Inquisitor must-haves?


Advice

The Exchange

I am creating a 12th level Inquisitor for a home game with standard wealth.
What are some must-have magic items for such a character? I'm not looking for ultimate optimization, I am just wanting to have some decent gear that helps him out and doesn't suck.
He is using a repeating crossbow and bayonet for weapons, staying mostly ranged, and is gonna try to be pretty helpful with the healing.
Also what are some good feats for an Inquisitor?


I'm fond of Eyes of the Eagle.

The Exchange

hogarth wrote:
I'm fond of Eyes of the Eagle.

for a +5 perception? How does that help the inQuisitor particularly?


How about an animated cauldron? They're brutal!

Spoiler:
Hey, Fakey! Good to see you again.


For my bloodied skeletal champion inquisitor 9 (for a lvl 11 game) I am opting for spring attack, vital stike type feats and a vicious merciful scorpion whip. I am also going to make use of the inquisitor lvl 2 spell to grant my allies the teamwork feats I have access to. Instead of being the so-called selfish teamwork guy.

With one of the judgement options granting fast healing 5 at 12th level a vicious weapon coupled with your greater bane class ability is certainly an option if you didn't want to stay at range.

There is also the spell that allows you to cast cures on a target at range and the reach spell metamagic feat(or the Meta Rod) to augment healing options albeit at the cost of slower casts for metamagic spells. Pick up reach spell, quicken spell, and extend spell and shoot for spell perfection (cure serious wounds) and a staff of curing if the game contines and makes it to lvl. 15.

The Exchange

Dragonsong wrote:

For my bloodied skeletal champion inquisitor 9 (for a lvl 11 game) I am opting for spring attack, vital stike type feats and a vicious merciful scorpion whip. I am also going to make use of the inquisitor lvl 2 spell to grant my allies the teamwork feats I have access to. Instead of being the so-called selfish teamwork guy.

With one of the judgement options granting fast healing 5 at 12th level a vicious weapon coupled with your greater bane class ability is certainly an option if you didn't want to stay at range.

There is also the spell that allows you to cast cures on a target at range and the reach spell metamagic feat(or the Meta Rod) to augment healing options albeit at the cost of slower casts for metamagic spells. Pick up reach spell, quicken spell, and extend spell and shoot for spell perfection (cure serious wounds) and a staff of curing if the game contines and makes it to lvl. 15.

Good stuff there! Any items that are nice besides the rod and weapon options you can think of?

The Exchange

Effan Effluvium wrote:

How about an animated cauldron? They're brutal!

** spoiler omitted **

lol, I am still around! Just not as active as I used to be....


Not really, building an undead with inherent fast healing and the ability to get up an hour after being "killed" my gearing has been "wonky" compared to a standard PC. Although for an infiltration type inquisitor the hat of disguise and robe of blending options are nice. The staff of healing is a solid item if you want to be assistant heals, as you have a slower spell progression that oracle/cleric/druid.


Fake Healer wrote:
hogarth wrote:
I'm fond of Eyes of the Eagle.

for a +5 perception? How does that help the inQuisitor particularly?

All the better for rooting out hidden evil!


Fake Healer wrote:

Good stuff there! Any items that are nice besides the rod and weapon options you can think of?

If you are playing a "good" campaign, I always suggest an oil of bless weapon or two. It doesn't do much for you ranged but if you use it on a secondary melee weapon it is treated as a good weapon, is treated as a +1 weapon for bypassing DR's of evil creatures and striking evil incorporeal critters, and every threat against an evil creature is automatically confirmed. For 50 gold (1st level spell) it lasts 1 minute and gives your secondary weapon some "umph" without a significant investment.

If your DM uses combat maneuvers I'd suggest the teamwork feat coordinated defense. With Solo Tactics as long as you are adjacent to an ally (say diagonally in front of the party caster) you will get a free +2 or +4 to your CMB/CMD from them. Not being a full BAB, every bit helps with resisting trips, keeping a hold of your weapon or avoiding/breaking grapples.

Dark Archive

Depending on your party composition (and your weapon of choice) you may want to think about something for the flying. Inquisitors don't have access to Fly or even Airwalk so unless you're an Archer or have a generous caster buddy, you might want to think about some way to get off the ground.

A Rod of Extend, Lesser is a must. At 12 you can run GMW long enough probably but Heroism is straight awesome and running it for 4 hours on a single cast with the Rod is nice.

Does your Inquisitor have darkvision? Even at level 12, you can catch some folks in Darkness with no way of doing jack. Plus, it's nice for scouting and such to not have to have your own source of light.

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