Who's better at tanking between Magus and Inquisitor?


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Dark Archive

Pendagast wrote:
i really wish goblin wasnt a pc choice... too many goblin builds...its getting old like dervish dance magus's

You won't be happy unless everyone's playing a Human Fighter, will you?


Ender730 wrote:
Can you explain why you chose Goblin, bladebound, and what you mean about pumping his AC higher "at will"?

Goblin for ridiculous dex. Bladebound basically for money for defensive items, and BB is better sustained damage. 'At will' meaning the arcana to add int to AC as an immediate action, but the magus also has better defensive spells-- mirror image, blur, shield, etc. I haven't really worked up a 'tank' magus. Looking at it more seriously I might go hexcrafter instead of kensai, as the debuffs are pretty gnarly for tanking...

I don't follow why multiple people are saying the inq is better for a longer adventuring day. Magus definitely has more nova potential, but you don't have to nova. He has built-in no-cost damage enhancement, whereas the inq does not.


blackbloodtroll wrote:
Pendagast wrote:
i really wish goblin wasnt a pc choice... too many goblin builds...its getting old like dervish dance magus's
Miss the Drow Rangers?

Well I think Drow has been taken over by Dhampir....

I was, however, ecstatic when the 2nd Darkness AP came out with the NO DROW PCs thing.... now that it's retconned Drow Paladins everywhere, really??? sheeesh.

Scarab Sages

Pendagast wrote:
...its getting old like dervish dance magus's

Are you also going to complain about all the fighters and barbarians with 2-hand weapon builds? They are far more common than the magus dervish dancer.

Magus builds tend to favor dervish dance for one reason. The style meshes perfectly with the classes limitations.

Scarab Sages

Pendagast wrote:
tiny? goblins are small not tiny.

Reduce person.

It does for a dex build what enlarge person does for a strength build.

+2 AC, +2 to-hit, no change in average damage.


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All the dervish dance crying is getting pathetic. Its like complaining classes with on hit damage (SA, Smite evil and so on) favor builds that have many hits. High STR builds favor 2handers.

Of course someone that must fight with a free hand will favor what works well with it.


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I love using this quote for tabletop "tanks" who try to draw "aggro".

"Kill The Finger Wagglers!"

Ironically enough, it's from Everquest 2. Anyone who treats my table like an MMO is going to be surprised. My monsters aren't MOB's and they certainly won't line up to die in a way you feel is appropriate.


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Pendagast wrote:
blackbloodtroll wrote:
Pendagast wrote:
i really wish goblin wasnt a pc choice... too many goblin builds...its getting old like dervish dance magus's
Miss the Drow Rangers?

Well I think Drow has been taken over by Dhampir....

I was, however, ecstatic when the 2nd Darkness AP came out with the NO DROW PCs thing.... now that it's retconned Drow Paladins everywhere, really??? sheeesh.

Yes, because there are SOOOO many Drow Paladins everywhere now. >.>

Dark Archive

So they completely ignore the guy who is cracking their skulls open? Because that doesn't sound any more realistic than them completely ignoring the guy in a robe who's wiggling his fingers.


I thought this was always "rush to smash the squishies first" tactical game?


Strategy works both ways. I'm just saying those MMO terms might not apply to a tabletop game. They certainly won't be observed at any game I've ever played or run. There's no "Pathfinder Taunt Hotkey" that I've ever seen.


Earthdawn had a taunt ability to one of their classes... I always kinda liked that mechanic.

But I see what you are saying with the mob/aggro thing.... it's a dumb AI mechanic.

Usually, when attacking, I choose the easiest targets to drop first, trying to use mobility and positioning to avoid the heavy hitters until we can swarm him.
Maybe having the spell caster use movement/battle field control to slow him down.

That would be the opposite of "mob aggro"


Pendagast wrote:

Earthdawn had a taunt ability to one of their classes... I always kinda liked that mechanic.

Earthdawn taunt had nothing to do with mmo 'taunt', however. ED taunt was 'talk trash and fluster the enemy,' not, 'attack me now!' =P

There are various ways to encourage the badguys to target who you want them to, if it takes a bit more brainpower than 'press 1.'

That's another reason why I favor small tanky types and big bruisers- average enemy is going to see a goblin and think 'ooh, easy kill,' especially if he's hitting hard... =)

Grand Lodge

I have seen the "MMO player" at the table, using his favored tactics, and being really upset that they don't really work.

I have also seen the "thespian" at the table, setting his D20 on the table, and telling someone to roll for him, walking away, and asking someone to get him when combat is over.


I've done that...but only because I can never roll over a 4.....EVER. I used to have this dude's five year old roll for me. But one time he started lying about 20s (the fifth one gave it away) he was going so many cheers and positive feed back about rolling 20s, every time he threw the dice he just said "20" so he could be the hero again.... it was really sad telling him he couldn't roll the dice anymore.... he was heart broken.

Grand Lodge

Anyone ever game with a Fantasy Football player?

It's a different kind of tabletop gaming, but I am curious about the style they might have when playing Pathfinder.

Gotta guy who does, and am considering inviting him.


Pendagast wrote:
I've done that...but only because I can never roll over a 4.....EVER. I used to have this dude's five year old roll for me. But one time he started lying about 20s (the fifth one gave it away) he was going so many cheers and positive feed back about rolling 20s, every time he threw the dice he just said "20" so he could be the hero again.... it was really sad telling him he couldn't roll the dice anymore.... he was heart broken.

lol, I've seen that exact same thing happen.


Pendagast wrote:
i really wish goblin wasnt a pc choice... too many goblin builds...its getting old like dervish dance magus's

How about a dervish dancing magus goblin?


Artanthos wrote:
Pendagast wrote:
tiny? goblins are small not tiny.

Reduce person.

It does for a dex build what enlarge person does for a strength build.

+2 AC, +2 to-hit, no change in average damage.

Except now you have to stand in the enemy's square to attack.


johnlocke90 wrote:
Artanthos wrote:
Pendagast wrote:
tiny? goblins are small not tiny.

Reduce person.

It does for a dex build what enlarge person does for a strength build.

+2 AC, +2 to-hit, no change in average damage.

Except now you have to stand in the enemy's square to attack.

and dance

Grand Lodge

Having the ability to heal, and more importantly, remove conditions, is a big boon to the Inquisitor.

The chosen Deity can make a difference too, as the favored weapon and domain choices make a difference.


yea im a big inquisitor fan.... but i love magus too.... ack... ugh.... I cant choose... what do you call a gamer that cant choose a character? a PolyGAMist?

Grand Lodge

Well, you could see the Magus as a Soviet BT Tank, whilst an Inquisitor as a German Tiger II Tank.

Scarab Sages

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From having played both, I would suggest this form of comparison instead:

The Magus can enhance his To Hit, Nova (uber damage boosts), and AC all on the fly with a much faster and action economical system. He adjusts better on the fly, deciding on which actions to spend doing what, to when, and how he needs it. Does he need to cast and do Spell Combat, plus enhance his AC with his Arcane Pool? Yes, and he can change it from one combat round to the next with very little difficulty.

On the other hand, the Inquisitor can take time to prep, and enhance his AC, his To Hit, his Damage, add Bane, add a Judgement, etc and do a redonkulous amount of damage per hit and be tough as nails doing it. He can lay down some serious beat stick, heal himself, and keep going far better than the Magus (in my opinion.) What he really lacks though, is the ability to swap out most buffs and boosts quickly and efficiently.

Both tank well, sometimes so well that you don't really NEED a full BAB fighter/tank.

I prefer the Inquisitor.

That opinion is jaded because of being able to cast divine spells without prep. That is just sexy as hell.


Thanks guys. From my own character creation attempts, at level 5 with a 20-point buy a Kensai has about equal AC as a buffed up Inquisitor. The Int to AC is just too good. I'm not sure if it's worth the loss of one spell per level, but strictly from an AC perspective, it keeps the Kensai on par if not ahead of a fully decked out Inquisitor practically every step of the way to level 20.

The Inquisitor's saves is a bit higher, due to relying on Wis instead of Int for spellcasting. I know others have said that being a target of spells is less likely than being targeted by attacks, but the difference between the two is a bit too glaring.

The Kensai will obviously do more damage in a quicker amount of time, but it's not as if the Inquisitor is a slouch in the damage department. He just can't nova, but can still dish out appropriate damage and catch up when the Kensai runs out of spells. I'm not sure how the Kensai will handle the fight after the 8 or so rounds of using up all his nova spells (at level 5). I suppose he can spam that Arcane Mark spell, or alternatively, if going Hexcrafter, then he can spam Brand, but going Hexcrafter means also having much lower AC.

Seems like at this point, from a mechanical point of view it's a matter of preference on whether I want to do nova damage, or if I want more sustained damage with higher saves. Right now I'm leaning towards Kensai mainly because I like the idea of an unarmored combatant badassing his way around the battlefield, but the super-limited amount of spells and lower saves is really worrisome.

Grand Lodge

Pendagast wrote:
i really wish goblin wasnt a pc choice... too many goblin builds...its getting old like dervish dance magus's

It's only a PC choice when the GM allows it.


Ender730 wrote:
I'm not sure how the Kensai will handle the fight after the 8 or so rounds of using up all his nova spells (at level 5)...

That's the trick.. don't nova all the time!

There are times I simply attack and use Arcane Mark t get my "touch spell" attack in. Yes I not dealing OMFG damage but remember that switching grips on a weapon is a non action. (and being able to send a message to your enemies.. much like Zorro is kind of sweet)

Using power attack and furious focus you only suffer a -2 to hit with your first attack and then suffer a -3 (or more at later levels) with your spell strike attack.

Use a Katana Two-Handed attack, then cast Arcane Mark and your spellstrike attack in

Now I have never had an issue with GM's but if I did play with a GM who was restricting the switching of grips on a weapon, you can always take the Trait Magical Lineage with Arcane Mark and take the still spell feat.

Yes I know it sounds like a TOTAL waste but it allows you, regardless of the GM, to go two-handed grip on a weapon, cast you 0 level spell, and get your spellstrike attack in.

Heck it makes taking only 2 levels of Magus worth something


Ender730 wrote:
Thanks guys. From my own character creation attempts, at level 5 with a 20-point buy a Kensai has about equal AC as a buffed up Inquisitor.....

Now let me help you get frustrated and bash your head on a table...

a half-orc city raised Inquisitor... who follows Erastil and takes the Feather sub-domain.

Not only do get 1/2 your level to Perception you get an animal companion. with the 1/2 level added to Intimidate and monster lore from your race.

now add Boon Companion, Power Attack, and Cornugon Smash

A tank with the ability to demoralize anyone they power attack as a free action, in heavy armor, backed up by a pouncing large cat or tripling large wolf is NOTHING to laugh at.

and yes that ^^^^ is my secondary character.


johnlocke90 wrote:
Artanthos wrote:
Pendagast wrote:
tiny? goblins are small not tiny.

Reduce person.

It does for a dex build what enlarge person does for a strength build.

+2 AC, +2 to-hit, no change in average damage.

Except now you have to stand in the enemy's square to attack.

And your armor and shield bonuses to AC (aside from the enhancement part) are now halved. Which may or may not wipe out that +2 AC gain.


Pendagast wrote:
tiny? goblins are small not tiny.

Never said they were - but reduce (preferably permanent) makes them so.


johnlocke90 wrote:
Artanthos wrote:
Pendagast wrote:
tiny? goblins are small not tiny.

Reduce person.

It does for a dex build what enlarge person does for a strength build.

+2 AC, +2 to-hit, no change in average damage.

Except now you have to stand in the enemy's square to attack.

Which works perfectly well with the goblins ability to leave a flame trail and spring attack = ).


blackbloodtroll wrote:
Well, you could see the Magus as a Soviet BT Tank, whilst an Inquisitor as a German Tiger II Tank.

BT? referring to which tank?

Tiger was both heavily armored and had a big gun.... soviets were known to be small fast and agile (at least in the Tiger II era) I'm not sure I understand the comparison?

Scarab Sages

Seranov wrote:
Pendagast wrote:
i really wish goblin wasnt a pc choice... too many goblin builds...its getting old like dervish dance magus's
You won't be happy unless everyone's playing a Human Fighter, will you?

...But that is how you can run a Fighter with 30 AC at level 1, 31 if they are taller than you, and give +1 to all the party rolls, as well as +3 AC (Luck) to adjacent party members....


Cao Phen wrote:
Seranov wrote:
Pendagast wrote:
i really wish goblin wasnt a pc choice... too many goblin builds...its getting old like dervish dance magus's
You won't be happy unless everyone's playing a Human Fighter, will you?
...But that is how you can run a Fighter with 30 AC at level 1, 31 if they are taller than you, and give +1 to all the party rolls, as well as +3 AC (Luck) to adjacent party members....

Ok step away from the keyboard.. it's ok...

Scarab Sages

Nunspa wrote:
Cao Phen wrote:
Seranov wrote:
Pendagast wrote:
i really wish goblin wasnt a pc choice... too many goblin builds...its getting old like dervish dance magus's
You won't be happy unless everyone's playing a Human Fighter, will you?
...But that is how you can run a Fighter with 30 AC at level 1, 31 if they are taller than you, and give +1 to all the party rolls, as well as +3 AC (Luck) to adjacent party members....
Ok step away from the keyboard.. it's ok...

But... Its like a tank... You run up, take all attacks of opportunities, and yell, "I'm helpful, I'm helpful!"


Magi gets the heavy armro down the line, but Inquisitors get the Diplomacy, Intimidate, and Bluff skills. They can taunt, feint, and goad enemies into attacking them. Consider this:

You are a BBEG up against a bunch of adventurers. You have this heavily armored, hard hitting Magus in front of you and a bunch of weaker support character surrounding him. Your natural instinct is to run away from the heavy hitter who you can barely hit anyway and to instead cut down all the weaker adventurers that are making him stronger. In fact, the harder he hits you, the LESS likely you are to face him head on.

No one in there right mind would sit and take hits from the strongest looking guy in the group when they can take out all the weaker guys first. A "tank" character needs to be smart and lead the enemy on, otherwise the bad guy is just going to stop attacking him and go for an easier target.


Ender730 wrote:

Thanks guys. From my own character creation attempts, at level 5 with a 20-point buy a Kensai has about equal AC as a buffed up Inquisitor. The Int to AC is just too good. I'm not sure if it's worth the loss of one spell per level, but strictly from an AC perspective, it keeps the Kensai on par if not ahead of a fully decked out Inquisitor practically every step of the way to level 20.

The Inquisitor's saves is a bit higher, due to relying on Wis instead of Int for spellcasting. I know others have said that being a target of spells is less likely than being targeted by attacks, but the difference between the two is a bit too glaring.

The Kensai will obviously do more damage in a quicker amount of time, but it's not as if the Inquisitor is a slouch in the damage department. He just can't nova, but can still dish out appropriate damage and catch up when the Kensai runs out of spells. I'm not sure how the Kensai will handle the fight after the 8 or so rounds of using up all his nova spells (at level 5). I suppose he can spam that Arcane Mark spell, or alternatively, if going Hexcrafter, then he can spam Brand, but going Hexcrafter means also having much lower AC.

Seems like at this point, from a mechanical point of view it's a matter of preference on whether I want to do nova damage, or if I want more sustained damage with higher saves. Right now I'm leaning towards Kensai mainly because I like the idea of an unarmored combatant badassing his way around the battlefield, but the super-limited amount of spells and lower saves is really worrisome.

The hexcrafter won't really have 'much' lower AC, since they can wear armor. It will be lower, certainly, but the debuffs may more than make up for the difference.

And stop pushing the idea that the magus is a nova class. If anything, it has more staying power than the inq. At level 8, the inq has a whole 8 rounds per day of bane. He has 3 encounters worth of judgement. Meanwhile, the magus has ~8 arcana, which give a larger bonus than the judgments, can be used defensively, and can be used as on-demand pearls of power. He also has better buffs spells for pre-combat buffing. He also has a free attack without using any resources, which puts his resource-free damage quite a bit ahead of the Inq.


Nunspa wrote:
That's the trick.. don't nova all the time! There are times I simply attack and use Arcane Mark to get my "touch spell" attack in.

Yeah, that's what I figure. Nova the bosses and sub-bosses, but on mooks just use Arcane Mark and get the extra attack in. Should still be able to pump out a bit more damage than the Inquisitor in this manner.

Nunspa wrote:
a half-orc city raised Inquisitor... who follows Erastil and takes the Feather sub-domain.

At this point if I went Inquisitor, I'd most likely go Dwarf for the high saves. Could still do Cornugon Smash, just won't have as high of a roll I guess.

Big Lemon wrote:
No one in there right mind would sit and take hits from the strongest looking guy in the group when they can take out all the weaker guys first. A "tank" character needs to be smart and lead the enemy on, otherwise the bad guy is just going to stop attacking him and go for an easier target.

This is an interesting point, but if I was the BBEG, it would depend on how many other characters are in the party I'm facing, and how fast I think I can take them down. But you're right, if you're near impossible to hit, there's no reason why the BBEG would stay on you. Inquisitors at least get spells like Compel Hostility or Coward's Lament to help out. All the Magus would get would be Antagonize, which will only work for one round. But a DPS-specialized character is meant to be able to take down a BBEG in 1-3 rounds anyway, so it shouldn't be a big deal I think. Also, since it'll be a Kensai Magus, he won't be wearing big flashy armor (not that that's your point, I know).

Vestrial wrote:
The hexcrafter won't really have 'much' lower AC, since they can wear armor. It will be lower, certainly, but the debuffs may more than make up for the difference. And stop pushing the idea that the magus is a nova class. If anything, it has more staying power than the inq. At level 8, the inq has a whole 8 rounds per day of bane. He has 3 encounters worth of judgement.

Oh wow, I completely missed the part where Bane only lasts a number of rounds equal to the inq level. Hot damn, that makes it a much easier choice.

As far as Hexcrafter goes, I did take into account that Bestow Curse/Major Curse and Evil Eye could make a major difference in regards to surviving attacks, as well as making enemies squishier all together. Part of the problem is that those curses require success, takes a bit time to set up, and they don't work on undeads/constructs/etc. It's a fair trade-off, so it comes down to personal style I think. Right now I'm just really liking the light-armor idea, mainly because it makes me think of Nuada from Hellboy II.


It comes up much later (level 15, iirc), but a Magus can actually add bane as part of his arcana buff. And Holy (or other alignment) as well.

And spell combat means the magus not only can pump out more offense, he can also, say.... give himself mirror image while still full attacking.


Ender730 wrote:
As far as Hexcrafter goes, I did take into account that Bestow Curse/Major Curse and Evil Eye could make a major difference in regards to surviving attacks, as well as making enemies squishier all together. Part of the problem is that those curses require success, takes a bit time to set up, and they don't work on undeads/constructs/etc. It's a fair trade-off, so it comes down to personal style I think. Right now I'm just really liking the light-armor idea, mainly because it makes me think of Nuada from Hellboy II.

I was thinking more along the lines of the hex debuffs, not spells. But then to keep them going you have to cackle, which means you're not full attacking... I think you're right, it basically boils down to a purely playstyle choice, and I think I'd go the kensai as well (or even a straight magus in light armor).


StreamOfTheSky wrote:
johnlocke90 wrote:
Artanthos wrote:
Pendagast wrote:
tiny? goblins are small not tiny.

Reduce person.

It does for a dex build what enlarge person does for a strength build.

+2 AC, +2 to-hit, no change in average damage.

Except now you have to stand in the enemy's square to attack.
And your armor and shield bonuses to AC (aside from the enhancement part) are now halved. Which may or may not wipe out that +2 AC gain.

I was not aware of this effect. Where is it in the rules? I'd like to read about it. Does this include armour and shield bonuses from spells or magic items? If not then a kensai goblin shouldn't have much to worry about


I prefer a kensai magus to an inquisitor, but one thing seems to be escaping everyone's attention. While a kensai has no armor prof, the only penalty is if the armor has an ACP it get's applied to the attack roll. So, a darkleaf cloth studded armor +1 has NO ACP, 5% SF, and the same AC as mage armor, except it's always on (not as good vs incorporeal, however). Your AC gets that much better as you increase the enchantment.

Edit: Yeah, still have 5% SF, but worth it IMO since you save a spell slot.

Scarab Sages

Gherrick wrote:
I prefer a kensai magus to an inquisitor, but one thing seems to be escaping everyone's attention. While a kensai has no armor prof, the only penalty is if the armor has an ACP it get's applied to the attack roll. So, a darkleaf cloth studded armor +1 has NO ACP, NO SF, and the same AC as mage armor, except it's always on (not as good vs incorporeal, however). Your AC gets that much better as you increase the enchantment.

Dark leaf will not drop ASF below 5%. If you are willing to accept spell failure on 1in20, go for it.

Silver Crusade

Here's an interesting thought - would a high perception and initiative make a difference in the effectiveness of a tank? I bring this up because I play an inquisitor with high perception and initiative, meaning I'm rarely surprised, and usually go first. This allows me to get in the bad guy's face before he moves, thus restricting his movements, and often forcing him to deal with me instead of immediately attacking the squishier members of the party.

Not sure if a magus could pull this off or not - don't think they have perception as a class skill (though they could get it via a trait), and they don't have the built in initiative potential of an inquisitor.

Thoughts?

Scarab Sages

Starting at level 7, the Kensai is very high Initiave.

At the highest end, they even beat diviners.


ZanThrax wrote:
StreamOfTheSky wrote:
And your armor and shield bonuses to AC (aside from the enhancement part) are now halved. Which may or may not wipe out that +2 AC gain.
I was not aware of this effect. Where is it in the rules? I'd like to read about it. Does this include armour and shield bonuses from spells or magic items? If not then a kensai goblin shouldn't have much to worry about

I think he's confusing the "size modifiers" to armor cost with the bonus they provide.

Liberty's Edge

Drachasor wrote:
ZanThrax wrote:
StreamOfTheSky wrote:
And your armor and shield bonuses to AC (aside from the enhancement part) are now halved. Which may or may not wipe out that +2 AC gain.
I was not aware of this effect. Where is it in the rules? I'd like to read about it. Does this include armour and shield bonuses from spells or magic items? If not then a kensai goblin shouldn't have much to worry about
I think he's confusing the "size modifiers" to armor cost with the bonus they provide.

He's not. Armor bonuses from equipment are halved for creatures that are Tiny or smaller. It is, among other things, noted in the asterisk on the same table that lists the cost differences for armor for various sizes of creatures.


Shisumo wrote:
Drachasor wrote:
ZanThrax wrote:
StreamOfTheSky wrote:
And your armor and shield bonuses to AC (aside from the enhancement part) are now halved. Which may or may not wipe out that +2 AC gain.
I was not aware of this effect. Where is it in the rules? I'd like to read about it. Does this include armour and shield bonuses from spells or magic items? If not then a kensai goblin shouldn't have much to worry about
I think he's confusing the "size modifiers" to armor cost with the bonus they provide.
He's not. Armor bonuses from equipment are halved for creatures that are Tiny or smaller. It is, among other things, noted in the asterisk on the same table that lists the cost differences for armor for various sizes of creatures.

Hmm, so it is. Never noticed that before. How completely bizarre. Seems like something a DM should houserule away and everyone should ignore. Whomever wrote Reduce Person obviously wasn't aware of it.

I wonder how often that's followed in the Monster Manuals/Bestiaries...

Hmm, finding anything tiny or smaller that wears armor is difficult.

Liberty's Edge

Eh, the reduce person schtick is better suited to halfling alchemists anyway. Extract of mage armor + extract of reduce person = +2 to AC and +2 to bomb attacks with no loss of damage dice due to size and no need to try to enter an opponent's space to attack them...

Scarab Sages

Shisumo wrote:
Drachasor wrote:
ZanThrax wrote:
StreamOfTheSky wrote:
And your armor and shield bonuses to AC (aside from the enhancement part) are now halved. Which may or may not wipe out that +2 AC gain.
I was not aware of this effect. Where is it in the rules? I'd like to read about it. Does this include armour and shield bonuses from spells or magic items? If not then a kensai goblin shouldn't have much to worry about
I think he's confusing the "size modifiers" to armor cost with the bonus they provide.
He's not. Armor bonuses from equipment are halved for creatures that are Tiny or smaller. It is, among other things, noted in the asterisk on the same table that lists the cost differences for armor for various sizes of creatures.

So, it would not affect a Kensai.

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