Unarmed inquisitor viable?


Advice


Hey all, i had a great idea for this character, i have this great story already planned with my gm,now i need a good character sheet!
We play into forgotten Realms, deity is Ilmater:
http://forgottenrealms.wikia.com/wiki/Ilmater

Little recap: we are in a dark age for the realms, a hundred years after the spellplague, ilmater church became the most popular among the civilized nations and became much like the catolich curch in our dark ages:burn heretics, curch have a lot of political power and corruption.

My characters is raised by the church young ages because his parents were found dead and declared heretics, now he is unveiling some mysteries about his family past, a vanishing of a friend and some secret about the higher ups of the ilmaterian church.

Sorry for the long post, so ilmater favored weapon is unarmed strike what coud be a good way to build this inquisitor?


A variant multiclass monk could work well for this. Not only would you get some extra damage, you would also be able to be completely unaffected by any spell you make your saving throw against.


I immediately imagine sacred huntsmaster inquisitor with a dip in wild child brawler.


I whipped up something in Hero Lab that you could mess around with. I gave it only token gear, but I tried to fit Ilmater's themes into the setup. It punches hard (1d6+15 on first punch, 1d6+12 on subsequent) and has decent non-punching utility.

Spoiler:
Unnamed Hero
Human inquisitor of Irori 5/unchained monk 1 (Pathfinder RPG Advanced Player's Guide 38, Pathfinder Unchained 14)
LG Medium humanoid (human)
Init +4; Senses Perception +11
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Defense
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AC 15, touch 15, flat-footed 12 (+2 Dex, +1 dodge, +2 Wis)
hp 52 (6 HD; 5d8+1d10+17)
Fort +9, Ref +6, Will +7; +2 vs. paralysis and stunning, +2 vs. sleep, +2 trait bonus on saving throws against spells cast by others who worship your god or adhere to your philosophy.
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Offense
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Speed 30 ft.
Melee unarmed strike +9/+9 (1d6+12)
Special Attacks bane (5 rounds/day), flurry of blows (unchained), judgment 2/day, stunning fist (2/day, DC 15)
Inquisitor Spell-Like Abilities (CL 5th; concentration +7)
. . At will—detect alignment, discern lies (5 rounds/day)
Inquisitor Spells Known (CL 5th; concentration +7)
. . 2nd (3/day)—align weapon, blistering invective[UC] (DC 14), invisibility
. . 1st (5/day)—bless, detect the faithful[UI], protection from evil, shield of faith
. . 0 (at will)—brand[APG] (DC 12), create water, detect magic, disrupt undead, light, stabilize
. . Domain Reformation inquisition
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Statistics
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Str 20, Dex 14, Con 14, Int 12, Wis 14, Cha 7
Base Atk +4; CMB +7; CMD 24
Feats Dodge, Dragon Ferocity[UC], Dragon Style[UC], Improved Unarmed Strike, Power Attack, Precise Strike[APG], Stunning Fist, Weapon Focus (unarmed strike)
Traits dangerously curious, religious reformer
Skills Acrobatics +10, Climb +9, Diplomacy +11, Heal +6, Intimidate +13, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (local) +2, Knowledge (planes) +5, Knowledge (religion) +5 (+7 on checks that pertain to your own religion or spiritual practice.), Perception +11, Sense Motive +13, Stealth +11, Swim +9, Use Magic Device +5; Racial Modifiers blessed correction
Languages Common
SQ monster lore +2, solo tactics, stern gaze +2, track +2
Combat Gear wand of mage armor (50 charges); Other Gear amulet of mighty fists +1, belt of giant strength +2, cloak of resistance +1
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Special Abilities
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Bane (+2 / 2d6, 5 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Blessed Correction (2/day) (Ex) Roll twice for Diplomacy, Intimidate, or Perform (oratory) checks & take best roll.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (5 rounds/day) (Sp) Discern Lies at will
Dragon Ferocity +2, 1d1+5 rds Gain bonus on unarmed attacks, and you can cause opponents to be shaken
Dragon Style +2 vs. sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Inquisitor Domain (Reformation Inquisition) Moved by divine disapproval of your church’s mistakes, you seek to correct them however you can.

Granted Powers: You can speak with divine persuasiveness.
Judgment (2/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stern Gaze +2 (Ex) +2 to Sense Motive and Intimidate.
Stunning Fist (2/day, DC 15) You can stun an opponent with an unarmed attack.
Track +2 Add the listed bonus to Survival checks made to track.


Serisan wrote:

I whipped up something in Hero Lab that you could mess around with. I gave it only token gear, but I tried to fit Ilmater's themes into the setup. It punches hard (1d6+15 on first punch, 1d6+12 on subsequent) and has decent non-punching utility.

** spoiler omitted **...

that is what i was talking about, i will use this as a bare skeleton for the build, thanks!


You could also ask your GM if he would allow you to pick the Ravener Hunter Archetype as the Inquisitor. If so you could pick an Oracle mystery instead of a domain/inquisition. There are some really nice things to get, for efficiency as well as fluff.

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