
Bodhizen |

Bodhizen wrote:I'm looking it over again, and it looks like the feats still aren't fixed based on the BAB requirements, and Ghostbane Dirge is still listed under 1st lvl spells as well as 2nd...sgtrocknroll wrote:Thank you for drawing my attention back to this. The 2nd level spells are posted. I will be working on the 3rd level spells soon.Hello Bodhizen:
At the point now where I am about to start taking more 2nd level spells with the favored class option and next level I get 3rd level spells.
You mentioned back in November that you were starting 2nd level spells. Is there any progress or a expected date when those will be posted?
Thank you for your input. I've been a super-busy bee at work, so I may have missed what you're looking at. Can you please be more specific as to which ones? Thank you.

sgtrocknroll |
Feat Acquisition (Part 1)
Archer Inquisitor:
Clustered Shots: (8th) due to Odd Level Feat Aquisition should be 9th
Deadly Aim: (2nd) should be 3rd
ManyShot: (8th) due to Odd Level Feat Aquisition should be 9th
Improved Critical: (11th) should be 15th
Critical Focus (12th) Technically correct but since you only get Feats at Odd Levels should be 13th.
Staggering Critical (18th) Technically correct but since you only get Feats at Odd Levels should be 19th.
Vital Stike (8th) due to Odd Level Feat Aquisition should be 9th
Teamwork Feats
Target of Opportunity (8th) Should be 9th as that's when you get another Teamwork Feat
Seize The Moment: (11th) Due to the PreReq of Improved Critical should be 15th
Enfilading Fire: (7th) Should be 6th
Other Feats:
Mobility: (4th) should be 3rd due to odd level feat acquisition
Instant Judgment: (8th) Should be 9th due to odd level feat acquisition
Mounted Combat: (6th) should be 1st
Mounted Archery: (6th) should be 3rd
Shared Judgment: (8th) due to Odd Level Feat Aquisition should be 9th
Snapshot: (8th) due to Odd Level Feat Aquisition should be 9th
Improved Snap Shot: (12th) Should be 13th due to odd level feat acquisition
Devastator Inquisitor
Power Attack (2nd) Should be 3rd due to Odd Level Feat Acquisition
Furious Focus (2nd) should be 5th as you need Power Attck as a Prereq
Cleave (2nd) should be 5th as you need Power Attck as a Prereq
Great Cleave (6th) due to Odd Level Feat Aquisition should be 7th
Cornugon Smash (6th) due to Odd Level Feat Aquisition should be 7th
Weapon Focus (2nd) due to Odd Level Feat Aquisition should be 3rd
Dazzling Display (2nd) should be 5th due to prereq of Weapon Focus
Performing Combatant (2nd) should be 7th due to prereq Dazzling Display
Dramatic Display (2nd) should be 7th due to prereq Dazzling Display
Savage Display (2nd) (2nd) should be 7th due to prereq Dazzling Display
Vital Stike (8th) due to Odd Level Feat Aquisition should be 9th
Devastating Strike (12th) should actually be 11th
Improved Devestating Strike (18th) due to Odd Level Feat Progression should be 19th
Improved Critical: (11th) should be 15th
Critical Focus (9th) since you only get Feats at Odd Levels should be 13th.
Bleeding Critical (15th) should be 17th as you have prereq of Critical Focus
Step Up (2nd) should be 3rd due to odd level feat acquisition
Following Step (2nd) should be 5th due to Step Up as prereq
Step Up and Strike (8th) should be 9th due to odd level feat acquisition
After 2 hours of cross referencing I had to stop... will proceed with Devastator teamwork feats later...

Bodhizen |

Feat Acquisition (Part 1)
Archer Inquisitor:
Clustered Shots: (8th) due to Odd Level Feat Aquisition should be 9th
Deadly Aim: (2nd) should be 3rd
ManyShot: (8th) due to Odd Level Feat Aquisition should be 9th
Improved Critical: (11th) should be 15th
Critical Focus (12th) Technically correct but since you only get Feats at Odd Levels should be 13th.
Staggering Critical (18th) Technically correct but since you only get Feats at Odd Levels should be 19th.
Vital Stike (8th) due to Odd Level Feat Aquisition should be 9thTeamwork Feats
Target of Opportunity (8th) Should be 9th as that's when you get another Teamwork Feat
Seize The Moment: (11th) Due to the PreReq of Improved Critical should be 15th
Enfilading Fire: (7th) Should be 6th
Other Feats:
Mobility: (4th) should be 3rd due to odd level feat acquisition
Instant Judgment: (8th) Should be 9th due to odd level feat acquisition
Mounted Combat: (6th) should be 1st
Mounted Archery: (6th) should be 3rd
Shared Judgment: (8th) due to Odd Level Feat Aquisition should be 9th
Snapshot: (8th) due to Odd Level Feat Aquisition should be 9th
Improved Snap Shot: (12th) Should be 13th due to odd level feat acquisitionDevastator Inquisitor
Power Attack (2nd) Should be 3rd due to Odd Level Feat Acquisition
Furious Focus (2nd) should be 5th as you need Power Attck as a Prereq
Cleave (2nd) should be 5th as you need Power Attck as a Prereq
Great Cleave (6th) due to Odd Level Feat Aquisition should be 7th
Cornugon Smash (6th) due to Odd Level Feat Aquisition should be 7th
Weapon Focus (2nd) due to Odd Level Feat Aquisition should be 3rd
Dazzling Display (2nd) should be 5th due to prereq of Weapon Focus
Performing Combatant (2nd) should be 7th due to prereq Dazzling Display
Dramatic Display (2nd) should be 7th due to prereq Dazzling Display
Savage Display (2nd) (2nd) should be 7th due to prereq Dazzling Display
Vital Stike (8th) due to Odd Level Feat Aquisition should be 9th
Devastating Strike (12th)...
Thank you very much for your assistance with this. Some of what you have was incorrect, and some of what you have is not how I list things (like if you can get Power Attack at 3rd level, you can also get Cleave at 3rd level, provided that you somehow have an open feat pick; there's nothing in Cleave that would directly prevent it). Otherwise, I really appreciate your assistance in this matter.

Brutedude |
Very minor, but any reason why Elf wasn't considered as a race for the Archer?
I'm rolling up an Inquisitor now, thinking I want to go Archer, and Elf seems like an interesting choice. +2 Int, +2 Dex, -2 Con seems like a suitably solid option for an Archer Inquisitor. And everything else (low-light vision, +2 perception, elf magic, etc.) is pretty darn useful.
Other than that, very glad to see you continuing on. The Inquisitor was hurting for an excellent guide.
Hoping for some cool multi and/or prestige class options at the end.

sgtrocknroll |
Hoping for some cool multi and/or prestige class options at the end.
I don't know that the class needs multi or prestige classes...any deviation away from the class would hurt it considering how much stuff it gets...
Levelling up to 7th for next week though, definitely need to figureout 3rd level spells.
We have me (archer) and a Paladin in the party and thinking Greater Magic Weapon, trading it out later, as we have yet to get a primary magic weapon of even +1. At a loss for a second spell, beyond heroism...

Bodhizen |

Very minor, but any reason why Elf wasn't considered as a race for the Archer?
I'm rolling up an Inquisitor now, thinking I want to go Archer, and Elf seems like an interesting choice. +2 Int, +2 Dex, -2 Con seems like a suitably solid option for an Archer Inquisitor. And everything else (low-light vision, +2 perception, elf magic, etc.) is pretty darn useful.
Other than that, very glad to see you continuing on. The Inquisitor was hurting for an excellent guide.
Hoping for some cool multi and/or prestige class options at the end.
Brutedude,
Thank you for your questions. The primary reason that I don't recommend Elves to be Archer Inquisitors is because while they do get the +2 to Dexterity, Intelligence is the least necessary stat for the build. As an elf, the low-light vision is not unique to your race, the +2 perception is nice (but again, not necessary for the build), the elf magic is again, nice to have, but not necessary for the build to be successful... The same holds true with the rest that elves have to offer. The only thing they have going for them, so far as an Archer Inquisitor is concerned, is that they get the bonus to Dexterity.
As far as multi- or prestige class options at the end of the guide, that's not something that I do with my guides. There are too many variables involved for proper advice. I got 38 pages into my guide on Paladins alone, and this Inquisitor guide is 57 pages long so far and it's not even finished yet (I will be putting up 3rd level spells soon). If I were to give any decent advice on an Inquisitor/Paladin build, for example, that would warrant a guide all on its own comprising perhaps another 15+ pages (if I only reference things that I recommend in my Paladin and Inquisitor guides) or 30+ pages if I repeat all the information. If I'm going to give advice, I want to be thorough and give good advice, not do it halfway and make a couple of random suggestions. Plus, as sgtrocknroll correctly points out, Inquisitors get a lot of healthy benefits that would likely be lost to multi-classing or prestige classes.
Thanks for commenting on the guide, though. Best wishes!

STR Ranger |

A few notes on playing 2 inquisitors in Council of thieves.
1st Duncan Redhammer,
2nd Grimm Sharpest.
Duncan worshipped Ragathiel and went with a Buckler/Bastard Sword combo, that let him freely switch between a Davastator and Aegis build. RAGE SUBDOMAIN.
Grimm replaced Duncan when he died and the party wanted a very similar char to replace him. Same feats. Worshipped Angradd.Fought mostly with Alchemical Silver Warhammer and Quickdraw shield. TACTICS SUBDOMAIN.
Both WITCHUNTER Archetypes
Traits: Threatening Defender, Glory of Old
1- Steel Soul
3-Power Attack
5- Blindfight
7- Combat Expertise
9- Moonlight Stalker
Party Consisted of Tower Shield Fighter
Cleric of Calistria/HV
Archer Ranger
Conjuration Wizard
Now this means between Mithral Breastplate+Kilt (+7Armor)
Shield, Jingasa of the fortunate warrior and the Shieldwall teamwork feat and AC Judgement, Combat Exp(with trait), it is very easy to become unhittable.
Stealth is damn easy as well with Mithral Armor, Max ranks and the Stealth teamwork feat.
Divine Favor, Justice Judgement is plenty enough to soak power attack and have 0 issues hitting. Bane is crazy powerful. Stack those 3 and Grimm did far more damage than the fighter (admittedly the Tower Shield Fighter does not get weapon training)
Saves were stupid high (only failed 1 save all the way to 8th level)
In my opinion Tactics subdomain was way more powerful than RAGE.
This is because the Normal Inquisitor comes with tons of damage potential already. Another +2 to hit and damage and 0 casting is melee overkill.
The ability to give your GOD WIZARD two initiative roles is crazy good and a swift action CLEAVE or IMPROVED TRIP or BIG GAME HUNTER is just wickedly versatile.
Concealment came up all the time so Blindfight was so worth it.
Combat Expertise actually had a fair bit of use.I would take -1 to attack for +2 AC and stack AC judgement and Aegis fighting to tank hard,
Whilst simultaneously Stacking Divine Favor, Bane and Justice Judgement to keep damage up.
A friendly casting of Blur made him a killing machine with MOONLIGHT STALKER.
Good times.

STR Ranger |

Incidentally,
I am thinking of making a Tiefling inquisitor.
Going for the intimidation route.
I think Oni-Spawn (Hunger seed) would be ideal.
20pt buy
Strength 14 (16)
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 14 (16)
Charisma 8 (6)
Now the alt racial +2 intimidate takes care of the -2Cha mod.
Keep max ranks into intimidate and STERN GAZE and a few levels favored bonus should get it pretty damn high. Good caster and melee with those 16's.
1-Fiendish Heritage
3-Power Attack
5- Feat
7- Cornugan Smash
By level 7 with a Mod of +16. Workable?
Plus the Instrument of Agony Spell looks nice with this build.

Xander_21 |

Bodhizen excellent job on this guide. I was hesitant about playing 1, but after reading this it has me very tempted to play 1 now. I was thinking about the Dwarven Inquisitor that everyone has suggested on this thread.
I have 2 questions. Would using pistols be better than using a composite bow or a crossbow? And since the Inquisitor uses Wis to cast spells, would it be better to take Zen Archery to optimize the same stat score for both casting and using a bow? Any feedback would be appreciated! Thanks!

Xander_21 |

In my opinion Tactics subdomain was way more powerful than RAGE.
This is because the Normal Inquisitor comes with tons of damage potential already. Another +2 to hit and damage and 0 casting is melee overkill.
Str Ranger where are you getting the +2 to hit and damage from the Tactics domain?

STR Ranger |

STR Ranger wrote:Str Ranger where are you getting the +2 to hit and damage from the Tactics domain?
In my opinion Tactics subdomain was way more powerful than RAGE.
This is because the Normal Inquisitor comes with tons of damage potential already. Another +2 to hit and damage and 0 casting is melee overkill.
Actually I was comparing the Tactics subdomain WEAPON MASTER power vs the Rage sub domains 8th level rage power.
Getting the ability to Rage at 8th level is ok for the inquisitor.
I do however feel it is not as good as WEAPON MASTER.
WHY?
Because I have played both.
The Str Increase from Rage is nice.
So is the morale bonus to saves.
But.
You already get Judgement, BANE and with a prebuffed DIVINE FAVOR you are already rocking it for damage very hard.
Rage is just more of the same.
Weapon Master is way more versatile.
Depending on your feat choices you can qualify for a ton of feats.
My preferred pick is Blindfight, Combat Exp, Power Attack.
Need to cleave two opponent’s this round? Sweet.
Wanna trip a foe? Sorted
Need that power attack to land? Furious Focus.
Enemy near a ledge? Improved Bullrush!
The tactics power is just better becuse it can be any feat you qualify for on the fly.
And yes if I want more hit, I prebuff with gtr Invis and use WEAPON MASTER for Moonlight Stalker.

STR Ranger |

There are a few nice ones.
Although I wouldn't dip zen archer.
But if I was I would probably go with Feather subdomain for Perception bonus (allowing better spotting at range and the Initiative bonus to shoot foes before they close.)
The animal companion I would ride since you can ranged full attack while the mount moves to keep you out of melee.
If you want to somehow go for shooting foes while in melee then the Archon subdomain is nice.
-2 to AC and saves makes it easier for the whole party to hit everyone and the wizard to beat saves.
Actually you could Build a sick Half-Orc debuffer with that domain.
Aura of Wrath -2 AC and Saves
Dazzling Display/Cornugon Smash =Shaken another -2
Cruel Weapon adds sickend.
For a total -4AC, -4Saves, -2Attack.
Cast Instrument of Agony to add nauseated.
That would be a pretty sweet Melee build.

Xander_21 |

There are a few nice ones.
Although I wouldn't dip zen archer.
But if I was I would probably go with Feather subdomain for Perception bonus (allowing better spotting at range and the Initiative bonus to shoot foes before they close.)The animal companion I would ride since you can ranged full attack while the mount moves to keep you out of melee.
If you want to somehow go for shooting foes while in melee then the Archon subdomain is nice.
-2 to AC and saves makes it easier for the whole party to hit everyone and the wizard to beat saves.Actually you could Build a sick Half-Orc debuffer with that domain.
Aura of Wrath -2 AC and Saves
Dazzling Display/Cornugon Smash =Shaken another -2
Cruel Weapon adds sickend.
For a total -4AC, -4Saves, -2Attack.
Cast Instrument of Agony to add nauseated.That would be a pretty sweet Melee build.
So Str Ranger would you say that melee is the way to go for a dwarven inquisitor? And if so what weapon would you recommend using?
I was thinking about taking a dip in Gunslinger. What are your thoughts?

Xander_21 |

Actually I was comparing the Tactics subdomain WEAPON MASTER power vs the Rage sub domains 8th level rage power.
Getting the ability to Rage at 8th level is ok for the inquisitor.
I do however feel it is not as good as WEAPON MASTER.WHY?
Because I have played both.
The Str Increase from Rage is nice.
So is the morale bonus to saves.
Honestly, I was confused by what you meant by Weapon Master. I wasn't sure if you were referring to a prestige class of some sort or if it were it's own domain. So I did some research and Weapon Master is 1 of the domain powers you receive @ 8th level in the War Domain.
I have a question though. If you choose Tactics. I just want to confirm what my thoughts are. Tactics domain replaces the battle rage with Seize the Initiative. And you still retain the Weapon Master Power from the War domain?
That is a pretty handy power. It's too bad you can't gain the domain spells along with it...:(

Alex Mack |

Just came across a nice little combo that makes the feather domain even better. You should choose a bodyguard animal companion which receives the following handy ability at 3rd level:
Tenacious Guardian (Ex)
At 3rd level, a bodyguard can always act in a surprise round (though it remains flat-footed until it acts). As long as its master is adjacent, a bodyguard remains conscious (though it becomes staggered) when its hit points fall below 0. While below 0 hit points, the bodyguard loses 1 hit point per round but gains a +2 morale bonus on attack rolls, saving throws, and skill checks, dying only if its hit points reach a negative total equal to its Constitution score plus its master's class level.
Combine that with Lookout:
Lookout (Combat, Teamwork)
Your allies help you avoid being surprised.
Benefit: Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.
And you have a character that can always act in the surprise round (nice) and if he makes his perception check (think feather domain...) or if you initiated combat will always get a full round in the surprise round (very nice!).

STR Ranger |

Quote:Actually I was comparing the Tactics subdomain WEAPON MASTER power vs the Rage sub domains 8th level rage power.
Getting the ability to Rage at 8th level is ok for the inquisitor.
I do however feel it is not as good as WEAPON MASTER.WHY?
Because I have played both.
The Str Increase from Rage is nice.
So is the morale bonus to saves.Honestly, I was confused by what you meant by Weapon Master. I wasn't sure if you were referring to a prestige class of some sort or if it were it's own domain. So I did some research and Weapon Master is 1 of the domain powers you receive @ 8th level in the War Domain.
I have a question though. If you choose Tactics. I just want to confirm what my thoughts are. Tactics domain replaces the battle rage with Seize the Initiative. And you still retain the Weapon Master Power from the War domain?
That is a pretty handy power. It's too bad you can't gain the domain spells along with it...:(
Yep you keep the weapon master power.

Grimm Sharpest |

You can look at this avatar to see the full build.
You do have some choices to make.
Inquisitors have great skill selection but some have much larger effects in game.
For Instance INTIMIDATE should be a priority skill. Even for a 6Cha dwarf. It is skill a class skill and STERN GAZE quickly offsets the CHA penalty if you keep it maxed. Also works great with Blistering Invective and Instrument of Agony.
For a Tactics Domain Inquisitor that's awesome and makes CORNUGON SMASH an awesome feat.
You get a free Intimidate check for shaken (sickened as well with a CRUEL weapon)
Acrobatics can be an awesome skill to tumble through enemy squares, but relies on Mithral Breastplate to still have a decent AC. An OK option if you aren't interested in a shield.
My build GRIMM didn't care cause he wore Mithral Breastplate with a Armored Kilt (+7AC) and stayed next to our Tower Shield Fighter (using shieldwall teamwork feat) and would fight with a Warhammer and Large Shield for Nice tanky AC. One of the areas Bodhi and I disagree is I feel a 1h+shield Inquisitor is very optimal since MOST of an Inquisitors damage comes from static bonuses like Judgement and Bane and DIVINE FAVOR. As a D8 HD char I am more than happy to trade an extra 5 points of Damage (2h+power attack vs 1h+power attack) for an extra +4AC (Large shield and shieldwall)
Diplomacy is great (especially if you learn the spell HONEYED Tongue or take the HERASEY INQUISITION instead of a domain)
Stealth is also awesome, (even with med armor) since Invisibility is a huge Buff but not a guarantee. A if you have a good sneak in the party (like and Urban Ranger. We did) You can use the STEALTH SYNERGY teamwork feat and save casting a valuable spell.
I love the WITCH HUNTER archetype for the Dwarf Inquisitor since it gets your saves vs magic to crazy high levels and adds wis to spellcraft checks. On such a char SPELLCRAFT needs to be maxed.
Profession:Alchemy is the single best profession in the game since it lets you make a TON of mundane useful crap like tanglefoot bags and smoke arrows and Alchemist fire etc.

Xander_21 |

You can look at this avatar to see the full build.
You do have some choices to make.
Inquisitors have great skill selection but some have much larger effects in game.For Instance INTIMIDATE should be a priority skill. Even for a 6Cha dwarf. It is skill a class skill and STERN GAZE quickly offsets the CHA penalty if you keep it maxed. Also works great with Blistering Invective and Instrument of Agony.
For a Tactics Domain Inquisitor that's awesome and makes CORNUGON SMASH an awesome feat.
You get a free Intimidate check for shaken (sickened as well with a CRUEL weapon)Acrobatics can be an awesome skill to tumble through enemy squares, but relies on Mithral Breastplate to still have a decent AC. An OK option if you aren't interested in a shield.
My build GRIMM didn't care cause he wore Mithral Breastplate with a Armored Kilt (+7AC) and stayed next to our Tower Shield Fighter (using shieldwall teamwork feat) and would fight with a Warhammer and Large Shield for Nice tanky AC. One of the areas Bodhi and I disagree is I feel a 1h+shield Inquisitor is very optimal since MOST of an Inquisitors damage comes from static bonuses like Judgement and Bane and DIVINE FAVOR. As a D8 HD char I am more than happy to trade an extra 5 points of Damage (2h+power attack vs 1h+power attack) for an extra +4AC (Large shield and shieldwall)
Diplomacy is great (especially if you learn the spell HONEYED Tongue or take the HERASEY INQUISITION instead of a domain)
Stealth is also awesome, (even with med armor) since Invisibility is a huge Buff but not a guarantee. A if you have a good sneak in the party (like and Urban Ranger. We did) You can use the STEALTH SYNERGY teamwork feat and save casting a valuable spell.
I love the WITCH HUNTER archetype for the Dwarf Inquisitor since it gets your saves vs magic to crazy high levels and adds wis to spellcraft checks. On such a char SPELLCRAFT needs to be maxed.
Profession:Alchemy is the single best profession in the game since it lets you make a TON of...
Thanks Grimm for the suggestions! I appreciate it!

Grizzly the Archer |

So for a 2 level dip in inquisitor for my 12th level zen archer, feather domain is what you recommend?
I wouldn't get use of the animal companion, only the +1 to perception, and +2 initiative during a surprise round.
Do you think the travel domain might be better? Or perhaps an inquisition? The build is wisdom heavy. 12 zen archer monk/ 2 inquisitor

Grizzly the Archer |

Conversion inquisition gets you Wisdom to social skills, but that's about it. It's nice in a Wisdom-heavy build.
True, it's a nice bonus, but since it's to diplomacy, intimidate, and bluff, the three social skills that a vow of silence and truth monk might not use very often, it might not be very beneficial. Bluff is deceitful so can't use that and silence makes it hard to be diplomatic or intimidating unless I use sign language or have sign language " caption" gloves to physically create the words I'm thinking/ signing.

Bodhizen |

I have 2 questions. Would using pistols be better than using a composite bow or a crossbow? And since the Inquisitor uses Wis to cast spells, would it be better to take Zen Archery to optimize the same stat score for both casting and using a bow? Any feedback would be appreciated! Thanks!
I don't care for the dip, as there are things you trade off in return, but if you enjoy it, I wouldn't tell you not to. As for using pistols, it really depends on what your end goals are.
Bodhizen: do you plan on adding in an item section? For magic items and equipment that can beat be utilized by the inquisitor?
Such as the bane baldric, or a furious weapon for a rage subdomain inquisitor, or a courageous weapon to pump up the morale bonuses.
I do. Things have been stalled due to outside interference. I'll add more as I can.

STR Ranger |

Also, while I agree with you that the trade off of extra damage for extra AC is worth it. I may have to reconsider since I'm in a pirate themed campaign where I'll need to make swim checks. Shield will hamper me in that way.
True. I would switch between 2 handed or 1 hand plus shield as needed.
Eg if you worshipped Ragathiel you could get a buckler and freely swap between each style of fighting as needed.
I honestly never felt the -1 for using the buckler at low levels. Between my high str, Divine Favor, Judgement and the bards inspire courage hitting in spite of two handing my bastard sword with a buckler strapped to my arm was no problem.
For a pirate campaign swim is an important skill max it at low levels.
Once you have a mod of +10 you should be set.

Xander_21 |

Xander_21 wrote:I have 2 questions. Would using pistols be better than using a composite bow or a crossbow? And since the Inquisitor uses Wis to cast spells, would it be better to take Zen Archery to optimize the same stat score for both casting and using a bow? Any feedback would be appreciated! Thanks!I don't care for the dip, as there are things you trade off in return, but if you enjoy it, I wouldn't tell you not to. As for using pistols, it really depends on what your end goals are.
Bodhi, after researching further, there is a weapon property called guided. No need to dip into anything. But instead you can use your WIS instead of your DEX for ranged attacks. Would this be better?

Bodhizen |

Bodhizen wrote:Xander_21 wrote:I have 2 questions. Would using pistols be better than using a composite bow or a crossbow? And since the Inquisitor uses Wis to cast spells, would it be better to take Zen Archery to optimize the same stat score for both casting and using a bow? Any feedback would be appreciated! Thanks!I don't care for the dip, as there are things you trade off in return, but if you enjoy it, I wouldn't tell you not to. As for using pistols, it really depends on what your end goals are.
Bodhi, after researching further, there is a weapon property called guided. No need to dip into anything. But instead you can use your WIS instead of your DEX for ranged attacks. Would this be better?
I believe it would be better to get your weapons the guided property than to dip into Zen Archer, yes.

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I'd like to step up and strongly advocate the Conversion Inquisition. Being able to completely ditch Charisma and still play the party face is a phenomenal ability for anyone wanting to (as the guide suggests) combine bits of the Virtuoso Inquisitor with any of the other builds, or, indeed, anyone who wants to simply be good at social skills.
Is it optimal if you don't care about social skills? No, of course not, but it's fabulous if you do.
I'm not saying it's a must-have for all Inquisitors or anything, but Red is for options that are actively bad, which is not how I'd characterize a domain that grants 3 skill points a level and a +3 modifier on all Int based checks and +2 on Bluff, Diplomacy, and Intimidate (which is what the Conversion Inquisition and a swap of Int and Cha will grant your 25 point-buy Archer Inquisitor, just for example). And the 25 point-buy Virtuoso build can double his Str score via more-or-less the same method (Wis 16, Str 14, Cha 7), with no loss of social acumen, and picking up some Wisdom to boot. The 15 point-buy Virtuoso could also get, say, Dex and Con 12 out of it by dropping Cha to 7.
Are those stat-increases worth a Domain? Not always, but they sure sound like good options to me.

STR Ranger |

A few opinions on the 3rd level spells.
Buffs: You get 3rd level spells at CL7.
Now Divine Favor is a one minute luck buff that lasts a minute that grants +2 to hit and damage at the level you get 3rd level spells.
This is important since Divine Favor is the staple spell and only a 1st level spell.
Battle trance: Grants you the opportunity to continue to be a threat when you are already at negative HP. Sorry I'd rather drop and have the Con HP reserve for the cleric to get to me. If you get dropped that's it. Dead. But you can heal yourself you say? Wanna move away cast CMW? Sweet. Next round he closes and drops you.
Deadly Juggernaut : Why blow a 3rd level spell for only +1 to hit/damage and DR? Average combat lasts 4rds? How many CR-4 or harder creatures do you usually kill in 4rds? Better to cast Divine Favor and take the +2 to hit/damage straight away. Orange at level 7 but does get better as you gain enough CL for the spell to last multiple combats. It DOES turn you into an engine of Destruction AFTER you kill 5 dudes.
Litany of Righteousness :Would be awesome but. ..wait. THERE IS NOTHING THAT SAYS THE INQUISITOR GETS AN AURA! Crap.
Righteous Vigor :Need a spell for a Melle BBEG? This is it. It's +1 Morale (so it stacks with Divine Favor and Inspire Courage) PER HIT! You can have the full bonus in a round with a good full attack. Lasts a good while and keeps adding free Temp HP while you eat attacks. BLUE.
Other than that the list is bang on.

Bodhizen |

Thank you to all of you for your commentary on the Guide, and for helping me to improve it.
I really disagree with Half-Orc being green for the devastator build
If half-elf is blue, how is half-or worse? Additional bonus to intimidate, orc ferocity (best used on a class with self healing capabailities), darkvision, and proficiency with great axe and falchion.
Was this an oversight?
Half-Elves get Low-Light Vision, Adaptability (unless you switch it out for Ancestral Arms, which I recommend), Elven Immunities (which is okay), but I highly value Keen Senses, as Perception is the most used skill in the game. Orc Ferocity is awesome and all, but it only buys you one round where your opponent is likely to end you anyway.
3 More levels til I ask about 4th level spells... :)
I will try very hard to beat you to the punch.
I'd like to step up and strongly advocate the Conversion Inquisition. Being able to completely ditch Charisma and still play the party face is a phenomenal ability for anyone wanting to (as the guide suggests) combine bits of the Virtuoso Inquisitor with any of the other builds, or, indeed, anyone who wants to simply be good at social skills.
Is it optimal if you don't care about social skills? No, of course not, but it's fabulous if you do.
I'm not saying it's a must-have for all Inquisitors or anything, but Red is for options that are actively bad, which is not how I'd characterize a domain that grants 3 skill points a level and a +3 modifier on all Int based checks and +2 on Bluff, Diplomacy, and Intimidate (which is what the Conversion Inquisition and a swap of Int and Cha will grant your 25 point-buy Archer Inquisitor, just for example). And the 25 point-buy Virtuoso build can double his Str score via more-or-less the same method (Wis 16, Str 14, Cha 7), with no loss of social acumen, and picking up some Wisdom to boot. The 15 point-buy Virtuoso could also get, say, Dex and Con 12 out of it by dropping Cha to 7.
Are those stat-increases worth a Domain? Not always, but they sure sound like good options to me.
The Charm of Wisdom is the only favourable option in the Conversion Inquisition, but not only must one consider what the Inquisition will grant the character, but what they're giving up in return. With the number of other Inquisitions, Domains and Subdomains that grant truly fantastic abilities, the power to ditch Charisma for three skills is a trap. It doesn't suborn the need to have Charisma for anything else; if it did, I'd definitely rate it higher. It's got a relatively nice perk that is so narrow in application that I wouldn't rate it any higher, even if it would be useful for a Virtuoso (though better for a straight Virtuoso) build.
A few opinions on the 3rd level spells.
Buffs: You get 3rd level spells at CL7.
Now Divine Favor is a one minute luck buff that lasts a minute that grants +2 to hit and damage at the level you get 3rd level spells.This is important since Divine Favor is the staple spell and only a 1st level spell.
Battle trance: Grants you the opportunity to continue to be a threat when you are already at negative HP. Sorry I'd rather drop and have the Con HP reserve for the cleric to get to me. If you get dropped that's it. Dead. But you can heal yourself you say? Wanna move away cast CMW? Sweet. Next round he closes and drops you.
Deadly Juggernaut : Why blow a 3rd level spell for only +1 to hit/damage and DR? Average combat lasts 4rds? How many CR-4 or harder creatures do you usually kill in 4rds? Better to cast Divine Favor and take the +2 to hit/damage straight away. Orange at level 7 but does get better as you gain enough CL for the spell to last multiple combats. It DOES turn you into an engine of Destruction AFTER you kill 5 dudes.
Litany of Righteousness :Would be awesome but. ..wait. THERE IS NOTHING THAT SAYS THE INQUISITOR GETS AN AURA! Crap.
Righteous Vigor :Need a spell for a Melle BBEG? This is it. It's +1 Morale (so it stacks with Divine Favor and Inspire Courage) PER HIT! You can have the full bonus in a round with a good full attack. Lasts a good while and keeps adding free Temp HP while you eat attacks. BLUE.
Other than that the list is bang on.
Here's why I rated Battle Trance green... It can be cast well in advance of an impending battle and can automatically gain 4d6+4 hit points when you're of sufficient level to cast it. The boost to saving throws versus mind-affecting effects is pretty significant as well. I wouldn't recommend it over Divine Favour, but it's not a spell to be discarded lightly, even with the restrictions.
As for Deadly Juggernaut, when you first acquire the spell, a (technically) 0-HD opponent is a qualifying opponent for your spell, and if you can off more than 1 opponent per action (as with Cleave, for example), there's no restriction against gaining the +1 bonus to melee attack and damage rolls, Strength checks, Strength-based skill checks and DR 2/- more than once per action. Even if you're going one opponent at a time, the host of benefits is better than Divine Favour (particularly by the time you off opponent #2), and it might last into a second battle (granted, Divine Favour could as well). Divine Favour gives you a better instant boost, but has a lower cap making it less useful at higher levels. Its only drawback is that it's slower to build.
Litany of Righteousness... Thanks for the spot there. Good eye! Corrected.
Righteous Vigor has those nasty caps, not the best duration (4 rounds at the start), and the attack bonus resets to zero if you miss. That's why I can't rate it as blue.
Thank you so much for your input!

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The Charm of Wisdom is the only favourable option in the Conversion Inquisition, but not only must one consider what the Inquisition will grant the character, but what they're giving up in return. With the number of other Inquisitions, Domains and Subdomains that grant truly fantastic abilities, the power to ditch Charisma for three skills is a trap. It doesn't suborn the need to have Charisma for anything else; if it did, I'd definitely rate it higher. It's got a relatively nice perk that is so narrow in application that I wouldn't rate it any higher, even if it would be useful for a Virtuoso (though better for a straight Virtuoso) build.
Aside from Leadership score if you're grabbing Leadership...what else does an Inquisitor ever use Charisma for? Perform or Disguise, maybe? And honestly, Perform isn't actually very useful for a non-Bard.

Deyvantius |

Half-Elves get Low-Light Vision, Adaptability (unless you switch it out for Ancestral Arms, which I recommend), Elven Immunities (which is okay), but I highly value Keen Senses, as Perception is the most used skill in the game. Orc Ferocity is awesome and all, but it only buys you one round where your opponent is likely to end you anyway.
Darkvision>lowlight; falchion<curved blade; elven immunities<ferocity; perception bonus>intimidate.....
I guess I just can't see a clear winner. YMMV

Major_Blackhart |
I was wondering if you're planning to update your guide to maybe help conform with later books as well, and racial feats?
I've been thinking about Improved Sunder and Destroyer's Blessing for my Gorum Inquisitor who will focus on a combination of Bane and Rage for combat bonuses, and while it seems like a good choice, I'm wondering if it's worth it.
Has anyone used that feat combo before to regain rage for an Inquisitor?

Bodhizen |

Major_Blackhart,
Thank you for your concern. My guide is constantly being updated to conform with source material from the latest books. You may notice that I already include materials from Orcs of Golarion and the Advanced Race Guide. However, Orcs and Half-Orcs are not optimal races for an Inquisitor, and while the ability to sunder weapons and armour certainly has its uses, a Barbarian gains greater benefit to this option than does an Inquisitor by virtue of their Base Attack Bonus.
Dropping two feat choices to prolong your rage is dicey. You might gain 3 rounds of rage (or 4 with speed weapons or haste in effect), but you've used 50% of your feat picks at 8th level (75% if you include Power Attack, though you'll likely take Power Attack for other reasons anyway) in order to prolong an ability that grants morale bonuses and hit points at the expense of some of your defense. Since morale bonuses are non-stackable, and Inquisitors do have other ways of gaining them, it seems inefficient, to say the least.
Best wishes!

Duncan Redhammer |

Here is Duncan Redhammer.
STR RANGER's version of an Ageis Inquisitor. Or Devastator Inquisitor.
He is WBL at 5.
Offense
All up BAB of +7 with his Hammer or Axe.
Add +2 to Attack/Damage for Divine Favor
Or BANE.
So a single standard action and a swift
Can have him swinging at
+7 (+9 for Bane, -1 if using PA) and doing
1d8+3(str)+2(luck)+2(enhancement)+2d6(bane)+2 (PA)
That is sweet a$$ damage at level 5 even if one handed.
It COULD be even higher on damage or to hit depending on judgment used.
Defense
AC is 22 using his +1 Buckler and 24 if allowed to prebuff with Shield of Faith.
If he chooses to two hand he can cause he wields a buckler but incurs a -1 to attack for doing so, not an issue with such a decent to hit if buffed. Some people would HATE the penalty but in that case a Heavy shield could be used for better AC and freely dropped if decided to 2 hand.
Again a pretty sweet AC that can go even higher if using judgment.
Saves
Fort 7 +5vs Magic and Poisons
Ref 4 +5vs Magic and Poisons
Will 8 +5vs Magic and Poisons
Pretty good at level 5 for Regular stuff, but AWESOME vs Magic and spells.
Which is the number 1 thing that forces saves in the game.
Not to mention a successful spellcraft check adds another +1 (scaling bonus) to Saves and AC against spells you id.
Spells
0-Light, (for non darkvison allies)
Create Water,(fresh water is important and can douse small fires)
Detect Magic, (duh!)
Guidance, (free at will +1 to any skill)
Sift, (a way to check out stuff that may go BOOM)
Disrupt Undead (good way to harm incorporal undead at low level)
1st level
Comprehend Languages, (so so, didn't see any spells that screamed PICK ME and pantomime sucks)
Divine Favor,(took fortune's Favored trait!)
Command (will save or TRIP, DISARM, REPOSITION at range)
Bane (the value of this or Bless depends on group size.)
2nd Level
Invisibility, (is freaking awesome)
Lesser Restoration, (would have preffered something else but we don't have a cleric)
Blistering Invective (balls to the wall awesome. The check is relatively easy thanks to stern gaze. Shaken is a great area debuff and the fire damage is gravy)
Future plans
Duncan is a skillful shock trooper, similar to a ranger.
His stealth is decent and using the Stealth Synergy teamwork feat is a good scout when partnering with his pet PseudoDragon (200gp blindsight scout buddy) or a stealthy ally.
Able to do good 1 handed damage, I prefer an AGEIS build with a Inquisitor because d8 is ok HP not awesome HP. That shield (particularly standing adjacent to a shield wielding ally) does make a difference.
Now depending on campaign if you see a ton of mooks, DEADLY JUGGERNAUT is the best buff you can get.
If your campaign features heaps of single tough enemies the RIGHTEOUS VIGOR is the best buff.
While Bodhi and I disagree on the
Blindfight, Combat Expertise, Moonlight Stalker Build
I find it particularly effective.
Consider fighters will sink 4 feats into the wpn fcs, wpn spec chain.
Moonlight Stalker grants a similar +2 to attack and damage as well.
Using it only requires Gtr Invisibility and you are silly not to use such a great spell.
Blindfight is always on and while See Invisibility is on the Inquisitor list it requires a precious spells known slot and costs an action.
By 8th level he will get the WEAPON MASTER domain power.
Because of the feats he took, Duncan can use it for feats like
IMP MANUVERE (trip is still sweet at level 8)
CLEAVE
IMPROVED BLINDFIGHT
Wpn Fcs
Furious Focus etc
Having played this type of inquisitor till 10 I can say you end up with the ability to switch between tank, sneak, cannon and face (Hello HONEYED TONGUE) as you choose.
As always, with an inquisitor resource management is the thing that takes skill.
NOTE: It is 00:36 right now, so I may have made errors. I need sleep.

STR Ranger |

Ok guys I need some help.
Basically a version of Duncan died in a COT game I was playing many months ago.
He just got rezzed and I may be retiring the Pally I am playing and being Duncan again.
You see the normal version of him 2 posts up.
He is specced to go the Gtr Invisibility+Moonlight Stalker route.
The DM is not a fan of Ultimate Combat and has ruled out moonlight stalker.
So I need to build a level 10 version of Duncan as a RAGE SUBDOMAIN follower of Ragathiel.
His Domain grants RAGE, 10 rounds worth. He will learn a RAGE POWER at 12 so all feats after that will probably be EXTRA RAGE POWER.
SO what is an optimal feat selection till then? He will fight two handed with a +1 Furious Bastard Sword BTW.
1- Destructive Smite Steel Soul
3- Power Attack
5- Cleave??
7-
8- Rage
9-
I don't think extra rage or extra bane is needed at level 10.