This was a class I was really excited for when the Advanced Players Guide was first announced. I was a bit disappointed by its implementation at first but it has really grown on me as as I try out different builds and see what works and what doesn't. You can look at the class as a combination Rogue/Cleric but much better than that would suggest.
For a combat focused game there are only two Inquisitor builds that work well. The melee option is to focus on a two-handed weapon. This build is pretty easy since it really only depends on one feat: Power Attack. A great addition to this build is the use of Cornugan Smash which will give you a free Intimidate (which you get a big class bonus towards) every time you Power Attack (which is almost always). Shaken is a great debuff.
Inquisitors can lay down a lot of damage in melee combat.
While Inquisitors do really well in a melee role there effectiveness decreases at higher levels. They don't have great AC, no DR, and no other way to avoid damage. Once they get Heal, things will get easier again but they still don't make great Tanks.
The archery role is my preferred role for Inquisitors. Teamwork feats are pretty useless in this regard but can be traded away with Archetypes. Archery is pretty feat intensive and this is an area where Inquisitors suffer having to use almost all of their feats towards the Archery tree. Being Human with their bonus feat really comes in handy. Inquisitors get tons of bonus damage through Divine Favor/Power, Judgements, and Bane. Archery is all about getting a ton of attacks. Put the two together and that is a scary combination. From the back the Inquisitor can also use her spells to support they rest of the group when not launching volleys of death
Here's an example of my current favourite archery build at level 15. He can also do pretty well as a trap finder. The spell breaker Archetype is great since it trades out the useless Teamwork feats for better saves against spells. For a game that goes to 20 be aware that the capstone gives you immunity to a school of magic. This can be very bad if you are suddenly immune to healing, teleportation, or many buff spells. The best first school to pick is probably Necromancy since I don't think it has any utility or buff spells. I was saddened to see that Divine Power/Favor is an evocation spell. For Domains I prefer Liberation or Travel. Both are very strong but I prefer Liberation slightly since few things are worse than getting grappled as an archer.
Male Human Inquisitor (Spellbreaker) of Desna 15
NG Medium humanoid (human)
Init +17; Senses Perception +25
AC 30, touch 21, flat-footed 22 (+9 armor, +8 Dex, +3 deflection)
hp 108 (15d8+30)
Fort +16, Ref +17, Will +20; +3 vs. enchantment spells, +4 vs. evocation spells, +1 vs. transmutation spells, +2 vs. necromancy spells
Defensive Abilities freedom's call, stalwart
Speed 30 ft.
Ranged +3 composite longbow +21/+16/+11 (1d8+12/×3)
Special Attacks exploit weakness, bane
Spell-Like Abilities (CL 15th; concentration +14)
At will—detect alignment
15 rounds/day—discern lies
Inquisitor (Spellbreaker) Spells Known (CL 15th; concentration +22):
5th (4/day)—break enchantment (DC 22), flame strike (DC 22), litany of vengeance, true seeing
4th (5/day)—death ward, divine power, freedom of movement, greater invisibility, litany of escape, named bullet, restoration
3rd (7/day)—burst of speed, dimensional anchor, dispel magic, heroism, hunter's eye, litany of righteousness, magic circle against evil, protection from energy
2nd (7/day)—delay poison, honeyed tongue, invisibility, lesser restoration, remove paralysis, resist energy, see invisibility, silence (DC 19), tongues
1st (7/day)—cure light wounds, divine favor, expeditious retreat, hide from undead (DC 18), litany of sloth, protection from evil, shield of faith, true strike, wrath
0 (at will)—create water, detect magic, detect poison, guidance, light, read magic
Str 14, Dex 27, Con 12, Int 10, Wis 24, Cha 8
Base Atk +11; CMB +13; CMD 34
Feats Clustered Shots, Deadly Aim, Great Fortitude, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Toughness
Traits reactionary, vagabond child (urban)
Skills Bluff +3, Climb +5, Disable Device +26, Fly +8, Heal +11, Intimidate +6, Knowledge (arcana) +15, Knowledge (dungeoneering) +4, Knowledge (nature) +4, Knowledge (planes) +15, Knowledge (religion) +4, Perception +25, Ride +11, Sense Motive +32, Stealth +25, Swim +5
Languages Common, Varisian
SQ defense against magic, defense against magic, defense against magic, defense against magic, domains (liberation), foil casting, liberation, judgement 5/day), strong-willed, teamwork feat, track
Other Gear celestial armor, +3 composite longbow, belt of incredible dexterity +6, bracers of archery, greater, cloak of resistance +4, handy haversack, headband of inspired wisdom +6, ring of protection +3, 5,800 gp
Clustered Shots Total damage from full-round ranged attacks before applying DR
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Defense Against Magic +1 (Transmutation) (Ex) At 3rd level, a spellbreaker picks a single wizard school. She gains a +1 bonus on saving throws against arcane spells of that school. Every four levels beyond 3rd, the spellbreaker picks a new school and gains this bonus against arcane spells of tha
Defense Against Magic +2 (Necromancy) (Ex) At 3rd level, a spellbreaker picks a single wizard school. She gains a +1 bonus on saving throws against arcane spells of that school. Every four levels beyond 3rd, the spellbreaker picks a new school and gains this bonus against arcane spells of tha
Defense Against Magic +3 (Enchantment) (Ex) At 3rd level, a spellbreaker picks a single wizard school. She gains a +1 bonus on saving throws against arcane spells of that school. Every four levels beyond 3rd, the spellbreaker picks a new school and gains this bonus against arcane spells of tha
Defense Against Magic +4 (Evocation) (Ex) At 3rd level, a spellbreaker picks a single wizard school. She gains a +1 bonus on saving throws against arcane spells of that school. Every four levels beyond 3rd, the spellbreaker picks a new school and gains this bonus against arcane spells of tha
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (15 rounds/day) (Sp) Discern Lies at will
Exploit Weakness (Ex) With a crit, ignore DR, suppress Regen, and take advantage of vulnerability.
Foil Casting (Su) At 3rd level, when an opponent tries to cast an arcane spell within a spellbreaker's threatened area, the DC for that caster to cast defensively increases by 2. This increase stacks with the effects of the Disruptive feat (see page 112 of the Core
Freedom's Call (15 rounds/day) (Su) 30'r aura suppresses many conditions.
Greater Bane (+2 / 4d6) (15 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Inquisitor (Spellbreaker) Domain (Liberation) Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
Liberation (15 rounds/day) (Su) Act as if you had freedom of movement for 15 rounds/day.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Second Judgement (5/day) (Su) Variable bonuses increase as the combat continues.
Stalwart (Ex) If you succeed at a Fort or Will save for reduced effect, you take none instead.
Strong-Willed (Ex) At 1st level, a spellbreaker is able to stand strong against magical effects that seek to control, compel, or persuade her. The spellbreaker rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect. This a
Teamwork Feat (change 7/day) Swap your most recent Teamwork feat for another
Track +7 Add the listed bonus to survival checks made to track.
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