Caster Inquisitor Build Feedback Please


Advice


I'm considering making an inquisitor character to act as a party face/support/offensive caster with a focus on utility, but still not worthless in combat or a burden on the other players.

I feel like I have the basic chasis ironed out, but I'm not sure what feats I should be picking after level 5, what my second trait should be, or what spells I should be picking.

Pathfinder Society legal material is the only legal material.

Race: Half-Elf (Ancestral Arms/Wary)
Class: Inquisitor 1-12
Alignment: Lawful Neutral
Diety: Abadar
Archetypes: Sanctified Slayer/Preacher
Traits: Muscle of the Society, (Undecided)

Point Buy = 20

Str: 10
Dex: 14
Con: 14
Int: 10
Wis: 18 (All ability increases go here)
Cha: 10

Feats:

1: Gunsmithing
1: Exotic Weapon Proficiency (Pistol)
3: Rapid Reload
5: Spell Bane
7: (Undecided)
9: (Undecided)
11: (Undecided)

Domain: Travel (Trade)

Skills:

Max:
Bluff
Diplomacy
Intimidate
Sense Motive
Perception

1 rank (Eventually):
Knowledge (Arcana)
Knowledge (Dungeoneering)
Knowledge (Religion)
Knowledge (Nature)
Knowledge (Planes)
Survival

Extra points go into Disable Device

Level 8 Slayer Talent: Trapfinder


You say you want to be party face but you have a 10 Cha? Also, with a 10 Str you won't be able to carry much gear or wear medium armor.

If you take the Black Powder Inquisition you would get Gunsmithing and EWP for free, which would then allow for Point Blank and Precise shot.

Finally, your archetypes trade away some pretty decent caster tools: Judgement (Piercing) and Solo Tactics (Allied Spellcaster, Shielded Caster) Also, there are some decent teamwork feats for ranged combat.


Magog wrote:

You say you want to be party face but you have a 10 Cha? Also, with a 10 Str you won't be able to carry much gear or wear medium armor.

If you take the Black Powder Inquisition you would get Gunsmithing and EWP for free, which would then allow for Point Blank and Precise shot.

Finally, your archetypes trade away some pretty decent caster tools: Judgement (Piercing) and Solo Tactics (Allied Spellcaster, Shielded Caster) Also, there are some decent teamwork feats for ranged combat.

How much strength would you recommend I go with, and what should I cut for it?

The main thing with Sanctified Slayer is that while Judgement Piercing is good for spells, I feel as though the DC increase on them from studied target is more important, but that might just be because I've mostly played at low levels where SR is rare. Is the extra spell penetration more valuable than the DC bonus from studied target for offensive casting?

Losing the teamwork feats is something I wasn't sure about either. But I've never played a gun using character before, and assumed that misfires were a fairly major issue, so the ability to reroll attack roll when it comes up as a misfire and save people from getting critted to death seemed fairly worth it.

I'd rather not trade out my domain. 2 bonus feats is okay, but the trade domain power seems pretty important to remaining effective for discussions with only 10 charisma.

I was kind of hoping that the +1/2 level to intimidate from Stern Gaze would be enough for intimidate and the +1/2 level to diplomacy 3+wis modifier times per day, and heroism/honeyed tongue would be enough to do passably at diplomacy, we tend to have few enough rolls that I could use the trade domain power on every diplomacy roll.

So, at mid levels (6-8), it would be like having 16-18 charisma since it's an untyped bonus.

Did you have any thoughts on what I should pick up as my second trait or the level 5+ bonus feats?


Most party face Inquisitors take the Conversion Inquisition, so they can dump their Charisma and have all of their Face skills key off of Wisdom instead. I'd suggest that, if you're wanting to be a party face, you'll have to dump the Domain in place of it. (You don't get their bonus spells anyway, so you aren't technically missing out.)


Darksol the Painbringer wrote:
Most party face Inquisitors take the Conversion Inquisition, so they can dump their Charisma and have all of their Face skills key off of Wisdom instead. I'd suggest that, if you're wanting to be a party face, you'll have to dump the Domain in place of it. (You don't get their bonus spells anyway, so you aren't technically missing out.)

Oh, that is a good suggestion... I'll probably be aiming for 25 wisdom by level 12, so that would be... +7, and 28 by 16, so Trade Domain wouldn't outscale it until level 20, which I'll probably never get to anyway.

Losing Time Skip and movement speed is a bit disappointing, but dominate person isn't bad either, and I'm not going to be using medium/heavy armour anyway, so my movement speed would still be reasonable. I'll definitely go with that instead.

Silver Crusade

I suggest these changes. Some of them are more radical (like race), other easier to fit in your concept (like feats and stats):

Deity: Erastil (who is LG, so you can still be LN if you want)

Race: Half Orc with Sacred Tattoo alternate racial trait (+1 luck bonus to saves)

Traits: Fate's Favored (luck bonuses are increased by 1), Deadeye Bowman (Erastil trait, allies do not cover your line of sight with longbows)

Stats:
Str: 12 (you need strength to deal damage)
Dex: 16 (you need dex to hit)
Con: 12 (you don't need too many hp if you attack at range)
Int: 10
Wis: 18 (All ability increases go here)
Cha: 7 (you don't need cha at all)

Weapon: Composite Longbow, str +1

Feats:
1- Point Blank Shot
3- Precise Shot
5- Rapid Shot
7- Deadly Aim
9- Manyshot
11- Clustered Shot

Domain: Conversion Inquisition

Firearms are bad in the hands of non-Gunslingers. Inquisitors are extremely good with multiple attacks with single weapons, thanks to Bane and buffing spells (Divine Favour is your best friend, and thanks to the trait Fate's Favoured it doubles its bonuses). Therefore, longbow is the best option here.

Erastil makes it easier to hit enemies while your allies are in the way thanks to the Deadeye Bowman trait. It's LG, so it doesn't change your alignment.

Wis 18, Conversion Inquisition and 6 skill points per level make you a great face.

The biggest change here is the race, which is not compulsory at all. It just gives you a nice +2 to all saves in combination with Fate's Favoured (and a useful +2 to intimidate).


take the Monster Tactician Archetype


Elosandi wrote:

The main thing with Sanctified Slayer is that while Judgement Piercing is good for spells, I feel as though the DC increase on them from studied target is more important, but that might just be because I've mostly played at low levels where SR is rare. Is the extra spell penetration more valuable than the DC bonus from studied target for offensive casting?

So are you actually playing PFS, or just with a GM who said he mostly goes by those rules? In actual PFS you should not even remotely count on getting a bonus to slayer ability DC on your inquisitor spells. If it's just a similar home game and your GM says it's ok then it's worth it. If it's not pre-approved, or it's regular PFS, you should ask first, and bet on it not working often because it's extremely sketchy.

Grand Lodge

plaidwandering wrote:
Elosandi wrote:

The main thing with Sanctified Slayer is that while Judgement Piercing is good for spells, I feel as though the DC increase on them from studied target is more important, but that might just be because I've mostly played at low levels where SR is rare. Is the extra spell penetration more valuable than the DC bonus from studied target for offensive casting?

So are you actually playing PFS, or just with a GM who said he mostly goes by those rules? In actual PFS you should not even remotely count on getting a bonus to slayer ability DC on your inquisitor spells. If it's just a similar home game and your GM says it's ok then it's worth it. If it's not pre-approved, or it's regular PFS, you should ask first, and bet on it not working often because it's extremely sketchy.

I would actually have thought the exact opposite of this for PFS. In PFS it would be hard for me to deny a player the Slayer Study Bonus in a home game I can rule that it was unintended.

Quote:
The DCs of slayer class abilities against that opponent increase by 1

Then leveling instructions say

Quote:
When adding new levels of an existing class or adding levels of a new class (see Multiclassing, below), make sure to take the following steps in order. First, select your new class level. You must be able to qualify for this level before any of the following adjustments are made. Second, apply any ability score increases due to gaining a level. Third, integrate all of the level’s class abilities and then roll for additional hit points. Finally, add new skills and feats. For more information on when you gain new feats and ability score increases

Spells come from the class and only fit into the catagory of class abilities in leveling so I have to assume they apply.


They aren't slayer class abilities. Nothing says to change it to apply to inquisitor class abilities. There's a massive power level difference in the archetype if that word gets changed to inquisitor, which would never fly.


Elosandi wrote:
Losing Time Skip and movement speed is a bit disappointing, but dominate person isn't bad either, and I'm not going to be using medium/heavy armour anyway, so my movement speed would still be reasonable. I'll definitely go with that instead.

But you were never going to get those spells anyways. That's the thing about domains for Inquisitors.

Quote:

Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.

Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.

Grand Lodge

While I agree it's powerful and not intended (nature fang more so) in every other case when an archtype gives you a class feature you gain all the benefits. It is also only against one target which does limit it's power some.

Quote:
The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1

They are in the same paragraph if you saying it is a bouns to slayer abilities so it should not work for spells than it would be equally valid to say the slayer skill boosts should not apply because they apply to a slayer.

I would guess if these types of abilities received an errata this would be changed but I have not had them cause any problems at my tables.


gaining the benefits does not turn your inq spells into slayer class abilities

gain the benefits gets you the skill and combat bonuses fine, and you DO get an increase to your slayer class abilities should you happen to get any

so you gain all the benefits


plaidwandering wrote:

gaining the benefits does not turn your inq spells into slayer class abilities

gain the benefits gets you the skill and combat bonuses fine, and you DO get an increase to your slayer class abilities should you happen to get any

so you gain all the benefits

Technically no, but since we can make the argument that an Inquisitor never gains Slayer Class Abilities (talents or otherwise, because they are talents gained as an Inquisitor, not a Slayer, meaning it's not a Slayer Class Ability, it's an Inquisitor Class Ability), you're running into the issue of that part of the text being pointless to include in regards to factoring whether it affects the Inquisitor or not.


Keep in mind that the target number to demoralize is 10+WIS+hit dice, so ranks and Stern Gaze alone are probably not going to get it done. My 13th level inquisitor is +27, which is in the ballpark but not so high my GM is tempted to shank me.

Grand Lodge

If you want to lean into support improved monster lore is good value.

The most important thing a caster can know is weak save. Often a weak save is 8 or more points lower than the strong one. That's better than almost any optimization.

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