Help building a new character :-(


Advice


Ok....so my ranger/rogue that I'm playing in a Shattered Star game died, and i was thinking of(and cleared by the GM) replacing it with a Inquisitor(of Achaekek)/Rogue. So I'm calling out for help with a build that will strike fear into the hearts of the Great sword wielding party that let my ranger die.

Thanks


Stats?
Level?
Starting cash?
Build distribution?


any particular reason for multiclassing between rogue and inquisitor?
last i checked, the inquisitor got a decent amount of skills, and wont staying single class be better for you spellcasting advancement? not to mention the class abilites

is there something im missing? do you just like multiclassing?


Stats

  • Str:14
  • Dex:18
  • Con:12
  • int:15
  • Wis:17
  • Cha:11

Level 4th (as the party is about to finish book one of the AP), So my starting cash would be for a 4th lvl character as well.

I was thinking of taking this character into the Red Mantis Assassin PrC so I would need enough levels to get the feat and BaB to get there. To answer master marshmallow....yes i like multiclassing, it's a fault of mine....I never seem to be able to settle with just one class.


Nothing ruins a good class like taking a few levels of rogue.

Inq/rogue is particularly bad. For 1d6 sneak damage you give up 1 BAB and delayed acquisition of the superior saves and abilities that inquisitor levels give you.

Red mantis assassin doesn't even mesh with inquisitors. The caster levels aren't even remotely the same, so won't stack. You will end up with crappy low level spells from each list. You don't need rogue levels to qualify anyways. In fact any class can qualify, the skill requirements aren't too harsh so just make a fighter or ranger to qualify (human and 10 int will give you the 3 skill points per level you need, + enough feats to spare). Trait support can give you the class skills you might miss from fighter.

I personally wouldn't bother as the RMA seems more like a dangerous mook NPC than a PC class... Too many crappy yet flavorful abilities.

Multi classing in PF is generally a poor idea, unlike 3.x most classes have delayed payoffs and aren't heavily front loaded. Exceptions are fighter, oracle, or barbarian dips.


I recommend go single classed inquisitor. But if you really want to multiclass then take the Thug rogue archetype. It will let you to frighten instead of shaking enemies(if you intimidate is high enough). It work great with gornugon smash/dazzling display or with the sap master route, it also have great sinergy with stern gaze.


Just go full Inquisitor. You'll fair much better that way. Buy general equipment (+2 stat items, +1 armor, +1 weapon), and if you have cash left over pick up a wand of CLW. If you're looking for fear striking, then just make sure to put points into intimate (which your class is giving +s to).

Grand Lodge

Do not dip Rogue.

Straight Inquisitor will net you more.

If you must dip, then Crusader Cleric is an alright choice.


May I recommend,

Quis, The Inquisitor:

QUIS CR 3
Male Human Inquisitor 4
NN Medium Humanoid (Human)
Init +8; Senses Perception +10
--------------------
DEFENSE
--------------------
AC 20, touch 15, flat-footed 15. . (+5 armor, +5 Dex)
hp 29 (4d8+4); Judgement of Sacred Healing 2
Fort +6, Ref +7, Will +9
Defensive Abilities Judgement of Sacred Protection +1; DR Judgement of Sacred Resiliency 1: Magic; Resist Judgement of Sacred Purity +1, Judgement of Sacred Resistance 4 (Fire)
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +1 Scimitar +9 (1d6+6/18-20/x2) and
. . Unarmed Strike +8 (1d3+2/20/x2)
Special Attacks Judgement of Sacred Destruction +2, Judgement of Sacred Justice +1, Judgement of Sacred Piercing +2, Judgement of Sacred Smiting (Magic)
Spell-Like Abilities Detect Alignment (At will)
Inquisitor Spells Known (CL 4, +8 melee touch, +8 ranged touch):
2 (2/day) Restoration, Lesser (DC 15), Cure Moderate Wounds (DC 15)
1 (4/day) Divine Favor (DC 14), Bless, Cure Light Wounds (DC 14), Wrath (DC 14)
0 (at will) Virtue, Acid Splash, Read Magic (DC 13), Detect Poison, Detect Magic, Light
--------------------
STATISTICS
--------------------
Str 14, Dex 21, Con 12, Int 15, Wis 17, Cha 11
Base Atk +3; CMB +5; CMD 20
Feats Dervish Dance, Power Attack -1/+2, Precise Strike, Weapon Finesse
Traits Flame of the Dawnflower, Indomitable Faith
Skills Climb +6, Heal +7, Intimidate +9, Knowledge (Arcana) +9, Knowledge (Planes) +9, Knowledge (Religion) +9, Perception +10, Perform (Dance) +2, Sense Motive +12, Spellcraft +9, Stealth +12 Modifiers Monster Lore
Languages Azlanti, Common, Elven
SQ Inquisitor Domain: Restoration, Judgement (2/day) (Su), Restorative Touch (6/day) (Su), Solo Tactics (Ex), Teamwork Feat (change 3/day), Track +2
Combat Gear +1 Mithral Chain Shirt, +1 Scimitar; Other Gear Cloak of Resistance, +1
--------------------
SPECIAL ABILITIES
--------------------
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Flame of the Dawnflower +2 damage with a scimitar on a critical hit.
Inquisitor Domain: Restoration Associated Domain: Healing
Judgement (2/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +2 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 2 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +2 (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 4: Fire (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Restorative Touch (6/day) (Su) Remove the dazed, fatigued, shaken, sickened, or staggered conditions by touch.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Teamwork Feat (change 3/day) Swap your most recent Teamwork feat for another
Track +2 +2 to survival checks to track.

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Liberty's Edge

My guess is that you want to enter the PrC as soon as possible (ie, level 6).

Since the PrC has 4 feats for its prerequisite, you can enter it with any class combination if you are Human or some other race that gives you one of these feats for free.

Alternately, you can enter it with any other race as long as your class/classes gives you at least one of the required feats.

The RMA has Bard-like spellcasting and armor restrictions. It is a melee combattant. It gets Weapon Spe, GWF and GWSpe for free.

It gets nice Supernatural abilities, the best of which are keyed to CON.

In other word, for this character, you need high CON, at least average CHA and DEX, as well as STR (unless you have alternate sources of damage such as sneak attack).

You also need 3 maxed out skills, which precludes dumping INT, unless you get skill points through your class. And you should use your favored class bonus for HP rather than skill points (again due to fighting in melee in light armor).

Thus your only real dump stat is WIS. Playing a WIS-based caster does not mesh so well with this PrC.


Ok, so maybe a little background is needed to help people see my issue.

When we started this AP I made a character modeled in part by the Assassin's creed 3 character + a little of Daniel Day-Lewis's character from Last of the Mohicans. I had taken the Ex-Sczarni trait, so I started with a lvl in Rogue then a level in Ranger. At 3rd I took a lvl of Fighter ,4th was Ranger again. The party was made up of me an Inquisitor of Gorum, a Cleric(evangelist archetype)of Gorum, a Shoati Barbarian(now rage prophet), and a Sorcerer more interested in her good looks than anything else. Some how my guy got put in charge of the group, but when I started telling the three great sword wielding members of the party that we should not just kill everything we meet, well lets just say that the Gorumites didn't kill me....but they didn't help me in the last fight ether. After much talking the surviving party members agreed that none of them had it in them to be a new party leader. So they once again look to me to make a character that can shore up the party week points and provide leadership that they wont listen to and or argue with. So my plan was to make a character that would instill the fear that if he is put in charge he will have no problems killing any one of them, morally or other wise. I know this seems harsh but even the GM has noticed that, every one in the party complained about the choices I made as leader....put none of them wanted the job. So he told go ahead and that type of character.


Seems like alot of inter party conflict to me, but I guess thats for you and your group to work out.

If you want a leader who can inspire fear, I recommend the ninja. Good charisma (important for a leader) and a neat little vanishing trick which can be pretty terrifying when you add in sneak attack damage (and potentially eventually assassin abilities if you go that route).

Either that or you could go summoner and have a horrible twisted tentacled monster to back up your commands.


Nothing about that requires RMA.

Really, though, it sounds like you have a disfunctional group. If you and the GM want a game style other than mindless combat you need to get new players. At least if you and the GM are on the same page the group will have one experienced player.


Covent wrote:

May I recommend,

...
Feats Dervish Dance, Power Attack -1/+2, Precise Strike, Weapon Finesse
...

Just curious how you got these feats with an inquisitor 4:

-Precise Strike from Solo tactice, check.
-3 regular feats for being a level 4 human, got that.
-Weapon Finesse at level 1, fine.
-Dervish Dance has to come at level 3 due to the prerequisits, OK.
-That leaves Power Attack at level 1, but PA requires BAB 1 and Inquisitors are a 3/4 BAB class.

Having BAB 0 at level 1 really limits the combat value of the human extra feat, I keep running into that when I try to work out my inquisitor build idea.


Warren Specter wrote:
Ok, so maybe a little background is needed to help people see my issue.

I don't know you or your friends, but your story sounds like In-Character and Out-Of-Character conflict feeding off each other in a thick bullshit stew.

Mechanically, going for multi-classed Inquisitor into Red Mantis, I would go Inquisitor 3 - for Solo Tactics, and Ninja 2, to get a Cha-based Ki pool to power Vanishing Trick. You're a feat short, so you could play human, but I would recommend ½-elf instead - you can take Ancestral Arms for the saber and Drow Heritage for darkvision. You will need 11 or 12 Wisdom, 15 dex, and Str for attack rolls.


Imo the best entry for RMA is Weapon Master 3/Guide Ranger 2.. U then procede with RMA 10/Guide Ranger 5.. Go half-elf for exotic weapon free and low light vision..

Feats:
Free-Exotic Weapon
1st-Alertness
F1-Weapon Focus
F2-Open
3rd-Open
R2-Two Weapon Fighting
5th-Open

Stats i would go:
Str-18
Dex-15(buy a +2 dex belt before 7th for imp twf)
Con-17
Int-11
Wis-12
Cha-14

As a side note i would instead suggest u go Weapon Master 7/Hellknight 10/whatever 3.. Take Intimidating Prowess and Cornugon Smash, pick up Fearsome dicipline asap.. If u really wanted to bring the pain, and it sounds like ur dm is ok with evil, play an Antipaladin.. Talk to him about making it Lawful Evil instead...

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