Inquisitor Feats


Rules Questions


Howdy,
I'm building a lvl 13 Inquisitor and trying to make sense of the feats and combinations

My feats read as:

> Power Attack
-> Furious Focus
-> Cornugon Smash
> Weapon Focus
-> Dazzling Display
-> Shatter Defenses
> Critical Focus
> Exotic Weapon Proficiency

The way I read this all together is:

Use Power Attack
Furious Focus means no penalty on the first attack
Cornugan Smash: Power Attack lands and does damage, allows me to make an immediate free-action intimidate check

If the intimidate check is successful, My opponent would then become demoralized and Shaken
http://www.d20pfsrd.com/skills/intimidate
http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/d/demoralize
Unless the pass the check, 10 + target hit dice + wisdom

Shatter Defenses makes my opponent Flat footed to my attacks until the End of my Next turn.

http://www.d20pfsrd.com/feats/combat-feats/cornugon-smash-combat
http://www.d20pfsrd.com/feats/combat-feats/shatter-defenses-combat---final

I need Dazzling Display to pick up Shatter Defenses, but I really wouldn't ever use it in combat.

Thoughts? Am I missing anything here?


Your demoralize link is a 3rd party psionic power. Not sure if you're allowed to use 3rd party of how you're using psionic powers on an inquisitor.

Demoralized and shaken are not separate conditions. Being demoralized makes you shaken for a certain number of rounds. Even if you could use that psionic power as part of your attack somehow (you can't since it's a standard action), the shaken conditions would not stack; they would overlap.

Let's assume everything you do is successful.

1st attack Hits. Free intimidate, they are now demoralized.

2nd attack Hits, opponent is now flat footed against your attack until the end of your next turn. Also you get a free intimidate check.

As a level 13 inquisitor using a 2h weapon, those are all of your attacks for the round (unless you have haste or something similar).

Does that make sense? Any questions?


For one, Intimidate doesn't cause you to Manifest Psionic Powers.

Unless you have Sneak Attack Flatfooted probably isn't worth it at high levels since 3/4 of everything is Large or larger and thus has no real Dex bonus.

Consider snagging Hurtful instead, even though as an Inquisitor Swift actions are at a premium. A free attack at your full BaB is always nice.

What Exotic weapon are you using? Most besides the Falcata aren't worth it. If it's the Falcata, I'd snag Improved Critical rather than Critical Focus.


Rynjin wrote:
What Exotic weapon are you using? Most besides the Falcata aren't worth it. If it's the Falcata, I'd snag Improved Critical rather than Critical Focus.

If eastern weapons are allowed then exotic weapon proficiency is very worth it. I also like the fauchard for reach/trip builds because of the crit range.


I always forget about the Fauchard. We have a guy with it and he's been doing pretty good so far. Granted, all we've fought is wolves (albeit bastard wolves with paralyzing slobber I COULD HAVE SAVED ON A 1 if that rule didn't exist =(), but I imagine it'd work pretty well against everything else.


CampinCarl9127 wrote:
Rynjin wrote:
What Exotic weapon are you using? Most besides the Falcata aren't worth it. If it's the Falcata, I'd snag Improved Critical rather than Critical Focus.
If eastern weapons are allowed then exotic weapon proficiency is very worth it. I also like the fauchard for reach/trip builds because of the crit range.

The second best (DPR) weapon to the falcate is the nodachi, which is martial.


It works as you describe.

I think the link to demoralize under psionic powers was simply a mistaken link. The Cornugen smash feat would allow a free Intimidate check when Power Attacking. If successful the target would be demoralized per the rules for the intimidate skill, thus applying the shaken condition to the target. Inquisitor's with the Stern Gaze class ability add 1/2 their class level as a morale bonus to Intimidate checks, although Charisma is typically a dump stat for Inquisitors. Stern Gaze can eventually make up the difference, and of course there are ways to boost Intimidate to very high levels.

Dazzling Display/Shatter Defenses is not a bad trick, but it is very feat heavy. And Inquisitor's gain no bonus feats outside of Teamwork feats, so it eats up a lot of feats and takes a while for the Inquisitor to get them all online. It would also be useless against creatures that are mindless or otherwise immune to fear effects. You take a penalty on Intimidate checks against Larger creatures than you, and any additional Initimidate checks against the same target within the same hour increases the DC by a cumulative +5.

Shaken is a great debuff, as is flat footed. Some things are simply immune to being flat footed. And you have no additional Sneak Attack damage (unless you have the Precise Strike teamwork feat, some magic item or other effect) or any other real benefit against flat footed except for reducing the targets AC against you. And an inquisitor with the medium base attack progression doesn't get a whole lot of attacks each round as compared to say a full BA class or a two weapon fighter.

So to sum it up: It works. Its feat intensive. The benefit is nice but not that major at that level this all comes together.

Personally I'd think theres much more you can do with your feats than that. If you wish to make use of your Intimidate skill I'd suggest looking at the 2nd level Inquisitor spell Blistering Invective, which allows you to attempt an intimidate against all foes within 30' when you cast the standard action spell, and deals minor fire damage and possibly catches them on fire.

Your feat selection should depend somewhat too on your domain ability and your teamwork feat choices. Some of the teamwork feats require other feats as prereqs, so you might want to consider those. For example, Seize the Moment requires Combat Reflexes and Improved Critical, but it is a very nice feat as it would let you take an attack of opportunity anytime an ally criticals a target you threaten.

I played an Inquisitor to fairly high levels, and he had the travel domain abilities and used an Impact Greatsword (spent a feat for the proficiency) and focused on the Vital Strike feats to boost damage. Thus he would use a swift action for a Judgment or a Litany spell, a move action to teleport into position, and a standard action to Vital Strike. I would try to achieve extra attacks through attacks of opportunity and Combat Reflexes and through various teamwork feats. I think the Cleave and Great Cleave feats could be useful for an Inquisitor as well, possibly better than using a full attack unless hasted.

A reach weapon would also be a good choice for an Inquisitor.

Hope this helps.


You forgot feat: Hurtful. It makes this build complete. And yes it works the way you think it works.


Intimidating prowess can also be a handy feat if you have a good strength.

My inquis took heavy armor for full plate.

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