Trying to Build an Intimidating Half-Elf Inquisitor


Advice


So I am trying to create a level 12 Half-elf Inquisitor who would be acting as the main meat shield of the group. I 'm also looking to work the intimidation of the Inquisitor for some battlefield debuffs. Here is what I have so far. Gear was kinda just thrown in there so it may not make much sense. Also, some things might not make much sense (like his Glamored armor), but are there for thematic backstory stuff.

Any thoughts, suggestions, criticisms and public floggings are welcome (That which does not kill us.... )

Inquisitor Blakeney
Male Half-Elf Inquisitor 12
CG Medium Humanoid (elf, human)
Init +10; Senses low-light vision; Perception +20
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Defense
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AC 26, touch 13, flat-footed 25 (+10 armor, +1 Dex, +3 natural, +2 deflection)
hp 122 (12d8+48); judgement of sacred healing 5
Fort +11, Ref +5, Will +11; +2 vs. enchantments
Defensive Abilities freedom's call (12 rounds/day), judgement of sacred protection +3 / +6, stalwart; DR judgement of sacred resiliency 3 (evil); Immune magic sleep; Resist elven immunities, judgement of sacred purity +3 / +6, judgement of sacred resistance 10 (fire)
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Offense
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Speed 20 ft.
Melee +3 Keen Elven curve blade +20/+15 (1d10+13/15-20/x2)
Special Attacks greater bane (+2 / 4d6) (12 rounds/day), judgement of sacred destruction +5, judgement of sacred justice +3 / +6, judgement of sacred piercing +5, judgement of sacred smiting (magic, chaos, adamant
Spell-Like Abilities Detect Alignment (At will), Discern Lies (12 rounds/day)
Inquisitor Spells Known (CL 12):
4 (3/day) Invisibility, Greater, Divine Power, Brand, Greater (DC 17), Judgment Light
3 (5/day) Searing Light, Cure Serious Wounds, Coordinated Effort, Terrible Remorse (DC 16)
2 (6/day) Confess (DC 15), Cure Moderate Wounds, Invisibility, Blistering Invective, Brow Gasher
1 (6/day) Divine Favor, Shield of Faith, Expeditious Retreat, True Strike, Compel Hostility, Wrath
0 (at will) Bleed (DC 13), Read Magic, Create Water, Guidance, Light, Brand (DC 13)
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Statistics
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Str 24, Dex 13, Con 16, Int 8, Wis 16, Cha 7
Base Atk +9; CMB +16; CMD 29
Feats Armor Proficiency (Heavy), Dazzling Display (Elven curve blade), Improved Initiative, Intimidating Prowess, Lookout, Outflank, Paired Opportunists, Power Attack -3/+6, Shake It Off, Shatter Defenses (Elven curve blade), Weapon Focus (Elven curve blade)
Traits Elven Reflexes, Reactionary
Flaws Shaky
Skills Acrobatics -1 (-5 jump), Bluff +2, Climb +9, Diplomacy +2, Disguise +2, Escape Artist -1, Fly -1, Heal +7, Intimidate +26, Knowledge (religion) +14 (+17 to identify the abilities and weaknesses of creatures), Perception +20, Ride +3, Sense Motive +24, Spellcraft +3, Stealth +3, Survival +9 (+15 to track), Swim +9; Racial Modifiers +2 Perception, monster lore
Languages Common, Elven
SQ domains (liberation), elf blood, glamered, liberation (12 rounds/day), judgement (4/day), solo tactics, teamwork feat (change 3/day), track
Other Gear +1 Comfort Glamered Mithril Full Plate, +3 Keen Elven curve blade, Amulet of natural armor +3, Belt of physical perfection +2, Cloak of resistance +3, Muleback cords, Ring of protection +2, 1164 GP
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Special Abilities
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Dazzling Display (Elven curve blade) Intimidate check to demoralize can affect those within 30' who see you.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (12 rounds/day) (Sp) Discern Lies at will
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.
Freedom's Call (12 rounds/day) (Su) 30'r aura suppresses many conditions.
Glamered Assumes appearance of normal clothes on command.
Greater Bane (+2 / 4d6) (12 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Inquisitor Domain (Liberation) Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
Judgement of Sacred Destruction +5 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 5 (Su) Fast Healing
Judgement of Sacred Justice +3 / +6 (Su) Attack bonus
Judgement of Sacred Piercing +5 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +3 / +6 (Su) AC bonus
Judgement of Sacred Purity +3 / +6 (Su) Save bonus
Judgement of Sacred Resiliency 3 (Evil) (Su) DR/magic
Judgement of Sacred Resistance 10 (Fire) (Su) Energy Resistances
Judgement of Sacred Smiting (Magic, Chaos, Adamantine) (Su) DR bypass
Liberation (12 rounds/day) (Su) Act as if you had freedom of movement for 12 rounds/day.
Lookout Act in the surprise rouns if an adjacent ally with this feat can act in the surprise round.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Muleback cords These thick leather cords wrap around the wearer’s biceps and shoulders; when worn, they make the muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity (see Pathfinder RPG Core Rulebook page 171). This bonus does not apply to combat, breaking items, or any other Strength-related rolls except the amount of equipment or material the wearer can carry. Construction Requirements Craft Wondrous Item, bull’s strength; Cost 500 gp
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.
Paired Opportunists +4 to hit for AoOs if you and an ally with this feat both threaten the target.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Second Judgement (4/day) (Su) Variable bonuses increase as the combat continues.
Shake It Off Gain +1 to all saving throws per adjacent ally
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stalwart (Ex) If you succeed at a Fort or Will save for reduced effect, you take none instead.
Teamwork Feat (change 3/day) Swap your most recent Teamwork feat for another
Track +6 Add the listed bonus to survival checks made to track.

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