| JDawg75 |
I've been building a human Sanctified Slayer Inquisitor, with some help from folks form this forum which has been great. I think I've got a great plan for him up through level 12.
I have been second guessing myself though, on his intelligence and charisma. He's an archer so I've given him the following stats: 14 18 12 8 14 10. I'm not really looking for feedback on his other stats, except Int and Cha.
I gave him a low intelligence because I thought I could spare it because humans get extra skill points. I wanted his charisma to be a 10 to not hinder his intimidate skill. Now though, I'm wondering if I should reverse those two stats.
We're getting ready to start the Kingmaker AP, and I've given him the following 7 skills: Handle Animal (I will have an animal companion since I took the feather domain), Intimidate, Kn. Arcana, Dungeoneering, Nature, Perception, Sense Motive.
I know Survival and others will be important too, like swimming, climbing, etc. I'm also doubting how much an inquisitor (or me) will use intimidate. What is your opinion of the relative value of intimidate vs additional skills?
J
| pocsaclypse |
I started writing this whole spiel but really it just boiled down to "do you want to be good in the forest or in the city?"
If you're looking to be a rangery fighty type of inquisitor I would swap INT and CHA and not bother with the social skills beyond putting a point in them to get the trained bonus.
If you want to be a more investigation based character you would be better served by lowering the physical scores and raising the mental ones (or taking the conversion inquisition).
Based on your description, it looks to me like you're shooting for an ranger flavored inquisitor so I would go with the first option I mentioned and trust that someone else in the party will handle the social stuff.
| Geruvurrda |
I've done intimidate builds before, and it's fun, but it works better in melee with intimidating prowess, and cornagan smash, look at it this way, it you have -1 charisma, it's a -1 to 1 of your skills (intimidate), by having a -1 to intelligence, it's a -1 to 2 of your skills(arcana, dungeonering), and your missing 12 ranks by level 12
It's much easier to make up for a minus 1 (get a masterwork tool for intimidate, 50gp weighs 1 lb and gives a +2 circumstance bonus)
50 hold, and you have made up for a lack of charisma :)
To make up for the missing skills ranks, you will need a headband of vast intelligence, which is a lot of money, espeaciaclly as you probably need wisdom more :)
| JDawg75 |
I started writing this whole spiel but really it just boiled down to "do you want to be good in the forest or in the city?"
If you're looking to be a rangery fighty type of inquisitor I would swap INT and CHA and not bother with the social skills beyond putting a point in them to get the trained bonus.
If you want to be a more investigation based character you would be better served by lowering the physical scores and raising the mental ones (or taking the conversion inquisition).
Based on your description, it looks to me like you're shooting for an ranger flavored inquisitor so I would go with the first option I mentioned and trust that someone else in the party will handle the social stuff.
You're right, I am leaning more toward a ranger-type guy than an investigation based person. The more I think about it, we have a CHA guy in our party, so I don't need to intimidate either socially or in combat. I am happy to just use the sense motive part of Stern Gaze
J
| Mysterious Stranger |
Go for the INT over CHA. An inquisitor is going to want to put at least a point into a lot of skills. That extra point per level means you will be able to do that a lot easier. Also to get the most out of Bane you are going to have to be able to identify what you are fighting. The INT penalty not only means you get less skill points it is also a -1 on all KS.
If you do want to have a good intimidate the extra skill point means you can max out the skill and still have the same amount of skills as you would have with the stats swapped. This means that after 1st level the character with the higher INT will probably have a better intimidate anyways.
As pocsaclypse mentioned you could go with the conversion or similar inquisition and still have good social skills. If you go this route you could dump CHA completely and still have good social skills. If you go this route then you may want to look at the Heresy Inquisition instead of conversion. Heresy only allows you to use WIS for bluff and Intimidate, but it also allows you to roll twice for bluff, diplomacy and stealth and take the better roll. This is limited to a number of times per day equal to your WIS modifier, but as a inquisitor you should have a good WIS. At 8th level you also get a once per day bestow curse.
| JDawg75 |
I did basically the same build, had a 12 int and still felt tight on skills. Really with bane you want to be in all the knowledge skills..heightened awareness and heroism will help there.
I'm not sure if you ever saw my build but honestly you will destroy things pretty easily :)
Your build is really what I'm basing mine on. I'll see if I can get my INT up to 12, because in addition to the 5 knowledge skills, I also need perception, survival, animal handling and sense motive. That's 9 skills, and I have 7. I got a one time boost due to Beast Bond. I could bring my CHA to 7 and INT up to 12, just don't like having to do it. I could maybe drop survival if someone else in my party will take it. So 8 out of 8 skills isn't bad.
J
| pocsaclypse |
| 1 person marked this as a favorite. |
Another thing to consider is that you don't need all those knowledges at level 1. Yes, a big part of being an inquisitor is identifying monsters so you can bane them but you dont get bane til level 5 so you have some room to build the base of your character before they "grow" into their role as a monster hunter.
| ekibus |
Well shucks :) For knowledge I kinda just moved points when I could. For Handle animal the goal is the DC 10.. sounds bad with the -2 from cha but you get +4 built in, and you can pick up the mw battle harness..then add heroism when you can you are at 8 before a single point in skills So yeah first few levels try to put points in there but then you can ease back. Considering I didn't really rely on the animal companion until level 5 it worked out. I would go wisdom over int for items wis just applies to more things.
Sorry bit tired not sure if I made sense :P
| JDawg75 |
Well shucks :) For knowledge I kinda just moved points when I could. For Handle animal the goal is the DC 10.. sounds bad with the -2 from cha but you get +4 built in, and you can pick up the mw battle harness..then add heroism when you can you are at 8 before a single point in skills So yeah first few levels try to put points in there but then you can ease back. Considering I didn't really rely on the animal companion until level 5 it worked out. I would go wisdom over int for items wis just applies to more things.
Sorry bit tired not sure if I made sense :P
Q for you, when did you take the improved spell sharing feat? I know you got the ring of tactical precision, but you need to have the ISS feat first, and my feats are full up until lvl 11:
1: PBS,PS Divine favor +2 hit/damage, Studied +1 hit damage.
3: Rapid shot, TW Friendly fire maneuver (allies no longer provide soft cover)
5. Boon Companion
7. Deadly aim
8.Slayer talent:combat trick: Manyshot
9. Clustered shot. Enfilading fire (another +2 to hit against a flanked opponent)
J
Grandlounge
|
I don't think you can use the Slayer talent that way.
At 6th level, he may select this talent again and add the 6th-level ranger combat feats from his chosen style to the list. At 10th level, he may select this talent again and add the 10th-level ranger combat feats from his chosen style to the list.
You can only pick from 6th level ranger combat feats if you have taken Ranger Combat Style once before.
| JDawg75 |
I take the rogue combat talent. "At 8th, 16th, 17th, and 20th levels, a sanctified slayer can gain a single slayer talent, including those from the list of rogue talents that a slayer can take"
That rogue talent is combat trick. The combat trick allows me to "Gain a bonus combat feat" (p.68, Core Rulebook).
The only prepreq's for Manyshot are Dex 17, Point-Blank Shot, Rapid Shot, base attack bonus +6.
Hence I can take it. I used it on PC Gen to make sure that was possible, and it let me do it without a problem. I don't dip into the ranger combat feats for that.
J
Grandlounge
|
The worst part is I have a build that does what you did and I helped someone yesterday make a inquisitor archer and did exactly what you did.
You could retrain deadly aim and take cross bow style for deadly aim and improved percise shot but it seems like the long way around.
Or look at underhand, menacing, elemental or deceptive and see if something in those sets work for you.
| SkaldyMcSkaldFace |
| 1 person marked this as a favorite. |
As someone who is about to move onto book 2 of Kingmaker as a DM...
Intimidate will only be as necessary as your DM decides to make it. Frankly, as written Book 1 really only requires Knowledge (Nature), Perception, Swim, and Survival. Anything else is just gravy. I had to do a lot of tweaking to Book 1 to make something I thought would be really engaging to my players (and be something I actually was excited to DM).
So I'd actually say it's literally dependent on your DM. If your DM changes things to emphasize social interaction, then CHA.
| JDawg75 |
Right now I'm leaning toward weapon focus (always can use another +1). Don't know how much PBM will help, since I've got my animal companion.
I'm still not sure when to take that improved spell sharing feat, for the tactical precision ring to work if I take the velociraptor? Or am I misunderstanding something?
J
| ekibus |
Ah sorry holidays have me all over the place. Nah just your character gets the feat. Then you kinda imprint the ring of tactical precision so the companion gets it. So the pet needs the feat to wear the ring but that is it. The wording in improved spell sharing is kinda silly but it specifically says to take the feat you need to have the ability to gain a animal (or other type) companion...since the animal companion doesn't have the ability to gain a animal companion it can't take the feat. Honestly I found out about that after I played a few sessions, luckily I had enough to get the ring at the time to make it work.
The big thing from the ring is this: "By wearing the ring for 1 hour, a creature may imbue it with a teamwork feat he knows for 24 hours. During this time, any creature wearing the ring may use that feat when cooperating with the creature that imbued it, but not with other creatures even if they possess the same teamwork feat." So you are basically wearing the ring for a hour and then putting it on the animal companion to gain the improved spell sharing...it is odd and a slight pain but thats how I got the concept to work. I abuse the heck out of heroism for the animal companion..I got a lesser rod of extend asap and I use it with heroism to double the duration and then I give half to the animal companion. Divine favor is of course my go to..if something is still alive after 5 rounds we are in trouble :)