Two Inquisitors of Nethys help


Advice


Hi,

My daughter and I are thinking of creating two PFS characters. We have been talking about creating two Inquisitors of Nethys. One of our characters represents Nathys’ white side and the other the black side.

We talked about the white side being flashy character and the black side being a stealthy character.

We are thinking the white side Inquisitor using a two-handed weapon and Dazzling Display build.

I looked at Infiltrator archtype for the black side. I am not sure how useful Misdirection will be. Guileful Lore is better than a second Monster Lore. Forbidden Lore does not come into play for Nethys. I am not sure how well Necessary Lies may help in PFS.

I am looking for suggestion with the black side character and input on Infiltrator.

Also, how useful is the two Inquisitor changing there Teamwork feats doing combat?


Hi,

So I made a couple builds that I posted below. They are not finished but something to along the lines I was thinking about. I was hoping to get some help with the builds.

White Inquisitor build stat block:

Ivory
Half-Elf Inquisitor 1
NG Medium Humanoid (elf, human)
Init +0; Senses low-light vision; Perception +8
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Defense
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AC 15, touch 10, flat-footed 15 (+5 armor)
hp 11 (1d8+3); judgement of sacred healing 1
Fort +4, Ref +0, Will +4; +2 vs. enchantments
Defensive Abilities judgement of sacred protection +1; DR judgement of sacred resiliency 1: magic; Immune magic sleep; Resist elven immunities, judgement of sacred purity +1, judgement of sacred resistance 2 (fire)
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Offense
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Speed 20 ft.
Special Attacks destructive smite +1 (5/day), judgement of sacred destruction +1, judgement of sacred justice +1, judgement of sacred piercing +1, judgement of sacred smiting (magic)
Inquisitor Spells Known (CL 1):
1 (2/day) Divine Favor, Cure Light Wounds
0 (at will) Guidance, Read Magic, Light, Detect Magic
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Statistics
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Str 17, Dex 11, Con 14, Int 10, Wis 14, Cha 12
Base Atk +0; CMB +3; CMD 13
Feats Intimidating Prowess, Skill Focus (Intimidate)
Skills Acrobatics -4 (-8 jump), Climb -1, Diplomacy +5, Escape Artist -4, Fly -4, Intimidate +12, Perception +8, Profession (sailor) +6, Ride -4, Sense Motive +3, Spellcraft +4, Stealth -4, Swim +3 Modifiers monster lore
Languages Common, Elven
SQ domains (destruction), elf blood, judgement (1/day)
Other Gear Scale mail, 100 GP
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Special Abilities
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Destructive Smite +1 (5/day) (Su) You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Inquisitor Domain (Destruction) Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 1 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 2 (Fire) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.

Black Inquisitor build stat block:

Onyx
Dwarf (Taldan) Inquisitor 1
CN Medium Humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 9 (1d8+1); judgement of sacred healing 1
Fort +3, Ref +3, Will +4; +1 trait bonus vs. spells, spell-like abilities, and poison, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, judgement of sacred protection +1; DR judgement of sacred resiliency 1: magic; Resist judgement of sacred purity +1, judgement of sacred resistance 2 (fire)
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Offense
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Speed 20 ft.
Special Attacks hatred, judgement of sacred destruction +1, judgement of sacred justice +1, judgement of sacred piercing +1, judgement of sacred smiting (magic)
Inquisitor Spells Known (CL 1):
1 (2/day) Shield of Faith, True Strike
0 (at will) Create Water, Daze (DC 12), Read Magic, Detect Magic
--------------------
Statistics
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Str 15, Dex 16, Con 13, Int 10, Wis 14, Cha 8
Base Atk +0; CMB +2; CMD 15 (15 vs. Bull Rush, 15 vs. Trip)
Feats Point Blank Shot
Traits Child of the Streets, Glory of Old
Skills Acrobatics +3 (-1 jump), Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones), Bluff +6, Diplomacy +3, Intimidate +3, Perception +6 (+8 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Sense Motive +7, Sleight of Hand +8, Stealth +9
Languages Common, Dwarven
SQ domains (heresy inquisition), greed, hardy, hide tracks, judgement (1/day), judgement of sacred escape, slow and steady, stability, stonecunning +2
Other Gear 150 GP
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Glory of Old You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Hide Tracks (Ex) Creatures attempting to track you take a -5 penalty.
Inquisitor Domain (Heresy Inquisition) Deities: Abadar, Asmodeus, Calistria, Desna, Erastil, Gorum, Gozreh, Iomedae, Lamashtu, Nethys, Norgorber, Pharasma, Rovagug, Sarenrae, Shelyn, Torag, Urgathoa, Zon-Kuthon.

Granted Powers: Often it is hard to tell heretics from the f
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
Judgement of Sacred Escape (Su) When hit foe with melee/ranged attack, can create diversion to hide.
Judgement of Sacred Healing 1 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 2 (Fire) (Su) Energy Resistances


not well versed in inquisitor stuff, but i'll give this a bump out of interest and hope someone more helpful comes along.


When I read your intro, I flashed back to Cloak and Dagger (Marvel Comics).

No that doesn't help, but I thought I could point you at:

Bodhi's most excellent Inquisitor Guide!

and get you a Bump.

Bump...


Sannos wrote:

Hi,

So I made a couple builds that I posted below. They are not finished but something to along the lines I was thinking about. I was hoping to get some help with the builds.

** spoiler omitted **...

For the White inquisitor, I would definitely go with Conversion Inquisition, which allows you to use your Wis bonus for Diplomacy, Intimidate and Bluff. I think that would pay off a lot more than adding half your level to damage 5/day, dump your Cha to 7 and buff Wis.

Intimidating Prowess and Skill Focus: Intimidate might be... overkill. You're going to have a great intimidate with one feat, might as well use the second feat to be good at a secondary schtick. I went with Skill Focus: Perception on my half elf inquisitor: He's got a perception of 14 and intimidate of 13 at level 3, for example.

What weapon are you planning on using? Nethys gives the quarterstaff, and the best two hander inquisitors get baseline is long spear, I think. You could replace Skill Focus with the alternate racial trait Ancestral Arms to pick up a good two hander like the No Dachi or Bardiche.

Going with the Preacher archetype might be an interesting idea for the helpful, protective side of Nethys's personality.

For the Black inquisitor, are you thinking of going switch hitter? 15 strength seems high for a pure archer on a class that needs so many other stats.

The Infiltrator archetype always seemed more of a James Bond/long term mole type thing than a sneaking scout type to me. The Heretic archetype seems to be the sneaky inquisitor, they basically get hide in Plain Site for free as a judgment, and add Wis to bluff and stealth. That would make you as sneaky as a rogue, get you shooting at people flat footed, and keep you from getting attacked fairly often. So if you think of the dark side as sneaking through the shadows and breaking things, Heretic might be a better choice. After all, you're already taking the Heresy Inquisition.

Knowledge domain might be interesting for either the black or white side, but I think heresy inquisition is best for black and conversion is best for white. (You can also play on the duality of the two inquisitions.)

Glory of Old might be overkill, Will is already your best save and that's the one it props up most, not to mention you already have the Hardy racial trait.

Skill wise, I might go with Disable Device instead of intimidate. You're a pair that works together, there's not way you'll be able to do much to help white intimidate people. But even if you have a rogue in the group, you can at least assist with a disable device roll.

As far as teamwork feats go, Lookout could be amazing for a pair of inquisitors since they should have good perception skills. Precise Strike makes me want to get White up to 13 dex, but that might take too many resources. From Ultimate Combat, Team Pickpocketing could be pretty cool for Black. And Shake it Off is situationally very good.

I haven't found many combat situations where changing my teamwork feat is worth the lost action, maybe if I could act in the surprise round but didn't want to get out in front of my allies? Mostly I just change it to whatever best fits the party at the beginning of the session, and leave it. I default to lookout, at least until I have BAB 4 and can use Outflank. (Where are all the diviner wizards and oracles of battle? They'll probably start showing up in place of the Barbarians and Fighters when I can actually start using Outflank. >.< )

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