
The Artaxerxes |

Hey, I'm running a game soon, and my friend, who is new to fantasy role playing games entirely, wants me to make him a good character. But I'm too busy making the campaign, so I came to the forums. He gave me two preferences, and I have one too. He must be damage focused, he can't be a straight, full BAB class because it "sounds too boring," and (my preference) needs to have some healing ability. We already have a theurge who's part life oracle, but the party needs more. Anyways, thanks in advance! Oh, and we're starting at level 6, and we're using a 20 point buy. No third party material either. Last thing, I've house ruled that any PrC that says "plus 1 caster class" under spells per day advances the whole class (I.e. bloodlines or mysteries).

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For our next campaign, I'll be going with a Zen Archer 3 / Inquisitor (Preacher and Heretic archetypes, Conversion Inquisition) X.
You get boatloads of stuff based off of Wisdom, including most of the face skills (Diplomacy, Bluff, and Intimidate), Monk AC bonus, and your Inquisitor stuff. Plus Wisdom to Bluff and Stealth, in addition to the normal ability mod. Plus, you keep Stern Gaze, for bonuses to Intimidate and Sense Motive.
You get lots of bonus feats: Weapon Focus (Longbow), Perfect Strike, Point Blank Master, Point Blank Shot, and Precise Shot, plus Wisdom to attack rolls with a bow, instead of Dex, and flurry with a bow.
You get great skills, and because you're fighting with a bow, it's easier to apply your Judgements and Bane to multiple attacks every round.
Plus, you get access to healing spells and condition removal stuff.
For 20 point buy, I'd recommend:
Str 12, Dex 14, Con 12, Int 12, Wis 17, Cha 7, plus racial mods.
Pick a race with a bonus to Wisdom, like Human or Dwarf (or Archon or Garuda-blooded Aasimar, or Devil-spawn Tiefling).
I'm really looking forward to my game.

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Dwarf Inquisitor 6
CG Medium Humanoid (dwarf)
Init +6; Senses darkvision 60 ft.; Perception +12
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Defense
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AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 51 (6d8+18); judgement of sacred healing 3
Fort +8, Ref +3, Will +8; +1 trait bonus vs. spells, spell-like abilities, and poison, +2 vs. poison, +4 vs.
spells and spell-like abilities
Defensive Abilities defensive training, judgement of sacred protection +2; DR judgement of sacred
resiliency 2: magic; Resist judgement of sacred purity +2, judgement of sacred resistance 6 (electricity)
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Offense
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Speed 20 ft.
Melee Masterwork Greatsword +8 (2d6+4/19-20/x2)
Special Attacks bane (+2 / 2d6) (9 rounds/day), hatred, judgement of sacred destruction +3, judgement
of sacred justice +2, judgement of sacred piercing +3, judgement of sacred smiting (magic, good), rage (5
rounds/day)
Spell-Like Abilities Detect Alignment (At will), Discern Lies (6 rounds/day)
Inquisitor Spells Known (CL 6):
2 (4/day) Restoration, Lesser, Invisibility, Darkness, See Invisibility
1 (5/day) Divine Favor, Shield of Faith, True Strike, Cure Light Wounds
0 (at will) Disrupt Undead, Create Water, Stabilize, Read Magic, Detect Magic, Guidance
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Statistics
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Str 16, Dex 13, Con 16, Int 10, Wis 16, Cha 8
Base Atk +4; CMB +7; CMD 18 (18 vs. Bull Rush, 18 vs. Trip)
Feats Extended Bane, Outflank, Power Attack -2/+4, Precise Strike, Steel Soul
Traits Glory of Old, Reactionary
Skills Acrobatics -4 (-8 jump), Appraise +0 (+2 to determine the price of nonmagic items with precious
metals or gemstones), Climb +5, Diplomacy +5, Escape Artist -4, Fly -4, Heal +8, Intimidate +6,
Knowledge (arcana) +5 (+8 to identify the abilities and weaknesses of creatures), Knowledge
(dungeoneering) +5 (+8 to identify the abilities and weaknesses of creatures), Knowledge (nature) +5 (+8
to identify the abilities and weaknesses of creatures), Knowledge (planes) +5 (+8 to identify the abilities
and weaknesses of creatures), Knowledge (religion) +5 (+8 to identify the abilities and weaknesses of
creatures), Perception +12 (+14 to notice unusual stonework, such as traps and hidden doors in stone
walls or floors), Ride -4, Sense Motive +15, Spellcraft +5, Stealth +0, Survival +7 (+10 to track), Swim -2;
Racial Modifiers monster lore
Languages Common, Dwarven
SQ domains (anger inquisition), greed, hardy, hateful retort (1/day), judgement (2/day), slow and steady,
solo tactics, stability, stonecunning +2, teamwork feat (change 3/day), track
Other Gear Chainmail, Masterwork Greatsword, 150 GP
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Special Abilities
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Bane (+2 / 2d6) (9 rounds/day) (Su) Make the weapon you are holding a bane weapon.
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.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
p1
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Discern Lies (6 rounds/day) (Sp) Discern Lies at will
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 Poison/+4 Spells or Spell-like Effects Gain a racial bonus to saves vs Poison, Spells and
Spell-Like effects.
Hateful Retort (1/day) (Ex) Immediate, when hit make a melee attack vs the one who hit you.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Inquisitor Domain (Anger Inquisition) Deities: Gorum, Rovagug.
Granted Powers: Holy (or unholy) rage, granted by your patron deity, ensures that when you fight, the
battle ends with a bloody victory.
Divine Rage: At 6th level, you gain the ability to rage l
Judgement (2/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +3 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 3 (Su) Fast Healing
Judgement of Sacred Justice +2 (Su) Attack bonus
Judgement of Sacred Piercing +3 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +2 (Su) AC bonus
Judgement of Sacred Purity +2 (Su) Save bonus
Judgement of Sacred Resiliency 2: Magic (Su) DR/magic
Judgement of Sacred Resistance 6 (Electricity) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic, Good) (Su) DR bypass
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Outflank Flanking bonus increases to +4 if the other flanker also has this feat, and ally gets an AoO if
you score a critical hit against the target.
Power Attack -2/+4 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.
Rage (5 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Slow and Steady Your base speed is never modified by encumbrance.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Teamwork Feat (change 3/day) Swap your most recent Teamwork feat for another
Track +3 Add the listed bonus to survival checks made to track.

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The preceding is a Dwarven Inquisitor build focused on damage, It does not include magical Items, which could reasonably increase strength and wisdom. At level 7 I would take Extra Rage. It really shells out the damage because as of lvl 6 it counts the Judgement of Destruction as a lvl 9 inquisitor. With Power Attack, and Rage, and destruction Domain you are looking at 2d6+16 this is before any Magic Weapon increases, or BANE which you can also have active. Additionally you can slap on a few extra damage from a belt. This hits hard, Heals, and has decent/good HP. When flanking gain +4 atk instead of 2 and also gain +1d6 damage.

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fighter 2/oracle 1/barbarian 3 (6th level)
traits:
accelerated drinker
magical knack
feats:(human)
h. TWF
1. WF Earthbreaker
f. WF Klar (light spiked shield)
f. Thunder and Fang
3. power attack
5. extra revelation (dance of blades)
7. vital strike
9. furious finish
ok so this character just walks around with medium armor as a generic barbarian (or adamantine full plate as a armored hulk) with the lame curse. lame curse allows you to rage cycle your furious finish strikes. with enlarge person (potions) and lead blades, until you can afford weighted enchant, will net you +6d6 base damage on a 3x crit modifier.
large sized earth breaker + lead blades (huge sized) + enlarge person (colossal)= 6d6 base damage, then add in vital strike when he cant full attack and you're looking at 12d6 + 1.5 str + power attack on a hit. not bad for a 7th level character. once 9th rolls around, you can burn rage rounds to furious finish, netting you max damage on your swing, when you only have an attack action available.

Rynjin |

Master Chymist is good if he wants to Hulk Smash things with his alter ego.
Have you thought about just changing the Paladin's Code? It's really not that bad with a liberal interpretation of it. 80% of the problems with it comes from a GM trying to make it too strict ("Setting traps and ambushes is lying to the enemy! FAAAALLL!!!!!").
I ask because it seems to be just what you and he might want. Healing, combat power, some social ability, a limited form of spellcasting, and some neat immunities and save bonuses stop it from being "boring" for sure.

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Inquisitor is a horrible class for a "who is new to fantasy role playing games entirely" dude. Spells, the combat options, all his special class features and such are just too much for someone who isn't very familiar with even the basics like BAB, saves, skills, feats....this is a class for a person who has played quite a bit IMO.
I don't understand why he would want to be "straight damage focused" then immediately shut down any full BAB classes. I think this is more of an opinion formed by someone else's preferences being stated in a way that makes Full BAB classes look "boring".
My thought for what he should play is Ranger. If you want an archetype then try one but why not the basic ranger to start?
Lots of skill points, great damage potential with whatever style of combat you wish to be good at, he could have an nature bond critter to help him if he wants, gets a small amount of spells, and can use any cure wands up to Cure Serious.
He could go ranged combat, get his Animal Companion to do the pounce thing, and then still be able to hit a few spells and tag himself and others with the wand....it is a win-win class for the guy.