What do you want out of an Inquisitor in 2E?


Pathfinder Second Edition General Discussion

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I was addressing the “10,000 classes” suggestion. Aside from the absurdity of expecting Paizo to produce that many classes there’s the absurdity of expecting players to go through that many classes looking for the perfect fit.


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PossibleCabbage wrote:

The more I think about it, the more I think there are actually two distinct classes here-

1) Take the Champion chassis, then substitute "skills package" that the Rogue/Investigator get for the "martial armor/weapon/save proficiencies" so you have focus spells, but not spell slots.

2) Divine version of the Magus, so you have spell slots and strong combat mechanics but you aren't super skilled.

I think trying to do both in one package is probably a mistake. The PF1 Inquisitor had the issue of "a big pile of unrelated mechanics stuffed into one box" that became especially problematic with archetyping (so trade away the stuff that doesn't work with your basic schtick for stuff that does). PF2 has so far held the line on classes not being thematically or mechanically muddled.

We've considered #2. It... doesn't really work as well as you might like. The problem is that the spells that you'd get as a divine gish aren't really doing what an Intercessor with spells would want their spells to do. The magus, with the Arcane list, has lots of tasty direct damage spells to feed into the overall theme of "stab people and set them on fire at the same time". You could do very similar things with primal. You could... mostly make Occult work, if you skewed a bit more thematically towards "make my enemies all debuffed and sad". The Divine list doesn't really work like that. I mean, if you're an offence-focused divine wave caster, which spells are you even picking? What do you take as your cantrips? They could fix this by handing Divine a bunch of attack spells, but that seems like it would be unbalancing in other ways.


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I mean, you'd pick a mixture of offensive spells, buffs, and miscellaneous utility. Seems fine.


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Squiggit wrote:
I mean, you'd pick a mixture of offensive spells, buffs, and miscellaneous utility. Seems fine.

Your three cantrips that actually deal damage are Chill Touch (quite weak), Divine Lance (cannot harm neutrals), and Disrupt Undead (undead only). The slotted spell lists are... also generally not great for direct damage, especially if you are trying to fight neutrals and you don't want to cast negative damage spells for RP reasons.

I suppose it might work if the Intercessor had a feature that let them deal alignment damage to neutrals... and that would be in-theme, to a degree. Still problematic for, say, neutral Pharasma followers who want to do anything other than hunt undead. Admittedly, that's in-theme for neutral Pharasma followers, but it might be somewhat problematic at the table if the enemy list isn't tuned for them specifically.


So when we're talking 'Divine Magus', are we thinking literally the same class features but with Divine spells? Because I agree, that would be pretty disappointing. When I think Divine Magus, though, it's more like a divine wave caster whose class features support an offensive playstyle much like the magus but not identical, to approach the themes of the divine agent in a way that makes sense to the class. For one,I don't really feel like literally blending spells and weapons on each attack is nearly as important, so the lack of offensive spells is trivial to me. More likely you would pick a variety of tactical support spells or what have you for back up and your primary offensive output would be from whatever class feature fits in the gap between spells and weapons, like spellstrike and Arcane cascade do for Magus.

In particular keftiu's ideas of a class with Divine stances to pronounce judgement stikrs me as a valid way to execute this idea. Perhaps not the only one, but certainly the one that has most inspired my attention so far.


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Sanityfaerie wrote:
We've considered #2. It... doesn't really work as well as you might like. The problem is that the spells that you'd get as a divine gish aren't really doing what an Intercessor with spells would want their spells to do. The magus, with the Arcane list, has lots of tasty direct damage spells to feed into the overall theme of "stab people and set them on fire at the same time". You could do very similar things with primal. You could... mostly make Occult work, if you skewed a bit more thematically towards "make my enemies all debuffed and sad". The Divine list doesn't really work like that. I mean, if you're an offence-focused divine wave caster, which spells are you even picking? What do you take as your cantrips? They could fix this by handing Divine a bunch of attack spells, but that seems like it would be unbalancing in other ways.

I mean the 1e Occultist is a good way to model a gish that doesn't actually do damage by casting spells. The occultist was very sturdy, had good passives, and access to strong buffing spells, and had useful weapon armor/weapon proficiencies. So the offensive divine gish would just pick buffing spells that also buff themselves, just to make their math better, and that would be fun.

Like there were a lot of versions of the Magus in 1e that weren't the scimitar dancing, summered in Minkai, shocking grasp cookie cutter. Some were just people who buffed and cast defensive spells because the basic chassis was strong enough to do well in melee with that level of support.


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Sanityfaerie wrote:


Your three cantrips that actually deal damage are Chill Touch (quite weak), Divine Lance (cannot harm neutrals), and Disrupt Undead (undead only). The slotted spell lists are... also generally not great for direct damage, especially if you are trying to fight neutrals and you don't want to cast negative damage spells for RP reasons.

I suppose it might work if the Intercessor had a feature that let them deal alignment damage to neutrals... and that would be in-theme, to a degree. Still problematic for, say, neutral Pharasma followers who want to do anything other than hunt undead. Admittedly, that's in-theme for neutral Pharasma followers, but it might be somewhat problematic at the table if the enemy list isn't tuned for them specifically.

I mean, I don't think a divine gish would particularly rely on spells for damage in the first place.

The magus loves to cast acid arrow and shocking grasp, but I imagine a wave-casting divine gish would use their spell list more for utility. Like how Inquisitors (and bards and occultists and etc.) worked in PF1. Or like how the Summoner works in PF2.


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Tiny nitpick that hasn't really got anything to do with the main point, but I can't fight the urge to point out ... the divine list has four damaging cantrips, not three. There's also Haunting Hymn.


Perpdepog wrote:
Tiny nitpick that hasn't really got anything to do with the main point, but I can't fight the urge to point out ... the divine list has four damaging cantrips, not three. There's also Haunting Hymn.

Fair point. Those ninth-level foes will learn to fear our 2d6+statmod (fort save for half) damage!

I'll have to remember that one. It does at least have a decent area effect.

Squiggit wrote:

I mean, I don't think a divine gish would particularly rely on spells for damage in the first place.

The magus loves to cast acid arrow and shocking grasp, but I imagine a wave-casting divine gish would use their spell list more for utility. Like how Inquisitors (and bards and occultists and etc.) worked in PF1. Or like how the Summoner works in PF2.

...except that once you say "they're a wave caster, and they're using their spell list for utility" then you're no longer building someone who's focused on combat and damage over utility. I mean, it's not unreasonable to imagine a wave caster who uses spells mostly for utility and lets the martial side handle most of their "I can still contribute in combat" needs, but that's really not fitting the image of the Intercessor that we've been throwing around thus far.


Sanityfaerie wrote:
...except that once you say "they're a wave caster, and they're using their spell list for utility" then you're no longer building someone who's focused on combat and damage over utility. I mean, it's not unreasonable to imagine a wave caster who uses spells mostly for utility and lets the martial side handle most of their "I can still contribute in combat" needs, but that's really not fitting the image of the Intercessor that we've been throwing around thus far.

Strongly disagree. Spells for utility & Bane/Judgements for damage was exactly what the 1e inquisitor was. It's spell list pulled spells from other classes to beef up it's utility not it's damage potential. You could take spell casting away from 1e version and it'd still be a heavy hitter just a lot less useful.


The idea advanced previously was that an Inquisitor with spell slots would either use those for utility casting, or else have some class ability that lets you convert those slots into damage (likely by cramming a bunch of divine energy into a weapon Strike for bonus damage). I still don't personally know for sure that an Inquisitor needs to be more of a gish than what a few Focus Spells would give, but it's a clear vision for the class that I could definitely be content with.

Assuming they're roughly in the shape of a Magus or Summoner, a level 4 Inquisitor might know Faerie Fire and Resist Energy, and have two 2nd-level spell slots to potentially cast them with. If they get into a fight with no concealed enemies and not much energy damage, they could instead feed one or both 2nd-level spots for some sort of big, juicy Smite - presumably keyed to the level of the slot spent, and choosing from a handful of different possible damage types.


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Pathfinder Rulebook Subscriber
Sanityfaerie wrote:


...except that once you say "they're a wave caster, and they're using their spell list for utility" then you're no longer building someone who's focused on combat and damage over utility.

Why not? The Summoner does exactly that.


I still say that there is no need for them to be wave casters as you only really need high level spells for offensive damage spells. Just let them get a normal amount of low-mid level spells.

(I never liked PF2e "Summoner" having wave casting since summoners were supposed to be buffers not whatever PF2e "Summoner" is)


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Squiggit wrote:
Sanityfaerie wrote:


...except that once you say "they're a wave caster, and they're using their spell list for utility" then you're no longer building someone who's focused on combat and damage over utility.
Why not? The Summoner does exactly that.

The summoner also winds up with lower damage to compensate, though, and high damage seems to be the most important requirement for a lot of people here. A wave caster with utility spells who converts them to damage would feel more like a 5e paladin than a PF1 Inquisitor, and likely wouldn't have any budget left over for skills and such.


Temperans wrote:

I still say that there is no need for them to be wave casters as you only really need high level spells for offensive damage spells. Just let them get a normal amount of low-mid level spells.

(I never liked PF2e "Summoner" having wave casting since summoners were supposed to be buffers not whatever PF2e "Summoner" is)

I disagree with that premise. Of course the Inquisitors are going to want their Heroism to increase, their Resist to cover more people for more damage, to get access to Energy Aegis or better Dispels and condition removal, plus there's Crusade or Weapon of Judgment which shout "Inquisitor!" yet are 9th level. And offensive damaging spells matter too, like to drop a Flame Strike or Divine Decree as the iconic divine vengeance spells that they are.

And the answer to what a PF2 Summoner's supposed to be is a caster/martial hybrid, a two-entity gish as it were, which is what I saw with all the Summoners who played in my PF1 games (though they also had ample firepower once the Eidelon dropped). While PF1 Summoners could be excellent buffers, it wasn't obligatory like you're painting it. They also had access to some of the strongest spells in the game (and at lower levels or with lower level slots which led to shenanigans). Wavecasting works to emulate that, and would work with an Inquisitor too (though a martial chassis might work better IMO).


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Captain Morgan wrote:
The summoner also winds up with lower damage to compensate, though, and high damage seems to be the most important requirement for a lot of people here. A wave caster with utility spells who converts them to damage would feel more like a 5e paladin than a PF1 Inquisitor, and likely wouldn't have any budget left over for skills and such.

Agreed consuming spells for smite feels wrong, and it seems overly restrictive for a class that want the utility more than the damage.

Castilliano wrote:
I disagree with that premise. ...

1) Inquisitors were never high-level casters and they never had access to high level Cleric spells. There is no reason why they should now have access to those spells.

2) Inquisitors are a hybrid class that focuses on martial power with spells mostly for support. Their main combat power came from Judgement (stance giving passive bonuses), Bane (free weapon rune for some number of rounds), and being able to use Teamwork feats with anyone even untrained peasant. Even by PF1e standards they were not really offensive casters and had a very limited selection of very niche offensive spells.

3) Inquisitor is not about "Divine Vengeance", its why I dislike the Avenger name some suggest. Sure, an Inquisitor of Calistria might go for that, but those are very specific not the norm.

4) What the heck are you talking about the previous summoner not being a buffer? Have you forgotten their spell list? Most of those spells were buff, summoning, and crowd control. The "powerful spell early" you mention were mostly only for Chained Summoner, and those spells were support and summon related not damage.

5) Wave casting is literally the opposite of having a multitude of support spells that you can use as needed. It's especially bad at emulating getting access to high level spells early because not only do you not get early access, but you also lose total access to low level spell slots. Which is the exact opposite of what you want for utility and support spells.

Utility and support tend to not have heightened section; Even when they do have heightening, they tend to not need high-level spells slot (7-10th). So, for support/utility getting more spell slots period is more valuable than getting higher level spells. Even more so when the class is a martial who really doesn't need the damage from high level spell slots.


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Temperans wrote:


Castilliano wrote:
I disagree with that premise. ...

1) Inquisitors were never high-level casters and they never had access to high level Cleric spells. There is no reason why they should now have access to those spells.

2) Inquisitors are a hybrid class that focuses on martial power with spells mostly for support. Their main combat power came from Judgement (stance giving passive bonuses), Bane (free weapon rune for some number of rounds), and being able to use Teamwork feats with anyone even untrained peasant. Even by PF1e standards they were not really offensive casters and had a very limited selection of very niche offensive spells.

3) Inquisitor is not about "Divine Vengeance", its why I dislike the Avenger name some suggest. Sure, an Inquisitor of Calistria might go for that, but those are very specific not the norm.

4) ...

These are some very strong statements, but I think it bears remembering that no 2e class is beholden to the shape of its 1e predecessor, so even if there's no reason to gain access to high level magic, there is similarly no reason it shouldn't. The kind of spellcasting it has, if it has any, should be based on what is needed to embody the fantasy of the holy troubleshooter, not what it had in 1e.

Furthermore, while it is possible, it seems rather unlikely that 2e will invent a new spellcasting style to ape the mechanics of 1e half-casting when we've already seen different ways of handling that niche in 2e--either making them full casters like the Bard or wave casters like Magus and Summoner. After all, if inquisitor gets buffs why should they be locked out of the powerful heightened buffs that often crop up levels 7-9? It's not like there are so many rounds every combat to spend casting buffs, and the landscape of buffing in general has changed so that layering on dozens of prebuffs isn't a core gameplay activity anymore.

Finally, I seem to recall that when similar demand for utility came up in the Magus playtest, they got a list of lower level spells to add to their repertoire built into their class.

Not to say the future Inquisitor must be or do these things but rather to dispel the notion that the past Inquisitor should be a rule for how the future Inquisitor would play


Captain Morgan wrote:
A wave caster with utility spells who converts them to damage would feel more like a 5e paladin than a PF1 Inquisitor, and likely wouldn't have any budget left over for skills and such.

Yeah, it feels like the big choice facing the hypothetical new divine class is:

1) Are we going to make it offense oriented similarly to how the champion is defense oriented.

vs.

2) Can we make it excellent at skills in a way that the Champion, Oracle, and Cleric are not?

It feels like the most likely path is going to be #1 since "good at skills" is not thus far associated with any magical tradition, you can make your rogue/investigator religious, fond of nature, or interested in the occult, or whatever you want. Since I know Paizo doesn't do box checking, but if we do a divine class that's good at skills that does raise the question of "why not an arcane/primal/occult class that is likewise skilled". The only times we've seen classes split the difference between the rogue/investigator "all the skills" approach and the pot every other CRB class is in is when you have classes whose features ensure they're good at the one thing they need to be able to do (e.g. the Inventor and Crafting), and I'm not sure there's a singular skill that defines the Inquisitor.


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PossibleCabbage wrote:

2) Can we make it excellent at skills in a way that the Champion, Oracle, and Cleric are not?

It feels like the most likely path is going to be #1 since "good at skills" is not thus far associated with any magical tradition, you can make your rogue/investigator religious, fond of nature, or interested in the occult, or whatever you want. Since I know Paizo doesn't do box checking, but if we do a divine class that's good at skills that does raise the question of "why not an arcane/primal/occult class that is likewise skilled". The only times we've seen classes split the difference between the rogue/investigator "all the skills" approach and the pot every other CRB class is in is when you have classes whose features ensure they're good at the one thing they need to be able to do (e.g. the Inventor and Crafting), and I'm not sure there's a singular skill that defines the Inquisitor.

While there is no singular skill that defines the inquisitor, deities have divine skills. I think giving the inquisitor the swashbuckler's Stylish Tricks for religion or their deities Divine Skill could be a flavorful way to bring in some of the skilled aspects w/o pushing the skill curve too much. Auto increases in the Divine Skill would be nice but I don't mind dropping them if there's no class defining skill. I'd be fine with an either/or as long as there's some boost to skills in some way.


Zabraxis wrote:
PossibleCabbage wrote:

2) Can we make it excellent at skills in a way that the Champion, Oracle, and Cleric are not?

It feels like the most likely path is going to be #1 since "good at skills" is not thus far associated with any magical tradition, you can make your rogue/investigator religious, fond of nature, or interested in the occult, or whatever you want. Since I know Paizo doesn't do box checking, but if we do a divine class that's good at skills that does raise the question of "why not an arcane/primal/occult class that is likewise skilled". The only times we've seen classes split the difference between the rogue/investigator "all the skills" approach and the pot every other CRB class is in is when you have classes whose features ensure they're good at the one thing they need to be able to do (e.g. the Inventor and Crafting), and I'm not sure there's a singular skill that defines the Inquisitor.

While there is no singular skill that defines the inquisitor, deities have divine skills. I think giving the inquisitor the swashbuckler's Stylish Tricks for religion or their deities Divine Skill could be a flavorful way to bring in some of the skilled aspects w/o pushing the skill curve too much. Auto increases in the Divine Skill would be nice but I don't mind dropping them if there's no class defining skill. I'd be fine with an either/or as long as there's some boost to skills in some way.

Judging from PF1 builds (and perhaps history itself), I'd say Intimidation would somewhat define an Inquisitor's role. They should be at least as good at it as Barbarians who have Raging Intimidation (perhaps costing a feat too). An argument could be made for other skills as well, like Stealth, Society, and such depending on which flavor(s) Paizo leans into. I wouldn't want it to depend too much on deity selection, especially since so many deities have skills that conflict w/ the class's themes (or simply pale compared to others). Unless one could opt out that is.


Having a Swash-esque combat state triggered by a skill check could be really cool, but especially if basing it on the deity's favoured skill I struggle to imagine how to create a unique action for each possible deity skill which nevertheless shares theme across all deities who share that skill. Furthermore, if thus inquisitor had spells, deities with favoured skills that align with the casting stat would have an inherent synergy boost from lining up their ability scores.

I won't say it can't work, but given that iirc almost every skill can be a deity's favoured, it seems like too much page space for what might otherwise be simply filling in numbers


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Sibelius Eos Owm wrote:

Having a Swash-esque combat state triggered by a skill check could be really cool, but especially if basing it on the deity's favoured skill I struggle to imagine how to create a unique action for each possible deity skill which nevertheless shares theme across all deities who share that skill. Furthermore, if thus inquisitor had spells, deities with favoured skills that align with the casting stat would have an inherent synergy boost from lining up their ability scores.

I won't say it can't work, but given that iirc almost every skill can be a deity's favoured, it seems like too much page space for what might otherwise be simply filling in numbers

Yes and no. It could take the method that the swashbuckler took, and reference a (new or existing) skill feat and let that action drive whatever bonus damage the class gets.

These should all be single target effects of some kind, along the lines of Bon Mot, but varying according to the skill itself. It need not be universally applicable; for instance survival could give a combat bonus against plants, animals, and beasts, while Arcane does more or less "Extract Element" but only dealing the damage part.

But once you have the skill feats, the class itself can just have a table with a skill matched to the feat, and again like swashbucklers granting some kind of bonus effect when you succeed or critically succeed against a target. I personally favor the playtest magi's "saving throw of your next spell is 1 step worse for the target when you critically succeed" but anything is possible.

As this would also give a bunch of new combat actions for skills like Medicine or Society, accessible to all characters, all the better.


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AnimatedPaper wrote:

As this would also give a bunch of new combat actions for skills like Medicine or Society, accessible to all characters, all the better.

Was picturing a combat medicine action (aside from the obvious Battle Medicine) and suddenly saw the Dichotomy of Medic Gods: do you use your medical knowledge to heal your allies, or to target your foe's vitals for dX precision damage on your next strike?


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There's a spell that does that, would be cool to see an actual mechanic along those lines.


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To dig up this thread somewhat: what do folks envision for an Inquisitor's subclasses? It's something I've been puzzling over lately, and coming up blank.

1e's Inquisitors were mostly defined by Feat choices, granted Domains, or the imaginatively-named Inquisitions (secret troves of lore and tactics taken in place of Domain magic), which doesn't give us a ton to work with. It's safe to assume a 2e Inquisitor is getting most of the features of a Deity's writeup (Favored Weapon, Domain Focus Spells, maybe even access to the granted Cleric spells), but they'll need more than that to stand out from a Cleric.

The Inquisitions (perhaps renamed to Apocrypha or Heretical Studies? I'd welcome suggestions) prove more fertile ground for inspiration. I think the more obvious, archetypal options here are going to be the safe bet; broad concepts, capable of fitting many gods. An Inquisitor of Secrets is going to play differently from an Arbiter of the Hunt or an Intercessor of Justice. These are probably shaped a fair bit like the Hybrid Studies you see Magi choosing from, a firm foundation for a particular style of play - probably a good amount of love for ranged PCs.

Leave the hardcore Alignment ties to the Champion, and definitely don't bring back any of 1e's "breaking your deity's Alignment" nonsense - not that I think there's any risk of it.

EDIT: Maybe the core spread looks something like Light (general good guy causes - beating up on Evil), Justice (dropping the hammer on Chaos, big and small), the Hunt (maybe a nature theme, or maybe just the most straightforward on-theme striker), Secrets (everything from arcane lore to political leverage), Liberty (for all your Firebrands and fans of Cayden Cailean, Lubaiko, and Milani)... there's definitely room for a fair bit of expansion, even before factoring in Evil characters.

Feats like the Champion has for specializing further could help - take an anti-Demon one for your Iomedean Justice, or pursue Pharasmin Light with an anti-Undead pledge.


For me, the fundamental thing that the Intercessor does is hunt down things that their deity objects to, and make them stop being a problem, generally in a very permanent way. The obvious places to split subclasses then are in the methods they use to find their prey and the targets they focus on. Now, thematically, it's really clear even just by writing it out that this starts getting close to both the investigator and the ranger, and we want to swing a bit wide of both of those, but I'm seeing things like...

If we're talking methods, then the following:
- Some sort of skill-based social spec - deception, intimidate, and possibly perception. Drag the truth out of them whether they like it or not.
- Additional spellcasting, with a focus towards divination spells. You're acting on behalf of divine powers. Might as well make use of said divine powers.
- Something focused around recall knowledge checks, and knowing the ancient lore about these things.

If we're talking targets, then we might have subclasses for, say, demons, devils, aberrants, undead, cultists (specifically, hidden groups worshiping unapproved deities), and spirits. Each of them would get a few powers that would be useful in general and obviously and particularly useful when dealing with their chosen targets.


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Simple really.

There is no need for subclasses. Just let the inquisitor pick the feats that feel right. At best you can have subclasses based on what inquisition you picked but that is more like having feats that support various inquisitions than it being a subclass.

If you have to have subclasses for who know what reason, then the division is simple: Seeker, Keeper, Hunter, Defender, Stalker. This 5 are a pretty generalized forms of what the PF1 archetypes tended to focus on. They also have some overlap with each other so you can tailor make feats that work for multiple subclasses at a time.

* Seekers are better at finding things thus would have better perception and interrogation. This would make them naturally better at skills.

* Keepers are better at keeping items and thenselves safe, they also are better at specialized concepts. They are specialists with a heavy focus on what they protect.

* Hunters are better at attacking and damage, the go to if you want a creature tracked and dead. These are the warriors, cops, and slayers.

* Defenders are better at defense and protecting allies. They are more supporters and closer to Paladins without the hard restrictions. They also tend to be tacticians.

* Stalkers are better at infiltration and stealth. While the seeker focuses on how to find things and hunter on how to kill it, the stalker focuses on how to blend in with them and strike when they least expect it.


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Basically every class except the fighters and the monk come with subclasses though. So I think the subclasses here have to be about "how you go around trying to do your job" rather than "what you job is". Because the player really shouldn't get to dictate to the story "what it is I'm here to do" at chargen. Subclasses are basically about tools, because those are the things available in the most stories.

So there's a sneaky variant, a diplomatic variant, a well-informed variant, etc. These should be like rogue or investigator subclasses, IMO.


So... I have a thought, and I almost fear to ask it but... could we fit the Inquisitor into an investigator methodology? Methodologies are beefy enough to allow for a decent helping of divination spells, and it would certainly let you play the "divine-powered batman" idea reasonably well.

So let's take a look at the negative space. If that idea is not satisfying (and I strongly suspect that for some folks it will not be) then what is missing from it? What if they had a feat that let them burn spell slots for smite effects when using int to attack via Devise a Strategem? What about if they had a feat that allowed them to count as pursuing a lead against enemies of their god?


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As Keiftu and others have said, "can be done" covers a lot of ground. YOu could certainly make an inquisitor out of a methodology; I myself have homebrewed such a thing, though I need to update to reflect the lowered cost of bound casting. Or you could do the same with a racket or a thaumaturge class archetype (which is my current preference), possibly even a Ranger class archetype.

None of which addresses the actual need of many, which is an offensive divine martial character that doesn't have to fight its own chassis to operate, and I don't think a subclass or even class archetype has enough moving parts to fill that need. A full archetype might, but even there it starting at level 2 is an issue. Besides, we may as well wish for the whole plate instead of just a few slices.


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AP above basically has the right of it.

I’d personally be unsatisfied, if only because so much of the Investigator’s kit is Intelligence-based and they’re pretty fragile as a martial. The kind of makeover an Investigator would need to make sense for many Inquisitors goes further beyond what we’ve seen any subclass or Class Archetype do so far.

For what it’s worth, a spellcasting Methodology is some sort feels overdue. The image of the “occult detective” is too beloved to lose out on, and its inclusion could soothe the hearts of many (like me!) who wanted an Intelligence option for Thaumaturges. I wouldn’t mind the option for divine Investigators at all, but there’s other lists that fit better, and it wouldn’t stop me from wanting a proper class for the concept.


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Pathfinder Rulebook Subscriber

Divine Investigator sounds kind of neat, but while Methodologies are nice, they aren't big enough to capture everything people like about the Inquisitor or otherwise want from a divine wave caster (or other similar idea).

Investigators are kind of bad at combat (relatively) while being good at killing things is, imo, one of the cornerstones of the class concept being talked about. While Inquisitors should also be decent at some skills, I feel like the ranger, and thaumaturge are better comparison points. The huge kit of out-of-combat abilities that define the Investigator and people love/hate the class for doesn't really fit their kit.

... There's also the question of publishability. Even if a divine investigator would be a good fit, Paizo hasn't really shown much interest in adding new options to the class anyways.

Also second wanting to see some kind of psychic detective back, that was a fun one.

Dark Archive

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I just think investigator doesn't have enough I'M SHOUTING LOUD AT YOU flavor to pull of inquisitor.


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Make Inquisitor a subclass of Cleric.


Cleric subclasses are all proficiencies, what would you even move around that would A) still be balanced since it's still a full caster and B) be different from Warpriest?

It would have to be a class archetype.


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Would it?


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Ed Reppert wrote:
Would it?

Yes. Really, Doctrines aren't even really the cleric's subclass. Dieties are far more comparable to bloodlines, patrons, and what have you.

War Priest has shown us the limits of martial ability while retaining full spell casting, and people want a martial focus which could at best accommodate wave casting and probably just focus spells. Neither Doctrines or dieties can get the Inquisitor where people want it.

Dark Archive

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War priest is bit fascinating to me because there is level gap in game where its technically better than Cloistered Cleric (level 11-14 when they have essentially same bonuses, but warpriest also light/medium armor profiency and expert such profiencies at 13-14) after which it becomes "cleric with expert armor but master only casting" at the end.

Like, "warpriest" in this case is really "cleric that switches spellcasting for light/medium armor" and not "cleric that switches spells for martial playstyle" you might think.(the class only switches levels 7 and 11 for whether you get expert weapon proficiency or spell proficiency earlier)


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I think the Inquisitor concept has more than enough potential ideas and design space behind it to necessitate a full class. Stuffing that into a subclass or even a class archetype is at best a third rate solution. For the investigator in particular, I'd also echo previous opinions - intelligence as the only key ability isn't ideal (I'm getting way more wisdom or maybe charisma vibes) and neither is using one of the weakest martial combat classes as a base.

On the topic of inquisitor subclasses, not focusing on alignment or something as narrow as a domain seems like the a good idea. Theme and playstyle should be the main factors. Not exactly like the magus - weapon choice doesn't seem as important here - but more like psychic and thaumaturge. Basically "pick your party role" - various flavours of support and damage dealer or a mix of the two. Each somewhat specialises in a general field of engagement - direct confrontations, subtle influence, espionage, covert operations,...etc. I've got 40k on my mind after reading some of the Ciaphas Cain novels again, so maybe Chapters as the name? Druids already have Orders, or that would have been my first pick. Anything religious sounding would be fine, though. I would love some Latin shenanigans, but that is probably a bit much ^^.


I picture an Inquisitor most fundamentally as someone out there fighting heresy. Wasn't that the point historically? We don't think of them as all that appealing considering the belligerence and brutality we're told about. There's a character type there though - zealous and combative. In game terms that could be a persuasive and fighty type, without the appeal of, say, a bard or an evangelist minister.

So how about someone who can inspire with wisdom instead of charisma?

Maybe a class feat 'Insightful Rendition' to apply wisdom to a performance check. This could provide things like bard-like inspiration, impart a pseudo-teamwork effect, at least temporarily, or to castigate, demoralize and condemn like a Judgement.
Maybe circumstantial means to apply wisdom to other face skills could be something to consider... specialized class skill feats?
Aside from that I'd definitely see smiting as part of the class. Modest divine spell casting would fit the flavor too.

This could possibly be a Champion archetype. Are there any plans for a divine splatbook like Secrets of Magic was for Arcana?


From a flavor perspective, I want the inquisitor (who'd almost certainly have to be renamed) to be a divine class that's more cloak-and-dagger compared to the champion and cleric, who both tend to openly show their faith. Beyond rooting out enemies of the faith, inquisitors I think tend to embed themselves in communities, seek out information, perform acts in secret that further their faith's agenda, and generally do things that serve their deity, but in ways outside of the normal orthodoxy. To me, an inquisitor is a deity's servant who gets to toy with the rules of their faith, and offer a different perspective of what it means to serve a deity compared to other forms of service or worship.

Mechanically, I'd like the above to be accomplished with the following:

  • Divine bounded caster.
  • Judgment mechanic that can apply a powerful team buff against single targets.
  • Good action economy.
  • Good skills.
  • Can commit anathema to their deity at a tradeoff that's different to simply losing their divine powers -- perhaps becoming doomed?


  • Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

    Refresh my memory please: what does "bounded caster" mean?


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    Ed Reppert wrote:
    Refresh my memory please: what does "bounded caster" mean?

    Bounded Spellcasting is the magus/summoner model, commonly called "wavecasting" on the forum.

    Vigilant Seal

    4e’s avenger would probably be a great jumping off point for inspiration


    Now that it has been almost 2 years since I posted this, I'm going to bring it up again to see if people think it would fit any better now that Pathfinder 2nd Edition has been out for significantly longer than it was then:

    I recommend the name Divine Troubleshooter, since that's basically what Inquisitors were in 1st Edition. They also have skill-based abilities that fit well with an outlook of Paranoia (even though I never actually got to play that).

    Making this a prestige class archetype with several skill feats useful for troubleshooting would let you stick it on several different classes for greater coverage of different troubleshooting roles:

    Put it on a Ranger or Investigator to make a divine stalker, including the monster hunter/cult hunter role.

    Put it on a Divine Summoner for the divine representative/minor herald role.

    Put it on a Cleric (either type) for an inquisitorial priest.

    Put it on a Champion for an inquisitorial holy warrior.

    Put it on a Witch (any type) for a Coven's troubleshooter.

    You could even put it on a Sorcerer, but the low number of skill proficiencies would hurt.

    And some additions for material that has come out since then (except first one is actually new thoughts on existing material):

    Put it on a Rogue or Investigator to make a divine detective (more of the Mulder/Scully type than the divine stalker listed above; use Rogue if you want to be THE Skillquisitor).

    Put it on an Inventor or Gunslinger for a more tech-toting type of divine stalker.

    (Assuming that the Remastered Arcane spell list actually isn't going to hose the Magus after all) Put it on a Magus to be a shock trooper kind of Inquisitor. This would be better if some way exists to empower non-Divine magic with a faith-based feat, but I do not know of such a thing for Pathfinder 2nd Edition.

    (Assuming that the Remastered Witch is now actually going to be pretty good) Put it on a Witch to be a really spooky Inquisitor of some Patron more mysterious than a normal deity.


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    Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

    Seems to me there’s room in there somewhere for Barbara Everette, soccer mom and warrior for God, aka the Princess of Wands.

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