Best PFS-legal items / spells / feats / tidbits that no one else seems to know about


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Shadow Lodge 5/5

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nosig wrote:
BigNorseWolf wrote:
What if the bugs THINK its a swarm suit and don't go through it?
I would guess it's more important that the judge THINKS its an illusion....

Will Save: 1d20 - 2 ⇒ (6) - 2 = 4

Definitely a swarm suit.

Scarab Sages 1/5

Mike Bramnik wrote:

I don't remember the book off the top of my head (Field guide maybe?), but one of my favorite spells is Lipstitch.

A neat spell, but situational.

My wizard carries it in scroll form.


Rudy2 wrote:
SCPRedMage wrote:
PrinceRaven wrote:
Per RAW the Sleeves literally transform their clothes into the desired clothing.
While the description certainly states that your clothes "transform" into the other outfit (the language clearly indicates that the clothes actually change form), it's at odds not only with the way the prerequisite spell works, but also with the illusion aura the item has.
There's an active 200 post thread arguing about the Sleeves turning into the swarm suit. It might be best to argue about it there, rather than derail this thread with another argument about it.

I strongly second this. Please please please don't derail this this thread talking about the swarm suit/ SOMG connection. It's played out.

Scarab Sages 4/5

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There are some fantastic spells in Dwarves of Golarion, if you're a worshipper of Torag. You spend an hour each day attuning yourself to one of his Brood and you get access for the day to the associated spell. Things like:

Watchful Eye - Basically a minutes per level 1st level Shield Other
Mighty Strength - 4th level personal Bull Strength, but +8 strength instead of +4.
Invigorating Repose - Lasts an hour. While active, the first Breath of Life you cast can be cast up to 1/2 your caster level in rounds after the character is killed. Also, it's empowered.

There are others, but those are my favorites.

Also, Variant Spellcasting from Inner Sea Gods doesn't seem to have made the rounds to everyone yet. It's essentially free spell access just for worshipping a Deity. For example, Cleric/Oracle worshippers of Pharasma get access to False Life and a couple of other spells.

Shadow Lodge *

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
Rudy2 wrote:
SCPRedMage wrote:
PrinceRaven wrote:
Per RAW the Sleeves literally transform their clothes into the desired clothing.
While the description certainly states that your clothes "transform" into the other outfit (the language clearly indicates that the clothes actually change form), it's at odds not only with the way the prerequisite spell works, but also with the illusion aura the item has.
There's an active 200 post thread arguing about the Sleeves turning into the swarm suit. It might be best to argue about it there, rather than derail this thread with another argument about it.

Agreed. Just wanted to make sure there was warning in this advice thread that it was controversial, so no one gets blindsided if they come across a GM that doesn't allow it.


Dot

The Exchange 5/5

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my biggest problem with the many cute things mentioned on this thread is that often (some at least) judges we encounter will view anything "no one else seems to know about" with the view that the player is "trying to pull something". It boils down to the issue of player/judge trust - and some judges/players have been burned on this and have negitive responses built in about new things.

The only way to avoid this type of response from a judge is for each "gimmick" to be discussed with the judge before hand, so as not to "spring something" on him/her in the middle of the game. And even then it will sometimes "frost" the judge-player relationship.

Thread with example of this.

But discussing each new thing with the judge before the game will result in "burning game time" (if you are at the game table when you do it - and you always are with judges you haven't played for before, you often only see them as the game slot starts). If every player at the table does this, 5 minutes of game time for each player results in half an hour of play time lost from the scenario...

Several other people on different threads have expressed this view by advising us to "avoid grey areas" when we play or build PCs. Yet this is not a lot of fun either... who wants to be the same ol' thing? Just like everyone else?

I don't really have a fix for it - just felt someone needed to point this out ... Now let's get back to the kewl stuff!

Scarab Sages

nosig wrote:

my biggest problem with the many cute things mentioned on this thread is that often (some at least) judges we encounter will view anything "no one else seems to know about" with the view that the player is "trying to pull something". It boils down to the issue of player/judge trust - and some judges/players have been burned on this and have negitive responses built in about new things.

The only way to avoid this type of response from a judge is for each "gimmick" to be discussed with the judge before hand, so as not to "spring something" on him/her in the middle of the game. And even then it will sometimes "frost" the judge-player relationship. ...

I always try to let them know ahead of time. I think the only 'gimmick' that I regularly use is on my Kensai Magus. *

He uses wand wielder (allows you to activate an in-hand wand to use with spell combat instead of casting a spell), a wand of trues strike, a whip, and the disarm or trip action.
When he gets to use a full action he can basically trip or disarm virtually that has legs or an item regardless of it's CMD. Even though people say you can't trip things at higher levels, he regularly trips thinks that are much higher level than him. Has been the only level 5 playing in a 5-9 at upper 8-9 tier. He easily tripped and disarmed the foes in the tough fights.

I almost always arrive before play is ready to start. If it is not someone that has seen my magus in action prior to this, I always explain what Jorin will be attempting. Several have called it completely broken. But then I explain that he can only do the combo as a full action and will only be able to do it on the first attack once he has iterative attacks. My area denial is not as good as a trip lore warden or monk since I won't have it on AoO. Etc... Then given the restrictions, they realize it is pretty good but not that exceptional.

But I do think that a few might have had a fit if I had sprung it on them during the final boss fight.

* Now that I think about it: I have used my sorc's Heavenly Fire ability as a detect evil before. I volunteered to heal the 'victims' and one of them screamed in pain as the heavenly fire burned instead of healed. Showed us pretty clearly which was the perp and which were the vics.

Silver Crusade 5/5 5/5 **

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nosig wrote:


The only way to avoid this type of response from a judge is for each "gimmick" to be discussed with the judge before hand, so as not to "spring something" on him/her in the middle of the game. And even then it will sometimes "frost" the judge-player relationship.

Despite the potential downsides, I think the best approach is to tell the GM in advance where possible when you're straying into "strange" territory.

It lets the GM decide with less emotion and it lets you know whether you should do something at the table (unless it is very important to you it is usually best to back off when the GM expresses discomfort)

Even if something seems clear to you it might not be clear to the GM. And the GM may even be right :-).

There are lots of rules issues that really DO need time, research and reflection to decide on, even when the rule is "clear" after spending that time, research and reflection.

Any GM who will be frosty when told in advance will be positively glacial when you spring it on them by surprise :-)

Shadow Lodge 4/5

I'm making a protege Sylph Kensai who uses rimed frigid touch and hopes for crits. The idea of causing creatures to become both entangled and staggered was pretty hilarious. And it shou ldirk people less than intensified shocking grasps. They get to act in combat, afterall.

Silver Crusade 2/5 *

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Year of the Demon loled at shocking grasps.

Shadow Lodge 4/5

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David Bowles wrote:
Year of the Demon loled at shocking grasps.

Rod of Elemental Spell laughed at the Year of the Demon.

(Seriously, my Magus never even noticed. Acid Resist 10? Ok, here's 89 damage.)

5/5

The Morphling wrote:
Magus never even noticed

Do they ever?

Silver Crusade 2/5 *

The Morphling wrote:
David Bowles wrote:
Year of the Demon loled at shocking grasps.

Rod of Elemental Spell laughed at the Year of the Demon.

(Seriously, my Magus never even noticed. Acid Resist 10? Ok, here's 89 damage.)

Fair enough.

Shadow Lodge 4/5

Kyle Baird wrote:
The Morphling wrote:
Magus never even noticed
Do they ever?

No. We dump Wisdom, so our perception skill is very low.

Silver Crusade 2/5 *

The Morphling wrote:
Kyle Baird wrote:
The Morphling wrote:
Magus never even noticed
Do they ever?
No. We dump Wisdom, so our perception skill is very low.

Maybe that's my problem. My magus has a +17 perception.

Grand Lodge 4/5

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Pathfinder Battles Case Subscriber; Pathfinder Maps Subscriber

One of our VLs for PFS in the area always asks before her games if there is any unusual shenanigans that your characters use before play starts. It lets us get certain situations dealt with ahead of time but most importantly when done early it allows consultation time with the other GMs.

Shadow Lodge 4/5

David Bowles wrote:
The Morphling wrote:
Kyle Baird wrote:
The Morphling wrote:
Magus never even noticed
Do they ever?
No. We dump Wisdom, so our perception skill is very low.
Maybe that's my problem. My magus has a +17 perception.

(Yeah, I was kidding. I do too. All those skill points, so few necessary skills!)

Silver Crusade 2/5 *

I just consciously chose not to use magical lineage nor intensified spell. So my magus can't really do anything that people expect them to.

3/5

you know, I never got the obsession with magi and shocking grasp. I'd much rather use my iterative spell to buff myself, or if I was going to attack someone with it, using Close Range to cast ray of enfeeblement through my sword instead, which effective nets me AC and DR equal to half the damage I do, in addition to hitting them in the face.

Shadow Lodge 4/5

David Bowles wrote:
I just consciously chose not to use magical lineage nor intensified spell. So my magus can't really do anything that people expect them to.

Neither of those is remotely necessary for a good magus. They're just the cornerstones of the most popular build, the Crit Fisher. The true beauty of the Magus class is how many darn ways it can be built effectively - a utility magus, a tank magus, a mobility magus, and a pure DPS magus are all entirely viable. It's the best class Paizo has ever written, with Slayer coming in as a close second (by far the best martial).

Silver Crusade 2/5 *

" a utility magus, a tank magus, a mobility magus,"

Mine's a bit of all of these.


The Morphling wrote:
... They're just the cornerstones of the most popular build, the Crit Fisher. The true beauty of the Magus class is how many darn ways it can be built effectively - a utility magus, a tank magus, a mobility magus, and a pure DPS magus are all entirely viable. It's the best class Paizo has ever written, with Slayer coming in as a close second (by far the best martial).

I think I like the inquisitor slightly more than magus. But both are among the best classes in print.

Shadow Lodge 4/5

I play an archer Magus: No need for Clustered Shots and, thanks to the spell list, has something else to do if arrows don't work. Spell blending is great for archers to boot, since Wizards happen to have spells such as arrow eruption and gravity bow on their lists.

The Exchange 5/5

everyone has their own " ... best class Paizo has ever written,".

I have heard different people say the same thing about: Bards, Clerics, Alchemist, Paladins, Barbarians... in fact most every class has it followers.

I like to think "...best class Paizo has ever written? The one I'm currently playing!"

5/5

2 people marked this as a favorite.

Commoner.

Sovereign Court 3/5 5/5

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trollbill wrote:
I am growing particularly fond of dazzling blade. The bonuses are highly circumstantial, but a 1st level Swift casting time spell that blinds and can be given to other party members to deliver as a Free action is just awesome.

That's surprisingly nice. The Mass version of it is 3rd level, affects targets within 30' of each other (that means your allies' weapons) and is still a Swift Action.

3/5

continuing on with the OT, I like shared language. It lets the polyglots in the group share their vast languages with the social monkey to allow the social monkey to do his job effectively.

Bard only spells are some of my favorite spells, especially ones that end my performance in conjunction with lingering performance (the entire Finale line of spells are amazingly good).

4/5

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nosig wrote:
I don't really have a fix for it - just felt someone needed to point this out ... Now let's get back to the kewl stuff!

For me as a GM, it really comes down to a matter of timing and presentation.

If your gimmick is inherent to your build and guaranteed to come up, such as a Color-Spray Oracle of Heavens or an armored Maneuver Master Monk, it's best to get it out of the way early.

For a situational thing like the Sleeve of Many Swarmsuits, it's best if you present it in a non-confrontational manner and as objectively as possible. Something like,
"Okay, I'm pretty sure this works RAW, but you make the call. I put on my Sleeve of Many Garments, which lets me transform them into any non-magical set of clothing. The Swarmsuit isn't on the clothing table, but its description reads "these heavy and overlapping layers of clothing..." Then offer to hand over the description of both items for the GM to review.

Far too often I see players present these things like they're getting one over on the GM. Remember, the GM is not your enemy. They're there to run the adventure as written. They want you to succeed*.

*if they don't, get a new GM.

The Exchange 5/5

Kyle Baird wrote:
Commoner.

well, I did ask (several times) for a Boon to be allowed to take an NPC class...

Can I be an Expert?.

4/5 5/55/55/5 **** Venture-Lieutenant, Minnesota—Minneapolis

Sap +1 w/ Spell Storing.
Put a Cure Serious Wounds in it.

Since it is a weapon, you can draw it as part of a move action if your BAB is +1 or better, so anyone with enough Fame (27 required) will have that. Non-lethal, so you can just hit them with the weapon. The only problem is that it is Martial so Clerics don't know how to use it correctly.

Blunt Arrow +1 w/ Spell Storing
Once again, put Cure Serious Wounds in it.
Variant of the above, only now do it at range. A bit expensive, 160gp per arrow assuming you can get a player to fill them. Add another 150gp if you hire a cleric to cast it into them. Bit harder to hit your friends as well.

Sorry, I can't find any way to get Breath of Life into something like this. Spell storing is limited to 3rd level spells or less. I don't know of any, but a Staff with Breath of Life would also be great since being a staff you could draw it as part of a move.

Dark Archive 4/5 *

For Breath of Life, the best way I have found is First Aid Gloves, 4500gp gets you two castings, usable by anyone.


BretI wrote:

Blunt Arrow +1 w/ Spell Storing

Once again, put Cure Serious Wounds in it.
Variant of the above, only now do it at range. A bit expensive, 160gp per arrow assuming you can get a player to fill them. Add another 150gp if you hire a cleric to cast it into them. Bit harder to hit your friends as well.

Unfortunately Spell Storing isn't on the ranged weapon enhancement list, only melee.

-j

Liberty's Edge

Arrows are totally melee weapons, what are you talking about? :P

Scarab Sages

nosig wrote:
Kyle Baird wrote:
Commoner.

well, I did ask (several times) for a Boon to be allowed to take an NPC class...

Can I be an Expert?.

I'd love an Adept boon.

Silver Crusade 4/5

Does anyone know of any type of magic item that would act as a Death Ward (prevent a successful spell/SLA/SU that could be used unprepared? I'm thinking along the lines of the Hex Nail (which would only give a +2 to your save, though).

Shadow Lodge 4/5

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Jason Wu wrote:
BretI wrote:

Blunt Arrow +1 w/ Spell Storing

Once again, put Cure Serious Wounds in it.
Variant of the above, only now do it at range. A bit expensive, 160gp per arrow assuming you can get a player to fill them. Add another 150gp if you hire a cleric to cast it into them. Bit harder to hit your friends as well.

Unfortunately Spell Storing isn't on the ranged weapon enhancement list, only melee.

-j

The only solution is to put breath of life into your +3 keen throwing returning greataxe of spell storing. "FEEL THE BLADES OF LIFE, FALLEN COMRADE!"

5/5 5/55/55/5

I wonder what a commoner boon would go for at GenCon....

Shadow Lodge 4/5

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BigNorseWolf wrote:
I wonder what a commoner boon would go for at GenCon....

I bid $100 to not have to take it!

I would be annoyed by such a thing existing. It'd serve only as a troll character. You're on a mission for the society that is dangerous and your allies are relying on you. If you're intentionally playing a weak and pointless class, you're putting your companions in danger. If you're desperate to play a commoner, go be a Wizard with 9 Intelligence.

(Cue a 250 page argument about badwrongfun. *dives for cover*)

4/5

Kydeem de'Morcaine wrote:
The Morphling wrote:
... They're just the cornerstones of the most popular build, the Crit Fisher. The true beauty of the Magus class is how many darn ways it can be built effectively - a utility magus, a tank magus, a mobility magus, and a pure DPS magus are all entirely viable. It's the best class Paizo has ever written, with Slayer coming in as a close second (by far the best martial).
I think I like the inquisitor slightly more than magus. But both are among the best classes in print.

I've examined the Inquisitor and not one thing about it stood out to me as particularly good. What is it about the class so many people find awesome? I've seen many players who really like it.

4/5 5/55/55/5 **** Venture-Lieutenant, Minnesota—Minneapolis

Drat, missed the part about Spell Storing not being a ranged enhancement.

Thanks for the correction, Jason Wu!

Scarab Sages

Game Master wrote:
Kydeem de'Morcaine wrote:
The Morphling wrote:
... They're just the cornerstones of the most popular build, the Crit Fisher. The true beauty of the Magus class is how many darn ways it can be built effectively - a utility magus, a tank magus, a mobility magus, and a pure DPS magus are all entirely viable. It's the best class Paizo has ever written, with Slayer coming in as a close second (by far the best martial).
I think I like the inquisitor slightly more than magus. But both are among the best classes in print.
I've examined the Inquisitor and not one thing about it stood out to me as particularly good. What is it about the class so many people find awesome? I've seen many players who really like it.

It has great skills, a unique spell list, and judgements+bane make you an incredibly effective combatant for x rounds per day. Monster lore and Wisdom to initiative are gravy.

Shadow Lodge 3/5 RPG Superstar 2013 Top 16

My new favourite spell is Nap Stack.

PRD: wrote:
You reduce the amount of uninterrupted sleep or rest creatures within the spell's area need in order to recover from injuries, regain spells, or other special abilities to 2 hours instead of the normal eight. In addition, if creatures continue to sleep or rest beyond the initial 2 hours, every additional 2 hours counts as a day of rest for the purpose of recovering hit points, ability damage, as well as for enduring diseases, poisons, or other afflictions. This means 8 total hours of sleep counts as 4 days for natural healing and for saving throws as diseases or similar afflictions run their course. When suffering from diseases, poison, or other afflictions, sleepers experience vivid dreams that help them track their recovery. If things go poorly they can, at any time, wake themselves up in order to seek a better alternative. If awoken or otherwise disturbed during this 8-hour period, creatures may return to sleep but they no longer enjoy the benefits of the accelerated recovery time. Creatures can only enjoy the benefits of this spell once in any 1-week period.

For a 100gp material component, you can rest get 8 hours' rest in two hours. Particularly when you're on the clock, this can make a huge difference, as you can probably sacrifice the two hours to go in with all your spells and abilities refreshed. It's proved handy after a particularly bruising encounter when you suspect the next encounter is not far away.

It also makes for some interesting RP when the cleric of Asmodeus starts asking the GM where you can find a small, silk pillow for 100gp and doesn't explain why.

The Exchange 5/5

DLandonCole wrote:

My new favourite spell is Nap Stack.

PRD: wrote:
You reduce the amount of uninterrupted sleep or rest creatures within the spell's area need in order to recover from injuries, regain spells, or other special abilities to 2 hours instead of the normal eight. In addition, if creatures continue to sleep or rest beyond the initial 2 hours, every additional 2 hours counts as a day of rest for the purpose of recovering hit points, ability damage, as well as for enduring diseases, poisons, or other afflictions. This means 8 total hours of sleep counts as 4 days for natural healing and for saving throws as diseases or similar afflictions run their course. When suffering from diseases, poison, or other afflictions, sleepers experience vivid dreams that help them track their recovery. If things go poorly they can, at any time, wake themselves up in order to seek a better alternative. If awoken or otherwise disturbed during this 8-hour period, creatures may return to sleep but they no longer enjoy the benefits of the accelerated recovery time. Creatures can only enjoy the benefits of this spell once in any 1-week period.

For a 100gp material component, you can rest get 8 hours' rest in two hours. Particularly when you're on the clock, this can make a huge difference, as you can probably sacrifice the two hours to go in with all your spells and abilities refreshed. It's proved handy after a particularly bruising encounter when you suspect the next encounter is not far away.

It also makes for some interesting RP when the cleric of Asmodeus starts asking the GM where you can find a small, silk pillow for 100gp and doesn't explain why.

actually, this spell does not let you prepare more than your normal limit of spells a day.

It just reduces the number of hours of rest you need to recover spells...

In other words, it lets you prepare your daily alotment of spells after only 2 hours rest - rather than the normally required 8 uninterrupted hours of rest.

A first level wizard would still be limited to only one 1st level spell a day, (plus bonus spells for a high INT and School spell)... he would just require only 2 hours of uninterrupted rest to be able to prepare it (the next day).

3/5 *

DLandonCole wrote:

My new favourite spell is Nap Stack.

PRD: wrote:
You reduce the amount of uninterrupted sleep or rest creatures within the spell's area need in order to recover from injuries, regain spells, or other special abilities to 2 hours instead of the normal eight. In addition, if creatures continue to sleep or rest beyond the initial 2 hours, every additional 2 hours counts as a day of rest for the purpose of recovering hit points, ability damage, as well as for enduring diseases, poisons, or other afflictions. This means 8 total hours of sleep counts as 4 days for natural healing and for saving throws as diseases or similar afflictions run their course. When suffering from diseases, poison, or other afflictions, sleepers experience vivid dreams that help them track their recovery. If things go poorly they can, at any time, wake themselves up in order to seek a better alternative. If awoken or otherwise disturbed during this 8-hour period, creatures may return to sleep but they no longer enjoy the benefits of the accelerated recovery time. Creatures can only enjoy the benefits of this spell once in any 1-week period.

For a 100gp material component, you can rest get 8 hours' rest in two hours. Particularly when you're on the clock, this can make a huge difference, as you can probably sacrifice the two hours to go in with all your spells and abilities refreshed. It's proved handy after a particularly bruising encounter when you suspect the next encounter is not far away.

It also makes for some interesting RP when the cleric of Asmodeus starts asking the GM where you can find a small, silk pillow for 100gp and doesn't explain why.

This is a cool one, but don't forget:

PRD wrote:
Recent Casting Limit/Rest Interruptions: If a wizard has cast spells recently, the drain on his resources reduces his capacity to prepare new spells. When he prepares spells for the coming day, all the spells he has cast within the last 8 hours count against his daily limit.

And the one hour prep-time (though that can be made quicker in various ways).

Other casters have the same restrictions as well. Divine casters are a bit more questionable as well, as their initial preparation (as opposed to filling slots left open) are made at the same time each day. I'd like to know how the spell works with divine casters for this reason.

If you have encounters in the early morning and then are doing this late afternoon, however, you may get at least some spells back.

3/5

I like nap stack for the healing aspects actually. you get you normal 8ish hours of sleep, and your melee characters get 4 days of bedrest. that's amazing, when you consider the cost of things like remove disease.


The Morphling wrote:
BigNorseWolf wrote:
I wonder what a commoner boon would go for at GenCon....

I bid $100 to not have to take it!

I would be annoyed by such a thing existing. It'd serve only as a troll character. You're on a mission for the society that is dangerous and your allies are relying on you. If you're intentionally playing a weak and pointless class, you're putting your companions in danger. If you're desperate to play a commoner, go be a Wizard with 9 Intelligence.

(Cue a 250 page argument about badwrongfun. *dives for cover*)

Well I wouldn't want commoner. Except maybe as an extreme challenge. But I would probably be willing to give expert, adept, or aristocrat a go.

.
.
DrakeRoberts wrote:
... Other casters have the same restrictions as well. Divine casters are a bit more questionable as well, as their initial preparation (as opposed to filling slots left open) are made at the same time each day. I'd like to know how the spell works with divine casters for this reason. ...

As far as I can tell, it doesn't change it. Your paladin still has to prep spells at dawn (or whatever) but only has to have 2 hours of rest to do so.

.
.
Imbicatus wrote:
Game Master wrote:
Kydeem de'Morcaine wrote:
The Morphling wrote:
... They're just the cornerstones of the most popular build, the Crit Fisher. The true beauty of the Magus class is how many darn ways it can be built effectively - a utility magus, a tank magus, a mobility magus, and a pure DPS magus are all entirely viable. It's the best class Paizo has ever written, with Slayer coming in as a close second (by far the best martial).
I think I like the inquisitor slightly more than magus. But both are among the best classes in print.
I've examined the Inquisitor and not one thing about it stood out to me as particularly good. What is it about the class so many people find awesome? I've seen many players who really like it.
It has great skills, a unique spell list, and judgements+bane make you an incredibly effective combatant for x rounds per day. Monster lore and Wisdom to initiative are gravy.

inquisitor:

First off, I think it is what the paladin should have always been. A mostly martial combatant. Dedicated to a particular religion. With the training and abilities to hint out the opposition to that religion. Paladin can fight, detect evil, and heal a little bit. That just doesn't scream champion of the faith to me (though maybe religious fanatic fits).
Second, no one ability really stands out as amazing, so many people look at it and think, meh...
But it has a lot of really good stuff in it.
*Domain powers or inquisitions - some of these are really quite good.
*Excellent skill points (I always love more skill points).
*Great on monster lore even though not an intelligence caster.
*Not a primary caster but enough more than a ranger or paladin that you can be making effective use of them (even offensively) right from first level.
*Judgements to help almost anything you want to do today. You need to be the healer today because there isn't one? High spell resistance making it hard to affect mister BBEG? Need better DPS? Something hard to hit? Do you need to tank today? Is the opposition throwing high DC spells? You can get help at all of it.
*Add your casting stat to initiative (who doesn't like higher initiative bonus?).
*Detect any alignment.
*Spontaneous caster (many of us vastly prefer spontaneous over prepared).
*Wisdom as the casting stat, I don't always want to be the face and I like the help on the most important saving throw.
*Bonus teamwork feats that you can use even if no one else took any?
*Track, situational but you usually want someone to have it.
*Bane, some would take it just for this all by itself.
You can build a very good version of almost any role except primary caster with the inquisitor. Be specialized enough to be very good at that role. And still be versatile enough to fill in on 2 or 3 other party roles.

5/5

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I still want to build a 5 CON Dhampir Necromancer Wizard. Use FC bonuses for skill points. Wonder how long I could make it...

Grand Lodge 4/5

Dare you to start him off in The Confirmation.

Sovereign Court

BigNorseWolf wrote:
I wonder what a commoner boon would go for at GenCon....

I'd try to build a Commoner in PFS. Spend feats on Armour and Weapon proficiencies. Straight classed Commoner. Try to tank.

I wonder how far I could take him...

(I guess I'm just weird.)

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