Inquisitor in ROFRL


Advice


We are about to start the Rise of the Runelords, and I am in need of advice for my inquisitor.
I am debating between a great weapon wielder, and either the vanilla version or sanctified slayer.
Or I can play an archer version and take either the slayer (to get more archery feats, esp shooting while in combat) or the sacred huntsmen for some fodder.

The group consists of a paladin with sword and board, an investigator (melee) and an arcanist.

Any advice?

Thanks


Honestly, I'd run a full-on divine caster for that group dynamic. They'll probably need someone who can cure all the status ailments, and inquisitor is a little bad for that, since it has delayed spontaneous casting.

If you're dead set on being the inquisitor, I'd go Archer. It seems like you have a pretty good frontline going already.

You could also do Blackpowder inquisitor. That's pretty good for damage.

As for build, do you like humans? Feats are good, as you say.

I'd avoid sanctified slayer - move action study unwieldy compared to judgement, and by 8th level you have most of the noteworthy archery feats anyway. It'd be different if you gained a talent at 2nd or 4th level, but as it stands, ehh.

Sneak attack is rather use-impaired on ranged combatants, sadly. You have to start off with your weapon drawn, win the initiative, and be within 35ft. at combat start to get full ranged sneak attacks off, which is a rare occasion.

Feat build is stock standard old archery.
1 - Point Blank Shot
h - Precise Shot
3 - Rapid Shot (end of book 1)
5 - Deadly Aim
7 - Open (or Rapid Reload:Double-barreled pistol)
9 - Manyshot
11 - Open
13 - Open
15 - Improved Precise Shot

Grand Lodge

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I would go Sanctified Slayer. It is strictly better than Vanilla Inquisitor IMHO.

Studied Target turns out to be much better than judgments. You can use it much more in a day than judgments.

With your current Party you could Go either way Ranged or Melee. If you go Melee it gives the Investigator a 2nd person to flank with. Which is good cause as a Sanctified Slayer you get sneak attack too.
Going ranged has its benefits as well by unloading lots more damage from the get go and taking less damage. It is a safer style of Play.

Regardless which route you go remember these 2 things:

-The Feat Big Game hunter is pure GOLD at 7+
-Saves are going to play a Major Role Especially Will saves and Fortitude saves in particular.
-This is a Combat Heavy AP that is known to kill PCs. Build for Combat.
- Regardless you Choose melee or Ranged. After level 7 A Giant's Bane Weapon or Giant Defiant Armor is going to go very far for the small gold investment of a +2 weapon/armor. This should be mentioned to the Paladin and the Investigator as well.
- Buy a wand of Cure light wounds ASAP so the Paladin's LoHs can be used in combat or to use Mercies.
- One person should have an adamantine weapon among the group.
- One person should start with a Cold Iron Weapon or some Arrows.


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Balin wrote:

We are about to start the Rise of the Runelords, and I am in need of advice for my inquisitor.

I am debating between a great weapon wielder, and either the vanilla version or sanctified slayer.
Or I can play an archer version and take either the slayer (to get more archery feats, esp shooting while in combat) or the sacred huntsmen for some fodder.

The group consists of a paladin with sword and board, an investigator (melee) and an arcanist.

Any advice?

Thanks

my advice would be to play a divine character in that group. You already have a tank person, a casty person and a rogue ish person. You need someone to cure ailments. An evangelist cleric or a warpriest would be a good fit IMO esp. if you want to play a melee toon.

Grand Lodge

Grond wrote:
Balin wrote:

We are about to start the Rise of the Runelords, and I am in need of advice for my inquisitor.

I am debating between a great weapon wielder, and either the vanilla version or sanctified slayer.
Or I can play an archer version and take either the slayer (to get more archery feats, esp shooting while in combat) or the sacred huntsmen for some fodder.

The group consists of a paladin with sword and board, an investigator (melee) and an arcanist.

Any advice?

Thanks

my advice would be to play a divine character in that group. You already have a tank person, a casty person and a rogue ish person. You need someone to cure ailments. An evangelist cleric or a warpriest would be a good fit IMO esp. if you want to play a melee toon.

This is also an option. I do love Evangelist CLerics and this AP heavily rewards full casters. (more so INT based but has some nice Divine caster stuff). Cleric is one of my favorite classes and I could easily help you cook up a really good one for this campaign.

But Mercies do remove Conditions and "Healer" is not a role. A Few wands, potions and scrolls can help take you through it. Plus an inquisitor can cast higher level cure spells in case of emergencies as well. But if the Arcanist is doing his job well and CCing the Masses you shouldn't take overwhelming damage that calls for a heavy healing style of Support.


I've discovered that evangelist clerics are my favorite kind of cleric. You help the party with regular cleric spells plus also serve as a bard with inspire courage type with the addition of being built to be a decent summoner as well.


I'm currently playing a vanilla inquisitor archer and it's working out great.

I took the chivalry inquisition as a worshipper of Erastil so I could do mounted archery (please note you don't actually need any feats to be good at mounted archery, you just need a mount).

Sanctified Slayer vs vanilla for archer....sanctified might be slightly better, but the move action to study is annoying and when it turns into a swift it competes with Bane/Greater Bane.

At early levels you will get more mileage out of sanctified slayers studied target, but by level 10 you have 4 uses of judgement per day (usually enough to use every combat if you really want, and definitely enough for all day if you size up combats first). To me the biggest benefit of sanctified slayer is the bonus feats, but they haven't been missed that badly by my character. Just make sure one of the teamwork feats you take is friendly fire maneuvers. It basically takes the place of improved precise shot.

Judgments give more versatility and also scales better IMO. Studied Target at level 10 is +3 to attack and damage, and doesn't increase again until level 15. Judgment gives +4 damage, +3 to attack, and you can choose to do other things with it. And with chivalry inquisition you can share your judgment with your mount.

As for playing a dedicated healer. It's unnecessary. Grab a couple wands for you and the paladin to use and your in good shape. For status removal, scrolls, wands (lesser restoration). Mnemonic vestment + scrolls can work extremely well.

Grand Lodge

Claxon wrote:

I'm currently playing a vanilla inquisitor archer and it's working out great.

I took the chivalry inquisition as a worshipper of Erastil so I could do mounted archery (please note you don't actually need any feats to be good at mounted archery, you just need a mount).

Sanctified Slayer vs vanilla for archer....sanctified might be slightly better, but the move action to study is annoying and when it turns into a swift it competes with Bane/Greater Bane.

At early levels you will get more mileage out of sanctified slayers studied target, but by level 10 you have 4 uses of judgement per day (usually enough to use every combat if you really want, and definitely enough for all day if you size up combats first). To me the biggest benefit of sanctified slayer is the bonus feats, but they haven't been missed that badly by my character. Just make sure one of the teamwork feats you take is friendly fire maneuvers. It basically takes the place of improved precise shot.

Judgments give more versatility and also scales better IMO. Studied Target at level 10 is +3 to attack and damage, and doesn't increase again until level 15. Judgment gives +4 damage, +3 to attack, and you can choose to do other things with it. And with chivalry inquisition you can share your judgment with your mount.

The boosts to skills from Studied Target is nice. Adds for utility outside of combat when needed. Stealth, Intimidate, sense Motive, disguise, perception, KNOWLEDGE bonus to pair WITH Monster Lore (Ex). IF this wasnt ROTRL where the enemies didnt have a crazy huge Fort save I would also mention Slowing strike being great...but trying to target Fort in RoTRL is very difficult.


If I go with archery, no one has mentioned the Sacred Huntsmen option. Is it a poor option?

Grand Lodge

The Poshment wrote:

If I go with archery, no one has mentioned the Sacred Huntsmen option. Is it a poor option?

You will never reach Level 17 for 2nd focus so your animal companion will not reach it's full potential and you do not get raise animal companion till 16th level (last few fights)

Teamwork feats work better for melee than they do for Archery.

It is still strong enough for Play if you want to deal with 2 character sheets and longer turns. There is nothing wrong with the archetype. it washes out pretty decent with the Real hunter it tries to mimic. I would say in a urban setting the Inquisitor pulls ahead while in the Wild the Hunter is far superior. In this campaign its like a good 75% urban to 25% in some sort of nature setting.


If you listen to all these people and rely on scrolls, remember to buy them.

I've seen far too many people go 'yeah, we'll just buy those healing scrolls', and then promtly forget about it. And die horribly while, blind, deaf, at str 2 & level-drained.

Lantern Lodge

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Grond wrote:
I've discovered that evangelist clerics are my favorite kind of cleric. You help the party with regular cleric spells plus also serve as a bard with inspire courage type with the addition of being built to be a decent summoner as well.

I'm currently running a Rise of the Runelords campaign, and we just started the sixth book. The cleric in the group is an evangelist cleric with the Travel domain, and is indispensable to the group's success.

Lantern Lodge

Fruian Thistlefoot wrote:
You will never reach Level 17 for 2nd focus so your animal companion will not reach it's full potential and you do not get raise animal companion till 16th level (last few fights)

According to the suggested progression in the front of book six, the PCs should be level 17 upon exploring the Pinnacle of Avarice (last few fights)

Grand Lodge

Deadmoon wrote:
Fruian Thistlefoot wrote:
You will never reach Level 17 for 2nd focus so your animal companion will not reach it's full potential and you do not get raise animal companion till 16th level (last few fights)
According to the suggested progression in the front of book six, the PCs should be level 17 upon exploring the Pinnacle of Avarice (last few fights)

If you play with Exp this could mean reaching 17th during the final fights yes....but resting and regaining your new abilities is all but impossible. I had a really kind DM who sold me a apple of wish for 50 years of my life (played an elf..what's 50 years?). I was able to craft up a wish that allowed my group to benefit as if we just got 8 hours of sleep and 1 hour of prep. I saved that apple for 2 books as an emergency button.

But not all DMs are that kind. And some DMs do not allow access to your new level stuff till after you get rest.


If you want to run a more rounded spellcaster and still have a martial edge, it's not difficult to make an Evangelist Cleric into an effective hybrid - particularly with a single multiclass dip of some kind. It's easy to get Heroism as a Domain Spell (with Separatist Cleric if nothing else) to beef-up attack, and combined with Inspire Courage and Divine Favor combat becomes quite effective even if you don't have maxed-out physical stats. A single level of something like Barbarian or Fighter or Unchained Monk only drops your spell levels to that of an Oracle, and can fill-out your fighting ability very nicely.

An Evangelist with a level of Urban Barbarian is actually a pretty great combo if you're afraid of being turned into everyone's in-combat bandaid-dispenser, since you've got a perfect excuse for why you're not going to play nurse until all the skull-crushing has been taken care of.

Grand Lodge

BadBird wrote:

If you want to run a more rounded spellcaster and still have a martial edge, it's not difficult to make an Evangelist Cleric into an effective hybrid - particularly with a single multiclass dip of some kind. It's easy to get Heroism as a Domain Spell (with Separatist Cleric if nothing else) to beef-up attack, and combined with Inspire Courage and Divine Favor combat becomes quite effective even if you don't have maxed-out physical stats. A single level of something like Barbarian or Fighter or Unchained Monk only drops your spell levels to that of an Oracle, and can fill-out your fighting ability very nicely.

An Evangelist with a level of Urban Barbarian is actually a pretty great combo if you're afraid of being turned into everyone's in-combat bandaid-dispenser, since you've got a perfect excuse for why you're not going to play nurse until all the skull-crushing has been taken care of.

I've seen a Ranger dip turn out pretty good. Some skills, medium armor again, martial weapons, and favored enemy (RotRL has a major reoccurring enemy type). Also freebooter allows you to grant a +1 untyped to attack and damage to your entire team as a move action. (If you want to give them more buffs).

The only downside is not reaching 9th level spell slots. But then again...the dip allows you to push harder and longer by killing faster and using less resources.


The Poshment wrote:

If I go with archery, no one has mentioned the Sacred Huntsmen option. Is it a poor option?

Sacred Huntmaster is a poor option for an archer. It mainly focuses on giving you a full progression animal companion, which shares your teamwork feats (instead of having solo tactics which is much better for an archer), and gives you a buff mechanism (many of which are enhancement bonuses and don't stack with gear). In exchange you give up your judgments which are part of your main method of buffing your attack and damage.

It could work well for a melee character, but it's pretty garbage for an archer.*

*This could be because my idea role for an animal companion of an archer is for the animal companion to be my transportation system keeping me out of harms way and maneuvering me around the battlefield so I can constantly full attack. As an Inquisitor he also helps me with things Escape Route (we both take it) and can move around without provoking. And then there is Last Wall Phalanx which can provide bonus to saves and AC for every ally you are adjacent to. Your mount is giving you a permanent +1 to Ac and saves against evil creatures. There is also a teamwork feat that works against all enemies but only gives the bonuses to saves. And then you can give your animal companion combat reflexes, bodyguard, in harm's way, and benevolent armor to really give you some help with AC, just in case you need it.

Sacred Huntmaster gives you an animal companion with the intention of using them offensively, and I personally think they're better suited to be used defensively for an archer.

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