Inquisitor of Erastil PFS Advice


Advice

Sczarni

hey im trying to make a Inquisitor of Erastil and need some idea how one would act as such. the idea is of him being a Shoanti and at 16 after getting his tattoo (so i can get the trait to use the earth breaker) that his family is mudered off by a group of bandits and he would have died too except a group of Rangers and clerics of Erastil came and saved him from them, afterwards being thankful to them he starts to learn more about Erastil and about how he works, he joins a smll town and comes to love it there, and when bad stuff happens like a tree falling on somones house, he's always there to help rebuild, basically just a good guy who likes to help others and protect his new family from harm.

my problem is that inquisitors are sort of wierd to me in the roleplay department i just have no idea how a inquisitor of Erastil would work role play wise. i do know hes going to be a front line fighter weilding the earth breaker two handed, useing the spells to buff himself (defitnally getting Wrath) and heal others (cure wounds spells) his stats right now look a bit like this:

stg: 16+2 human to 18
dex: 13
Con: 12
Int: 12
Wis: 15
Cha: 7

im not to sure about the stats besides the stg otherwise i can change stuff up and yeah this is for Pathfinder society lol any help would be great


I played one who was an ADA in Korvosa. Basically he was like one of the ADAs from Law & Order or any of the spinoffs. I'm not sure that would work for your character.

You are going to have lots of skills, with good spell support and be good at one style of combat. You are the middle ground between Ranger and Cleric. You are on the lookout for threats to the community and you have the divine powers to take care of it if you do find it.

Really though, each character is unique and will behave differently from any similar characters anyway. Just roleplay the character the way you want to, you have a backstory.

When I saw Erastil I thought of an archer Inquisitor, what trait lets you use an earthbreaker?

Sczarni

oh its the shoanti tattoo trait, lol so cool::

Shoanti Tattoo: Upon reaching adulthood, you received
a tribal tattoo, marking you with the symbols of your
quah and totem spirits (see the inside back cover for
suggestions and designs for Shoanti tattoos). You gain
a +1 trait bonus on saving throws against fear effects.
Additionally, you are proficient with earth breakers,
klars, and Shoanti bolas.

its in the Varisa, Birthplace of legends book, and thanks ^^ i really like this idea of mine lol so far for PFS i got a Ex-necomancer whos trying to be a docter. a Zen Archer wh's madly in loove with a goddess, and now this jolly Inquisitor lol

Silver Crusade

I start melee builds with a 14 CON.

Shadow Lodge

You don't really need the 18Str at first level. Inquisitors have a series of buffs that can easily supplement them having a lower Strength and a 3/4 BAB. Between Judgement and Divine Favor and Bane you have a pretty effective melee character. Personally I'd go with stats like
Str16[14+2]
Dex15
Con14
Wis15
Cha7

That gives you more AC, HP, Initiative, Reflex saves, and Fort saves at the cost of 1 point of attack and 2 points of damage. I'd take Divine Favor before Wrath, and have the Fate's Favored trait so that you get the +2 luck bonus to attack and damage instead of +1 morale, as morale bonuses are more common. For your domain/inquisition I highly recommend the Conversion Inquisition. It basically makes a 7 charisma become one of the most viable party faces there is, and in PFS you see a lot of people with low social skills and quite a few scenarios completely dependent on them.

Sczarni

lol hey EvilPaladin ^^ thanks for your advice so much on the other character ideas i had, and those stats sound so awsome, and im guessing i should leave int at 10? and i was thinkig the growth subdomain in all honesty, and with those stats could totally work i just realised when i use it i can become large and get that bounus to stg lol so i wont be missing out on much, or i was thinking of one of the animal subdomains, and i always seem to make a chara that tries to be the face, but unfortunally i always seem to be put into the background and others with less cha take that role cuase thats in my past experiance made them the leader of sorts, and was never able to voice myself acuratly lol but hmm this is probally just a bad experiance on my part, so idk i could try that but what else does the conversion inquistion give me?

edit: ooo Divine favor is AWSOME!! :D i never bothered to look at hte spell itself before lol

Liberty's Edge

I'd drop Dex to 14 on that build for Int 12. Int is nice.

And Conversion gives nothing but using Wisdom for social stuff at 1st level. At 8th level it gives a low duration Dominate Person, which is potentially pretty shiny.

Sczarni

ok im going to take the Fate's Favored Trait and the Shoanti Tattoo trait, and going to go with the stats, EP posted, now what about the first two feats? what would be good choices, i know im going to get power attack at 3rd but what would be good feat choices at first lv?

Shadow Lodge

Deliox Creed wrote:

lol hey EvilPaladin ^^ thanks for your advice so much on the other character ideas i had, and those stats sound so awsome, and im guessing i should leave int at 10? and i was thinkig the growth subdomain in all honesty, and with those stats could totally work i just realised when i use it i can become large and get that bounus to stg lol so i wont be missing out on much, or i was thinking of one of the animal subdomains, and i always seem to make a chara that tries to be the face, but unfortunally i always seem to be put into the background and others with less cha take that role cuase thats in my past experiance made them the leader of sorts, and was never able to voice myself acuratly lol but hmm this is probally just a bad experiance on my part, so idk i could try that but what else does the conversion inquistion give me?

edit: ooo Divine favor is AWSOME!! :D i never bothered to look at hte spell itself before lol

Oh, Erastil does give the Growth domain doesn't he. I'd forgotten [generally I take Conversion so that I don't have to worry about deities with inquisitors]. That would be better. I'll echo Deadmanwalking's advice on Int over Dex. The extra Dex won't help until level 8[as bumping wisdom will be better in almost every way], but an extra skill rank can be crucial [getting all the knowledge skills while keeping Intimidate/Sense Motive/Perception rather high is difficult].

For feats, Antagonize is incredible if you are trying to be a tank, as you can force the wizard/bard/sorcerer/etc. to attack you in melee so that you can squish them quicker, and if you are having bad rolls one night you can force the boss to attack you and not your allies. Other interesting feats include Toughness to give you the HP of a fighter, Improved Initiative to give you massive initiative, and Tribal Scarring though it might not fit with your backstory. Also, assuming you are human, there is [url=http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces/humans.html#_defiant-luck]Defiant Luck[/ur].


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Gregory Connolly wrote:

Really though, each character is unique and will behave differently from any similar characters anyway. Just roleplay the character the way you want to, you have a backstory.

While true, he cannot just ignore his God. Not only is Erastil part of his back story, he is part of his class, and he needs to think seriously about how he serves his God.

Erastil is kind of a God of rural community, as such a great many lawmen and sherriffs (or their equivalent) would worship Erastil; think of old western lawmen and you have an archetypal Erastil worshipper.

In the case of inquisitors, they are uniquely suited to investigations; with their (relatively) high skill points, useful spells and world view. Unlike Paladins, who are more suited to questing and warring against Evil, or clerics that are more about the people they serve, inquisitors are all about rooting out corruption - whether it's in the church or not. Think of the kind of things a sherriff might face: banditry, rowdiness, quacks and slick merchants. Now think of what corruption in a rural community would look like - banditry, rowdiness, quacks and slick merchants. Now do you see why many Sherriffs are followers of Erastil?

Ultimately, it doesn't matter what kind of personality you play, so long as you are dedicated to rooting out corruption in your community. You could just as easily play a Lone Ranger vigilante type, or a straight lawman or a self styled detective, or an undercover agent, or anything else you like so long as you can honestly say you are on a mission to root out corruption. Unlike paladins, the means is less important to the Inquisitor, only the goal matters.

Sczarni

hmm ok drop dex down to 14 and get that extra skill point, and yush has to be a human shoanti for the trait lol and i just like human alot lol, and antagonize dosnt work that good with a low Cha lol so i think Toughness and Improved initative will do me good, :3

edit: ooo just found the extended bane feat lol totally taking that at 5th lv so i'll have by then 8 rounds of bane or 9 if i get a headband by then :3


I wouldn't worry about Improved Initiative, you are going to be gaining much less from going first than say a sneak attacker or a battlefield controller. Maybe more strength if you want to use an earthbreaker?

Str 17 +3 (7 points, +2 race)
Dex 14 +2 (5 points)
Con 14 +2 (5 points)
Int 12 +1 (2 points)
Wis 14 +2 (5 points)
Cha 7 -2 (-4 points)

First increase to strength, second increase to whatever.

Sczarni

ok heres the stats so far

Marcus Flint/ Shoanti Human/ NG
Inquisitor of Erastil (Growth Subdomain = Enlarge power)

Stg:16 +2 human
dex:14
con:14
Int:12
Wis:15
Cha:7

Feats:
1. Toughness
2. Improved Initative (going first means i got my judgement up and divine favor for that big boss fight when he closes in)

Traits:
1.Shoanti Tattoo (gives me +1 against fear and weapon profiencis with earth breaker)
2.Fates Favored (+1 to all luck bounus)

Gear:
Earth Breaker -14 lbs
Kikko Armor -25 lbs

INQUISITOR’S KIT -- 34 lbs
This kit includes a backpack, a bedroll, a belt pouch, candles
(10), a cheap holy text, a flint and steel, an iron pot, manacles,
a mess kit, rope, soap, a spell component pouch, torches (10),
trail rations (5 days), a waterskin, and a wooden holy symbol

Spells:
0lv:
.Light
.detect magic
.read magic
.create watter

1st:
divine favor
cure light wounds

ok i think thats it for Marcus lol thanks for the great advice ^^ i cant wait to test him out

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