PFS, Inquisitor, Two-handed weapon feats


Advice


I'm a newbie and I've been looking at several different classes for my 2nd ever PFS session. I've narrowed it down inquisitor. That way I can be a face and monster knowledge character with some healing. (It sounded like they only have one healer that occasionally plays with the low level folks.)

I've worked out the archery Feats all the way to lvl 11 and it looks pretty good. Now, I'm wondering what Feats would be best for a Two-handed weapon build. I'm thinking of using a reach weapon so I'm not exactly on the front line. I currently own the CRB and APG but, I have the ARG, ACG, UE, UC, and UM PDFs in my Shopping cart. Any build ideas would be appreciated.


Honestly archery is probably the best way to go with the inquisitor. Sanctified slayer from ACG is pretty awesome. Problem with two weapon fighting is when you get bane it only applies to 1 weapon, there is a feat you can take to allow you to also apply to a second weapon but you go through bane a lot faster...where as if you go bow you just get all the arrows out with one weapon. A two handed reach weapon might work but you wont reliably get multiple attacks with bane (notice a trend :)

With mine I know a heal or two along with lesser restoration but he is more a emergency medic, not a healer. Use the wand as needed and make sure to collect your friend's. But save the healing for out of combat and use your spell only in a pinch. Oh and get resist energy/communal as soon as you can that spell can break encounters :)

Grand Lodge

Power attack, Cornugon smash, shatter defenses sanctified slayer would work pretty well.

Blade of mercy, enforcer would also work.


Grandlounge wrote:
Power attack, Cornugon smash, shatter defenses sanctified slayer would work pretty well.

I agree with this. Go with Half-Orc to get the bonus to Intimidation, combine Sacred Tattoos with Fates Favored (I believe those are PFS legal) to get strong buffs to your saves and improve your standard Divine Favor combat buff.

I also recommend Sanctified Slayer, especially in the PFS setting. PFS doesn't get high enough level for Third Judgment. Until Second Judgment comes along, Studied Target is a superior combat buff, though less flexible. When Second Judgment comes online, Studied Target is less superior, but still a bit better. It isn't until Third Judgment comes online that Judgment can be argued to be a superior option. Also, Sanctified Slayer gives you Sneak Attack for some additional damage and you can get some bonus feats through the Slayer talents.


I'm definitely looking more towards the defensive spells. Not enough wisdom for offense...except for boosting your weapon's abilities.


You can actually be pretty decent with offensive spells if you go with the Intimidation type build.

Making an opponent Shaken imposes a -2 penalty on that opponent's saves. If you cast a spell that requires a save, this is just like your Inquisitor having +4 to his casting stat where determining what the opponent's saving throw die roll has to be.

I'm not sure how PFS adjudicates this, but an argument has been made that someone that is the subject of the Sanctified Slayer's Studied Target also has save DC's increased for spells. Studied Target says that the save DC's for class abilities is increased, and Spells is a class ability of the Sanctified Slayer.

If PFS allows Studied Target to apply to your spell save DC's, then the combination of Shaken and Studied Target makes it relatively easy to stick save-or-suck spells even if your casting stat is mediocre.

(In a non-PFS home game, I had a similar build Inquisitor that also used a Cruel weapon to stack Sickened on top of Shaken. This imposed a total -4 on saves. Coupled with the bonus to DC from Studied Target, even with having only a 16 Wis at lvl 11, it was relatively easy to get spells like Inflict Pain to stick.)


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Thanks Saldiven, I'll keep that in mind.

If I remember correctly, at lvl 11, my ability scores will be 18,14, 12, 12, 16 and 7. (Swap Str and Dex if I decide to go archer.) And, I end up with diplomacy, intimidate, sense motive, spell craft and perception at +15. All the knowledges for monsters will be at +12. Then, tack on monster lore to make them +16. And my physical skills will be at +9 each. I think I can have all my physical skills, stealth and profession at +12 if, I eliminate all ranks in bluff and heal.


Grandlounge wrote:

Power attack, Cornugon smash, shatter defenses sanctified slayer would work pretty well.

Blade of mercy, enforcer would also work.

Great recommendations and for a two handed reach build I’d add lunge and pushing assault.

Grand Lodge

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If you want to further add to the two handed build pick up the rage or destruction domain on the sanctified slayer.

3/4 bab + divine favor/power + study + rage + furious. Intimidating and sickening is a monster of a PC.

Then with the destruction domain 3 + wis times per day add half level to damage on your attacks.


With -2 in Cha, I am planning on taking Conversion Inquisition to swap Wis for Cha on diplomacy and intimidate checks.

Grand Lodge

Conversion is a good option. There are at least 2 others

You can take intimidating prowess as an option and or grab the infiltrator archetype as it stacks with sanctified slayer. You become more face, less knowledge, but then your intimidate goes up when you rage and you have wisdom to intimidate if you take both.


Hmm, slayer for studied target (instead of judgements) and preacher for determination (instead of teamwork Feats) sounds good to me...if that's allowed in PFS. I'll be sure to boost my stealth a bit so that I can get that sweet sneak attack bonus...and archery just feels better to me. As a newbie, limiting the amount of options is not exactly a bad thing.


Vital Strike and Furious Focus can be good on 3/4 bab class.

Grand Lodge

Stealth and ranged attacks are not a great options together because it prevents full attacks. It will be much better to full attack with study and bane every round.

Though ranged combat is powerful, there are people that don't like the play style because the most effective way to play it is to full attack every round.


Knight who says Meh wrote:
Vital Strike and Furious Focus can be good on 3/4 bab class.

Vital strike is situationally good and isn't better for 3/4 over full bab people (often worse since most 3/4 don't have good base damage weapons).

I strongly recommend against furious focus. Your first attack is the attack that is VERY likely to hit. Most combat characters can reach a point where their first attack is going to hit on a 2 somewhere around lv7, thus furious focus will do nothing in this instance. And if your close and you need a 3 or 4 to hit, furious focus maybe will help, but likely you're accurate enough and would be better off with a feat that is useful in more instances.

Now sure, there are times when these feats can be good. But I feel that they aren't generically good.


Personally I would go with sacred huntmaster and pick up an animal companion to work your teamwork feats with. It works even better if you ride them into battle although that will largely start from 7th. The give your teamwork feats to your AC automatically and they actually get them rather than just treating them as having them which you do with solo tactics.

Good choices include pack flanking, outflank, escape route and improved spell sharing. It does require you to pick up Combat Expertise which means 13 Int but bane, anima focus, the bonus to hit from being mounted and buffs mean you start with a little less strength.

The Roc is a great choice at 7th for a large sized permanently flying ally.

I have a level 8 sacred huntmaster inquisitor in PFS and currently his feats are:

Combat Expertise
Heavy Armour Proficiency
Power Attack
Improved Spell Sharing
Pack Flanking (Bonus)
Outflank (Bonus)

I went with the Reformation Domain for Wisdom on diplomacy and intimidate. Not quite as good as Conversion but it also gives a bunch of rerolls. I will probably take Cornugon Smash at 9th but honestly blistering invective probably works better for frightening everyone on the field.

You can do something similar using the animal domain but that adds a feat tax for boon companion and you lose out on the better stat for important social skills.

If you do want to go heavily down the fear route then consider 1 level of thug rogue. That lets you frighten enemies for a round instead if you hit the 4+ rounds of shaken.


Honestly Hazmatt696 preacher is a trap, losing teamwork feats will hurt you. If you are looking for damage and the ability to pick your target instead of just running up to the closest guy and elbow your allies aside to get a hit...archer is the way. My level 10 is hitting with 4 arrows at +20/+20/+15 (manyshot on first arrow) each arrow hitting at 1D8+15...until I add bane then boost everything by +2 to hit and +2d6+2 damage per arrow. I ended up going with feather domain for perception and a animal companion. Teamwork feat are coordinated shot (add +1/+2 to hit with bow) Friendly fire maneuver for simply avoiding allies providing soft cover to your arrows. and improved spell sharing (got a ring for the animal companion to use it.) Honestly half the time I dont even bother to have the animal companion to attack since they are dropping so quick


I play now level 4, and having the same issue on what path of feats to take...
I got power attack and toughness and
I considered 3 options for the next levels.:
1. Dodge-mobility-spring attack- reflexes
And 1 shadowdancer level.
This will mean my 1 attack will be lowish, but i will be almost unharmed as i attack and vanish

2. Wp focus-dazzling display and dip 1 fighter and than performance comabt.

3. Trip and greater trip with tandem trips


I would suggest none of those paths. All of them seem to just be taking feats to make you worse at fighting and staying alive.

Grand Lodge

666bender wrote:

I play now level 4, and having the same issue on what path of feats to take...

I got power attack and toughness and
I considered 3 options for the next levels.:
1. Dodge-mobility-spring attack- reflexes
And 1 shadowdancer level.
This will mean my 1 attack will be lowish, but i will be almost unharmed as i attack and vanish

2. Wp focus-dazzling display and dip 1 fighter and than performance comabt.

3. Trip and greater trip with tandem trips

1) is pretty weak it's an underwhelming feat tree and inquisitors lose in most multiclassing

2) dazzling display I have only seen used as a means of getting shatter defenses and those builds still use some other means to intimidate cornungon smash or enforcer.

3) Tripping is ok when you can do it.

What chess pwn is getting at is so many inquisitor class features are attack and damage related that by doing other things you're under utilizing your resources. Though I maybe misunderstanding.


666bender wrote:

I play now level 4, and having the same issue on what path of feats to take...

I got power attack and toughness and
I considered 3 options for the next levels.:
1. Dodge-mobility-spring attack- reflexes
And 1 shadowdancer level.
This will mean my 1 attack will be lowish, but i will be almost unharmed as i attack and vanish

2. Wp focus-dazzling display and dip 1 fighter and than performance comabt.

3. Trip and greater trip with tandem trips

Are you playing PFS or a home game?


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Grandlounge wrote:
666bender wrote:

I play now level 4, and having the same issue on what path of feats to take...

I got power attack and toughness and
I considered 3 options for the next levels.:
1. Dodge-mobility-spring attack- reflexes
And 1 shadowdancer level.
This will mean my 1 attack will be lowish, but i will be almost unharmed as i attack and vanish

2. Wp focus-dazzling display and dip 1 fighter and than performance comabt.

3. Trip and greater trip with tandem trips

1) is pretty weak it's an underwhelming feat tree and inquisitors lose in most multiclassing

2) dazzling display I have only seen used as a means of getting shatter defenses and those builds still use some other means to intimidate cornungon smash or enforcer.

3) Tripping is ok when you can do it.

What chess pwn is getting at is so many inquisitor class features are attack and damage related that by doing other things you're under utilizing your resources. Though I maybe misunderstanding.

No that's basically it, along with the role. A character going two handed is viewed as the damage guy and probably built as the damage guy. So doing damage is what you do and often you're also the frontline and thus if you run from the fight then who's their next target?

Spring attack I only see for certain builds, mostly rogues, and not a good general plan. Having normal to low speed means that you aren't really going to be able to kite them and thus it'll be useless soon in a fight. You spring and hit them and move away, they follow and now are to close for you to spring attack. You can accomplish this entire benefit of getting an attack and a full attack with only receiving one attack by readying an action to hit it.

dazzling display is good for people that don't have a better way to contribute to a fight OR if you have a way to make it do more for you. Having a damage guy spend a full turn (so no moving) to intimidate things will largely not be fight impactful.

tripping is okay when you can do it. BUT often making them dead is just as easy or easier. Tripping will work against "human" opponents with some investment, but monsters and outsiders will often have CMD that's are higher and require LOTS of investment or be okay with only sometimes succeeding. I don't suggest maneuver builds for classes that going get good maneuver bonuses.

getting dodge, armor focus, weapon focus, are useful because you're often attacking or being attacked.


Chess Pwn wrote:
I would suggest none of those paths. All of them seem to just be taking feats to make you worse at fighting and staying alive.

how so ?

spring attack and hide in plain sight allow me to attack and vanish.
yes, doing low damage, but cant be hit back.

trip, with coordinate maneuvers and tandem trip - my cmb will be high, so it's a good debuff.

performance combat work on the fear factor.

also, if NOT those, than WHAT is a good one?


Saldiven wrote:
666bender wrote:

I play now level 4, and having the same issue on what path of feats to take...

I got power attack and toughness and
I considered 3 options for the next levels.:
1. Dodge-mobility-spring attack- reflexes
And 1 shadowdancer level.
This will mean my 1 attack will be lowish, but i will be almost unharmed as i attack and vanish

2. Wp focus-dazzling display and dip 1 fighter and than performance comabt.

3. Trip and greater trip with tandem trips

Are you playing PFS or a home game?

home game.


ok ......... most here suggest that full attacking is the best plan.

so, how can a inquisitor hit harder? what effects he can add to his attacks?

enforcer seem like a good plan, but need a trait or improve unarmed strikes to perform well.

Grand Lodge

1) Spring attack is a full round action with one attack. If you hide the enemy just hits your ally. If you full attack it will die faster and not attack anything.

3) Trip has size a limitation and a multi leg problem, which can be huge issues or small ones depending on you game. Once you get greater trip you trip then attack so it become worth it to do especially if someone else is nearby. You're gaining attacks. Before that direct damage usually kills faster, but group dynamic can effect this.

Cornugon smash hateful is always a good option. Picking up additional teamwork feats can do a lot. If you want combat maneuvers Underhanded Trick at 8 is a decent option.

If you write a bit about your build I may be able to offer more.

Grand Lodge

666bender wrote:

ok ......... most here suggest that full attacking is the best plan.

so, how can a inquisitor hit harder? what effects he can add to his attacks?

enforcer seem like a good plan, but need a trait or improve unarmed strikes to perform well.

Additional traits fate's favored?


inquisitors have judgement(or whatever you traded it out for) and bane at lv5. Plus they have spells that they can use to buff if you really want it.

If haste is planned by a party member then full attacking is best.
If haste isn't planned then you only have 1 attack till lv8, but All of your suggestions will take far longer than lv8 to come online now and thus it's not a good deal.

But like Grandlounge said, if you can give us your race and your stats and gear we can help more.


BTW Ring of Tactical Precision or 2 are amazing!
1 to give your ally, so he ccan get some cool team feats as well.
one on you, to get +1 more..... that's +5 from flanks or +2 to saves OR +3 AC ....


Grandlounge wrote:
666bender wrote:

ok ......... most here suggest that full attacking is the best plan.

so, how can a inquisitor hit harder? what effects he can add to his attacks?

enforcer seem like a good plan, but need a trait or improve unarmed strikes to perform well.

Additional traits fate's favored?

not bad for a feat.....

use enforcer without the -4 & another +1 to the most common buff spells you use.

decent for a feat.


1/2 drow.
level 4, getting to 5 next level.
str:17,dex:14,con:14,int:13,wis:14,cha:10
Reformation inquisition and urban infiltrator.
feats are:
1: toughness & skill focus stealth (i am scout like)
3: power attack
3: precise strike that change into shield wall.
5: OPEN

for spells i took :
1: divine favor, Cure Light Wounds, Heightened Awareness, Shield of Faith, Fabricate Disguise Lend Judgment
2: invisibility, Weapon of Awe and bloodhound (at 5)

traits are : armor expert and free falchion feat (DM allowed)


Grandlounge wrote:

If you want to further add to the two handed build pick up the rage or destruction domain on the sanctified slayer.

3/4 bab + divine favor/power + study + rage + furious. Intimidating and sickening is a monster of a PC.

Then with the destruction domain 3 + wis times per day add half level to damage on your attacks.

Agreed.

I've thought about playing a Half-Orc Sanctified Slayer Inquisitor of Ragathiel with the Rage Subdomain. Large Impact Bastard sword with 3/4 bab + divine favor/power + study + rage + amplified rage + furious + Gtr Invis + (maybe Enlarge Person) is a nasty melee machine. Does take some time to buff, though.

Grand Lodge

The Fourth Horseman wrote:
Grandlounge wrote:

If you want to further add to the two handed build pick up the rage or destruction domain on the sanctified slayer.

3/4 bab + divine favor/power + study + rage + furious. Intimidating and sickening is a monster of a PC.

Then with the destruction domain 3 + wis times per day add half level to damage on your attacks.

Agreed.

I've thought about playing a Half-Orc Sanctified Slayer Inquisitor of Ragathiel with the Rage Subdomain. Large Impact Bastard sword with 3/4 bab + divine favor/power + study + rage + amplified rage + furious + Gtr Invis + (maybe Enlarge Person) is a nasty melee machine. Does take some time to buff, though.

Low level move to study, casts divine favor, fight. This turns into swift bane, move study, cast buff. Next is free rage, swift bane, move study, cast buff.

At level 7 free rage, swift study, move accelerated drinker enlarge person, divine favor. Turn 2 swift bane attack.

Each of these keeps your full round action on turn two. I never do more than a round of buffing.

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