| SoulDragon298 |
So at some point im gonna gm a group of five friends but i wanna be a player in another game so I will have a grip on the rules. I wanna be an inquisitor but I dont know which deity to pick. My ideas are
Cayden Cailean: This one would hunt down LE and CE enemies because they ruin and pervert good fun.
Gorum: He would fight peacelovers
Iomedae: Basically like a cop hunting down lawbreakers
Torag: Hunts down forgers of unholy weapons
So which should I play?
| EvilMinion |
Also, from a mechanics standpoint, keep in mind that inquisitors get lousy melee weapon options (simple weapons only) ... so if you want to be a melee inquisitor, there's some draw to a god with a good favored weapon (which you also get proficiency in).
This is not an issue if you want to be a ranged inquisitor (they get lots of good ranged options), or are a race with a helpful free racial type weapon proficiency, or just are going more RP over mechanics.
Just something to keep in mind.
| LibraryRPGamer |
Or, go half-elf and take any weapon you want via Ancestral Arms.
Like the others have said, it all depends on what you want to do with your character and how it fits into the play.
Another option is an inquisitor of Milani. It has the chaotic-goodness feel of Caydean but you can be an instigator of revolution and hunter of corrupted government officials.
| Renegadeshepherd |
Gorum and cayden are the clear winners here. Both have good flexibility on alignment and have good weapon choices for inquisitor. If u want to be strength based u go with Gorum and cayden if u want dex based (u already can shoot bow so u wouldn't need but weapon finesse).
Gorum is a little of a jerk but as long as YOU don't overplay it I don't c a group getting upset. Between the domai a Gorum is the clear winner with tactics subdomain though.
| Blave |
I play a true neutral half-orc inquisitor of Abadar. Being half-orc solves the weapon-problem and the favored class bonus so basically +3,5 skill points per level, which is great. I also got the trade subdomain because it's useful in combat (movement and teleport) and out of combat (bonus to 3 face skills).
Fluff-wise he's a caravan guard who keeps trading routes clear of bandits and other threats. Could also be re-fluffed to a silent guarian of all things created by men. Might fit better if you play a campaign with a big evil that threatens everything and not just trade routes.
And since he's an inquisitor and not a cleric, he doesn't need to play fair all the time.
| Kyoni |
RP-wise (not optimization) Cayden Cailean is nice with a dwarf (put ranks in craft alchemy to brew your own ale?). My dwarf just took weapon prof. falcata as 1st feat... falcatas rock with inquisitors (and gods with falcata as their favored weapon are... obscure).
Desna is also quite nice... I think the starknife (like other 20ft throwing weapons: spears...) is often overlooked because of it's low damage, however it has a crit of x3 and it allows you to throw it too, making it a decent pick for switchhitting. Unlike a spear (2-handed) it is one-handed, allowing a buckler/klar in your other hand. (The shortspear only has x2 crit).
All starknife related feats you might take with this inquisitor will work for melee and ranged attacks (for example improved critical: 19-20; x3 with starknife... and inquisitors get quite a few spells that flat-increase their weapon damage, thus should multiply x3 on a crit, unless I missed something: Wrath[morale], Judgment/Weapon of Awe/Litany of Vengeance[sacred], Magic Weapon+Greater[enhancement], Divine Favor/Divine Power/Prayer[luck], Resounding Blow[sonic]).
Inquisitors get the spell "Returning Weapon" as 1st level spell, so even at lower levels you can throw your starknife, if you want to.
If you want to throw your starknife, don't rofget to have a gauntlet/spiked/cestus/... on that hand for when your blade is flying, that way you are not unarmed and still threatening.
But then gauntlets are standard backup weapons for most of my characters because you never need to get it out (draw it) and cannot be disarmed... also works great underwater.
(Again, the starknife for desnan inquisitors is more of a rp-choice, not hardcore optimization with god/weapon choices. If you want optimization, read those very well written guides out there: link)
blackbloodtroll
|
Well, for RP, I find Arshea very fun.
See more here:
Spirit of Abandon
NG angel empyreal lord of freedom, physical beauty, and sexuality
Holy Symbol: reclining figure draped in multicolored sashes
Temples: artists' studios, burlesque parlors, dance halls
Worshipers: courtesans, painters, the repressed, sculptors, sexual partners
Minions: aasimar enchanters, astral devas, good nymphs
Obedience: Achieve sexual release by yourself or with one or more partners. Praise the most beautiful aspects of yourself and any partners aloud, and offer a prayer to Arshea while still naked. Gain a +4 sacred bonus on Charisma checks and Charisma-based skill checks when interacting with an intelligent creature who could be sexually attracted to you.
BOONS
1: Arshea's Charmer (Sp) disguise self 3/day, mirror image 2/day, or charm monster 1/day
2: Flawless Form (Su) Gain an armor bonus equal to your Charisma modifier (minimum +1) whenever you wear revealing clothing and no armor.
3: Liberation (Sp) You can cast freedom once per day.
Arshea inspires passion and comforts the repressed, and perhaps no empyreal lord is rendered in art as often as the Spirit of Abandon.
Arshea's form suggests the best traits of both the masculine and the feminine. The empyreal lord's lithe body is physically ideal with a flawless combination of lean muscles and soft curves. The Spirit of Abandon's face is a study in perfection, and some claim that those who look directly on the being's countenance can never be satisfied with mortal beauty again. Gossamer clothes constantly swirl around Arshea's form, alternately hiding and revealing the empyreal lord's androgynous form, and Arshea's gray and blue wings flutter gracefully as though part of an eternal dance.
Freedom matters most to the Spirit of Abandon, but not simply freedom of the body. Arshea espouses utter liberation of the soul and encourages mortals to abandon needles sly constraining beliefs. Arshea's influence guides mortals to experience love and sexuality in whatever manner they desire, provided the experience is harmless or mutually agreed upon. Individuals experiencing deep misery as a result of repression or yearning will sometimes find a soft gray feather, jeweled bangle, or scrap of gossamer fabric on their beds as a sign ofhope from the Host of Delectation.
Worshipers of Arshea believe that one's gender and role in society are not tied to one's physical form. Arshea's faithful often dress and behave as members of the opposite sex (or another defined gender role in societies with multiple roles) for months, years, or even decades, believing that such experimentation is the best way to overcome repression and understand true freedom. After their self-stylized pilgrimage of the self is complete, these devotees choose the gender identities they decide best suits them.
Arshea has no permanent home. The Spirit of Abandon's independent nature takes the empyreal lord across the celestial planes and through the mortal world in an endless, unpredictable cycle.