Never played an Inquisitor before. This is my time at building an Inquisitor. Its for Pathfinder Organized Play.
The character concept would be a Mendev Crusader looking to recruit people to join the battle against Demons in the World Wound. I imagine the character to be something like a drill sergent who gives support to his allies. He would cast buffs like the Bless spell. He would help out the spell casters by using dazzling display to lower the enemy's saving throws. Plus with the Preacher Archtype, the character would give his allies re-rolls with the Determination power of the Archtype.
Constitution: 14 = 2(racial)+12
Traits: Fate Favored, Sure Thing (Silver Crusade Faction Trait)
Alternative Racial Traits: Sacred Tatoo, Skilled.
1st: Judgement Surge
3rd: Weapon Focus(Falchion)
5th: Dazzling Display
7th: Extra Bane
9th: Disheartening Display
Let me know what you think.
Well, it's not the inquisitor I would build, but it should be a solid build. However you really want to use your racial ability bonus on your highest stat, using it to boost Strength instead of Constitution will get you another 2 points to spend. Also, it's usually a good idea to pick up heavy armor proficiency with an inquisitor at some point.
Also, just so you know, the Preacher archetype is okay, but not great for team buffing. Because the warning ability is a free action, not an immediate action, you generally can't use it without spending your standard action to ready to use the ability. The only exception is if your ally is about to be attacked on your turn, for some reason.
From Ultimate Magic concerning the Warning power.
Warning: When a preacher’s ally within line of sight would be hit by a melee or ranged attack, she may call out a warning to that ally, and the attacker must reroll the attack and use the results of the second roll. The ally must be able to hear the preacher and must not be helpless for this ability to have any effect.
The Warning power involves calling out to an ally. Speaking is a free action. Also speaking can done outside your turn.
It's an ability that's a free action that requires you to make noise, and the ally to be able to hear you, and be in line of sight. That doesn't mean that this is just talking. Nowhere does it say it' just speaking, just that it's a free action, which you normally can't perform on your turn.
There's no FAQ to clarify, so in PFS it will require a readied action. I'll admit the intention is probably for it to be a free action you can perform outside of your turn, but nothing in the archetype actually says that.
Edit - You'll probably get some GMs who allow it, but this is one of those situations where you'll see a lot of table variation, and the RAW doesn't support the ability actually working as intended.
I'll make these adjustments to my character.
Strength: 17 = 2 (racial) + 15
I found about the spell, Blistering Incentive (UC). So I won't have to spend 2 feats to demoralize multiple foes. Any other advice is welcome.
1st: Judgement Sruge
3rd: Power Attack
5th: Extra Bane
7th: Heavy Armor Prof.
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Because the warning ability is a free action, not an immediate action, you generally can't use it without spending your standard action to ready to use the ability.
That's a little absurdly pedantic.... The Warning ability specifically and directly calls out when you are able to use it right in the very first line. If you really want to be legalistic about it, regard it as 'specific trumps general'.
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Judgment Surge is a pretty bad feat. It's a 1/day power to scale your judgment up one notch. You'll be better served taking your Heavy Armor Proficiency at level 1, so you don't either waste money on good medium armor or let your AC lag by keeping mundane armor through mid levels.
You're also better off taking Extended Bane instead of Extra Bane. Once you get 18 Wis, you'll get more rounds from it.
This coming weekend I will finally get to play the Inquisitor character for the first time at level 1. This character has accumulated GM credit in the higher level tiers. The final adjustments are these.
Archtype: Sanctified Slayer
Strength: 16 = (racial)+14
Traits: Sure Thing (Silver Crusade Faction Trait), Deathtouched (Bloodline)
Human: Heavy Armor Proficiency
1st: Improved Initative
3rd: Weapon Focus(Longsword)
3rd: Teamwork Feat: Precise Strike
5th: Discipline of the Sword (Inner Sea Gods)
6th: Teamwork Feat: Outflank
7th: Dazzling Display
8th: Talented Slayer: Rogue Trick - Combat Trick -Shatter Defenses
9th: Power Attack
9th: Teamwork Feat?
11th: Extend Bane
I'm guessing with the bane, studied target, and sneak attacks, that I can go sword and board and still keep up with the raging bloodrager.
I'm always one for thinking of Power Attack as a very useful feat, regardless of whether you'll be one-or-two-handing your weapon. I'd suggest moving it up a bit in your feat progression.
Maybe you could swap for the alternate Human racial trait Adoptive Parentage to pick up Weapon Focus at level 1? That lets you pick up Power Attack at level 3 without biting into Disciple of the Sword. Potentially swap out one of your traits for a +2 initiative one, to make up for getting Imp. Init later.
Proposed Feat Progression
Human: Weapon Focus (Longsword)
1st: Heavy Armor Proficiency
3rd: Power Attack
3rd: TW Feat: Precise Strike
5th: Disciple of the Sword
6th: TW Feat: Outflank
7th: Dazzling Display
8th: Talented Slayer: -> Shatter Defenses
9th: Improved Initiative
9th: TW Feat: Collective Recollective
11th: Extend Bane
Might be worth considering?