Inquisitor level 5 - what now?


Advice


Hello all,

I have little to no experience in playing an Inquisitor at medium levels - my character has hit level 5 and now I am undecisive on which path to take from here onwards - so far she has been a mix of some damage dealing with the longspear and frontliner with rapier + shield, but I think I am intent on gravitating towards the frontliner role.

With that in mind, I would like to request your feedback and advice regarding where to go from here - my initial intent was to go Two-Weapon Fighting + Improved Shield Bash for some added damage at the front, but now at level 5 she has just got Bane, which I believe will go a long way as far as damage dealing, so perhaps I could look into different feat chains (not that Inquisitor has that many to spare though), to fill up something else besides damage.

Here is her stat block:

Tessai
Female Oni-Spawn Tiefling Inquisitor 4
CG Medium Outsider (native)
Hero Points 1
Init +5; Senses darkvision 60 ft.; Perception +9
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Defense
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AC 20, touch 13, flat-footed 17 (+6 armor, +1 shield, +3 Dex)
hp 34 (4d8+12); judgement of sacred healing 2
Fort +6, Ref +5, Will +7; +2 trait bonus vs. charm and compulson
Defensive Abilities judgement of sacred protection +1; DR judgement of sacred resiliency 1: magic; Resist cold 5, electricity 5, fire 5, judgement of sacred purity +1, judgement of sacred resistance 4 (fire)
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Offense
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Speed 20 ft.
Melee Javelin +3 (1d6+4/x2) and
. . Masterwork Longspear +7 (1d8+6/x3) and
. . Masterwork Rapier +8 (1d6+4/18-20/x2) and
. . Masterwork Silver Light mace +8 (1d6+4/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):
2 (2/day) See Invisibility, Blistering Invective
1 (4/day) Divine Favor, Shield of Faith, True Strike, Protection from Evil
0 (at will) Resistance, Stabilize, Detect Magic, Guidance, Light, Disrupt Undead
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Statistics
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Str 18, Dex 16, Con 13, Int 10, Wis 14, Cha 7
Base Atk +3; CMB +7; CMD 20
Feats Paired Opportunists, Power Attack -1/+2, Toughness +4
Traits Birthmark, Conspiracy Hunter (Knowledge [local])
Skills Acrobatics -1 (-5 jump), Bluff +7, Climb +0, Diplomacy +9, Disguise +0, Escape Artist -1, Fly -1, Intimidate +15, Knowledge (dungeoneering) +4 (+8 to identify the abilities and weaknesses of creatures), Knowledge (local) +8 (+12 to identify the abilities and weaknesses of creatures), Knowledge (planes) +7 (+11 to identify the abilities and weaknesses of creatures), Perception +9, Ride -1, Sense Motive +11, Spellcraft +6, Stealth -1, Survival +7 (+9 to track), Swim +0 Modifiers monster lore
Languages Abyssal, Common
SQ +1 hp/level, domains (conversion inquisition), hero points, judgement (2/day), solo tactics, teamwork feat (change 2/day), track
Combat Gear Oil of bless weapon; Other Gear Masterwork Breastplate, Buckler, Javelin (4), Masterwork Longspear, Masterwork Rapier, Masterwork Silver Light mace, Cloak of resistance +1, Backpack, masterwork (21 @ 28.46 lbs), Bedroll, Belt pouch (empty), Belt pouch (empty), Chalk (10), Flint and steel, Grappling hook, Rope, Trail rations (5), Waterskin, 5 PP, 1 GP, 8 SP, 9 CP
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Special Abilities
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+1 HP/Level You receive +1 bonus hit point per level.
Birthmark +2 save vs. charm & compulsion
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Inquisitor Domain (Conversion Inquisition) Deities: Any deity.

Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
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 +4 (Ex) +4 to Knowledge checks when identifying the weaknessess of creatures.
Paired Opportunists +4 to hit for AoOs if you and an ally with this feat both threaten the target.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Teamwork Feat (change 2/day) Swap your most recent Teamwork feat for another
Track +2 Add the listed bonus to survival checks made to track.

Thank you in advance for any input people.

Grand Lodge

Furious Focus, or Exotic Weapon Proficiency(Fauchard).

I would add some Armor Spikes to threaten adjacent opponents.

What is your god?


Extra Bane feat for level 5 I think, or maybe Weapon Focus.

Bane Baldric item (when you can, referably before level 8). Also Holy enchantment on your weapon later on.


@blackbloodtroll: God is Cayden Cailean - I went for a pretty straightforward one when I created her.

Furious Focus and Fauchard would put the emphasis on the 2 handed weapon usage right? I was planning on going the tank way, so more likely 1h weapon + shield.

@Ender730: Wouldn't the Weapon Focus force me to dedicate too much to a particular weapon? I mean, I can always go and invest whatever cash I get on my deities' weapon - the rapier in this case - but I have the feeling that the drops will be more often than not, something different - for example, I have seen around 3 magical longswords drop, but no rapier...

Extra Bane may be an excellent choice, I was just wandering if I could get some more "tanking mileage" out of any other feats - should I even consider going two-weapon fighting -> Improved Shield Bash, etc?


What about Dodge > Mobility > Spring Attack to be all over the place?

Grand Lodge

Two handed weapon is the optimal path for Inquisitor.

Rapier cannot be wielded with two hands for extra damage.

Two weapon fighting is not a good choice for this class/build.

Combining reach, and the two-handed weapon, is both defensive, and offensive.

If the shield is a must, then I suggest two-handing a Heavy shield, and nabbing improved shield bash.

Still, with the reach weapon, you can do things like cast True Strike, then trip(or any other maneuver), and be far enough away to not provoke.

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