Advice on a Inquisitor-ish character


Advice


Hey all I know I posted a similar thread last week but I got no response. I'm kind of unfamiliar with pathfinder society and not sure what is "usually" brought. I'm leaning towards a inquisitor to cover as many bases as possibly while still dealing some damage. If I go melee I probably will go with a greatsword and the rage domain. If I go range I'll probably base it off of my archer inquisitor: Or is it better to maybe take 3 levels of zen archer?

Male Human Inquisitor 6
NG Medium humanoid (human)
Init +9; Senses Perception +15
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Defense
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AC 22, touch 13, flat-footed 19 (+7 armor, +2 shield, +3 Dex)
hp 44 (6d8+6)
Fort +6, Ref +6, Will +8; +2 trait bonus vs. charm and compulson
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Offense
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Speed 20 ft.
Melee morningstar +6 (1d8+2)
Ranged +1 composite longbow +9 (1d8+3/x3)
Special Attacks bane, judgement of destruction, judgement of justice, judgement of piercing, judgement of smiting
Spell-Like Abilities
At will—detect alignment
6 rounds/day—discern lies
Inquisitor Spells Known (CL 6th; concentration +9):
2nd (4/day)—lesser restoration, silence (DC 15), resist energy, cure moderate wounds
1st (5/day)—divine favor, protection from evil, cure light wounds, wrath
0 (at will)—detect magic, create water, read magic, light, sift, stabilize
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Statistics
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Str 14, Dex 19, Con 12, Int 12, Wis 16, Cha 7
Base Atk +4; CMB +6; CMD 19
Feats Boon Companion, Point-Blank Shot, Precise Shot, Rapid Shot
Traits birthmark, reactionary
Skills Acrobatics +1 (-3 jump), Climb +3, Diplomacy +5, Escape Artist +1, Fly +1, Intimidate +9, Knowledge (arcana) +9 (+12 to identify the abilities and weaknesses of creatures), Knowledge (dungeoneering) +9 (+12 to identify the abilities and weaknesses of creatures), Knowledge (nature) +8 (+11 to identify the abilities and weaknesses of creatures), Knowledge (planes) +8 (+11 to identify the abilities and weaknesses of creatures), Knowledge (religion) +9 (+12 to identify the abilities and weaknesses of creatures), Perception +15, Ride +1, Sense Motive +15, Spellcraft +7, Stealth +5, Survival +10 (+13 to track), Swim -1, Use Magic Device -1; Racial Modifiers +3 Perception
Languages Common, Goblin

Grand Lodge

Who is your god?


Was thinking Erastil if I go archer and Gorum if I go melee

Grand Lodge

How do you feel about playing a neutral PC worshiping an evil god?


Really depends on the god. Gorum is Chaotic neutral if that matters


Are you thinking about using a profane bonus instead of the sacred?

Grand Lodge

It opens up Domain and favored weapon options.


Which is the better way to go though melee or ranged? Rather what is the most common. Or is it mixed?


It's usually better to go ranged over melee with an inquisitor if u power game as u get more out of bane and u don't need to dip into other classes or burn feats to get more AC that melee needs. That said, the inquisitor with a proper two handed weapon like great sword or glaive is perfectly fine (many would say that the inquisitor is the best 3/4 BaB class there is for fighting).

If u go ranged then your defining quality will be what domain on all te game u want since u need not worry about ur weapon. Melee is trickier. A dex base inquisitor has the advantage of being more of a skill monkey potential than melee as well.

As for a 3 level dip into monk, if u started at level 6 then I would say its dealers choice. But if ur starting at level one in pFS it will it 9 scenarios before u get the perks of zen archer.

MY style of ranged inquisitor goes

Human or tiefling

STR 10
DEX 16 (18)
CON 12
INT 12 (14 with tiefling)
WIS 16
CHA 7 (5 with tiefling)

Tiefling is more defensive with higher AC (armor of pit or scaled skin trait) and has hight INt for skills. But human is better offensively and has more skill point potential. If u want to be a face take either infiltrator archetype or conversion or heresy inquisition. A + 7 to face skills is nothin to sneeze at. U can be a face( or THE face, a respectable skill monkey, an accurate cannon, AND 2/3 spell caster in one package. And ur judgement only make u more adaptable in battle.

NoTE: NEVER grab anything but light armor for ranged inquisitor as ur AC can be just as high with light armor and this not sacrafice money or speed.

Final note: a half Orc has some juicy combos with inquisitor too.


I'm leaning towards the archer (I like being able to make more than one attack in a round), I'm just worried what to do with the teamwork feats, since not many apply to ranged. But that might give me some advantage if i need to go melee. Would you go point blank and precise or rapid?


ekibus wrote:
I'm leaning towards the archer (I like being able to make more than one attack in a round), I'm just worried what to do with the teamwork feats, since not many apply to ranged. But that might give me some advantage if i need to go melee. Would you go point blank and precise or rapid?

Depending on ur taste u could go preacher archetype as well. It would allow u to pseudo boost urself and party in a critical moment rather than using teamwork feats.


PS: the difference between rapid and precise for me is how many times are ur teammates in melee. I know ur teammates will be happier with precise but I like rapid better.


The inquisitor with the conversion inquisition and preacher matches really well (especially with cha being beat down)But my original idea is basically a man with no name, who sweeps in and kills the monsters (possibly for a fee) I liked the idea of the 7 cha and playing him as socially awkward, even taking some points in diplomacy to show he at least tries on occasion. I would probably do the preacher and just kind of ignore the rp aspect of it (which is wrong but hey) If I understand it right I could basically once per day prevent a natural 20 a gm rolls. Or if I skip the preacher, there are one or two teamwork feats for range, I could also pull out a melee weapon and with the teamwork feats I should do ok (I think at level 7 I have a "free" feat in which I cant take a archery feat, could take power attack then) Another idea if I go Erastil and the feather/animal domain I get a animal companion, I could take boon companion at level 7 and have the pet take some teamwork feats (if there are any I would need him to have.


since u mentioned monsters specifically, have u considered protection/defense domain? As u know a lot of monsters have save-or-suck or save-or-dies. its bland and uninteresting but it would make it VERY hard for you to fail your saves across the board early on and it scales reasonably well. The defense subdomain would offer a buff for the group in a critical moment above and beyond the preachers abilities as well. IF you went with that at level 1 you would have fort+4, Ref +5, Will+6 without judgements, traits, feats. that's better than monk saves.

as for feather animal I have heard that it works well though I have not tried it myself.

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