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Elric VIII
2015-01-27, 01:46 AM
I'm new to Pf and I'm trying to work out how to better this build. Basically, I am a tank that tries to keep people debuffed via the Archon domain power and tripping them. My party is an Alchemist, Bard, and Cleric, so keeping down enemy saves should be a nice boost. My plan is to go with a single-classed Inquisitor, since I don't see any PrCs that actually advance what I want (although I gather that is a very 3.5 attitude).

My planned build:

Middle-aged Human S:16 D:10 C:12 I:14 W:16 Ch:10

Sanctified Slayer Inquisitor


1) Combat Expertise, Improved Trip
2) -
3) Nature Soul, Tandem Trip*
4) -
5) Animal Ally
6) Pack Flanking*
7) Step Up
8) Power Attack**
9) Combat Reflexes, Harder They Fall*
10) -
11) Greater Trip
12) Scarred Legion*
13) Boon Companion
14) -
15) [undecided], Coordinated Charge*
16) [undecided]**
17) [undecided], [undecided]**
18) Outflank*
19) [undecided]
20) [undecided]**

*Teamwork feats
**Slayer talents


Between the studied target ability, my animal companion (using aid another and triggering teamwork feats), and my teamwork feats with solo tactics I should have a really good CMB.

Currently I have normal feat slots at 15, 17, and 19 that are open and I have slayer talents at 16, 17, and 20 that are open. My first level and my stats are locked in, the rest is variable. I currently have skill ranks in Diplomacy, Intimidate, Handle Animal, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (planes), Perception, Sense Motive, Spellcraft, and Survival. I just plan on putting a few ranks into Survival until I get to level 4 where I can use the Human favored class option to learn a new spell each level of max-1.

So, what can I do to improve this?

avr
2015-01-27, 06:05 AM
By the time you get Boon Companion animal companions are becoming less useful. Not saying you shouldn't get it, but think carefully about it.

For an inquisitor, Cornugon Smash should closely follow Power Attack IMO. Extend Spell shouldn't increase the casting time of swift action spells, and a 2 round rather than 1 round duration may be useful for litanies.

Unwitting Ally is an advanced rogue talent but an ordinary slayer talent. It should be useful.

MightyPirate
2015-01-27, 10:08 AM
If you can manage a (http://www.archivesofnethys.com/TraitDisplay.aspx?ItemName=Magical%20Talent) cantrip (http://www.archivesofnethys.com/TraitDisplay.aspx?ItemName=Wendifa%20Apprentice) trait (http://www.archivesofnethys.com/TraitDisplay.aspx?ItemName=Touched%20by%20Divinity ) then you want Arcane and Riving Strike (http://www.d20pfsrd.com/feats/combat-feats/riving-strike-combat). It's a little thick on your swift actions but between Cornugon Smash, a Cruel weapon, your Aura, and Riving strike you can drop a foe's saves by 8. Only a halfling hexcrafter magus a bolstered evil eye hexstrike is gonna top that, (they can go up to -13.)

Elric VIII
2015-01-27, 05:08 PM
By the time you get Boon Companion animal companions are becoming less useful. Not saying you shouldn't get it, but think carefully about it.

For an inquisitor, Cornugon Smash should closely follow Power Attack IMO. Extend Spell shouldn't increase the casting time of swift action spells, and a 2 round rather than 1 round duration may be useful for litanies.

Unwitting Ally is an advanced rogue talent but an ordinary slayer talent. It should be useful.

I was a bit iffy on Boon Companion, TBH. Although I plan on building my companion with a specialization in aid another and using the bodyguard archetype, so it's less of an extra fighter (like a druid's AC) and more of a walking buff spell.

Corungon Smash looks amazing, though. I will definitely fit that in. I should also try and work in Furious Focus, now that I think on it. Unwitting Ally could be good, but I don't have the Cha or bluff as a class skill to really take advantage of it. Although I will go over the rogue talent list for some possible advanced talents that have been downgraded for slayer.

Also, can you point me to a ruling on applying metamagic to already swift spells? If it really does work that way, it would be very powerful in Litany of Sloth.


If you can manage a (http://www.archivesofnethys.com/TraitDisplay.aspx?ItemName=Magical%20Talent) cantrip (http://www.archivesofnethys.com/TraitDisplay.aspx?ItemName=Wendifa%20Apprentice) trait (http://www.archivesofnethys.com/TraitDisplay.aspx?ItemName=Touched%20by%20Divinity ) then you want Arcane and Riving Strike (http://www.d20pfsrd.com/feats/combat-feats/riving-strike-combat). It's a little thick on your swift actions but between Cornugon Smash, a Cruel weapon, your Aura, and Riving strike you can drop a foe's saves by 8. Only a halfling hexcrafter magus a bolstered evil eye hexstrike is gonna top that, (they can go up to -13.)

That really does look cool, but my DM has limited us to campaign-specific traits, only. That's something I'll keep in mind for a later character, however.



One other thing I was considering was EWP. Is there a one-handed reach weapon that threatens, like the 3.5 kusarigama?

MightyPirate
2015-01-27, 05:34 PM
Only a lance while mounted or the long lash kobold tail attachment I'm afraid. You might go for the fauchard though. As a rule I don't like spending feats on exotic weapons but reach and trip are something that your build could really use and if you're alright with a two headed weapon then that critical threat range is tough to top.

As to the metamagic ruling there isn't one to my knowledge. RAW says only spells made swift action by quicken spell don't increase their casting time for spontaneous metamagic. I'm having a hard time bringing up Paizo forums so here's this thread (http://www.giantitp.com/forums/showthread.php?352169-Spontaneous-Metamagic-for-Swift-Action-spells) about it instead. Personally I don't know any GMs that would stick with that but it doesn't really come up in my group.

avr
2015-01-27, 07:14 PM
No ruling per se - but the text of that exact rule increases a standard action casting time to a full round action, adds another full round action to longer casting times, and makes no mention of increasing swift action spells.

Elric VIII
2015-01-27, 07:38 PM
No ruling per se - but the text of that exact rule increases a standard action casting time to a full round action, adds another full round action to longer casting times, and makes no mention of increasing swift action spells.

I'm not a huge fan of the "it doesn't say you can't" interpretation method, personally. While I don't think it is exactly unbalanced in this situation, having to make a case for this whenever it comes up is too much of a chore. I prefer to err on the conservative side. Thank you for the clarification, however.