Inquisitor Advice for Rise of the Rune Lords


Advice


I am playing an Changeling Inquisitor of Calistra in a 6 PC group for Rise of The Rune Lords. Besides my inquisitor, our group is 2 Wizards, a Magus, Crossbow Ranger, & a Bear Shaman Druid.

I am DW morning stars, my inquisition is "Anger" & first lvl spells are Sacred Shield & CL Wounds.

I could use some good feat/Spell advice & recommendations from people who have already played through this campaign. Spells/Feats to stay away from, Things that worked well, etc.

Please keep your advice/recommendations spoiler free, I am looking for potential for cool moments...not ruined plots. Thank you.


The most important feat for u will be "mothers gift" and ur choosing uncanny resistance. Spell resistance is a hard thing to come by and this one is constant and scales. While it may not be truly awesome it is effective and very appropriate to the campaign as well. The only question will be when is the best time to gain this feat. Ur build will be the main determining factor on the timing.

Other than that I can't recommend too much. I can say that there are a lot of ways for a changeling to go melee and get a few bonuses to damage or attack.

Oh btw: any time u can't find a really great feat to take, grab judgment surge as it pays big later on.


Oh and as for spells... I would take anything that is anti caster OR bandaid related since ur groups is lacking in em a bit. Get every wand of bandaid effects or cure wounds u can since ur likely to have the best charisma.


Yeah I can see how the judgement Surge will be helpful later on.

My Feats I had planned out were;
1st: Suprisingly tough & 2 Weapon Fight
3rd: Double Slice
5th: Double Bane
7th: 2 Weapon Def.
9th: Uncanny resistance

But I might move Uncanny resistance up to 7th as I should be able to get a Wand of Shield easily enough before that.

Liberty's Edge

First, I haven't played RotRL (okay I played a couple of sessions of it once, and am about to start playing it again, but still) so this is generic advice, not campaign specific.

But, uh, why are you dual-wielding non-light weapons? That's pretty much always a bad call.

In terms of recommended spells:

1st level: Divine Favor is very good for Inquisitors, especially at 6th level or higher (as is Wrath vs. major foes, since you can stack them), Protection from Evil is also excellent for its protection from mind control element.

2nd level: Resist Energy, and Invisibility are pretty unambiguously good. Align Weapon can be very good depending on the nature of foes you face.

3rd level: Prayer and Dispel Magic are just solid, and Dimensional Anchor is situationally awesome.


Also intimidate builds are fun with inquisitors. Heroism, divine power, blistering invective, ghostbane dirge, The cure x line all served me well.

Grand Lodge

Alright Going to Lay down some Truth to ya Brother.

Drop the Dual-wielding Morning stars. Make sure your off hand is a Light weapon so you do not Incur major penalties beyond the typical -2/-2 for two weapon fighting.
You are a Inquisitor and your BaB sucks even with the teamwork feat out flank. Your going to be missing a lot with 2 morning stars. and missing attacks means you are contributing nothing to the fight.
Solution: Pick 2 of the same Light weapons or go Two handed route.

Now I just want to say typically people go short sword or Kukuri for the critical threat range. If you do DW I do recommend you follow the same route. Pick matching weapons and take weapon Focus in those weapons. Sadly your weapon proficiency suck bad for an inquisitor.

I recommend the Feat Big Game hunter @ level 7. It is a feat made for the Rise of the Runelord campaign and It will come in handy in 80% of the fights in the remainder of the campaign. Not to mention it will add to your To hit and Damage all in 1 feat.

As for feats you picked I would loose the 2 weapon defense. 1 shield bonus to AC is not worth a feat.

Double slice is good but only when your strength is at or above a 26 which doesn't come till late game. Your going to want power attack to add damage to each shot early and then add Double Slice later to qualify for Two-weapon rend.

Here is a feat build I suggest.

1: Two- weapon Fighting
3: Weapon focus- Dagger (any light weapons to use in both hands)
5: Power attack
7: Big Game Hunter
9: Improved Two weapon fighting
11:Mother's Gift- Uncanny Resistance
13:Double Slice
15:Two-weapon Rend
17:Greater two weapon fighting

Teamwork Feats I suggest:
Outflank
Coordinated Charge
Escape Route
Precise Strike- Precision damage stacks. Though not multiplied on a crit. But because your 2 weapon fighting your just hitting them with lots of D6s through Bane weapon, Precise strike.

Judgements:
Destruction
Justice
Healing
Resiliency

Spell suggestions:
Resist energy
Silence
Weapon of Awe
Invisibility
Heroism
Keen edge
DEATH WARD*****
Brow gasher
Wrath
Stoneskin
Righteous might
True seeing
Blade barrier
Dispel evil
Heal
magic vestment

Gear suggestions
Armor...+1 Deathless and use Magic vestment to save you $$$$
weapons: A +1 Adamantine Giant Bane/ +1 Spell Storing + Pearl of Power 3rd level + Greater Magic Weapon
Spell storing is amazing and you Put your Bane on that weapon. Good spells for Spell storing with your party make up are: Intensified Shocking Grasp, Vampiric Touch, Chill Touch, Blindness, and Bestow Curse. You have 2 wizards, druid, magus. Let them load your weapon on an off day and collect Pearls of Power for them to reload it during the adventuring day. It adds more spell casting to the round.

Rod of Extend will be your friend for your buffs. A lesser Rod will do.

I recommend a way to get fly. Potions of Fly....beg one of the wizards or buy a 3rd level pearl to have them cast it on you too.

With such a magic heavy group Pearls of Power are going to go a long way. I also suggest someone in the group taking Craft wondrous Item so your group can save on Those items.

Well I hope I kept it mostly spoiler free. My suggestions all come from playing through the campaign and will serve to keep you alive and crapping out big damage numbers.

Silver Crusade RPG Superstar 2014 Top 16

Renegadeshepherd wrote:
The most important feat for u will be "mothers gift" and ur choosing uncanny resistance. Spell resistance is a hard thing to come by and this one is constant and scales.

I'm simply not a fan of SR for PCs. Having to take a standard action to lower your SR to accept buffs and healing just doesn't seem like a good trade to me.

Perhaps for this party, which seemingly has no healer, and maybe no buffers that isn't a problem, but seriously consider this before doing it. SR is a double edged sword.


Just a note, though most people do it, you dont HAVE to wield two light weapons, only the off-hand has to be a light weapon.
So you can use the morning star and a light mace for example, or whatever light weapon you want, as long as it is simple, or martial if its your deity's favourite weapon.


Yeah I just like the "look" of DW the same weapon is some cases. I had forgot that to get -2/-2 vs -4/-4 the off hand had to be light. Sometimes our group has let that rule slide for story purposes etc. considering it is a difference of 1d6 vs 1d8 it hasn't been a huge game breaker. So thats kind of a home brew rule difference.

Yeah I was thinking the same thing about 2 Weap Def., but wasn't sure if that 1 AC might be worth it.

As for Weapon Focus; I disagree. With Judgments, my BAB can normalize close to Full BAB progression as well as Judgement surge giving me a higher benefit then Weapon Focus considering that through the game my weapons will probably change based on what treasure we get & it effects all judgments.

Also on SR; If I am healing or buffing myself I do not have to spend a standard action, so given my group make up I will probably be healing/buffing myself. Should make it less of a problem.

Tried to find "Big Game Hunter" in the feats list, PRD doesn't show it. Where is it found? (other then in Titan Mauler Archetype)

All good suggestions, thanks for the input, feel free to keep piling it on.


Funny, I'm about to start playing an inquisitor in RotRL, too, and I could use a little advice. My lawful neutral inquisitor follows Abadar, level 2, and has the Order Inquisition. He's a half-orc with a lot of effort (feat, class-leveling ability) devoted to improving monster lore. Any tips for playing him? It's my first inquisitor. I could use a little help on the tactical side, and a lot of help on the RP side.

Off the top of my head, I was thinking of playing him as a sword-and-board melee type in combat; generally, I envision taking one round to assess a creature with the appropriate Knowledge roll, then applying the appropriate judgments as I engage.

Thoughts?

Grand Lodge

Big game Hunter is found in the rise of the Rise of the runelords players guide.

Big Game hunter:
Big Game Hunter (Local)

Benefit: You gain a +1 bonus on attack rolls and a +2 bonus on weapon damage rolls against Large or larger creatures.

you could also drop Mother's gift and just take the spell Spell resistance. Since it is on your List.

Weapon Focus can be dropped...I just like it on lower BaB class. Considering you can NOT use judgments every fight and this AP is very Combat heavy and will push your daily resources to its limit. So when your not using your a few times a day judgement then your still in the boat of a crappy BaB.

Its sort of like our Paladin when we played through said, "I have smite I don't need a adamantine weapon. I can buy pass all DR."
Then enters the Neutral Construct with DR 10 Adamantine that can not be smited, have magic used against it. (there is 1 in book 2, 2-3 in book 4, 2-3 in book 5, and 1 in book 6.) This is why I recommended 1 adamantine weapon. This will also effect your group as you have a lot of magic users.

I'm just giving you help advice from someone who played through it. I don't want to give away story or any big surprises. I just know there will be adventuring days you are out of resources.

I know you mentioned double bane in your first post. Your bane lasts a number of rounds per inquisitor level. Double bane uses double the duration. you will burn through so much bane so quickly that you will be out for the day after just a few fights if your throwing bane on 2 weapons. Its why I mentioned Giant Bane on 1 weapon. Starting in book 3+ you will run into a LOT of giants and it will save you resources in the long run. Your group is going to be one of Resource managment. The Magus and Inquisitor are going to be just dumping resources to put out damage in fights.

I admire you want to DW for the "Look" though you never really "see" the character except in your own mind. Are you ready to dedicate to 17 levels of mentally cool pictures? Typically when a story is going to be told about the character it will be about what happened to him more then what he is wielding. Go for it if you want. Just remember all the negatives of DWing, the $$ for 2 weapons, and the in ability to use full attacks when enemies are moving around and forcing you to move after them. Movement is the bane of Dual wielders in pathfinder. (trust me they WILL be moving a lot.)


Yes, yes I am willing to dedicate 17 levels towards playing a character based on his image just as much as his beliefs, attitude & goals would be to keep a characters integrity. That's just how I view my role playing experience. I don't play a stat block(not saying you do), I play the whole package. The image is not just in my head, its painted in everyone's head if I have done my job correctly.

Also I don't plan on keeping just these weapons through out the game, I am sure their will be weapon upgrades within the treasure we find, and considering the Ranger is "Ranged," the Magus is a "Black Blade," and the Druid is going to be Shape Shifting...I will have my pick of the litter.

Grand Lodge

There will be a few options. I know there is a few nice long swords. The campaign gives alot of 2 handed weapons.


Speaking of running out of resources, does Expanded Arcana hold any value on adding to some casting versatility? I know it doesn't give me more spells a day, but would allow for more situational creativity/usefulness.

or Extended Bane? My Wis is an 18 so that's an additional 4 rnds.

Just curious on thoughts.

Liberty's Edge

Rorryn wrote:

Speaking of running out of resources, does Expanded Arcana hold any value on adding to some casting versatility? I know it doesn't give me more spells a day, but would allow for more situational creativity/usefulness.

or Extended Bane? My Wis is an 18 so that's an additional 4 rnds.

Just curious on thoughts.

Expanded Arcana isn't usually worth it. Extended Bane is pretty solid, though not the best Feat ever or anything.


For a two weapon fighter, perhaps double bane


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Inquisitor has some very good long-duration buffs like Heroism and Ward of the Faithful, so I'd invest in that.

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