inquisitor help


Advice


Hey everyone

Needed some help with an inquisitor I have decided to make for carrion crown. I would like to be sneaky and relatively versatile (possible switch hitter). Half orc or dwarf or something else is okay too. No small races.

Stats were rolled. 11, 13,13,15,16,12

Thanks in advance


...which god? The stats are pretty solid for doing different things. When you say a switch-hitter, which side of the switch is the primary focus? Are we talking a big, strong character who can attack with a ranged weapon when it's convenient, or an agile character who draws a melee weapon if they really need to?

Liberty's Edge

Unless you're looking to have a particular domain ability (travel's a nice one) or looking to roleplay a character with a specific set of values, I would start by choosing which favored weapon you want. Gorum's nice for his Greatsword proficiency, or if your looking for a little more AC, you could go with the Empyreal lord Ragathiel and take the bastard sword and have a buckler as well.

Both of them have good domains for doing damage, however you don't need to take one of their domains. You could instead take one of the inquisitions from Ulitmate Magic. The abilities range from stuff like using wisdom instead of charisma for social skill, to removing fear and gaining immunity to fear, to being able to rage for a few rounds a day.

Problem with inquisitors is that they don't get a lot of feats though. Or, they do, but they're bonus teamwork feats, which aren't all that useful for archery (except friendly fire maneuvers, it's a must have for ranged inquisitors.)It's going to be a while before you're effective at archery, but if you take power attack and quick draw as 1st and 3rd level feats, your can take archery from there on out. Since it does take so long to start doing good damage with a bow, you may want to consider going with the Sacred Huntsmaster archetype from the ACG. You give up the judgement abilities for an Animal Companion, and some of the Hunters animal focus abilities. That way you can focus on ranged attacks while your animal companion focuses on keeping enemies from reaching you.


first I would have to say that being a switch hitter with an inquisitor is a bad idea. The reason an inquisitor is bad for switch hitting is because it will NEVER get the full benefit of trying to do this. For example, if you want your deity or domain to aid you in this then your suffering from not being able to make best use of it. Glory/heroism is great at level 8 for bow and sword but only for a limited time and had to wait a long time to get it (still no spells). Demon is magnificent for melee but gives nothing for archer. Channel smite/guided hand are a great combo for an inquisitor but it only works for one weapon and channel smite only in melee. The list goes on and on. All that said you could be molded into a decent switch hitter because of the superior stats you rolled but you will look at the ranger, fighter, and such and feel weak because you are in that role.

Moving on.. if you want to be a switch hitter or not the top 3 races for inquisitor are human, half orc, and dwarf (in no particular order). The human is obvious so I will not touch it. Dwarf is at his best as a melee combatant and will most definitely be better than anyone else in that role because of his favored class bonus adding more levels towards his judgements. Of course steel soul is big as well. The half orc I think is best because he has the most flexibility of the three. Gaining endurance feat as a alternate racial feat is a worthy consideration for an inquisitor, sacred tattoo and fates favored is huge, and of course for a melee combatant he has great weapon prof, and finally trading in darkvision for skilled is good if you like skills. You can mold the half orc to fit any inquisitor so id go that route if you seek switch hitter.

the domain I would seek out is war/tactics. its not the best in the world but it does fit what you want. 1) initiative rolls improved at level 1 for potentially the party, 2) level 8 allows you to use a feat you qualify for but don't have (you will use this if you switch hit I promise).

this is how I would look at until you narrowed it a bit.


Inquisitors actually make decent switch hitters because most of their abilities can be used either with melee or ranged attacks. Both Judgments and Bane work equally well with either type of attack, as do most of their spells. The fact that their domain may or may not increase this is not all that important since they have many other ways to improve their combat abilities. The key to being a decent switch hitter is having proficiency in a good two handed melee weapon. The inquisitor already has proficiency in most ranged weapons. So either your deity or race needs to provide proficiency with a good melee weapon.

The best two handed melee weapon is the falchion so this gives the half orc the advantage. They can also choose either the human or half orc favored class bonuses both of which are very good. The human gets extra spells which is incredibly valuable to a spontaneous caster. The half orc gets a bonus to both intimidate and monster lore. Combine this with improved monster lore and you get your level as a bonus to identifying monster. The bonus to Intimidate means the half orc inquisitor can have the equivalent of double his level in skill point to intimidate.

The dwarf is a good choice also but probably not as good as the half orc. All the weapons you get proficiency in are martial one handed weapons. They all have a good critical multiplier they also all only critical on a 20. Getting more critical hits is better than having a higher multiplier. The extra damage from a high multiplier is fun, but most of the time is wasted. It can be dramatic to totally destroy something but most of the time it ends up being the minion instead of the boss that gets destroyed. The bonus saves for the dwarf is nice but you will already have good saves, and can also get some bonus as a half orc.

Fate’s Favored is a good trait for an inquisitor especially a half orc with sacred tattoo. Just make sure to take divine favor and latter divine power.


Thanks guys. Yeah, I am going to focus mainly on melee with an okay archery skill. I am going to be the party sneak and face so I am taking the heretic archetype with the conversion domain.

I will take half-orc and use a falchion. We also have a monk and a paladin so we will have melee pretty much tied up. I am guessing the other members are going to be casters.

Stats array
Str 15, dex 16, con 13, int 12, wis 15, cha 11

Any suggestions on first level feats? Improved initiative? Judgement surge?

Thanks again guys I really appreciate the advice.

Silver Crusade

I'd swap str and dex. Put the first point at level 4 into dex. Especially if going melee dominant. That aside, I've always been a fan of intimidating prowess for3/4 bab classes. Add on corugon smash and power attack later and that's really all you need,


STR is going to be more important than DEX for a melee build so swap those like rorek55 suggested. I would put your level 4 stat increase in WIS instead. WIS is going to be more important than DEX. It gives you more benefits in the long run. Use 8th level for DEX.

Antagonize is a good feat for an inquisitor, but may be too good. Many GM’s ban the feat for a reason. Cornugon Smash is a great feat for your character, but since it requires 6 ranks in intimidate you can’t get it till 7th level. Pick up power attack at 5th and if you really want to go insane take intimidating powers at 3rd. Also make sure to take Blistering Invective as soon as you get 2nd level spells. Being able to use intimidate on all enemies within 30’ is worth a spell.


Thanks for the advice. Yeah, I will swap the stats s suggested and I will be taking the favoured class bonus for lore and intimidate. However does blistering invective and intimidate work well on undead?

Since this is taking place in Ustalav and I have been warned repeatedly that half orcs aren't liked and usually lynched on site, I have taken pass for human as my first level feat.

3rd level will be power attack, followed by intimidating prowess and cornugon smash.


Now... I would highly hint that you go the ranged route.
Why? You have 2 melees and it is sometimes hard to get a third one down the line. Second you get bow for free.
I play an inquisitor of besmara with bow or underwater crossbow and it pays off VERY well. Especially as most monks are bad with ranged weapons, and you can deal a world of hurt without problem.
And nothing is as bad as sitting there, unable to do a thing because the first two spots are taken!


Helikon wrote:

Now... I would highly hint that you go the ranged route.

Why? You have 2 melees and it is sometimes hard to get a third one down the line. Second you get bow for free.
I play an inquisitor of besmara with bow or underwater crossbow and it pays off VERY well. Especially as most monks are bad with ranged weapons, and you can deal a world of hurt without problem.
And nothing is as bad as sitting there, unable to do a thing because the first two spots are taken!

With his feats and race he can do either melee or ranged equally well. All he needs to do is carry both weapons and use whichever one is appropriate at the time. When they need an extra front line combatant he steps up, when they need someone to shoot something he draws his bow. That is the essence of a switch hitter. As I said earlier most of his class abilities work equally well on both melee and ranged.

Not every archer needs to be identical with the same feats as every other archer.

Liberty's Edge

I'm not familiar with any of the lore of Ustalav that makes them particularly hostile to half-orcs, other than their proximity to the Hold. Even still, you're a skillful character (6+INT/level) and with your stats, you didn't take a hit to CHA like most inquisitors. A simple trait to bump your Disguise checks would probably be a lot easier than taking a whole feat dedicated to replicating the 1st level spell "Disguise Self", which you also have access to.

Unless there is a specific reason to be suspicious, most people don't even get a check to notice according to the Disguise Skill in the CRB, and even then it's assumed they're just taking a 10, so you're looking at something roughly about a 15-16.

I'd find a different feat.


What feat order to take would be my issue from here on. Without a human extra feat your starving for feats. Maybe this....

1)point blank
3) power attack
5) rapid shot
7)???
9) many shot
11) ???

Slow progression for an archer but I don't see how you swap it up really.


StrangePackage wrote:

I'm not familiar with any of the lore of Ustalav that makes them particularly hostile to half-orcs, other than their proximity to the Hold. Even still, you're a skillful character (6+INT/level) and with your stats, you didn't take a hit to CHA like most inquisitors. A simple trait to bump your Disguise checks would probably be a lot easier than taking a whole feat dedicated to replicating the 1st level spell "Disguise Self", which you also have access to.

Unless there is a specific reason to be suspicious, most people don't even get a check to notice according to the Disguise Skill in the CRB, and even then it's assumed they're just taking a 10, so you're looking at something roughly about a 15-16.

I'd find a different feat.

If the person giving him the warning is the GM he would be well advised to heed the warning. He is also planning on being the party face so will probably be under closer scrutiny than most characters. A trait gives you +1 not +10 and he still takes the -2 for disguising himself as a different race the feat also allows him to take 10 which means he does not have to roll. With the feat he has a 24 disguise (Taking 10) at 1st level, without it he has between a 4 and a 23 with an average of 13.5. Once his cover is blown it is going to be hard fool anyone.

Liberty's Edge

All very valid points. The feat may well be the way to go. Alternatively a half-orc may not be the ideal race then, seeing as his GM is leveling a feat tax to that race right off the bat.


If the GM is taxing him thus then being an inquisitor is going to be tricky. A dwarf will not have the stats to be a switch hitter period. A human can still work but isn't ideal. Inquisitor is one of the few classes a human isn't the go to race.


Alasanii wrote:

Thanks guys. Yeah, I am going to focus mainly on melee with an okay archery skill. I am going to be the party sneak and face so I am taking the heretic archetype with the conversion domain.

I will take half-orc and use a falchion. We also have a monk and a paladin so we will have melee pretty much tied up. I am guessing the other members are going to be casters.

Stats array
Str 15, dex 16, con 13, int 12, wis 15, cha 11

Any suggestions on first level feats? Improved initiative? Judgement surge?

Thanks again guys I really appreciate the advice.

Put you 12 on Wis and put the 15 CHR is you want to be the party face. Put you stat boost at 4th, 8th, 12th and 16th on Wisdom. This will keep inline with the stat able to cast the spells when you get them.

I'd got STR 15, DEX 15, CON 13, INT 11, WIS 12, CHR 15. The higher CHR means you will be better at the social skills. Divine Protection for you saves is good with +2 from Chr at 5th level. Also it stack Sacred Tatoo and Fates Favored from the Half Orc which is good choice to take. Divine Favor is Luck bonus too so +1 to that as well. +4 to your saves is awesome on Inquisitor due to Stalwart at level 12 and headband can increase that to +7.


Yeah, with the feattax for half-Orcs i'd recommend going Human and simply taking a Weapon Proficiency feat with the Human Bonus feat and still having the regular 1st level feat free.

Falchion prof or even Elven Curve Blade springs to mind.


With how important saves are for the AP, I would choose dwarf. They get a few Martial weapons (not a Falchion, but still as deent set of options) and they get bonuses to two big stats for a price to CHA which is not necessary with your inquisition choice. I play one in PFS, who I made a Ranged character who can use melee. Hes pretty great honestly. I'd certainly think about just focusing on ranged and lean on Judgement and Bane heavier to be competent in melee when necessary.


voska66 wrote:
Alasanii wrote:

Thanks guys. Yeah, I am going to focus mainly on melee with an okay archery skill. I am going to be the party sneak and face so I am taking the heretic archetype with the conversion domain.

I will take half-orc and use a falchion. We also have a monk and a paladin so we will have melee pretty much tied up. I am guessing the other members are going to be casters.

Stats array
Str 15, dex 16, con 13, int 12, wis 15, cha 11

Any suggestions on first level feats? Improved initiative? Judgement surge?

Thanks again guys I really appreciate the advice.

Put you 12 on Wis and put the 15 CHR is you want to be the party face. Put you stat boost at 4th, 8th, 12th and 16th on Wisdom. This will keep inline with the stat able to cast the spells when you get them.

I'd got STR 15, DEX 15, CON 13, INT 11, WIS 12, CHR 15. The higher CHR means you will be better at the social skills. Divine Protection for you saves is good with +2 from Chr at 5th level. Also it stack Sacred Tatoo and Fates Favored from the Half Orc which is good choice to take. Divine Favor is Luck bonus too so +1 to that as well. +4 to your saves is awesome on Inquisitor due to Stalwart at level 12 and headband can increase that to +7.

His archetype and inquisition allow him to use WIS for most of his social skills. CHA is not needed.

Silver Crusade

The best two handed melee weapon is the falchion? Huh? I totally disagree. And yes, I am familiar with Falchion Fred.

I'd say the best weapon for a melee Inquisitor is the longspear. By a large margin. Like, it's not even close. Longspear offers equal or better offense, drastically superior defense, and doesn't cost a feat. My melee Inquisitor would fight with a longspear over a falchion any day of the week, even if falchion proficiency were free. To each their own, though :-)

Now, if you are talking about the best sidearm, meaning a weapon you wear all the time on your person, as opposed to a primary battlefield weapon that you have to carry into battle, then yes, falchion is an excellent choice. If my longspear were lost of broken, falchion would make an excellent backup weapon.


Nothing is written in stone yet, There may be another player who wants to play a bard. If that happens Pass for Human may not be necessary.

My GM is basically told us that anything that isn't human is going to be seen with some degree of distrust and hostility. NOt in all of Ustalav, but in some places they are very xenophobic. Half-elves also have a sometimes been accused of being vampire kin, and fey are very suspicious. Half-orcs are tolerated, but in many places they are targeted outright, just because of the fact that Orcs helped keep the whispering tyrant on his throne. Will it be necessary no, will it help yes.

Without pass for human I will have a +4 to disguise and though a 10 is all that is necessary to fool most common folk and being a foot soldier to Pharasma I will have certain leverage and freedoms.

How would a spear be more effective than a Falchion? AoOs?
Thanks again.

Silver Crusade

Alasanii wrote:
How would a spear be more effective than a Falchion? AoOs?

Reach tactics. In that (contrived) example using reach tactics improves attack ratio from 1:2 to 3:1. That's a six-fold improvement. In actual game play it's not nearly a 6:1 superiority, but it's still often better than 2:1. Reach tactics dominated battlefields for many centuries, and were only rendered obsolete by advanced firearms.

Caveat: this tactic is far less effective if some of your allies are 'tactically challenged', or don't wish to think about, or be bothered with, tactics. You are your own ally.

P.s. Note that the spear is, historically speaking, a primary battle weapon since the dawn of recorded history. Swords get better cultural representation, but were generally backup weapons (aka sidearms) for when one lacked a primary battle weapon. Anyone who has done historical fencing or martial arts with these weapons knows that the person with the spear has a big advantage over the person with the sword. Sample Youtube sparring video. Pathfinder reach and AoO rules faithfully represent this historical reality.


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Magda Luckbender wrote:

P.s. Note that the spear is, historically speaking, a primary battle weapon since the dawn of recorded history. Swords get better cultural representation, but were generally backup weapons (aka sidearms) for when one lacked a primary battle weapon. Anyone who has done historical fencing or martial arts with these weapons knows that the person with the spear has a big advantage over the person with the sword. Sample Youtube sparring video. Pathfinder reach and AoO rules faithfully represent this historical reality.

To be fair, the Roman Republic overran the classical western world after they phased out the phalanx in favor of the celtiberian shortsword and the pilum... . But it's definitely true the sword is over-represented. By the late Middle Ages, polearms that evoloved from combining the best features of the spear and the two-handed axe were everywhere.

I wouldn't put too much stock in reenactment, to be honest. Play-fighting with rules in place to make sure nobody gets hurt doesn't have a lot of bearing on what actual life-or-death combat by highly trained warriors was like; the extreme awkwardness of the 'swordsmen' in that video being a good case in point. I made the mistake of casually pointing out to some otherwise intelligent, dedicated and sincere Norse historical reenactment types a while ago that the two most common types of fatal or disabling wounds of that era - a strike to the head or the middle-leg - were disallowed by virtually all reenactment types, along with the often-chronicled heavy blow that breaks a shield and/or shield-arm. I was ... not invited back.

Silver Crusade

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Indeed. It's not a very good video, but it does illustrate the point. Modern martial arts have all these fussy safety considerations. The more realistic you get the higher the injury rate gets, with the upper boundary set by litigation. I've practiced a silat-style combat art for 28 years, used to practice kenjutsu, dallied with the SCA, and have sustained four broken bones in assorted armed and unarmed sparring sessions. So, basically, I suck, but I've learned a thing or two in the process of sucking. I agree with everything BadBird said.

There are certainly historical instances of the sword being a primary battle weapon. The Roman gladius comes to mind, along with the cavalry saber. Big swords like the Scottish claymore and the greatsword were certainly primary battle weapons, but they were not carried as sidearms.

Scarab Sages

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Magda Luckbender wrote:
Alasanii wrote:
How would a spear be more effective than a Falchion? AoOs?

Reach tactics. In that (contrived) example using reach tactics improves attack ratio from 1:2 to 3:1. That's a six-fold improvement. In actual game play it's not nearly a 6:1 superiority, but it's still often better than 2:1. Reach tactics dominated battlefields for many centuries, and were only rendered obsolete by advanced firearms.

Caveat: this tactic is far less effective if some of your allies are 'tactically challenged', or don't wish to think about, or be bothered with, tactics. You are your own ally.

P.s. Note that the spear is, historically speaking, a primary battle weapon since the dawn of recorded history. Swords get better cultural representation, but were generally backup weapons (aka sidearms) for when one lacked a primary battle weapon. Anyone who has done historical fencing or martial arts with these weapons knows that the person with the spear has a big advantage over the person with the sword. Sample Youtube sparring video. Pathfinder reach and AoO rules faithfully represent this historical reality.

Corollary, if your god grants you a martial or exotic reach weapon that's even better. But it's not something I would build around, unlike the domains and inquisitions granted which are more important.


Also, you can take the half-orc trait "almost human" for a +4 disguise bonus to pass as human, and disguise as a class skill


Okay to really pull this off all I really need for feats are
PBS, power attack, and rapid shot? Combat reflexes if I take a reach weapon.

Question on inquisitions vs domains. What are generally better if I end up not being the face, repose and zeal seem to be solid.

Thanks again

Silver Crusade

Personally I enjoy valor Inquisition.

However if you want pure mechanical advantage look into- liberation domain, or anger Inquisition

Yep, those feats are the best options for switch hitters. Don't need precise


I wouldn't play a character who uses ranged weapons without taking Precise Shot. Honestly, I wouldn't invest any feats into Melee, but with reach tactics the only investment you need is Combat Reflexes and maybe Power Attack (and that one I think is more optional). My inquisitor build, which I don't recommend because I built him as an organic (ie made decisions based on what I experienced in game) character is as follows:

Dwarf Inquisitor of Gozreh, Heretic Inquisition
STR 14
Dex 15 (Currently 18 after Belt and lvl increase)
Con 16
Int 12
Wis 16
Cha 5

Feats:
1) Breadth of Experience (taken mostly for flavor)
3) Point Blank Shot & Precise Shot (took a level of Fighter here because I decided he would be an archer here and because I wanted Heavy Armor Prof. This is a bad call, DON'T DO THIS).
4 bonus teamwork) Coordinated Shot
5) Deadly Aim (Rapid Shot is better here, but I was using a repeating crossbow and couldn't afford the Endless Ammo enchantment yet)
6 bonus teamwork) Enfilading Fire
7) Extended Bane (because you want Bane basically Always)
9) Rapid Shot (a better place for Deadly Aim)
10 bonus teamwork) *switches depending on party make up because of Inquisitor ability to swap latest teamwork feat*

I use a Fighter's Fork (Trident that you can switch sizes on, including making it a reach weapon) in melee as my main weapon and a +1 Endless Ammo Repeating Heavy Crossbow as my ranged weapon. He's certainly not ridiculously overpowered, but with a few more optimal choices, he could be.

If I were to remake him for a more planned build, he'd be straight Inquisitor, I'd drop Wis (and possibly Con, but I like a 16 there) a bit to pick up a higher starting Dex, and use a longbow rather than crossbow. I really like Dwarf for Inquisitor, but Human gets you Precise at first, which can be a huge help. I'd juggle around some of my feat choice order, but I don't think I'd change the choices. If I wanted to think of switch hitting (which I just don't think is worth it), I'd just find a way to include Combat Reflexes and set up for reach.


Hey everyone so the party is finally together
Asimar sword and board paladin
Damphir melee monk
Air elementalist
Elven cleric of Erastil
Elven bard
And me half orc inquisitor of Curchanus

That all being said I have decided to just go straight archer. Stat arrays are as follows
Str 13 dex 16 con 13 int 12 wis 17 cha 11
Str 13 dex 18 con 13 int 12 wis 15 cha 11

Dilemma is now do I take the first or second array and do I take improved initiative and have a great init right off the bat or take point blank shot as my first feat?

I keep being told wisdom is extremely important and that improved initiative is a very powerful feat due to the fact that going first opens a lot of options, lie buffing.

I don't plan on trying to harm a lot of things with my spells but who knows.

Thanks again

Silver Crusade

You could go sanctified slayer... take heresy inquisition. . To maximise you wis usage.

I'd go with the melee option and just use a throwing weapon. Sneaking I've found is more enjoyable if you can defend yourself in melee if caught.

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