Know some good Inquisitor feats?


Advice

Scarab Sages

I'm eventually going to make an Inquisitor for Organized Play (I have 9 Organized Play characters who have seen play, but this will wind up being my first Inquisitor), I'm just trolling for ideas for good feats I may otherwise overlook in the shuffle of all my sourcebooks, particularly for 1st level but also for anything afterwards. Here's what I think I already know about the character:

Race: Dwarf
Deity: Groetus
Alignment: Chaotic Neutral
Inquisition: Oblivion
3rd-level bonus teamwork feat: Precise Strike
Weapons of choice: heavy flail and heavy repeating crossbow
Ability Scores:

Strength - 14
Dexterity - 14
Constitution - 14
Intelligence - 14
Wisdom - 16
Charisma - 6

Other: Yes, he's going to be THAT kind of Inquisitor.

I can already think of the easy choices: Power Attack, Dodge (and maybe Mobility and Spring Attack), Toughness, Weapon Focus (Heavy Flail), Combat Casting, etc. What do other people suggest? I'm not interested in being sold any complete preordained "build" packages as such, and am particularly interested in nifty Inquisitor-specific stuff and good choices for my bonus teamwork feats.

Shadow Lodge

Your link doesn't seem to work. <I copy/pasted and it went to a Youtube search, I'm guessing Monty Python/Spanish Inquisition>

Furious Focus might be good. Intimidating Prowess?


Swap Wisdom with Strengh or Dex, depending on if you want to focus on melee or ranged combat. You can always reach 16 wisdom for casting with a headband of wisdom +2 when the time comes.

I suggest going melee, so that you can avoid the feat tax of ranged combat and take the excellent Steel Soul feat. Shake it Off is generally a better teamwork feat to start with.

Take the Glory of Old trait in order to stack the bonuses vs spell-like abilities. Also take teh Fate's Favored trait for making luck bonuses more effective (see Divine favor and jingasa of the fortunate soldier).

Also consider the Witch Hunter archetype. You lose Monster lore, which is hard and you should definately make up for it by maxing Knowledge (Arcana, nature, planes, religion). You will also need for the archetype Spellcraft cheks and you have to have Perception maxed, so it will eat through your skill points. However, it will allow you to raise your saving throws against spells and SLAs EVEN MORE. Titally worth it for a dwarf inquisitor.

Take teh Night subdomain. You can make good use of darkness spells because you have darkvision and this you will take blind-fight for free. This will let you qualify easily for moonlight stalker, you also have the int for combat expertise. It is especially awesome when yoy have greater invisibility. The Night domain helps too.

A possible sample build

Witch Hunter Inquisitor 12

Race: Dwarf
Deity: Groetus
Alignment: Chaotic Neutral
Subdomain: Night

Weapons of choice: heavy flail and heavy repeating crossbow (backup)

Ability Scores:

Strength - 16
Dexterity - 14
Constitution - 14
Intelligence - 14
Wisdom - 14
Charisma - 6

1 Steel Soul, Blind Fight (bonus)
3 Power Attack, Shake It Off (bonus)
5 Combat Expertise
6 Outflank (bonus)
7 Moonlight Stalker
9 Improved Trip, Precise Strike (bonus)
11 Greater Trip
12 Paired Opportunists (bonus)

Hardy + Steel Soul + Glory of Old + Witch Hunter + Shake it Off makes for ENORMOUS saves vs spells and SLAs. Never worry about them again. Otehr than that, you have all the goodies that inquisitors get (spells mainly to buff themselves but not only this, judgements, bane) and you will deal great damage, especially with one round preparation.

According to your build, other good choices are judgmnet surge and instant judgemnet.

Silver Crusade

At first level, you're stuck between Dodge, Toughness, Judgement Surge, and dwarf racial feats. Power Attack and Weapon Focus require BAB +1 which is challenging to get around as a dwarf. I'm not sold on Combat Casting for Inquisitors. You probably won't be casting too many spells in combat at low levels. (At first level, you only get 2 per day). At higher levels, you can take litany of sloth for when you really need to cast a spell and can't get out of a foe's threatened area.

Scarab Sages

I like my abilities the way they are. Note that, Dwarven modifiers being what they are, I have just as many points spent on Strength AND Dexterity as I do in Wisdom - the array you're proposing is actually impossible in Pathfinder Society, since it costs (count 'em) 22 points. Anyways, that's one thing I find interesting about Inquisitors - they're one of the minority of classes that appeals very strongly to a "well-rounded" ability array (I normally have a proclivity for extremes).

I'm sticking with the Oblivion Inquisition, thank you (have you seen it? It's pretty good), and while I considered Archetypes (with particular interest in the Iconoclast - it's possible I'll take it, in the end), I've decided the standard is best.

The specific feats you mentioned are helpful, though, thank you. You also reminded me of the Ironhide option (if this character doesn't take it, I have a Dwarf Rogue who will), and racial feat options in general. I'm partial to Elves, whose as-yet-published race-exclusive feats I don't think are that great (with the exception of Breadth of Experience), and "weird/exotic" races, who are slow to be offered options of their own.


Improved monster lore is always a good feat for an inquisitor. The extra bonus to identifying monster abilities can be pretty good.

Scarab Sages

Anything to help me be better at ambushes and surprise rounds (so I can say, "NOBODY expects the-")? Aside from Stealth skill feats and various spells, I can only think of the Freedom Fighter Andoran Faction trait (+1 to Stealth and +1 to attack rolls in surprise rounds).


You are right about the stat array, I just glanced over it and I did not gave it the attention that deserved.

Well, a more effective balanced array for a Dwarf Inquisitor IMO is (including racials):

STR 16
DEX 12
CON 16
INT 12
WIS 16
CHA 5

This is an array that plays on the strenghts of the race, achieveing great Str and Con for melee potential, and with a headband of int can qualify for combat expertise too. The armor lost from dex is not important, the lower ranged attack roll is unfortunate but you can still contribute vs a flying target with spells, buffs and other class features.

I have seen the Oblivion inquisition and I was not impressed. A bonus to stabilization checks is nice but inferior compared to what other 1st lvl domain powers do. The 8th lvl ability is limited to its uses per day and even then it is mediocre, as you are not a dedicated caster to make save or suck spells shine.

If you do not like Darkness or the Night subdomain either, consider the Chaos, Destruction, Madness (and Insanity) and Void domains, as well as the Possession and Spellkiller inquisitions. Conversion is also great for intimidation-focused inquisitors using cornugon smash and blistering invective. If you are into it it is great, otherwise avoid it.

I chosed the Night subdomain because blind fight and combat expertise opwen the way to moonlight stalker, which synergies great with the darkness spells of the domain, the nightvision of the dwarves and the greater invisibility that you learn. Also, combat expertise opens the way to the improved trip feats that are great for PFS play in general and synergise with the heavy flail that you intend to use.

I suggest that you avoid the Iconoclast archetype, it gives up monster lore which is worth much more than what it recieves. Remember that making succesful knowledge checks is essential for using the right Bane, so you should consider extra carefully what you gain when you exchange this ability. Standard Inquisitor is well-rounded and probably the best option right with the Witch Hunter, consider though the Preacher and the Spell-breaker archetypes if they suit more your preferances.

Finally, the Glory of Old and Fate's Favored traits far outclass every other available trait that I can think of.

Scarab Sages

I've made up my mind about the ability scores and Inquisition, thank you. Some options and choices one runs into are objectively and inescapably superior/inferior to others, but they are the exception rather than the rule. A good RPG experience (and Organized Play adventures do at least an adequate job providing one) rewards building characters rather than "such-and-such machines." The powers offered by the Oblivion Inquisition are a little situational, but apply to situations that are reasonably common, and are powerful therein.


Elder Basilisk wrote:
At first level, you're stuck between Dodge, Toughness, Judgement Surge, and dwarf racial feats.

I'd add Heavy Armor Proficiency and Improved Initiative to that list. If you're more interested in role playing than min-maxing, and want to do actual inquisting with your 6 Cha, I'll echo Beckett's suggestion of Intimidating Prowess.


A thought for u... Judgement surge is best at level 1 as it useful all the time but a level one its +1 to damage increase to destruction, this netting a +2 damage. At level 3 when u have power attack take the extra +1 to hit and +1 to hit granted by surge. Combined with power attack u net +1 to hit and +2 damage. After level 3 u can just use what u want.


I want to piggy back on this....I am at level 6 have power attack, furious focus, combat reflexes etc...but I really don't want to go the intimidate route for melee, I feel there more than enough spells that cover it just fine...blistering invective for example. can anybody recommend me a short but fun/ flavorful chain of feats...say three feats long? Ideally I want something combat oriented but not just more of the same off the shelf inquisitor recommendations.


As mentioned earlier, if you're going dorf, Steel Soul is a solid pick.


Half Elf...conversion inquisition, playing skulls and shackles and we needed a party face.

Silver Crusade

I took "Cornugon Smash" at 7th level. It's been fun. The casters in the party love it when the melee type does the debuffing for them.

I also took Heavy Armor Proficiency at 1st level, and finally just picked up my Adamantine Full Plate. It even saved me from death in the one game I've used it in.

Sovereign Court

Pathfinder Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber

3 feats I like and have used:
Branded for Retribution - you spend 3 rounds of bane and the whole party gets to use bane against the target.

Favored Judgement - lets you choose a ranger favord enemy, and your judgements are +1 against it.

Warrior Preist - gain a +1 init and +2 concentration


Lazurin Arborlon wrote:
Half Elf...conversion inquisition, playing skulls and shackles and we needed a party face.

Even with spells, Cornugon Smash is a great addition for the times that you do not want to use (you want to deal damage in addition to intimidate) / you have run out of blistering invective. I agree that dazzling display is unneeded though. Dreadful carnage is great too, as you have already the prereqs, but it will come at a high lvl anyway.

Intimidating Prowess for increasing your intimidate score. You have a good strengh mod, right? Persuasive contributes to the same cause.

After you have aquired the above (or for the intermediate feats until you can qualify for the above), consider instant judgement and judgement surge. The first will improve dramatically your action economy, the latter will improve your judgements, never bad to have.


I second lookout and throw in escape route. You might not benefit from the teamwork feats before level 3 but from then on they are cool.

Sczarni

After reading this thread I will totally be taking "Branded for Retribution" as my 9th level feat. I didn't even know that feat existed.

I was originally going to be taking Dazzling Display, but I have too much fun casting Blistering Invective instead.


Nefreet wrote:

After reading this thread I will totally be taking "Branded for Retribution" as my 9th level feat. I didn't even know that feat existed.

I was originally going to be taking Dazzling Display, but I have too much fun casting Blistering Invective instead.

Dazzling display is indeed of limited usefulness on an Inquisitor. He has more effective ways to intimidate.

Make sure that you have enough allies that can benefit from your bane. IMO, it is only worth if at least 3 allies are benefiting from it. With most parties, this is not the case.

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Sczarni

He's a PFS character. I'll get my use out of it. Especially if I grab a Bane Baldric =D.

Plus, he's a melee Inquisitor. If even one member of the party is a Gunslinger, Monk, or Archer the Bane would benefit them more anyways.


Extra bane is pretty damn nice, same with extended bane if you have a high wisdom.

3 more rounds of bane? What a steal for a feat

Scarab Sages

CWheezy wrote:

Extra bane is pretty damn nice, same with extended bane if you have a high wisdom.

3 more rounds of bane? What a steal for a feat

Hmm, I'm inclined to agree with you - those two slipped right under my radar, too. Thanks!


I'm Hiding In Your Closet wrote:

I'm eventually going to make an Inquisitor for Organized Play (I have 9 Organized Play characters who have seen play, but this will wind up being my first Inquisitor), I'm just trolling for ideas for good feats I may otherwise overlook in the shuffle of all my sourcebooks, particularly for 1st level but also for anything afterwards. Here's what I think I already know about the character:

Race: Dwarf
Deity: Groetus
Alignment: Chaotic Neutral
Inquisition: Oblivion
3rd-level bonus teamwork feat: Precise Strike
Weapons of choice: heavy flail and heavy repeating crossbow
Ability Scores:

Strength - 14
Dexterity - 14
Constitution - 14
Intelligence - 14
Wisdom - 16
Charisma - 6

Other: Yes, he's going to be THAT kind of Inquisitor.

I can already think of the easy choices: Power Attack, Dodge (and maybe Mobility and Spring Attack), Toughness, Weapon Focus (Heavy Flail), Combat Casting, etc. What do other people suggest? I'm not interested in being sold any complete preordained "build" packages as such, and am particularly interested in nifty Inquisitor-specific stuff and good choices for my bonus teamwork feats.

Unarmed Strike (or worship iori) + Snake Style (works great with inquisitors + 1/2 level to sense motive.

Judgement Surge(+1 to any judgement)

Instant Judgement (for when you want bane and judgement going NOW)

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