
Faelyn |

Hey all, I'm looking for some advice on my dwarven Spellbreaker archetype inquisitor. The basic idea is a melee anti-caster type character. I'm looking for help with good feats to compliment the concept... I've looked at the Step Up tree, but beyond that I'm not exactly sure which direction to go.
Also, I'm looking for advice on bringing up his Touch AC. With a base +4 racial bonus vs. all spells and SLAs he's pretty much set against save spells (also the Spellbreaker powers give big bonuses against spells as well); however, his Touch AC is not great. I know Deflection bonuses will help with that, but to a maximum of +5... that still doesn't help a lot. What recommendations do you all have for that?
Any help, suggestions, recommendations, etc... are welcome! Including if you guys see anything fundamental wrong about the current build of level 1... his sheet is below.
Fargrim Dawnforge
Male Dwarf Inquisitor (Spellbreaker) 1
LN Medium Humanoid
Init +3; Senses Darkvision; Perception +7
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+2 Dex, +5 Armor, +2 Shield)
hp 11 (1d8+3)
Fort +5, Ref +2, Will +5; +2 vs. poison, +4 vs. spells and SLA
Defensive Abilities Hardy; Steel Soul; Strong-Willed; Spellkiller; Defensive Training; Stability
--------------------
Offense
--------------------
Speed 20 ft.
Melee
Longsword +2 (1d8+2/19-20/x2)
Warhammer +2 (1d8+3/x3)
Quarterstaff +2 (1d6+3/x2)
Dagger +2 (1d4+2/19-20/x2)
Ranged
Shortbow +2 (1d6/x3)
Dagger +2 (1d4+2/19-20/x2)
Special Attacks Hatred; Spellkiller
Inquisitor Spells Known (CL 1):
0 (At Will) – Acid Splash, Brand, Create Water, Detect Magic
1st (2/day) – Divine Favor, Sanctuary
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 16, Int 12, Wis 16, Cha 8
Base Atk +0; CMB +2; CMD 14
Feats Disruptive, Steel Soul
Skills Acrobatics +2, Bluff +4, Climb +2, Craft: Weaponsmith +7, Intimidate +4, Knowledge: Arcana +5, Perception +7, Sense Motive +8, Spellcraft +6, Stealth +2, Survival +7
Languages Common, Dwarven, Undercommon
SQ Inquisition - Spellkiller, Judgement 1/day, Strong-Willed, Orisons, Stern Gaze +1, Rock Stepper,
Gear Quarterstaff, Dolgrim (Ancestral Weapon, Longsword), Warhammer, Shortbow w/ 20 arrows, Scale Mail, Heavy Wooden Shield, Backpack (Bedroll, Blanket, Soap (1 lb.), Silk Rope (50 ft.), Iron Pot, Mess Kit, Holy Text, Trail Rations - 6 days), Spell Component Pouch, Belt Pouch (Flint & Steel), Belt Pouch (Empty), Bandolier (Dagger, Dagger), Bandolier (Empty), Iron Holy Symbol, Waterskin.
3gp3sp8cp
Total Weight Carried: 91 lbs. (Medium Encumbrance)
--------------------
Traits
--------------------
Heirloom Weapon
You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family.
Benefit: When you select this trait, choose one of the following benefits: Proficiency with that specific weapon (Longsword).
Arcane Depth
You have studied the great masters of spellcraft, and your knowledge is exceptional.
Benefit: You gain a bonus of either +1 on Spellcraft checks or +2 on Knowledge (arcana) checks. Which bonus you receive is chosen when you take the trait and may not be changed.[/spoiler]
--------------------
Special Abilities
--------------------
Strong-Willed (Ex): At 1st level, a Spellbreaker is able to stand strong against magical effects that seek to control, compel, or persuade her. The Spellbreaker rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect.
This ability replaces monster lore.
Defense against Magic (Ex): At 3rd level, a Spellbreaker picks a single wizard school. She gains a +1 bonus on saving throws against arcane spells of that school. Every four levels beyond 3rd, the Spellbreaker picks a new school and gains this bonus against arcane spells of that school (to a maximum of five schools of magic at 19th level). Furthermore, each time the Spellbreaker picks a new school, the bonuses for the schools she has already chosen increase by 1.
This ability replaces all bonus teamwork feats.
Foil Casting (Su): At 3rd level, when an opponent tries to cast an arcane spell within a Spellbreaker’s threatened area, the DC for that caster to cast defensively increases by 2. This increase stacks with the effects of the Disruptive feat. Furthermore, the Spellbreaker knows where to hit foes to foil casting from a distance. Each time she hits an arcane spellcaster or a creature that uses spell-like abilities with a ranged weapon attack, the DC of any Concentration checks the caster makes increases by 2 for 1 round.
This ability replaces solo tactics.
Impervious (Ex): At 20th level, a Spellbreaker becomes immune to the effects of a single school of arcane magic. That school of magic must be the first one she picked for defense against magic (see above). Neither harmful nor helpful arcane spells of that school have an effect on the Spellbreaker. If a spell of that school is an area of effect spell, the spell goes off as normal, but the Spellbreaker is untouched by its effects. Once per day, as a swift action, the Spellbreaker can grant this imperviousness to all allies in a 60-foot burst for 1 minute.
This ability replaces true judgment.
Spellkiller Inquisition: Some inquisitor domains are not the domains of their faith but are movements within a number of faiths. Many religious individuals and orders find themselves in conflict with the users of arcane magic, and have created inquisitions and training regimens expressly to fight arcane spellcasters.
Granted Powers:
- You gain the Disruptive feat as a bonus feat (even if you do not meet the prerequisites).
- When you defeat an enemy (whether by reducing it to 0 or fewer hit points, taking the enemy captive, or accepting a truce), you gain a +2 sacred or profane bonus to AC for 1 minute per level. You gain a sacred bonus if you are good, profane if you are evil; if you are neutral, you choose either sacred or profane when you select this inquisition. After you choose which type of bonus you gain, you cannot change the bonus type.
- When you hit a creature with levels of alchemist or any arcane spellcasting class, or that uses spell-like abilities, you can end this effect to stagger that creature. The creature gets a Fortitude saving throw against this effect on each of its turns (including the turn in which it gained the effect). A successful save ends the staggered condition.
Judgment (Su): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.
Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
• Size: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
• Type: Dwarves are Humanoid creatures with both the dwarf subtype.
• Base Speed : (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
• Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
• Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
• Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
• Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Feat and Skill Racial Traits
• Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
• Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
Senses Racial Traits
• Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Other Racial Traits:
• Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
• Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
--------------------

Renegadeshepherd |
I honestly admit I didn't sort through all the material you provided but I do have advice to offer if you want it.
I aupplaud your selection of dwarf. Stay with it and take your favored class bonus. If your just absolutely fixated on long sword I'd STRONGLY urge you to grab a longspear or other reach weapon. With those extra threatened squares and help from your party u can rip apart arcane spellcasters at longer range and better safety.
Second heirloom weapon is HORRIBLE. You gain proficiency with that one weapon and it doesn't scale. Anything else you looked at would do better. Reactionary is my go to trait.
Third, I'd grab a 16 strength.
Fourth, who is ur deity? Travel domain would be great for you as a dwarf.

Faelyn |

I had initially picked up Heirloom Weapon as a thematic choice to represent a family weapon passed down throughout the generations. I selected longsword for the stats to represent a more dwarven broadsword type weapon; however, I may rework that little tidbit. I do like the suggestion about the longspear, that would be very handy having reach.
As far as bumping strength up to 16... any recommendations on which stats to adjust? I'd need another 5 points from somewhere. I could drop Wis to 14 (12+2 Racial), but that would only provide me with 3 extra points to work with. And I'm not a huge fan of dump stats....
Deity is Nethys and I selected the optional Spellkiller inquisition instead of a Domain. I find the inquisitions better options most time over the domains.
The concept is that he worships Nethys, but is part of a sect within the church that hunt down reckless magic users. They aren't concerned about the good or evil usage, but they are concerned when a caster is recklessly tossing around spells that may harm innocents. When that happens, they hunt him/her down.

Deadalready |

+2 to attack is horrid, I'd swap con and str around because none of your abilities are relevant if you can't hit people. Honestly for an inquisitor, 16 wisdom is pretty much end game level so you could easily take 14 wisdom and improve it later with little problems. With the limited spells per day and limited selection, I personally think buffs far outdo save or suck spells.
Remember most of your abilities depend on your threat range, so having a good threat range with a long weapon makes a difference. Another consideration is to go the grappling or tripping paths to completely lock down your enemies, this way they have to cast inside your threatened area and will never get the chance to 5ft away in.