Inqusitor with Reach? - PFS


Advice


Hello.

I'm going to be joining a regular PFS group soon (Yay!) and I trying to figure out the final details of my Inquisitor of Abadar. Thematically, he is a traveling lawyer with extreme Objectivist values who fights for free trade within the legal system and beyond; spinning the truth to create propaganda that favors his clients and the motives of the Qadira faction. An epic level, real life, version of this character would be a corporate lawyer of some mogul like J.P. Morgan or Donald Trump.

Mechanically, I want this character to primarily be a skill monkey and party face - using cold logic and reasoning instead of force of personality to sway others to his side.

In combat, I want him to not be terrible in something that isn't horribly feat intensive. I'm thinking of using a non-trip reach weapon (i.e. the longspear) focusing on doing outright damage and AoOs instead of combat maneuvers. I'm also wanting to take the Stand Still feat to give me some battlefield control.

Roark Blandish:

LN Human Inquisitor (Heretic); Conversion Inquisition
Religion = Abadar (Cities, Wealth, Merchants, Law)
Faction = Qadira

Stats:
Str = 15 (7)
Dex = 14 (5)
Con = 12 (2)
Wis = 16 (5/+2)
Int = 14 (5)
Cha = 7 (-4)

Traits:
Addict (religion) = half starting gold; +1 Bluff, Know (Local), and Sense Motive; Know (Local) as Class Skill
Contract Master (regional) = +1 Linguistics, Linguistics as Class Skill

Feats- Combat Reflexes, Stand Still

Trained Skills - Bluff, Diplomacy, Linguistics, Know (Dungeons), Know (Local), Know (Religion), Profession (Lawyer), Perception, Sense Motive

Languages - Common, +3 Others

-What other feats would be good for a non-trip reach build?
-Other than common, which languages would be a good choice?

Thanks!


The problem is stand still is just bad. The best way to control the battle field is to hurt a lot so nothing wants to be hit by you.

Lunge is a must. With reach you can move to something and attack. In its turn it 5-foots and full attacks back. With lunge you move and attack. The enemy has to move through your threatened square to attack back.

Power attack + Cornugon Smash. As a Inquisitor it is not hard to get a great intimidate. Making everything you hit shaken will just add to things not wanting to risk an AOO from you.

EDIT- To be more clear the reason stand still is bad is CMD scales better then CMB. This is why combat maneuvers in general are weak in PF. Stand still more so because unlike other maneuvers there is no feats, items, class abilities that boost it (like say improved trip with a trip build.) so it falls behind very quickly


@ Stome - Why is Stand Still so bad? it looks fairly useful to me.

The Inquisitor has a +0 BAB at 1st level so PA is not an option at this point. It will probably be my 3rd level feat. Are there any other feats which would work at 1st level? Toughness or Dodge maybe?

Also, what about lowering Wisdom to a 14 and raising Strength to a 16? I would then have two points to spare.

EDIT: I re-read Stand Still. I noticed that it uses an unmodified Combat Maneuver check. I had thought that it was just a normal attack and the effect was automatic. Ya, not a good feat at all.


I was talking a bit more long term there yes. Lest see for first lvl. Intimidating Prowess is nice if you do intend to go with the Cornugon smash feat later. If not I do always like toughness.

Yes I would go 16 str.


So, with suggestions, my new stats are:

Str = 16 (5/+2)
Dex = 14 (5)
Con = 12 (2)
Wis = 15 (7)
Int = 14 (5)
Cha = 7 (-4)

For my second feat, I'm considering Fast Learner so I can emphasize my skill points - bringing it up to 10/level. But, should I be concerned with having only 10 HP as a 1st level front liner?

And, I've only played one other PFS game. What languages would be most useful?

Liberty's Edge

Ancient Osiriani is the weird language that I remember popping up a fair amount in my days in PFS.

One thing you might consider is tanking dex to 12 and taking heavy armor proficiency. You'll lose 1 AoO per round if you take Combat Reflexes, but you'll gain full plate.

Here's what I'd suggest:

Half-Elf

Str 16+2
Dex 12
Con 14
Int 12
Wis 14
Cha 7

1) Exotic Weapon Proficiency: Fouchard
1) Heavy Armor Proficiency
3) Power Attack
3t) Shake It Off
5) Cornugon Smash or Combat Reflexes or something, I dunno.
6t) Outflank

Might also look into feats that give you additional usages of bane so that you can have it going all day every day. Bane on a +1 weapon makes it strike as cold iron and silver against your bane targets.

You should be able to afford some Four-Mirror Armor to start and a masterwork intimidation tool (I like the flavor of demonic-themed facepaint, or some gruesome surgical procedure to give you a forked tongue or something)


@ Axebeard - Thanks for the tip on Ancient Osiriani - I asume that's "Pathfinder's Latin"?

Also, I'm confused...if I drop my dex to 12, what would be the benifit of taking Combat Reflexes?

Combat Reflexes
Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

So, if I am reading this right, with a 14 Dex and Combat Reflexes, would I then have 3 AoOs per round?

I'd like to stick with human because of the higher skill points and it fits more in with the concept of my character. I don't want to be fully optimized at combat, just good enough to do my part without getting bored at the table.


AoOs are great and tons of fun. I have ended encounters before anyone else even had a chance to act. It keeps you in the action even when it's not your turn. And reach weapons are fun for poking at things behind bars and stuff!


Byrdology wrote:
AoOs are great and tons of fun. I have ended encounters before anyone else even had a chance to act. It keeps you in the action even when it's not your turn. And reach weapons are fun for poking at things behind bars and stuff!

I know. Every GM I have ever had hates them. Most of the builds I see are fighter trip builds and rogues. I'm excited to see what happens with a Reach Inquisitor.


I am doing it with a sohei right now. At lvl 6 I will be flurrying with reach. It lets me come to the aid of others much easier as well. A reach inquisitor will rock!

Silver Crusade

You want him to be a party face with a Charisma of 7?


FallofCamelot wrote:
You want him to be a party face with a Charisma of 7?

Yup. That's why I said, "using cold logic and reasoning instead of force of personality to sway others to his side"

Here is how it is done:

Conversion Inquisition
Charm of Wisdom (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.

with...

Heretic
Lore of Escape (Ex): At 1st level, the heretic uses every trick she knows to escape those now pursuing her. She adds her Wisdom modifier on Bluff and Stealth skill checks in addition to the normal ability score modifiers. This ability replaces monster lore.

So, with a 15 Wis and my traits, My social skills at 1st level will be:
Bluff +9, Diplomacy +6, Sense Motive +7

Pretty sweet, huh?


Byrdology wrote:
...A reach inquisitor will rock!

That's what I'm hoping!

At 5th level, combining Bane, Judgment, Power Attack, and Paired Opportunists, my damage will be insane! Under the right conditions and without magic items, it will be something like: Attack = +9; Dmg = 1d8+2d6+10 - four times in one round (assuming max AoOs) at 5th level!


Alright, here is the finished product!:

LN Human (Qadiran); Inquisitor (Heretic); Conversion Inquisition
Religion = Abadar (Cities, Wealth, Merchants, Law)
Faction = Qadira
Stats:
Str = 17 (7/+2) [+3]
Dex = 14 (5) [+2]
Con = 12 (2) [+1]
Wis = 14 (5) [+2]
Int = 14 (5) [+2]
Cha = 7 (-4) [-2; N/A to social skills]

AC = 16; HP = 10

Traits:
Addict (religion) = half starting gold; +1 Bluff, Know (Local), and Sense Motive; Know (Local) as Class Skill
Contract Master (regional) = +1 Linguistics; Linguistics as Class Skill

Feats- Combat Reflexes, Fast Learner

Skills (10/level): Bluff +9, Diplomacy +6, Linguistics +7, Know (Dungeons) +6, Know (Local) +7, Know (Religion) +6, Profession (Lawyer) +6, Perception +6, Sense Motive +7, Stealth +8 (+7 w/ Armor check penalty)

Longspear: Attack +3; Damage 1d8+3; Crit x3; AoOs 3/round

Languages - Common, Ancient Osiriani, Draconic, Goblin, Osirani

Items: Longspear, Studded Leather w/ Armored Kilt, Javelins x3, dagger, quarterstaff, and 21gp

Thanks for everyone's help!


You are most certainly welcome. Have fun :)

Shadow Lodge

That is an interesting build, however I would point you to the PFS additional resources page if the intent is to play PFS. Armored Kilts are not legal for play (that I am sure of), and I am pretty sure addict is not legal as well (nope, just looked and appears to be available).


Take profession sailor

Trust me


MisterSlanky wrote:
That is an interesting build, however I would point you to the PFS additional resources page if the intent is to play PFS. Armored Kilts are not legal for play (that I am sure of), and I am pretty sure addict is not legal as well (nope, just looked and appears to be available).

Thanks. I do like to play characters that differ from the norm.

Before I posted the build, I checked PFS Additional Resources - all of the mechanics are legal - of that I am sure. The only thing I didn't check were the items, I assumed that a Armored Kilt was allowed. Guess not. Thanks for letting me know!


CWheezy wrote:

Take profession sailor

Trust me

So, I've got to ask...Why Profession (Sailor)?


In PFS it comes up a surprising amount of times

Shadow Lodge

the people who do PFS modules have a pirate fetish. undead and normal

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