Inquisitor / Warpriest


Rules Questions


Can you multiclass with these two classes? And if so, how does it work?

(*) The Idea
(-) Inquisitor 1 - Conversion Inquisition
(-) Warpriest 1 - Blessings

These look like different rules to me. So if I'm reading it right...

Warpriest:

"A warpriest's deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains)."

Inquisitor:

"An inquisitor can select one domain from among those belonging to her deity."

The inquisitor class gives a domain. The warpriest class gives two blessings. These are unique and separate abilities.

This would allow this multiclass to do the following:

(1) Inquisition-Conversion (Use wisdom in place of charisma for diplomacy, bluff and intimidate)
(2) Blessing- Protection (+1 AC and +1 to all saves for 6 rounds? Yes please. Later gives DR to acid, cold, electricity, fire and sonic. Sounds useful against a foe who only uses one of those types of damage)
(3) Blessing- Destruction (+1d4 acid damage for 6 rounds? Useful no matter who you are fighting. Later giving DR to physical attacks sounds useful as well.)

This allows the warpriest to end up being good at talking to people (a big part of the game) while still having charisma as a dump stat. It also lets him keep his blessings.

So, am I reading this right and dipping into inquisitor would allow this?

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(*) Spells
(-) How would this work? They both have divine spells, but use it differently.
(-) Inquisitors get 4 orisons
(-) Warpriest gets 3 orisons
(-) So would this mean a total of 7 orisons? That seems really useful, as these can be cast as many times as you like each day. This way you never run out of useful spells to cast.
(-) Would the two stack up on how many lvl 1 spells they know and how many times they could cast?

If I'm reading that right, and their spellcasting is separate so they each get their full allowance...then it again might be worth making the dip for a level to get that.

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And if all of the above is true, so the bonuses stack, is this worth the dip? Note that the warpriest would also get a judgement once per day (ex: use the blessing for one fight for the acid damage. Then the next fight use the judgement for the magic damage of the smithing judgement to overcome DR), and he would get stern gaze/monster lore. So a bunch of complimentary buffs from two similar classes.


You figure out all the abilities of both separately, then add them together.
So you have 2 caster levels, one equal to your inquisitor level, the other equal to your warpriest level.
They have separate spells per day and spells known.
Yes you'd have 7 orisons.

Downsides.
Your CL is slowed, so better spells later and spells increasing in power later.
Your BAB is 0 until lv2.
Both classes use swift actions, so you might have so many options you don't end up using them.

Like if you're inquisitor 1 warpriest 4.
You can do a swift action for divine favor, judgement, and sacred weapon.
Divine favor and sacred weapon add 1 to attack and damage, your judgement could do +1 to either. So you're looking at least round 3 before you just your judgement, and by then the fight might be close to over, getting little benefit from it. And that's assuming there's not another spell you'd like to fervor cast.


Chess Pwn wrote:

You figure out all the abilities of both separately, then add them together.

So you have 2 caster levels, one equal to your inquisitor level, the other equal to your warpriest level.
They have separate spells per day and spells known.
Yes you'd have 7 orisons.

Downsides.
Your CL is slowed, so better spells later and spells increasing in power later.
Your BAB is 0 until lv2.
Both classes use swift actions, so you might have so many options you don't end up using them.

Like if you're inquisitor 1 warpriest 4.
You can do a swift action for divine favor, judgement, and sacred weapon.
Divine favor and sacred weapon add 1 to attack and damage, your judgement could do +1 to either. So you're looking at least round 3 before you just your judgement, and by then the fight might be close to over, getting little benefit from it. And that's assuming there's not another spell you'd like to fervor cast.

Thanks for the feedback.

So would it be worth it to dip into Inquisitor? If nothing else, for the Wis replacing Cha and the Orisons?

S16 (10pts)
Dex12 (2pts)
Con16 (5pts)
Int12 (2pts)
Wis16 (5pts)
Cha5 (-4pts)

At lvl 2 he'd still get +7 for diplomacy, intimidate and bluff. He'd also be fine with the Dex12 as a tank, as full plate only allows +1 dex bonus. Then a 16 in all of the other primary stats. And the inquisitor level means that the Cha isn't a dump stat anymore, it becomes the equivalent of another 16.

But as you say...-1 BaB, slower to gain high level spells and perhaps too many options.

So is it worth it?


Grumbaki wrote:


So is it worth it?

Not even close.

There is only one rule about multiclassing in pathfinder.
Thou shall not give up caster levels.


Inquisitor and Warpriest are both hungry for Swift actions, so they combine poorly. Besides, as a Warpriest, you should only be gaining 1 skill point per level.

Also, the Warpriest has special rules about multiclassing with classes that get domains.


It's most definitely not worth it. Both classes work best 1 to 20, esp. Inquisitor. I guess some people might dip into 1 level of full BAB, but even that would only be half worth it.


Do you have a party already and is anyone there doing talking skills?
if yes, then it's less important that you can do it too.

Is it important to you that your guy can do talking skills? Is it important enough to you that you're willing to give up combat effectiveness?
if yes, then for you it's probably worth it as you want it.

Options -
a cleric can take an inquisition too I believe. So you could nab an extra domain or free feat from an archetype.


Turgan wrote:

It's most definitely not worth it. Both classes work best 1 to 20, esp. Inquisitor. I guess some people might dip into 1 level of full BAB, but even that would only be half worth it.

How about dipping into 1 level of trapper?

* 1 BaB
* Favored Enemy (Humans) +2 damage, to hit, perception, bluff and diplomacy against humans.
* Trapfinding: Adds the trapfinding ability, and disable traps, to class skills.
* Martial Weapons proficiency. Great for dwarves who can then use dwarven axes (go from a 1d8 warhammer to a 1d10 dwarven waraxe)

When you can't be certain that you'll have a rogue, your inquisitor now fills that void. Inquisitors are naturally very stealthy, but now they can find and disarm traps (even magical ones) for the party. They also get a nice bonus against the most common enemy type.


If you want it then it's worth it.

The General rule is "Never give up Caster levels" So if something has a caster level, aka warpriest or inquisitor, it is "never worth" dipping. But if you're wanting your guy to do those things then you decide, "Do I want it enough to lower my combat effectiveness some?" Because you are gaining in out of combat effectiveness for the trade.

But if you tell us which base class you want to be, like I want to be an inquisitor that does X or I'm wanting to be a warpriest that does Y, Then we might be able to tell you of feats or traits or archetypes that lets you do what you want.


Grumbaki wrote:
Turgan wrote:

It's most definitely not worth it. Both classes work best 1 to 20, esp. Inquisitor. I guess some people might dip into 1 level of full BAB, but even that would only be half worth it.

How about dipping into 1 level of trapper?

* 1 BaB
* Favored Enemy (Humans) +2 damage, to hit, perception, bluff and diplomacy against humans.
* Trapfinding: Adds the trapfinding ability, and disable traps, to class skills.
* Martial Weapons proficiency. Great for dwarves who can then use dwarven axes (go from a 1d8 warhammer to a 1d10 dwarven waraxe)

When you can't be certain that you'll have a rogue, your inquisitor now fills that void. Inquisitors are naturally very stealthy, but now they can find and disarm traps (even magical ones) for the party. They also get a nice bonus against the most common enemy type.

Well, I've never played in a game where Humans were the most common enemy type, and Trapfinding is rarely worthwhile, much less necessary...so no.

If you're that hard up for trap neutralizing, play a Monster tactician and send your summoned minions in to trigger them for you.

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