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Hey, all!
I'm toying with builds for a Wrath of the Righteous game that will hopefully be happening soon, and I'd be interested to hear your advice for my character. Sorry for the length!
Galem NoLastNameYet is a Varisian who worships Nethys. He's obsessed with uncovering knowledge at all costs, and the mystery of what created the Worldwound (and how it can be stopped) has drawn him to Kenabres at the start of the campaign.
Overall, Galem is pretty non-confrontational, so he would rather sneak around and/or talk his way out of a fight than engage in combat. When he does have to enter combat, he prefers nonlethal damage (a dead creature can't be interrogated (speak with dead aside)), and his tactics are pretty rogue-like, focusing on mobility and sneak attacks.
The first few levels will be a bit of a struggle, as I try to get prerequisites for things. I'm starting with a level in Cleric to get Channel Smite and Guided Hand, then switching to Inquisitor. My favorite thing about the early levels is the Door Sight domain ability, which will let him scout through doors without opening them! At level 5, this build starts to actually come together, with mythic guided hand, sneak attack and the precise strike teamwork feat letting him stab things in combat for a decent amount of damage.
Note also the Conversion inquisition that lets him use Wisdom instead of Charisma for Diplomacy, Bluff, and Intimidate, continuing the theme of powering basically everything off Wisdom.
Galem NoLastName
Human (Varisian) cleric (separatist) of Nethys 1/inquisitor (sanctified slayer) of Nethys 4/Hierophant 1 (Pathfinder RPG Advanced Class Guide 99, Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Ultimate Magic 32)
N Medium humanoid (human)
Init +6; Senses Perception +13
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Defense
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AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex)
hp 37 (5d8+9)
Fort +7, Ref +2, Will +11
Defensive Abilities hard to kill
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee +1 quarterstaff +9 (1d6+8)
Special Attacks channel positive energy 1/day (DC 8, 1d6), mythic power (5/day, surge +1d6), sneak attack +1d6, studied target +1 (1st, move action)
Inquisitor Spell-Like Abilities (CL 4th; concentration +13)
. . At will—detect alignment
Inquisitor (Sanctified Slayer) Spells Known (CL 4th; concentration +13)
. . 2nd (2/day)—align weapon, lesser restoration
. . 1st (5/day)—bless, divine favor, know the enemy[UM], litany of sloth[UC] (DC 16)
. . 0 (at will)—acid splash, create water, detect magic, disrupt undead, read magic, virtue
Cleric (Separatist) Spells Prepared (CL 1st; concentration +10)
. . 1st—bless, comprehend languages, endure elements, expeditious retreat[D]
. . 0 (at will)—create water, guidance, light
. . D Domain spell; Domains Conversion inquisition, Travel (Exploration subdomain)
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Statistics
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Str 11, Dex 13, Con 12, Int 14, Wis 20, Cha 7
Base Atk +3; CMB +3; CMD 14
Feats Channel Smite, Deific Obedience, Dual Path[M], Guided Hand[M], Precise Strike[APG], Sap Adept[UC]
Traits touched by divinity, weapon of peace
Skills Bluff +15, Diplomacy +15, Disable Device +1, Intimidate +11, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (nature) +6, Knowledge (planes) +10, Knowledge (religion) +10, Perception +13, Sense Motive +15, Spellcraft +6
Languages Abyssal, Celestial, Common, Varisian
SQ door sight, forbidden rite (exploration[APG]), monster lore +5, silver tongued, solo tactics, stern gaze +2, track +2, variant channeling (self-perfection variant channeling[UM])
Other Gear +1 agile breastplate[APG], +1 quarterstaff, 150 gp
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Special Abilities
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Channel Smite Channel energy can be delivered through a Smite attack.
Cleric (Separatist) Domain (Conversion Inquisition) Deities: Any deity.
Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Cleric (Separatist) Domain (Exploration)
Cleric Channel Positive Energy 1d6 (1/day, DC 8) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Door Sight (8/day) (Su) By touching a door for 1 minute, use clairvoyance on the other side.
Guided Hand [Mythic] Apply Wisdom bonus instead of Strength or Dexterity bonus on favored weapon damage
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Monster Lore +5 (Ex) +5 to Knowledge checks when identifying the weaknessess of creatures.
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Sap Adept Gain bonus damage on nonlethal attacks,
Self-Perfection Variant Channeling (±1 Sacred) Ignore one condition/Penalty vs conditions
Silver Tongued You can shift a creature's attitude by three steps with Diplomacy.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Surprise Strike (Ex) As a swift action, use 1 power to attack foe in 30 ft. They are flat footed and you bypass all DR.
Track +2 Add the listed bonus to survival checks made to track.
Weapon of Peace When using a melee weapon to deal nonlethal dam, penalty is only -2.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
By level 10, Galem has multiclassed into Evangelist, giving up a couple of high-level Inquisitor abilities for a slew of interesting and flavorful divine abilities. He takes the Trapfinding slayer talent to let him act as a rogue for trap-finding as well, and Vanishing Move makes it easy to scout ahead without being spotted, or allows him to turn invisible for easy access to sneak attacks.
Also, by this time he has the Enduring Blessing mythic power, which lets him essentially get 24-hour access to one spell. In this case, he's chosen Heroism.
Galem NoLastName
Male human (Varisian) cleric (separatist) of Nethys 1/evangelist 5/inquisitor (sanctified slayer) of Nethys 4/Hierophant 3 (Pathfinder Campaign Setting: Inner Sea Gods, Pathfinder RPG Advanced Class Guide 99, Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Ultimate Magic 32)
N Medium humanoid (human)
Init +10; Senses Perception +21
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Defense
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AC 19, touch 12, flat-footed 17 (+7 armor, +1 Dex, +1 dodge)
hp 75 (10d8+22)
Fort +11, Ref +7, Will +16
Defensive Abilities hard to kill, trap sense +2
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Offense
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Speed 40 ft.
Melee +1 merciful quarterstaff +15/+10 (1d6+10 nonlethal plus 1d6 non-lethal)
Special Attacks bane (14 rounds/day), channel positive energy 1/day (DC 8, 1d6), mythic power (9/day, surge +1d6), sneak attack +2d6, studied target +2 (2nd, swift action)
Spell-Like Abilities (CL 10th; concentration +12)
. . 2/day—mirror image
Inquisitor Spell-Like Abilities (CL 8th; concentration +18)
. . At will—detect alignment, discern lies (8 rounds/day)
Inquisitor (Sanctified Slayer) Spells Known (CL 8th; concentration +18)
. . 3rd (3/day)—arcane sight, dispel magic, heroism
. . 2nd (6/day)—align weapon, cure moderate wounds, lesser restoration, spiritual weapon
. . 1st (6/day)—bless, cure light wounds, divine favor, know the enemy[UM], litany of sloth[UC] (DC 17)
. . 0 (at will)—acid splash, create water, detect magic, disrupt undead, read magic, virtue
Cleric (Separatist) Spells Prepared (CL 1st; concentration +11)
. . 1st—bless, comprehend languages, endure elements, expeditious retreat[D]
. . 0 (at will)—create water, guidance, light
. . D Domain spell; Domains Conversion inquisition, Travel (Exploration subdomain)
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Statistics
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Str 11, Dex 13, Con 12, Int 14, Wis 23, Cha 7
Base Atk +6; CMB +8; CMD 18
Feats Channel Smite, Deific Obedience, Dual Path[M], Extended Bane[UM], Extra Path Ability[M], Guided Hand[M], Outflank[APG], Precise Strike[APG], Sap Adept[UC], Seething Hatred[ACG]
Traits touched by divinity, weapon of peace
Skills Acrobatics +9 (+13 to jump), Appraise +11, Bluff +23, Climb +9, Diplomacy +23, Disable Device +17, Disguise +7, Escape Artist +9, Fly +9, Handle Animal +7, Heal +15, Intimidate +15, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (history) +11, Knowledge (nature) +9, Knowledge (nobility) +11, Knowledge (planes) +17, Knowledge (religion) +17, Linguistics +11, Perception +21, Ride +9, Sense Motive +23, Sleight of Hand +9, Spellcraft +9, Stealth +9, Survival +15, Swim +8, Use Magic Device +7
Languages Abyssal, Celestial, Common, Dwarven, Varisian
SQ amazing initiative, door sight, forbidden rite (exploration[APG]), mirror image 2/day, monster lore +6, recuperation, silver tongued, slayer talent (trapfinding[ACG]), solo tactics, stern gaze +4, track +4, trapfinding +4, variant channeling (self-perfection variant channeling[UM])
Other Gear +1 mithral agile breastplate[APG], +1 merciful quarterstaff, 150 gp
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Special Abilities
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Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Bane (+2 / 2d6, 14 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric (Separatist) Domain (Conversion Inquisition) Deities: Any deity.
Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Cleric (Separatist) Domain (Exploration)
Cleric Channel Positive Energy 1d6 (1/day, DC 8) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (8 rounds/day) (Sp) Discern Lies at will
Door Sight (9/day) (Su) By touching a door for 1 minute, use clairvoyance on the other side.
Enduring Blessing (10+ minutes) (Su) Single-target spells with duration 10+ minutes cast on willing creatures last 24 hours.
Guided Hand [Mythic] Apply Wisdom bonus instead of Strength or Dexterity bonus on favored weapon damage
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Mirror Image 2/day (Sp) 2/day use mirror image as a spell like ability.
Monster Lore +6 (Ex) +6 to Knowledge checks when identifying the weaknessess of creatures.
Mythic Power (9/day, Surge +1d6) Use this power to perform your mythic abilities.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Sap Adept Gain bonus damage on nonlethal attacks,
Seething Hatred (Favored Enemy [Evil Outsiders]) Bonus dmg from studied target is doubled vs selected creature type.
Self-Perfection Variant Channeling (±1 Sacred) Ignore one condition/Penalty vs conditions
Silver Tongued You can shift a creature's attitude by three steps with Diplomacy.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Studied Target +2 (swift action, 2 at a time) (Ex) Study foe as a Swift action, gain +2 to att/dam & some skills vs. them.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Surprise Strike (Ex) As a swift action, use 1 power to attack foe in 30 ft. They are flat footed and you bypass all DR.
Track +4 Add the listed bonus to survival checks made to track.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +4 Gain a bonus to find or disable traps, including magical ones.
Vanishing Move (Su) Swift action: become invisible until end of turn. 1 power: acts as greater invisibility.
Weapon of Peace When using a melee weapon to deal nonlethal dam, penalty is only -2.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
By level 15, Galem is extremely flexible. With both the Multitude of Talents Evangelist ability and the Master Dilettante Mythic power, he has a +10 bonus on untrained skill checks, and can use any skill untrained. Combined with the Inquisitor's Monster Lore ability, he should have no trouble identifying any monster the party comes across. He's also taken the Legendary Item mythic ability to get Undetectable on his staff. That means he is completely undetectable whenever he goes invisible while holding the staff (which he can do as a swift action using Vanishing Move).
For "normal" combat, he now has 4d6 sneak attack, which doubles to 8d6 using Sap Master and his merciful quarterstaff.
Galem NoLastName
Male human (Varisian) cleric (separatist) of Nethys 1/evangelist 10/inquisitor (sanctified slayer) of Nethys 4/Hierophant (Pathfinder Campaign Setting: Inner Sea Gods, Pathfinder RPG Advanced Class Guide 99, Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Ultimate Magic 32)
N Medium humanoid (human)
Init +16; Senses Perception +31
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Defense
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AC 20, touch 13, flat-footed 17 (+7 armor, +1 Dex, +2 dodge)
hp 117 (15d8+39)
Fort +14, Ref +11, Will +22
Defensive Abilities hard to kill, mythic saving throws, stalwart, trap sense +4
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Offense
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Speed 40 ft.
Melee +1 merciful Legendary quarterstaff +25/+20 (1d6+18 nonlethal plus 1d6 non-lethal)
Special Attacks channel positive energy 1/day (DC 8, 1d6), greater bane (22 rounds/day), mythic power (15/day, surge +1d8), sneak attack +4d6, studied target +3 (3rd, swift action)
Spell-Like Abilities (CL 15th; concentration +17)
. . 3/day—arcane eye (plus arcane sight)
. . 2/day—mirror image
Inquisitor Spell-Like Abilities (CL 13th; concentration +26)
. . At will—detect alignment, discern lies (13 rounds/day)
Inquisitor (Sanctified Slayer) Spells Known (CL 15th; concentration +28)
. . 5th (3/day)—dispel evil, true seeing
. . 4th (5/day)—divination, forceful strike (DC 23), litany of sight[UC], communal protection from energy[UC]
. . 3rd (6/day)—arcane sight, dispel magic, heroism[M], remove curse, greater stunning barrier[ACG] (DC 22)
. . 2nd (7/day)—align weapon, cure moderate wounds, invisibility, lesser restoration, spiritual weapon
. . 1st (8/day)—bless[M], cure light wounds[M], divine favor, heightened awareness[ACG], know the enemy[UM], litany of sloth[UC] (DC 20)
. . 0 (at will)—acid splash, create water, detect magic, disrupt undead, read magic, virtue
Cleric (Separatist) Spells Prepared (CL 1st; concentration +14)
. . 1st—bless[M], comprehend languages, endure elements, expeditious retreat[D], liberating command[UC]
. . 0 (at will)—create water, guidance, light
. . D Domain spell; Domains Conversion inquisition, Travel (Exploration subdomain)
. . M mythic spell
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Statistics
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Str 11, Dex 13, Con 12, Int 14, Wis 28, Cha 7
Base Atk +10; CMB +14; CMD 23
Feats Channel Smite, Deific Obedience, Demon Hunter[ISWG], Dual Path[M], Extended Bane[UM], Extra Path Ability[M], Guided Hand[M], Lastwall Phalanx, Mythic Spell Lore[M], Outflank[APG], Precise Strike[APG], Sap Adept[UC], Sap Master[UC], Seething Hatred[ACG], Shake It Off[UC], Weapon Focus (quarterstaff)
Traits magical knack, touched by divinity
Skills Acrobatics +14 (+18 to jump), Appraise +16, Bluff +33, Climb +14, Diplomacy +33, Disable Device +26, Disguise +12, Escape Artist +14, Fly +14, Handle Animal +12, Heal +23, Intimidate +25, Knowledge (arcana) +16, Knowledge (dungeoneering) +16, Knowledge (history) +16, Knowledge (nature) +16, Knowledge (nobility) +16, Knowledge (planes) +24 (+26 to know the powers and abilities of demons), Knowledge (religion) +24, Linguistics +16, Perception +31, Ride +14, Sense Motive +33, Sleight of Hand +14, Spellcraft +24, Stealth +14, Survival +23, Swim +13, Use Magic Device +12
Languages Abyssal, Celestial, Common, Dwarven, Elven, Varisian
SQ amazing initiative, door sight, forbidden rite (exploration[APG]), force of will, legendary power, legendary surge, mirror image 2/day, monster lore +9, mythic bond, recuperation, robes of nethys, silver tongued, slayer talent (trapfinding[ACG]), solo tactics, spiritual form, stern gaze +6, track +6, trapfinding +6, undetectable, unyielding, variant channeling (self-perfection variant channeling[UM])
Other Gear +1 mithral agile breastplate[APG], +1 merciful Legendary quarterstaff, 150 gp
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Special Abilities
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Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Beyond Morality (Ex) Count as having no alignment, any effects on your either fail or treat you as the most favorable alignment.
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric (Separatist) Domain (Conversion Inquisition) Deities: Any deity.
Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Cleric (Separatist) Domain (Exploration)
Cleric Channel Positive Energy 1d6 (1/day, DC 8) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Demon Hunter Gain Knowledge and combat bonuses vs. demons
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (13 rounds/day) (Sp) Discern Lies at will
Door Sight (12/day) (Su) By touching a door for 1 minute, use clairvoyance on the other side.
Enduring Blessing (10+ minutes) (Su) Single-target spells with duration 10+ minutes cast on willing creatures last 24 hours.
Fickle Attack (1s as max value) (Su) Treat natural 1s on damage rolls for attacks with weapons or alchmical items as highest possible number.
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Greater Bane (+2 / 4d6, 22 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Guided Hand [Mythic] Apply Wisdom bonus instead of Strength or Dexterity bonus on favored weapon damage
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Lastwall Phalanx Bonus equal to adjacent allies with this feat to AC and saves vs. attacks & abilities of evil foes.
Legendary Power (4/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Attack Rolls - All, Combat Maneuver Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Magical Knack (Inquisitor [Sanctified Slayer]) +2 CL for a specific class, to a max of your HD.
Mirror Image 2/day (Sp) 2/day use mirror image as a spell like ability.
Monster Lore +9 (Ex) +9 to Knowledge checks when identifying the weaknessess of creatures.
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
A myth
Mythic Power (15/day, Surge +1d8) Use this power to perform your mythic abilities.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Robes of Nethys (4 rounds/day) (Su) Illusory robe absorbs up to 3rd-level spells as lesser globe of invulnerability
Sap Adept Gain bonus damage on nonlethal attacks,
Sap Master Deal twice your sneak attack damage when dealing nonlethal damage
Seething Hatred (Favored Enemy [Evil Outsiders]) Bonus dmg from studied target is doubled vs selected creature type.
Self-Perfection Variant Channeling (±1 Sacred) Ignore one condition/Penalty vs conditions
Shake It Off Gain +1 to all saving throws per adjacent ally
Silver Tongued You can shift a creature's attitude by three steps with Diplomacy.
Sneak Attack +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Spiritual Form (Wisdom, 10 minutes/day) As a standard action, gain telepathy, stat boost, and ability of choice.
Stalwart (Ex) If you succeed at a Fort or Will save for reduced effect, you take none instead.
Studied Target +3 (swift action, 3 at a time) (Ex) Study foe as a Swift action, gain +3 to att/dam & some skills vs. them.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Surprise Strike (Ex) As a swift action, use 1 power to attack foe in 30 ft. They are flat footed and you bypass all DR.
Track +6 Add the listed bonus to survival checks made to track.
Trap Sense +4 (Ex) +4 bonus on reflex saves and AC against traps.
Trapfinding +6 Gain a bonus to find or disable traps, including magical ones.
Undetectable This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected or scryed by any method.
Unyielding A legendary item with this ability has double the hardness of a typical item of its type and triple the hit points. Furthermore, it's immune to all attempts to sunder it made by non-mythic creatures. This is a persistent ability.
Vanishing Move (Su) Swift action: become invisible until end of turn. 1 power: acts as greater invisibility.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
There's no capstone in this build, so nothing super exciting at level 20. However, he does have a few neat abilities like Beyond Morality (letting him use whatever alignment is best whenever he's subjected to an alignment-based effect, which seems like it would be useful in this game!). Also, his teamwork feats have gotten better, and he picked up two-weapon fighting for an extra attack.
Galem NoLastName
Male human (Varisian) cleric (separatist) of Nethys 1/evangelist 10/inquisitor (sanctified slayer) of Nethys 9/Hierophant (Pathfinder Campaign Setting: Inner Sea Gods, Pathfinder RPG Advanced Class Guide 99, Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Ultimate Magic 32)
N Medium humanoid (human)
Init +23; Senses Perception +39
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Defense
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AC 20, touch 13, flat-footed 17 (+7 armor, +1 Dex, +2 dodge)
hp 168 (20d8+65)
Fort +16, Ref +13, Will +27
Defensive Abilities hard to kill, mythic saving throws, stalwart, trap sense +6, unstoppable; DR 10/epic
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Offense
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Speed 40 ft.
Melee +1 merciful Legendary quarterstaff +32/+32/+27/+22 (1d6+23 nonlethal plus 1d6 non-lethal)
Special Attacks channel positive energy 1/day (DC 8, 1d6), exploit weakness, greater bane (30 rounds/day), mythic power (23/day, surge +1d12), sneak attack +5d6, studied target +4 (4th, swift action)
Spell-Like Abilities (CL 20th; concentration +22)
. . 3/day—arcane eye (plus arcane sight)
. . 2/day—mirror image
Domain Spell-Like Abilities (CL 1st; concentration +17)
. . At will—dimensional hop (80 feet/day)
Inquisitor Spell-Like Abilities (CL 18th; concentration +34)
. . At will—detect alignment, discern lies (18 rounds/day)
Inquisitor (Sanctified Slayer) Spells Known (CL 20th; concentration +36)
. . 6th (5/day)—cleanse[APG], greater dispel magic, heal[M], legend lore
. . 5th (6/day)—commune, mark of justice, communal spell immunity[UC], true seeing
. . 4th (8/day)—forceful strike (DC 26), freedom of movement, holy smite[M] (DC 26), greater invisibility, litany of sight[UC]
. . 3rd (8/day)—arcane sight, dispel magic[M], heroism[M], invisibility purge, prayer, remove curse
. . 2nd (8/day)—align weapon, cure moderate wounds, invisibility, lesser restoration, see invisibility, spiritual weapon[M]
. . 1st (8/day)—bless[M], comprehend languages, cure light wounds[M], divine favor, know the enemy[UM], litany of sloth[UC] (DC 23)
. . 0 (at will)—acid splash, create water, detect magic, disrupt undead, read magic, virtue
Cleric (Separatist) Spells Prepared (CL 1st; concentration +17)
. . 1st—bless[M], comprehend languages, endure elements, expeditious retreat[D], liberating command[UC]
. . 0 (at will)—create water, guidance, light
. . D Domain spell; Domains Conversion inquisition, Travel (Exploration subdomain)
. . M mythic spell
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Statistics
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Str 11, Dex 13, Con 12, Int 14, Wis 34, Cha 7
Base Atk +13; CMB +17; CMD 26
Feats Channel Smite, Critical Focus, Deific Obedience, Demon Hunter[ISWG], Dual Path[M], Extended Bane[UM], Extra Path Ability[M], Guided Hand[M], Lastwall Phalanx, Legendary Teamwork[M], Lookout[APG], Mythic Spell Lore[M], Outflank[APG], Pack Attack[UC], Precise Strike[APG], Sap Adept[UC], Sap Master[UC], Seething Hatred[ACG], Shake It Off[UC], Step Up, Two-weapon Fighting, Weapon Focus (quarterstaff)[M]
Traits magical knack, touched by divinity
Skills Acrobatics +18 (+22 to jump), Appraise +20, Bluff +41, Climb +18, Diplomacy +41, Disable Device +34, Disguise +16, Escape Artist +18, Fly +18, Handle Animal +16, Heal +30, Intimidate +35, Knowledge (arcana) +20, Knowledge (dungeoneering) +20, Knowledge (history) +20, Knowledge (nature) +20, Knowledge (nobility) +20, Knowledge (planes) +29 (+31 to know the powers and abilities of demons), Knowledge (religion) +29, Linguistics +20, Perception +39, Ride +18, Sense Motive +44, Sleight of Hand +18, Spellcraft +29, Stealth +18, Survival +30, Swim +17, Use Magic Device +16
Languages Abyssal, Celestial, Common, Dwarven, Elven, Varisian
SQ amazing initiative, combat style (two-weapon combat), divine vessel, door sight, forbidden rite (exploration[APG]), force of will, immortal, legendary hero, legendary power, legendary surge, mirror image 2/day, monster lore +12, mythic bond, recuperation, robes of nethys, silver tongued, slayer talents (ranger combat style[ACG], trap spotter, trapfinding[ACG]), solo tactics, spiritual form, stern gaze +9, track +9, trapfinding +9, undetectable, unyielding, variant channeling (self-perfection variant channeling[UM])
Other Gear +1 mithral agile breastplate[APG], +1 merciful Legendary quarterstaff, 150 gp
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Special Abilities
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Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Beyond Morality (Ex) Count as having no alignment, any effects on your either fail or treat you as the most favorable alignment.
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric (Separatist) Domain (Conversion Inquisition) Deities: Any deity.
Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Cleric (Separatist) Domain (Exploration)
Cleric Channel Positive Energy 1d6 (1/day, DC 8) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Critical Focus +4 to confirm critical hits.
Damage Reduction (10/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Demon Hunter Gain Knowledge and combat bonuses vs. demons
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Dimensional Hop (16 5-ft inc/day) (Sp) As a move action, teleport with no AoO to seen destination. Spend an equal distance to carry others.
Discern Lies (18 rounds/day) (Sp) Discern Lies at will
Divine Vessel (Ex) Non-mythic foes save vs your spells twice. Healing is maximized for you. Activate when take 20+ dam in a rd to gain 1 power.
Door Sight (15/day) (Su) By touching a door for 1 minute, use clairvoyance on the other side.
Enduring Blessing (10+ minutes) (Su) Single-target spells with duration 10+ minutes cast on willing creatures last 24 hours.
Exploit Weakness (Ex) With a crit, ignore DR, suppress Regen, and take advantage of vulnerability.
Fickle Attack (1s, 2s as max value) (Su) Treat natural 1s on damage rolls for attacks with weapons or alchmical items as highest possible number.
Fleet Warrior (Ex) You may move up to your full speed before or after making a full attack.
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Greater Bane (+2 / 4d6, 30 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Guided Hand [Mythic] Apply Wisdom bonus instead of Strength or Dexterity bonus on favored weapon damage
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immortal (Su) Ressurrect next day, unless killed by an artifact's crit.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Lastwall Phalanx Bonus equal to adjacent allies with this feat to AC and saves vs. attacks & abilities of evil foes.
Legendary Hero (Su) One use of mythic power is regained each hr.
Legendary Power (4/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Attack Rolls - All, Combat Maneuver Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Legendary Teamwork [Mythic] Increase any fixed numeric bonuses to teamwork feats by 1
Lookout Not surprised if adj ally with same feat isn't surprised. Extra actions if both are aware.
Magical Knack (Inquisitor [Sanctified Slayer]) +2 CL for a specific class, to a max of your HD.
Mirror Image 2/day (Sp) 2/day use mirror image as a spell like ability.
Monster Lore +12 (Ex) +12 to Knowledge checks when identifying the weaknessess of creatures.
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
A myth
Mythic Power (23/day, Surge +1d12) Use this power to perform your mythic abilities.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Outflank Increase flank bonus by +3 if flanking ally has same feat. If you crit, ally gets an AoO.
Pack Attack Ally's attack allows you to take a 5-foot step
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Robes of Nethys (6 rounds/day) (Su) Illusory robe absorbs up to 3rd-level spells as lesser globe of invulnerability
Sap Adept Gain bonus damage on nonlethal attacks,
Sap Master Deal twice your sneak attack damage when dealing nonlethal damage
Seething Hatred (Favored Enemy [Evil Outsiders]) Bonus dmg from studied target is doubled vs selected creature type.
Self-Perfection Variant Channeling (±1 Sacred) Ignore one condition/Penalty vs conditions
Shake It Off Gain +1 to all saving throws per adjacent ally
Silver Tongued You can shift a creature's attitude by three steps with Diplomacy.
Sneak Attack +5d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Spiritual Form (Wisdom, 10 minutes/day) As a standard action, gain telepathy, stat boost, and ability of choice.
Stalwart (Ex) If you succeed at a Fort or Will save for reduced effect, you take none instead.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Studied Target +4 (swift action, 4 at a time) (Ex) Study foe as a Swift action, gain +4 to att/dam & some skills vs. them.
Surge (1d12) (Su) Use 1 power to increase any d20 roll by the listed amount.
Surprise Strike (Ex) As a swift action, use 1 power to attack foe in 30 ft. They are flat footed and you bypass all DR.
Track +9 Add the listed bonus to survival checks made to track.
Trap Sense +6 (Ex) +6 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +9 Gain a bonus to find or disable traps, including magical ones.
Undetectable This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected or scryed by any method.
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
Unyielding A legendary item with this ability has double the hardness of a typical item of its type and triple the hit points. Furthermore, it's immune to all attempts to sunder it made by non-mythic creatures. This is a persistent ability.
Vanishing Move (Su) Swift action: become invisible until end of turn. 1 power: acts as greater invisibility.
Weapon Focus [Mythic, Quarterstaff] As a swift action, use 1 power to add half tier to attack with selected weapon.
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Note that I didn't put a lot of effort into choosing spells or equipment, since I imagine a lot of that will depend on how the campaign goes. But if you have any suggestions for either of those categories, please feel free to make them!
So, what do you all think? Thanks in advance for your advice!

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I see a character that is good out of combat and mediocre in combat.
In my opinion 3/4 BAB classes kind of suffer in this AP, because they lack the combat focus of full BAB classes and the spell casting of full casters.
I think you're right. To some extent, that's intentional, since the idea is that he will be able to talk his way out of a lot of fights, and sneak past others. Hopefully he should also be able to scout invisibly and identify when a fight is about to happen, and buff up beforehand.
Any thoughts on how to make him a better combatant? I was a little stumped for ideas, particularly in the last 5 levels (once I finish the prestige class).

nicholas storm |
I am not sure what you gain from being a wisdom focused character other than lots of spell slots. Your spells don't include any battlefield control spells. If you wanted to be a better attacker, you would be better served focusing on STR or DEX. Otherwise, search the inquisitor spell list for more battlefield control spells (I am not that familiar with that spell list).
Combining 16 inquisitor with 4 levels of full BAB classes would get you another attack at level 20.
I am not sure if sap master line is worth making you use a quarterstaff. Best DPR comes from crits and quarterstaff is lacking for that. The improved critical feat (mythic) is pretty awesome.
Other options for sneak attack would be to combine natural attacks with improved unarmed strike for lots of attacks per round.
If you keep your current ideas - I would make sure your mythic item has the invisible feature so that you can't be detected while invisible.

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I am not sure what you gain from being a wisdom focused character other than lots of spell slots. Your spells don't include any battlefield control spells. If you wanted to be a better attacker, you would be better served focusing on STR or DEX. Otherwise, search the inquisitor spell list for more battlefield control spells (I am not that familiar with that spell list).
Combining 16 inquisitor with 4 levels of full BAB classes would get you another attack at level 20.
I am not sure if sap master line is worth making you use a quarterstaff. Best DPR comes from crits and quarterstaff is lacking for that. The improved critical feat (mythic) is pretty awesome.
Other options for sneak attack would be to combine natural attacks with improved unarmed strike for lots of attacks per round.
If you keep your current ideas - I would make sure your mythic item has the invisible feature so that you can't be detected while invisible.
Wisdom actually powers pretty much everything in this build! Mythic Guided Hand lets me use Wisdom to attack and damage with my deity's favored weapon. The Conversion Inquisition lets me use Wisdom for Bluff, Diplomacy, and Intimidate. The spells are just gravy.
Most of the damage in this build comes from sneak attacks, not base weapon damage, so unfortunately I don't think crits will help all that much. That's why I was OK with the quarterstaff.
And the undetectable legendary item property is amazing! :-D