10 pount-buy Survior Build


Advice

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Grand Lodge

An Inquisitor is one of the most versatile classes.

A Bard without the singing, or arcane failure. A viable face, numerous skills, decent combat capabilities, and the ability to be a very SAD class.

They can fight, Scout, and talk themselves out of situations.

They have access to tons of swift action spells, and are not held to fighting only one type, or alignment, of creatures well.

The Paladin may have Detect Evil, but the Inquisitor has Detect Alignment, and Detect Lies.

He Tracks his foes down, and crushes them.


<3


Inquisitors are incredibly survivable.

STR, DEX, CON, & WIS. With a Little bit of INT if you need Skills.


Sounds pretty interesting. Could you recommend a proper 10pb Inquisitor build that would survive in the Jungle? I've been told that a character with heavy armor might have difficulties with the heat, so the fighter might not be the best choice.


Heat worries... Ranger would probably be good for Endurance. Or Unbreakable Fighter.

Or can a Inquisitor get it as a Bonus Feat in some way?


I think Inquisitor only gets Teamwork feats.

Dark Archive

They get bonus Teamwork feats, but they can use them even if their allies don't have the same feats.

I would recommend an inquisitor archer, as Bane + arrows is magical.

Human inquisitor 4

Str 12, Dex 16, Con 12, Int 10, Wis 14, Cha 8

1 Point-Blank Shot, Precise Shot
2
3 Rapid Shot, Swap Places (teamwork)
4 Dex +1

Move into Weapon Focus and Deadly Aim, although you may want to grab Extra Bane at level 5, because that's where your real damage is. You'll have 7 skills per level and more than enough class skills to make the kind of character you want.


I'd even dump cha and int further:P

Dark Archive

By default I try to avoid dumping stats when I can help it. There is nothing wrong with the stats as is, and having too high a penalty on charisma could be trouble for some situations. I like having an 8 or a 9 for some characters, but 7s bother me.


mechanically the difference between 7 and 8 is not that big. You just have to make up a reason to justify why you dump it, like aome handicap or the character just being ugly:P

No, I get where you're coming from, but for 15pb I'd go with 8 int and 7 cha for inquisitor.

Dark Archive

Mechanically, the difference is -1 to all skills. To justify it, I have to explain why I am on average worse than every other person, because almost every other NPC is built either with the common array (13, 12, 11, 10, 9, 8) or the elite array (15, 14, 13, 12, 10, 8). Having a 7 just doesn't work for me unless I'm going for a concept.

I try not to have a 7 and THEN make a concept around it, however.


Nothing wrong with that, but as long as you dont care for 7s its a good way to pump up pb15 characters


Have you considered something that helps the rest of the party overcome their crappy stats? A combat orientated bard for example.

Liberty's Edge

For an Inquisitor I would go Half-Orc. Their favored class option is probably the best of the core races. You get to add 1/2 to stern gaze and monster lore. I'm playing one now and I can rival the wizard on knowledge checks for monsters which is very handy. If you can use ARG for core races I would also recommend looking at switching out Orc Ferocity for Acute Dark vision, you can get Skilled (as a human) or Low light vision for human and give up Intimidating for endurance... Inquisitors will over take the +2 racial for intimidating.

For your domain I'd recommend either Protection to get a scaling +1 on saves. It is a resistance bonus so it won't stack with cloaks but it frees up the shoulders.

Travel always a good choice and if you can take inquisitions conversion replaces WIS for CHA when making bluff, intimidate and diplomacy checks. You might not be the prettiest but you still know the right things to say.

They might be one of my favorite classes.


Dungeon Master of Fine Arts wrote:
Sounds pretty interesting. Could you recommend a proper 10pb Inquisitor build that would survive in the Jungle? I've been told that a character with heavy armor might have difficulties with the heat, so the fighter might not be the best choice.

Okay, yeah. My full plate build will not do too great in a high heat environment. So, different suggestion: Invulnerable Rager Barbarian.

Human Barbarian:
str 17 dex 12 con 14 int 10 wis 10 cha 8
Feats: Power Attack, Furious Focus, Weapon focus (two handed weapon of your choice)
Rage Powers: Superstition (with favored class bonuses to superstition bonus), Beast Totem (Lesser)

You get DR 2/- and with extreme elements you are immune to heat up to 140 degrees and have fire resistance 1. When raging you are also at +4 to save vs spells and such.


BTW: By Bonus Feat I was referring to through a Domain or an Inquisition.


Thank you all for the suggestions. After some talk with the group and the DM, it appears that pretty much everything that is not 3rd-party content is allowed on a case by case basis. It also appears that the campaign is EXTREMELY BRUTAL and there is at least one, if not two character deaths a session.

The DM approved a Gunslinger for my "A" character. and the other players asked me to play a Beastmaster for my "B" character. This is after I showed them the Invulnerable Ranger, Weapon Master and Ranger builds that were suggested here.

I'm going to try and integrate some the full-plate weapon master's abilities into the beast master, as I quite like the idea of fighting with a falcata and shield.

Mikekydd, thank you for turning me on to Acute Dark Vision. This ability could come in real handy for my half-orc gunslinger. I've barely begun to skim the little details of the APG, much less anything non-core, so there is a lot of little abilities and options that I am not yet familiar with.

I'm going to start a new thread that will deal with optimizing the two characters that I've chosen.

Everyone else, thank for all your advice. This was a very educational thread. I'm going to study up some more about the Inquisitor, now I'm pretty sure that I was missing something :)

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