiencies for longsword and whip proficiency that also gets you a +2 to Kn(local).

If you want the human extra skilled point, the same book allows you to swap out darkvision with the +1 skill point per level.

That leaves you with Orc Ferocity and Intimidating traits which you can do a lot with if you want to replace them (Sacred Tattoos or Beastial come to mind); I think that more than makes up for the missing feat.

Just a thought if you want a longsworded inquisitor.


Kitsune Knight wrote:
Solwynn bint Khalsim ibn Abdul wrote:
Pendagast wrote:
4) there is a trait (I forget the name of it) that lets you borrow the trait of another race, then burn the second trait on elven ancestral arms (maybe the character grew up with or was raised by elves or something) which allows the character to choose any one martial or exotic weapon.

Inasmuch as I appreciate seeing other inquisitors, using the "Adopted" trait does not allow you to do this Penda.

Light of Saranrae be upon you.

I believe he was referring to the human alternate racial trait Adoptive Parentage as seen here.

Although, it does make a mention as to why these things really should have separate names...

edit: ninja'd again....

I'll take your word at it for now regarding the racial trait.

***(stupid work blocked the link. Banned. Games. Good thing it's not smart enough to block Paizo website lol)***

Yes I agree with your opinion on naming conventions, but there are only so many descriptives available :D

Burn brightly in the night, that others may be drawn to your light.


I usually just burn a feat and grab an earthbreaker. HULK SMASH!

Sczarni

NG inquisitors could choose CG Cayden Cailean for the raiper, or I believe N Gozreh for the trident.

I still like the multiclass idea. One level of Fighter gives you a free feat and all the weapon/armor proficiency you could ask for. One level of Gunslinger gives you not only martial weapons, but also firearms (and actually GIVES you a firearm) as well as helps put your Wisdom score to good use through grit.

Heck, even a level of monk would give you the temple sword. And your fists suddenly become an option if you ever find yourself sans gear.


Deylinarr wrote:

I was also considering a 1 level Cavalier dip: get all the armor and weapons, 1 bonus teamwork feat, and the Tactician ability to share teamwork feats with allies.

Considering that at higher levels you'll have access to just about ALL teamwork feats (since you can change it a few times a day) it could be a pretty powerful combination.

Unless there is some errata somewhere I'm not familiar with, this doesn't work. If you read the tactician ability:

Quote:
At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him.

He can only grant the bonus feat he gets as a cavalier at 1st level to his allies (or the one at 9th) not any teamwork feat the Cavalier knows.

EDIT: Until 17th level that is.


War domain can get you it, but it's like the worst use of the war domain.


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You could simply play as a human, and burn the additional feat for the alternative trait "Military Tradition: Several human cultures raise all children (or all children of a certain social class) to serve in the military or defend themselves with force of arms. They gain proficiency with up to two martial or exotic weapons appropriate to their culture. This racial trait replaces the bonus feat trait."

You would count it as the burning of a feat, but since it allows for the proficiency of two weapons, and allows exotic, it is still very much profitable, knowing that standard feats give proficiency for only one weapon.

Dont know if I helped, or someone already mentioned it.
Nevertheless, you're welcome. :-)


Class dipping can be beneficial, but I wouldn't do it just for the weapon proficiency. There needs to be some other benefits to justify the slowed down spell progression and delayed access to the Bane class feature.

For example, on my Intimidate based Inquisitor, I took two levels of Fighter with the Viking archetype. This netted me:

+1 BAB over where I would have been at my current level of straight Inquisitor.
2 bonus combat feats.
Martial weapon proficiency.
Move action Demoralize attempts in combat.

{The last one is the biggest, honestly. It dramatically improves the character's action economy, and coupled with Hurtful, can mean 2 full bonus attacks per turn.}


Shelyn grants a martial reach weapon I believe, which is nice, or heirloom weapon


Inner Sea Races has the Military Tradition alternate racial trait, which replaces the human's first level bonus feat with proficiency in two martial or exotic weapons (appropriate to their culture).


dipping on inquisitor is harsh, as the low caster ability and a lot of powers are level dependent , hence suffering much - and i am not sure the gain is a fair trade.

BUT.... here are the best 2 level dips for inquistors:

MONK: sohei :
imp unarmed strike (for domain strikes)
dodge
reflexes
3 to all saves
martial weapons .
flurry in light armors.

MAGUS : OF THE SPIRE:
2 feats (expertise, dodge).
martial weapons.
another casting class for scrolls.
spell strike (great as Dervish dance build!)
another attack per round is a big buff.

cavalier (if ghost rider stacks with animal domain than wow, else - order of the cockatrice + genderme).
+2 VS shaken (great with enforcer trick).
free feat \ team feat
mount (that stack with feather domain .... nice ).
full armor list.
if mount isnt needed, than the archtype that get improve finesse version is nice.

Fighter :
lore wardern 2 = 3 feats & all weapons.
unarmed fighter = snake style (almost certin block.) and imp unarmed strikes.
Viking = 2 feats + move action intimidate (nice!)

Barbarian (urban) : stack great with rage sub domain for many good reasons.


however......
not getting bane on time....... i doubt any dip is worth it...


Saldiven wrote:

Class dipping can be beneficial, but I wouldn't do it just for the weapon proficiency. There needs to be some other benefits to justify the slowed down spell progression and delayed access to the Bane class feature.

For example, on my Intimidate based Inquisitor, I took two levels of Fighter with the Viking archetype. This netted me:

+1 BAB over where I would have been at my current level of straight Inquisitor.
2 bonus combat feats.
Martial weapon proficiency.
Move action Demoralize attempts in combat.

{The last one is the biggest, honestly. It dramatically improves the character's action economy, and coupled with Hurtful, can mean 2 full bonus attacks per turn.}

Doesn't hurtful use a swift action? And thus makes you limited to 1 extra attack per turn.


Chess Pwn wrote:
Saldiven wrote:

Class dipping can be beneficial, but I wouldn't do it just for the weapon proficiency. There needs to be some other benefits to justify the slowed down spell progression and delayed access to the Bane class feature.

For example, on my Intimidate based Inquisitor, I took two levels of Fighter with the Viking archetype. This netted me:

+1 BAB over where I would have been at my current level of straight Inquisitor.
2 bonus combat feats.
Martial weapon proficiency.
Move action Demoralize attempts in combat.

{The last one is the biggest, honestly. It dramatically improves the character's action economy, and coupled with Hurtful, can mean 2 full bonus attacks per turn.}

Doesn't hurtful use a swift action? And thus makes you limited to 1 extra attack per turn.

One extra attack at full bonus equals two total attacks at full bonus.

(To clarify, I mean both attacks use full BAB, not that there are two bonus attacks.)

Scarab Sages

Animation wrote:

All,

If you were building a Human Inquisitor, whats a good way to pick up a decent weapon proficiency? Assume that the player cant stand Desna, Cayden, Sarenrae, or Ragathiel, and plans to be Neutral Good.

Will he have to burn a feat? Are there any domains that grant proficiency? Any traits?

Or should he simply sigh, pick up a Heavy Mace (simple weapons) and run with it?

Thanks!

I'm a fan of a Large Morningstar on my Simple Weapon users. The size increase makes it two handed, and gives an annoying -2 penalty on attack, but it deals out 2d6 damage that counts as both Bludgeoning AND piercing, which makes it pretty practical to get around DR at low levels.

If you've got access to the Shillelagh spell. You can start with a Large (Oak) Club, which becomes two handed, and deals 1d8 damage with that same -2 on attack. The difference here is that the spell Shillelagh makes the weapon count as two sizes larger, so then it deals quite a bit more damage (3d6 base damage). This can futher stack if you can become Enlarged (4d6 base damage). Plus the club has a listed cost of nothing, so a large one cost twice that, keeps the cost at nothing....

Both strength focused options, though.

A funny one is a Small Longspear, which somehow retains reach while becoming a one-handed weapon....

Daggers are useful back up weapons for every character (P or S damage, and they're light, so you can use them when you are swallowed whole...).

For a negative strength character, the crossbow is nice, because it doesn't penalize your damage rolls (like throwing weapons would). The Bayonett is a nice addition to any crossbow character.

Slings are nice, again for every character, just because they can use found ammunition (rocks), which means you don't have to weigh down the character with arrows or bolts, if you don't plan to use the ranged attack that often. Also really useful if you have access to the Magic Stone spell.

Guantlet weapons are nice because they give up your free hands. If your a non-caster and want a more silly character, the hook hand is pretty cool...


Ah (2) (full "base attack" bonus) attacks. The common what I see that on the boards is "2 full bab attacks"

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