Addem Up |
I'm so very sorry for the title.
Anyway, I'm playing Way of the Wicked, and my cleric just took a critical battleaxe to the face. We have a decent amount of healing potential already, but we could use a divine caster and melee character. Inquisitor seems to fit perfectly.
My GM really likes Duergar, and has agreed to let them take Dwarf-only feats, traits, and favored class bonuses (there was a bit of a discrepancy on whether Steel Soul would work with Duergar Immunities). We used Focus and Foible, and I rolled
My build so far is:
Malfik Undergrime, Duergar Inquisitor of Asmodeus, Level 6
STR 19
DEX 14
CON 16
INT 8
WIS 18
CHA 7
Feats:
1: Steel Soul
3: Escape Route (GM bonus teamwork feat for entire party)
3: Power Attack
3: Precise Strike (Inquisitor teamwork feat)
5: Combat Reflexes
6: Outflank (Inquisitor teamwork feat)
Saves:
Fort +8
Ref +4
Will +9
All saves get +4 against SLAs and spells
Traits:
Paranoid (drawback)
Blasphemy (+2 to intimidate)
Armor Expert
Heirloom Weapon (Fauchard)
I plan to be a reach weapon user, setting up flanks for our rogue and our antipaladin. I could use some advice on inquisition or domain selection, spell selection, and anything else anyone spots.
EvilPaladin |
If you aren't sure about a domain, the Conversion Domain is granted by all deities, and is fairly nice. Lets you be the face and dump CHA at the same time, and nets you a limited duration 1/day dominate person SLA. Worth a look IMO.
Also, for your next feat, consider either Antagonize or Furious Focus. The former will let you waste an enemy's turn, and the latter is essentially a scaling attack bonus with 1 attack/round.
Silent Saturn |
For spells, Inquisitors get a good assortment of SoS's and you've got the WIS score to force a decent save. As a spont-caster though, you've got to think like a Sorcerer. Stick to spells you'll get a lot of use out of, and minimize redundancy. Corner-case spells are why wands and scrolls exist.
1st-level is best used for spells that don't force a saving throw. Divine Favor is always worthwhile for a melee character, Sanctuary is a decent "panic button" or just a way to move into flanking position unmolested, and Know the Enemy could be worthwhile if you're the only guy in the group with good Knowledge checks. If you're confident about your spells' DC, Command can also help with battlefield positioning and setting up flanks or breaking enemy ranks.
2nd-level is where things get a bit more spicy. Some good SoS's here, but most of them only work on humanoids or intelligent creatures. Take your pick out of Castigate, Confess, or Hold Person. (I recommend Castigate.) Invisibility is a classic, of course, and if you're going with a reach strategy, Savage Maw could let you threaten adjacent enemies.
Protection from [alignment] is also available at level 1, or at level 2 for the Communal version. I'll let you decide which one, if either, you want.
EvilPaladin |
Having never played an Inquisitor before, my only advice is the same advice I give to all reach weapon users:
Wear a spiked gauntlet.
This lets you threaten within 5ft as well as at range. Easy-peasy.
Armor Spikes are better, since they avoid the GM limiting you to either reach or 5ft, due to free action grab/release the wand.
Addem Up |
I'm currently torn between the Conversion and Spellkiller inquisitions. Since I'm going to be using a reach weapon and Enlarge Person a lot, spellkiller would allow me to ruin anything within 20 feet of me that tried to cast, as well as giving a nice buff to AC when I kill things.
I do love the Travel domain, but I've gotta worship Asmodeus.
The rogue and antipaladin are also quite good at social things; the paladin is specifically geared towards intimidation, and I wouldn't want to step on his toes.
For comparison, the other members of the party are the intimidating antipaladin (two-handed weapon), the ranged/occasional melee rogue (social skills and forgery), and a necromantic wizard that tends to enjoy fireball as well.
Addem Up |
The weapon problem is still irritating me, but if push comes to shove I could just use a longspear.
As for the inquisition or domain, I'm now stuck between the Spellkiller Inquisition, the Divine domain, and the Deception domain. Deception would be nice for the sneakier parts of the AP (if any still exist), Divine would have a nice amount of buffs (though Inquisitors don't have many swift actions to spare), and Spellkiller would make it very hard for enemies to lay down debuffs and control.
Since I would be the main divine caster, prevention of status effects sounds like a good idea, so I'm leaning towards Spellkiller.
Another thing I was considering was a 1/level dip in a class that grants martial weapons, and grabbing an ioun stone to allow proficiency with the Fauchard. Since we've been fighting a lot of humans, Ranger seems like the best choice. Thoughts?