genericwit
2014-02-02, 02:08 PM
So a lot of the builds I've seen for the Inquisitor in Pathfinder seem geared towards optimizing Intimidate, given they get a pretty awesome static bonus to (1/2 their level). However, even at the best of times, it seems like a lot of work to go through just to give enemies the shaken condition (given that you can't fear stack as efficiently in Pathfinder). So, to this end I'm thinking about how to best optimize my Inquisitor (I'm a primary damage dealer as well as scout/tracker and interrogator). I'm looking for help rounding out the latter levels of my build, which is expected to get to 16 (Rise of the Rune Lords).
Here's my feats so far:
Human Inquisitor (race is non-negotiable, we've already started, and I'm at level 2, and I prefer the flexibility of extra spells known to the Half-Orc's boosted Intimidate regardless of build focus)
1 Weapon Proficiency (Greatsword)
1 Stealthy (Retrain to Weapon Focus at level 3 or 4)
3 Power Attack
3 Teamwork: Precise Strike
5 Boon Companion (I've chosen the Feather domain to have a flanking buddy)
6 Teamwork: Outflank
7 Extended Bane (considering retraining at higher levels)
9 ??? Thinking Cornugon Smash, Share Judgment, Toughness
9 Teamwork: Stealth Synergy
11 ??? Maybe Intimidating Prowess? or Improved Monster Lore
12 Teamwork Feat: Shake it Off or Lookout
13 ??? Again, if going for the intimidate route, probably Dazzling Display
15 Either Shatter Defenses (for synergy with cornugon smash/intimidating prowess) or Exploit Lore (for an extra +2 to attack and hit)
15 Teamwork: Coordinated Charge
Share Judgment is a pretty good ally buffing spell, at the expense of my character's power (potentially useful for giving pet or the party fighter the ability to pierce DR or boosting Attack/Damage/AC), Exploit Lore and Improved Monster Lore works off another of the inquisitor's strengths (textbook knowledge!), Toughness helps out with squishy-ness, and the Cornugon Smash/Intimidating Prowess/Dazzling Display/Shatter Defenses line lets me reliably make enemies flatfooted (only against me) with the use of power attack. I've also thought about picking up some critical feats, but given the medium BAB the Inquisitor has I'd only be able to pick up Bleeding Critical OR Sickening Critical (neither of which are terrible) and I'd have to retrain my Weapon Proficiency and Weapon Focus to falchion from greatsword to really maximize (which would merely take 10 days in game, but given the nature of our campaign I'm not sure I'll have that luxury).
Here's the spells I'm thinking about taking (obviously, there's some intimidate synergy with these spells, but I'm mostly going for self/teamwork buffs and some utility spells):
Orsions
1 Detect Magic, Create Water, Daze, Resistance
2 Stabilize
3 Guidance
1
1 Shield of Faith, Divine Favor
2 Magic Weapon Replace at 5: Haze of Dreams
3 Expeditious Retreat
4 Favored Class Remove Fear
5 Favored Class Ear Piercing Scream
7 Disguise Self
11 Wrath
2
4 Invisibility, Flames of the Faithful
5 Resist Energy
6 Acute Senses
7 Favored Class See Invisibility
9 Favored Class Blistering Invective
10 Silence
14 Knock
3
7 (2) Magic Circle Against Evil, Dispel Magic
8 (1) Heroism
9 (1) Countless Eyes
10 (Favored Class) (1) Arcane Sight
11 (Favored Class): Coordinated Effort
13 (1) Invisibility Purge
4
10 (2) Divine Power, Greater Invisibility
11 (1) Battlemind Link
12 (1) Freedom of Movement
13 (Favored Class): Deathward
5
13 (2) Righteous Might, Break Enchantment
14 (1) Resounding Blow
15 (1) Greater Forbid Action
6
16 (2) Greater Dispel Magic, Heal
Skills-wise, I'm keeping stealth, perception, sense motive, survival, and intimidate maxed, putting class skill activators in climb, swim, and disguise, and splitting the rest of the points between Kn dungeoneering, arcana, religion, planes, and nature.
Thoughts?
Here's my feats so far:
Human Inquisitor (race is non-negotiable, we've already started, and I'm at level 2, and I prefer the flexibility of extra spells known to the Half-Orc's boosted Intimidate regardless of build focus)
1 Weapon Proficiency (Greatsword)
1 Stealthy (Retrain to Weapon Focus at level 3 or 4)
3 Power Attack
3 Teamwork: Precise Strike
5 Boon Companion (I've chosen the Feather domain to have a flanking buddy)
6 Teamwork: Outflank
7 Extended Bane (considering retraining at higher levels)
9 ??? Thinking Cornugon Smash, Share Judgment, Toughness
9 Teamwork: Stealth Synergy
11 ??? Maybe Intimidating Prowess? or Improved Monster Lore
12 Teamwork Feat: Shake it Off or Lookout
13 ??? Again, if going for the intimidate route, probably Dazzling Display
15 Either Shatter Defenses (for synergy with cornugon smash/intimidating prowess) or Exploit Lore (for an extra +2 to attack and hit)
15 Teamwork: Coordinated Charge
Share Judgment is a pretty good ally buffing spell, at the expense of my character's power (potentially useful for giving pet or the party fighter the ability to pierce DR or boosting Attack/Damage/AC), Exploit Lore and Improved Monster Lore works off another of the inquisitor's strengths (textbook knowledge!), Toughness helps out with squishy-ness, and the Cornugon Smash/Intimidating Prowess/Dazzling Display/Shatter Defenses line lets me reliably make enemies flatfooted (only against me) with the use of power attack. I've also thought about picking up some critical feats, but given the medium BAB the Inquisitor has I'd only be able to pick up Bleeding Critical OR Sickening Critical (neither of which are terrible) and I'd have to retrain my Weapon Proficiency and Weapon Focus to falchion from greatsword to really maximize (which would merely take 10 days in game, but given the nature of our campaign I'm not sure I'll have that luxury).
Here's the spells I'm thinking about taking (obviously, there's some intimidate synergy with these spells, but I'm mostly going for self/teamwork buffs and some utility spells):
Orsions
1 Detect Magic, Create Water, Daze, Resistance
2 Stabilize
3 Guidance
1
1 Shield of Faith, Divine Favor
2 Magic Weapon Replace at 5: Haze of Dreams
3 Expeditious Retreat
4 Favored Class Remove Fear
5 Favored Class Ear Piercing Scream
7 Disguise Self
11 Wrath
2
4 Invisibility, Flames of the Faithful
5 Resist Energy
6 Acute Senses
7 Favored Class See Invisibility
9 Favored Class Blistering Invective
10 Silence
14 Knock
3
7 (2) Magic Circle Against Evil, Dispel Magic
8 (1) Heroism
9 (1) Countless Eyes
10 (Favored Class) (1) Arcane Sight
11 (Favored Class): Coordinated Effort
13 (1) Invisibility Purge
4
10 (2) Divine Power, Greater Invisibility
11 (1) Battlemind Link
12 (1) Freedom of Movement
13 (Favored Class): Deathward
5
13 (2) Righteous Might, Break Enchantment
14 (1) Resounding Blow
15 (1) Greater Forbid Action
6
16 (2) Greater Dispel Magic, Heal
Skills-wise, I'm keeping stealth, perception, sense motive, survival, and intimidate maxed, putting class skill activators in climb, swim, and disguise, and splitting the rest of the points between Kn dungeoneering, arcana, religion, planes, and nature.
Thoughts?