| Douglas Muir 406 |
It seems a bit harder than building a non-combat cleric, because the Inquisitor has fewer spells and most of the Judgments are built around combat. Still, there should be some way to swing this. This is an NPC Infiltrator, 10th level; I'm looking for a build that emphasizes enchantments and deceptions. The character concept is a spy and manipulator who avoids combat unless cornered and is really no good at melee.
Thoughts?
Doug M.
| XMorsX |
You need high Int for many skil point. In addition, you need high Wis for spellcasting and perseption. A decent dex is necessary, because you will probably fall back to a repeating crossbow should you are forced to battle. You can afford to not increase Con, dump Str entirely and also take the conversion inquisition nd dump cha too.
With elite array, you look at something like this:
Human Infiltrator inquisitor
STR 10
DEX 14
CON 11
INT 12
WIS 17 (15+2)
CHA 8
Choose the Focused Study alternative racial trait for 3 skill focuses per lvl.
Alertness, Cosmopolitian, Insightful Gaze, Intimidating Gaze, Master of Disguise, Strong Comeback are some of the feats that can give you skill bonuses. Shake it off and stealth synergy are good teamwork feats to choose.
You also have Disguise Self. Check your spell list, I am sure there are intresting spells to use. Confess comes to mind.
| Renegadeshepherd |
Without more info I got a foundation for u to build on. Make sure DM agrees Irori gives unarmed strike. I'm also assuming no dips but a bard dip would work wonders.
A human infiltrator of Irori.
STR 10
DEX 12
CON 12
INT 16
WIS 16 (18)
CHA 7
Trade extra feat for focused study.
Domain of choice is knowledge/thought. Adding the knowledge skills as class skills is a +3 to each each that was t already on the list so this is a win. Thought subdomain is perfect mechanically and theme-wise as reading thoughts as a spy is just wow.
Feats
1- focus study #1
1- fast learner
3- diletante
5- combat expertise OR cosmopolitan
7- persuasive
8- focused study
9- dealers choice
On the feats: ALWAYS take fast learner as a skill monkey so that even if ur not meant for battle u can take the skill point from favored AND HP. This will allow any villain the HP to try to escape or a weak combatant a chance to help or hinder as needed. Diletante is also a MUST. Even if u don't like knowledge skills this is still essential as it allows a +2 to 10 skills for one feat and one skill point in each of those skills. For one skill point and this feat u will have ,at +3 INt mod, 3+2+3+1=9 to all knowledge skills. For a select few knowledge that u truly want higher u can get it up in the high teens or low 20s.
Finally, u need to put a LOT of effort into stealth and dex skills as they are ur weak point in skills but are definitely needed and useful. There's are inquisitions that shore up this aspect but then ud need to be a base inquisitor. Trade offs.
| Douglas Muir 406 |
1) good spy based on skills, spells, or both?
2) what race or races do u prefer or not prefer?
3) how bad is his combat? Below optimal, normal human, or neg attribute bad.
4) what is ur opinion on dips into classes?
1) Why not both?
2) Human. 20 point build, middle-aged.3) Bad. Really doesn't do melee combat.
4) No objection, but the inquisitor's slow spell progression means that dipping just one level means losing 4th level spells -- painful for a character that's focusing on casting.
Doug M.
Deadmanwalking
|
Okay, here's a 10th level Inquisitor of whoever you like. No melee skills whatsoever:
CR 10
Human Inquisitor (Infiltrator, Preacher) 10
Any alignment Medium Humanoid
Init +13; Senses Perception +22
DEFENSE
AC 24, touch 15, flat-footed 20 (+7 Armor, +1 Deflection, +4 Dex, +2 Natural Armor)
HP 58 (10d8+10)
Fort +12, Ref +11, Will +18
OFFENSE
Spd 30 ft.
Melee dagger +7/+2 (1d4/19–20)
Ranged longbow +12/+7 or Rapid Shot +10/+10/+5 (1d8+1/x3)
SPELLS (Concentration +16)
4th: 2/day: Hold Monster (DC 23), Fear (DC 21),
3rd: 4/day: Blood Biography, Dispel Magic, Obscure Object, Prayer, Terrible Remorse (DC 21),
2nd: 6/day: Castigate (DC 21), Detect Thoughts (DC 18), Find Traps, Hold Person (DC 21), Invisibility, Resist Energy, See Invisibility, Tongues,
1st: 7/day: Alarm, Command (DC 20), Deadeye's Lore, Divine Favor, Disguise Self, Lock Gaze (DC 20), Sanctuary (DC 18), Shield of Faith,
0th: Detect Magic, Detect Poison, Read Magic, Light, Sift, Stabilize,
STATISTICS
Str 10, Dex 18*, Con 12, Int 12, Wis 24*, Cha 7
BAB +7; CMB +7; CMD 22
Feats Greater Spell Focus (Enchantment), Point Blank Shot, Precise Shot, Rapid Shot, Spell Focus (Enchantment), Skill Focus (Bluff), Skill Focus (Stealth),
Skills: Bluff +37, Diplomacy +32, Disable Device +20, Disguise +13/23*, Heal +13, Intimidate +13, Knowledge (Arcana) +7, Knowledge (Dungeoneering) +7, Knowledge (Local) +8, Knowledge (Nature) +7, Knowledge (Religion) +7, Knowledge (Planes) +7, Perception +22, Profession (Spymaster) +13, Stealth +25, Sense Motive +22, Spellcraft +7, Survival +13,
Languages Common, 1 other of your choice,
Traits Friend In Every Town, Fate's Favored, Vagabond Child,
Drawback Hedonistic
Special Conversion Inquisition (Charm of Wisdom, Swaying Words - Save DC 23, 10 rds), Silver Tongued Racial Trait, Focused Study Racial Trait, Judgment 4/day, Determination 4/day, Misdirection, Guileful Lore, Forbidden Lore, Necessary Lies, Detect Alignment, Bane (10 rds/day),
Combat Gear potion of cure moderate wounds (1), potion of lesser restoration (1), wand of cure light wounds (40 charges),
Other Gear Hat of Disguise, Mithral Chain Shirt +3, Belt of Dexterity +2, Headband of Wisdom +4, Ring of Protection +1, Cloak of Resistance +2, Ring of Mind Shielding, Amulet of Natural Armor +2, Stone of Good Luck, Handy Haversack, +1 Composite Longbow w/40 arrows, dagger, 4,746 gp (that may be slightly wrong, but not a whole lot)
You can scrap the Archery entirely if you like...but you gain little. Buy whatever you like with the remaining gold. Heck, the Ring of Mind shielding is mostly redundant (I mostly included it because it's a great prop for building trust...he takes it off and 'proves his honesty'), so you can even toss that if you want.
In terms of combative spellcasting, he's admittedly a bit of a specialist...but that's just how Inquisitors roll and he's about as good at it as Inquisitors get, and should last at least a while using Judgment defensively (AC bonus + Casting bonus, for example), and shield of Faith if he has prep-time. He can also fall back on archery and do decent damage with Divine Favor + Judgment + Bane...but he's a 10th level PC equivalent character, he should have something to fall back on.
You can make him a follower of whatever deity you like, since he doesn't use the Favored Weapon and they universally have Conversion.
| Renegadeshepherd |
On dips...
A single level level of barb or monk would make sense for this NPC depending on what his interaction will end up being.
A barb can use fast movement and simply run away from a fight. Stack on travel domain and expeditious retreat and u got a guy that for a short time can be better than a horse, I think. The possibility of raging when in a real corner adds some flavor also.
Monk would allow wisdom to add to AC , bonus feat,and add to saves. This would make him tougher to harm but would still stink in battle. And as I mentioned earlier with Iriori, improved unarmed strike is a good theme for a spy as he would never arouse suspicion unless caught for he would have no weapons or armor to draw that attention, much less no skill penalties. With a dip monk and judgement u could make him an AC 19 or 20 against everything but he can't hit anything.
| Douglas Muir 406 |
CR 10
Human Inquisitor (Infiltrator, Preacher) 10
Preacher gives you that once/day do-over thing. Okay.
STATISTICS
Str 10, Dex 18*, Con 12, Int 12, Wis 24*, Cha 7
BAB +7; CMB +7; CMD 22
Feats Greater Spell Focus (Enchantment), Point Blank Shot, Precise Shot, Rapid Shot, Spell Focus (Enchantment), Skill Focus (Bluff), Skill Focus (Stealth),
Skills: Bluff +37, Diplomacy +32, Disable Device +20, Disguise +13/23*, Heal +13, Intimidate +13, Knowledge (Arcana) +7, Knowledge (Dungeoneering) +7, Knowledge (Local) +8, Knowledge (Nature) +7, Knowledge (Religion) +7, Knowledge (Planes) +7, Perception +22, Profession (Spymaster) +13, Stealth +25, Sense Motive +22, Spellcraft +7, Survival +13,
Whoa. Even with Skill Focus and Silver Tongued, how are you getting Bluff up to +37?
Doug M.
Deadmanwalking
|
Preacher gives you that once/day do-over thing. Okay.
4 times/day at this level due to giving up the free Teamwork Feats, actually. And I mostly did it to scrap the Teamwork Feats which seemed...improper given the concept.
Whoa. Even with Skill Focus and Silver Tongued, how are you getting Bluff up to +37?
Okay, breakdown:
+10 ranks +3 Class Skill +6 Skill Focus +7 Wisdom from Conversion (replaces Charisma mod) +7 Wisdom from Infiltrator (adds to Charisma mod) +2 Silver Tongued Alternate Racial Trait +2 Stone of Good Luck with the Fate's Favored Trait (that last one applies to every single skill) = +37 total.
You can easily lower it if you'd like. Adding Wisdom twice is a little controversial (see discussions about Fury's Fall) but I'd allow it in a circumstance like this. Especially since Conversion and Infiltrator have such good thematic synergy.
EDIT: Oh, and just for the record, looking at it, his Detect Thoughts should be DC 19 to resist, and his Concentration should be +17. Made some typos there.