What do want from the 2e Inquisitor?


Pathfinder Second Edition General Discussion

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Wayfinders

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Guntermench wrote:
Mildly surprised no one has pointed at "Barbarian" as being problematic.

While not in this thread specifically, there's a lengthy article about this that I hope Paizo follows suit on at some point.

(We did dodge the bullet of instincts being called totems, at least.)

Even 'berserker' would go a long way, IMO, but that's all somewhat off-topic for this thread.


I mean, it's probably going to be another 8+ years before that has any change. Whenever or if ever they decide to make a Pathfinder 3e.


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Guntermench wrote:
I mean, it's probably going to be another 8+ years before that has any change. Whenever or if ever they decide to make a Pathfinder 3e.

3? Nah, but Pathfinder 2.5?

Now that I could see.

Dark Archive

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Guntermench wrote:
Mildly surprised no one has pointed at "Barbarian" as being problematic.

Technically are characters in pathfinder are barbarians (except possibly Baba Yaga and some of the soldiers from earth in that one AP) since Latin and Classically Greek aren't language options they can take.


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Technically correct is the best kind of correct.


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TiwazBlackhand wrote:
Guntermench wrote:
Mildly surprised no one has pointed at "Barbarian" as being problematic.
Technically are characters in pathfinder are barbarians (except possibly Baba Yaga and some of the soldiers from earth in that one AP) since Latin and Classically Greek aren't language options they can take.

Well, they'd be rare languages at least. You can after all, learn Russian in Golarian.


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Guntermench wrote:
Mildly surprised no one has pointed at "Barbarian" as being problematic.

Could be worse. At least we don't have Hanna-Barberians.


UnArcaneElection wrote:
Guntermench wrote:
Mildly surprised no one has pointed at "Barbarian" as being problematic.

Could be worse. At least we don't have Hanna-Barberians.

My personal favorite subclass for them is the Pic-a-Nic Basket Instinct.


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Let's take a look at the Inquisitor's 1E class features:

Base: Must be within one step of their deity's
Hit Die: d8
Skill Points: 6 per level
BAB: 3/4
Saves: Good Fort/Bad Ref/Good Will
Spells: 6th level divine, Wisdom based, spontaneous

The closest comparison to this in 1E that has already been converted to 2E is the Warpriest, which differs only that they have only 2 skill points per level and have prepared casting.

This indicates that the Inquisitor might be something that could be incorporated into a Cleric subclass a la Warpriest, but I'm not sure that will hold up with further class features. If this were done, it would likely be the 'skillful' Cleric option to supplement the 'martial' and the 'caster' options.

Going further, they have the following class features:

  • Judgment: A limited use high-efficiency magical effect that gives some sort of statistic bonus, which can be changed to suit the situation.
  • Monster Lore: A statistic improvement to knowledge checks
  • Stern Gaze: A statistic improvement to intimidation checks
  • Cunning Initiative: A statistical improvement to initiative checks
  • Detect Alignment: Access to at-will spells
  • Track: A statistical improvement to survival checks
  • Solo Tactics: A mechanical change to teamwork feats
  • Teamwork Feats: Bonus teamwork feats
  • Bane: A magical ability to imbue a weapon with a specific special quality
  • Discern Lies: Access to said spell on a limited basis
  • Second Judgment: Improvement to preexisting ability
  • Stalwart: Improvements to Fort and Will saves
  • Greater Bane: Improvement to preexisting ability

    I'll stop here. These are the aspects of the Inquisitor that are connected with its mechanical identity.

    We see a proliferation of early statistical bonuses that were intended to help keep the class Single-Attribute-Dependent (SAD), that likely wouldn't crossover to 2E but might have more interesting representation in feats. Monster Lore (Int) could have a feat chain of actions similar to Ranger's (or just steal from them entirely), Cunning Initiative (Dex) would just be a high perception track and the fighter's free +2 circumstance bonus at a given level, and Stern Gaze (Cha) could be Intimidation feats.

    If this was the class's mechanical identity, we could stop here. Just give extra skill increases and skill feats and give access to a faster perception track and you have the skillful cleric option. But the perception of the class is far more tied to its magical abilities and interaction with teamwork feats.

    Judgment is hard to replicate in 2E, because statistical bonuses are so much rarer and less diverse. It could be a one-action focus spell that gives options for the following: fast healing, attack rolls, armor class, savings throws, resistance. It is unlikely that such a flexible and powerful focus spell could work with Cleric domains.

    Bane is problematic for other reasons. Its weapon quality has been removed, for one thing, and for various reasons mechanical speciesism doesn't seem to be a mechanic that will return. Instead, I think this is mostly likely to be a more passive feature similar to a superstition instinct barbarian's specialized damage when enraged. It would likely be a free-action/start of combat ability against foes that either:

  • can cast spells (positive/negative damage as appropriate)
  • are of opposing alignment to your deity (good, evil, lawful, chaotic)
  • are not from the Material plane (acid, cold, electric, fire)
  • have been castigated by you (any)

    These could form the basis of subclasses, if such is necessary, with the last option being a neutral option that is more general in practice but requires an action to activate rather than a free action. I would call these "Rhetorics', for example Spellbane or Foebane Rhetoric.

    Teamwork feats are another mechanical aspect that simply doesn't exist in 2E. Rather than these giving a mechanical benefit for having multiple members of the party make a given build decision, I think it makes more sense to have these be unique actions that require an ally to be in a given position and use either a free action or a reaction. For example:

    Quote:

    Paired Strike One-Action or Two-Actions Feat 1

    Attack, Inquisitor, Teamwork
    Requirements: You and ally are both within melee range of an enemy.
    You make a melee Strike against the required enemy. If you used one-action, your ally may expend a reaction to make a melee Strike as well. If you used two-actions, you ally may expend a free-action instead.

    If both attacks hit, combine the damage from both Strikes and apply resistances and weaknesses only once.

    The Detect Alignment and Discern Lies abilities are more likely to be feats than class features, so I don't think they are particularly problematic.

    A bigger question is whether the Inquisitor should be a wave-caster or a non-caster with focus spells similar to the Champion. If the Inquisitor is the offensive foil to the Champion, then I would suggest that they shouldn't be spellcasters but should have a significant number of feats devoted to focus spells. That class chassis would look like this:

    Inquisitor
    Hitpoints: 10
    Class Attribute: Str/Dex (Wisdom related class features)
    Skills: Religion + 5 (Investigator-esque progression)
    Perception: Expert (Master at 9, Legendary at 15)
    Saves: Fort Expert (Master at 11), Reflex Trained (Expert at 9), Will Expert (Master at 11)
    Weapons: Trained Simple + Martial (Expert at 5, Master at 13)
    Armor: Trained Light (Expert at 13, Master at 19)
    Class features: Rhetoric, Rhetoric spells (focus), Judgment, unique level 3-7, unique level 20
    Class DC: Trained (Expert at 9, Master at 17)
    Casting: Focus only, Trained in divine (Expert at 9, Master at 17)

    Alternatively, as a wave-caster I see it as follows:

    Inquisitor
    Hitpoints: 8
    Class Attribute: Wisdom
    Skills: Religion + 5 (no additional skill feats, increases)
    Perception: Expert (Master at 9, Legendary at 15)
    Saves: Fort Expert (Master at 11), Reflex Trained (Expert at 9), Will Expert (Master at 11)
    Weapons: Trained Simple + Martial (Expert at 5, Master at 13)
    Armor: Trained Light (Expert at 13, Master at 19)
    Spells:
    Class features: Rhetoric, Rhetoric spells (focus), bonus spells from Rhetoric, Judgment
    Class DC: None
    Casting: Wavecasting, Trained in divine (Expert at 11, Master at 19)

    So essentially, you trade a few higher level unique class features (see the Champion's Divine Ally, Smite, and Exalt features) plus +1 to attacks and Rogue-light skill progression for wavecasting.

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