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<blockquote data-quote="Steel_Wind" data-source="post: 5818747" data-attributes="member: 20741"><p>First off, the Inquisitor is no less dedicated than the Paladin. This class is absolutely implacable in their particular world view. It's not "Paladin Lite", it's "Paladin-Other".</p><p></p><p>That said, how about this as a character concept? A Tiefling Inquisitor (Infiltrator Archetype) build, of Chaotic Good alignment. The character's schtick is he or she is the son of an escaped Chelish Tiefling slave and is a rare Oni-Spawn. His mother died ensuring he got to freedom in Andoran. A sect of Shelyn took him in as a child as he has a human appearance. When he hit puberty, his Oni-Spawn nature began to show but by then he was a trusted acolyte of the Order and he remains so now. He now works as a secret agent of Shelyn, is of Andoran nationality and serves his sect's goals of Abolition of Slavery. He works undercover to obtain information about slavers in order to intercept shipments and otherwise assassinate slavers and those who would trade in the bondage of the living. When necessary, he uses his infiltration ability and his tiefling background to convince others he is Lawful Evil. His cover is utterly believable and totally convincing.</p><p></p><p>In truth, the character is an absolutely no holds barred opponent of slavery in any form, especially concerned with the redemption of tieflings from oppression in Cheliax. </p><p></p><p>This Inquisitor (Infiltrator) is Spy/Judge/Jury and Executioner. And yes, he is BAD ASS.</p><p></p><p>There is no bargain with slavery that such an Inquisitor will make; no law for the establishment of regulation of slavery that such an Inquisitor respects. He will go undercover and appear to be one of them, waiting for his moment to betray them -- then he will strike without mercy. An Utterly I-m-p-l-a-c-a-b-l-e foe of slavery. </p><p></p><p>As an Oni-Spawn, I have given him Katana as a bonus weapon proficiency. I think the GM will allow it as a legitimate spin on the character without making it a bonus feat. His weapon is a +1 <em>keen</em> Katana with a threat range of 15-20. He crits -- and he crits OFTEN.</p><p></p><p>His Oni-Spawn tiefling ability is that once per day he can <em>See Through Anything</em>. This sounds like not that big a deal, except his ability as a spy is unmatched. Use this ability combined with the 0 level Inquisitor Orison, <em>Sift</em>, he can quickly glance at the contents of a ledger or a chest and gain valuable information, all while standing there in plain sight. His foes do not have a clue that their secrets have just been discovered. </p><p></p><p>Other nice combos include his ability to grant his teamwork feat of <em>Shake it Off</em> via Inquisition spell and then to reap the benefits of that by adding +3 or +4 to all of his saves.</p><p></p><p>Using his tiefling granted darkvision, he is particularly difficult to fight when he casts darkness on his katana as he heads into battle ahead of his allies.</p><p></p><p>A build to 7th lvl using those amazing rolled stats might look something like this: </p><p>_____________________________________</p><p></p><p>UNNAMED HERO CR 6</p><p>Male Oni-Spawn Tiefling Inquisitor 7</p><p>CG Medium Outsider (Native)</p><p><strong>Init </strong>+9; <strong>Senses </strong>Darkvision (60 feet); Perception +15</p><p>--------------------</p><p><strong>DEFENSE</strong></p><p>--------------------</p><p><strong>AC </strong>23, touch 12, flat-footed 21. . (+8 armor, +3 shield, +2 Dex)</p><p><strong>hp </strong>66 (7d8+28); Judgement of Sacred Healing 3</p><p><strong>Fort </strong>+8, <strong>Ref </strong>+4, <strong>Will </strong>+10</p><p><strong>Defensive Abilities </strong>Judgement of Sacred Protection +2; <strong>DR </strong>Judgement of Sacred Resiliency 2: Magic; <strong>Resist </strong>cold 5, electricity 5, fire 5, Judgement of Sacred Purity +2, Judgement of Sacred Resistance 6 (Fire)</p><p>--------------------</p><p><strong>OFFENSE</strong></p><p>--------------------</p><p><strong>Spd </strong>30 ft.</p><p><strong>Melee </strong> Heavy Shield Bash +6 (1d4+5/20/x2) and</p><p>. . +1 Keen Katana +11 (1d8+6/15-20/x2) and</p><p>. . Unarmed Strike +10 (1d3+5/20/x2)</p><p><strong>Special Attacks </strong>Bane (+2 / 2d6) (7 rounds/day), Judgement of Sacred Destruction +3, Judgement of Sacred Justice +2, Judgement of Sacred Piercing +3, Judgement of Sacred Smiting (Magic, Good)</p><p><strong>Spell-Like Abilities </strong>Detect Alignment (At will), Discern Lies (7 rounds/day)</p><p><strong>Inquisitor Spells Known </strong>(CL 7, +10 melee touch, +7 ranged touch):</p><p>3 (2/day) <em>Coordinated Effort, Seek Thoughts (DC 18)</em></p><p>2 (4/day) <em>Hold Person (DC 17), Darkness, Find Traps (DC 17), Litany of Defense</em></p><p>1 (6/day) <em>Shield of Faith (DC 16), Command (DC 16), Interrogation (DC 16), Know the Enemy, Persuasive Goad (DC 16)</em></p><p>0 (at will) <em>Resistance (DC 15), Read Magic (DC 15), Detect Magic, Light, Brand (DC 15), Sift</em></p><p>--------------------</p><p><strong>STATISTICS</strong></p><p>--------------------</p><p><strong>Str </strong>20, <strong> Dex </strong>15, <strong> Con </strong>17, <strong> Int </strong>14, <strong> Wis </strong>20, <strong> Cha </strong>11</p><p><strong>Base Atk </strong>+5; <strong>CMB </strong>+10; <strong>CMD </strong>22</p><p><strong>Feats </strong>Combat Casting, Exotic Weapon Proficiency: Katana, Feint Partner, Fiendish Facade: Human, Power Attack -2/+4, Shake It Off, Toughness +7</p><p><strong>Traits </strong>Adopted, Andoren Freedom Fighter, Reactionary</p><p><strong>Skills </strong>Acrobatics +1, Bluff +17, Climb +7, Diplomacy +5, Disguise +10/+15, Escape Artist +0, Fly +0, Heal +9, Intimidate +13, Knowledge (Arcana) +6, Knowledge (Dungeoneering) +6, Knowledge (Local) +5, Knowledge (Nature) +6, Knowledge (Planes) +6, Knowledge (Religion) +8, Perception +15, Ride +5, Sense Motive +18, Spellcraft +12, Stealth +17, Survival +9, Swim +7<strong> Modifiers </strong>Monster Lore</p><p><strong>Languages </strong>Abyssal, Common, Infernal, Tien</p><p><strong>SQ </strong>Blessed Infiltration (5/day) (Ex), Inquisitor Domain: Heresy Inquisition, Judgement (3/day) (Su), See Through Anything (1/day) (Su), Solo Tactics (Ex), Teamwork Feat (change 5/day), Track +3</p><p><strong>Combat Gear </strong>+1 Keen Katana, +1 Shield, Heavy Steel, +2 Mithral Breastplate; <strong>Other Gear </strong>Cloak of Elvenkind</p><p>--------------------</p><p><strong>SPECIAL ABILITIES</strong></p><p>--------------------</p><p><strong>Andoren Freedom Fighter</strong> +1 trait bonus on attack and damage rolls against slavers or any creature holding someone against their will.</p><p><strong>Bane (+2 / 2d6) (7 rounds/day) (Su)</strong> Make the weapon you are holding a bane weapon.</p><p><strong>Blessed Infiltration (5/day) (Ex)</strong> Roll twice for Bluff, Diplomacy, or Stealth check and take higher result.</p><p><strong>Combat Casting</strong> +4 to Concentration checks to cast while on the defensive.</p><p><strong>Damage Resistance, Cold (5)</strong> You have the specified Damage Resistance against Cold attacks.</p><p><strong>Damage Resistance, Electricity (5)</strong> You have the specified Damage Resistance against Electricity attacks.</p><p><strong>Damage Resistance, Fire (5)</strong> You have the specified Damage Resistance against Fire attacks.</p><p><strong>Darkvision (60 feet)</strong> You can see in the dark (black and white vision only).</p><p><strong>Detect Alignment (At will) (Sp)</strong> Detect chaos, evil, good, or law at will.</p><p><strong>Discern Lies (7 rounds/day) (Sp)</strong> Discern Lies at will</p><p><strong>Feint Partner</strong> When ally successfully feints, opponent loses Dex bonus against your next attack</p><p><strong>Fiendish Facade: Human</strong> You are easily mistaken for a member of another race. Your fiendish physical traits are normally hidden by clothing or appear to be markings of another race.</p><p>Benefit: +5 Disguise (Human) </p><p><strong>Inquisitor Domain: Heresy Inquisition</strong> Deities: Shelyn, </p><p>Granted Powers: Often it is hard to tell heretics from the f</p><p><strong>Judgement (3/day) (Su)</strong> Variable bonuses increase as the combat continues.</p><p><strong>Judgement of Sacred Destruction +3 (Su)</strong> Weapon Damage bonus.</p><p><strong>Judgement of Sacred Healing 3 (Su)</strong> Fast Healing</p><p><strong>Judgement of Sacred Justice +2 (Su)</strong> Attack bonus</p><p><strong>Judgement of Sacred Piercing +3 (Su)</strong> Concentration and vs. SR bonus</p><p><strong>Judgement of Sacred Protection +2 (Su)</strong> AC bonus</p><p><strong>Judgement of Sacred Purity +2 (Su)</strong> Save bonus</p><p><strong>Judgement of Sacred Resiliency 2: Magic (Su)</strong> DR/magic</p><p><strong>Judgement of Sacred Resistance 6: Fire (Su)</strong> Energy Resistances</p><p><strong>Judgement of Sacred Smiting (Magic, Good) (Su)</strong> DR bypass</p><p><strong>Monster Lore +5 (Ex)</strong> +5 to Knowledge checks when identifying the weaknessess of creatures.</p><p><strong>Power Attack -2/+4</strong> You can subtract from your attack roll to add to your damage.</p><p><strong>See Through Anything (1/day) (Su)</strong> Once per day, for 1 round, you may see through any substance less than 5 feet thick - except for lead - as if it were glass. This is a supernatural ability.</p><p><strong>Shake It Off</strong> Gain +1 to all saving throws per adjacent ally</p><p><strong>Solo Tactics (Ex)</strong> Count Teamwork feats as if your allies had the same ones.</p><p><strong>Teamwork Feat (change 5/day)</strong> Swap your most recent Teamwork feat for another</p><p><strong>Track +3</strong> +3 to survival checks to track.</p><p></p><p>Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at <a href="http://www.wolflair.com" target="_blank">http://www.wolflair.com</a></p><p>Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.</p></blockquote><p></p>
[QUOTE="Steel_Wind, post: 5818747, member: 20741"] First off, the Inquisitor is no less dedicated than the Paladin. This class is absolutely implacable in their particular world view. It's not "Paladin Lite", it's "Paladin-Other". That said, how about this as a character concept? A Tiefling Inquisitor (Infiltrator Archetype) build, of Chaotic Good alignment. The character's schtick is he or she is the son of an escaped Chelish Tiefling slave and is a rare Oni-Spawn. His mother died ensuring he got to freedom in Andoran. A sect of Shelyn took him in as a child as he has a human appearance. When he hit puberty, his Oni-Spawn nature began to show but by then he was a trusted acolyte of the Order and he remains so now. He now works as a secret agent of Shelyn, is of Andoran nationality and serves his sect's goals of Abolition of Slavery. He works undercover to obtain information about slavers in order to intercept shipments and otherwise assassinate slavers and those who would trade in the bondage of the living. When necessary, he uses his infiltration ability and his tiefling background to convince others he is Lawful Evil. His cover is utterly believable and totally convincing. In truth, the character is an absolutely no holds barred opponent of slavery in any form, especially concerned with the redemption of tieflings from oppression in Cheliax. This Inquisitor (Infiltrator) is Spy/Judge/Jury and Executioner. And yes, he is BAD ASS. There is no bargain with slavery that such an Inquisitor will make; no law for the establishment of regulation of slavery that such an Inquisitor respects. He will go undercover and appear to be one of them, waiting for his moment to betray them -- then he will strike without mercy. An Utterly I-m-p-l-a-c-a-b-l-e foe of slavery. As an Oni-Spawn, I have given him Katana as a bonus weapon proficiency. I think the GM will allow it as a legitimate spin on the character without making it a bonus feat. His weapon is a +1 [I]keen[/I] Katana with a threat range of 15-20. He crits -- and he crits OFTEN. His Oni-Spawn tiefling ability is that once per day he can [I]See Through Anything[/I]. This sounds like not that big a deal, except his ability as a spy is unmatched. Use this ability combined with the 0 level Inquisitor Orison, [I]Sift[/I], he can quickly glance at the contents of a ledger or a chest and gain valuable information, all while standing there in plain sight. His foes do not have a clue that their secrets have just been discovered. Other nice combos include his ability to grant his teamwork feat of [I]Shake it Off[/I] via Inquisition spell and then to reap the benefits of that by adding +3 or +4 to all of his saves. Using his tiefling granted darkvision, he is particularly difficult to fight when he casts darkness on his katana as he heads into battle ahead of his allies. A build to 7th lvl using those amazing rolled stats might look something like this: _____________________________________ UNNAMED HERO CR 6 Male Oni-Spawn Tiefling Inquisitor 7 CG Medium Outsider (Native) [b]Init [/b]+9; [b]Senses [/b]Darkvision (60 feet); Perception +15 -------------------- [b]DEFENSE[/b] -------------------- [b]AC [/b]23, touch 12, flat-footed 21. . (+8 armor, +3 shield, +2 Dex) [b]hp [/b]66 (7d8+28); Judgement of Sacred Healing 3 [b]Fort [/b]+8, [b]Ref [/b]+4, [b]Will [/b]+10 [b]Defensive Abilities [/b]Judgement of Sacred Protection +2; [b]DR [/b]Judgement of Sacred Resiliency 2: Magic; [b]Resist [/b]cold 5, electricity 5, fire 5, Judgement of Sacred Purity +2, Judgement of Sacred Resistance 6 (Fire) -------------------- [b]OFFENSE[/b] -------------------- [b]Spd [/b]30 ft. [b]Melee [/b] Heavy Shield Bash +6 (1d4+5/20/x2) and . . +1 Keen Katana +11 (1d8+6/15-20/x2) and . . Unarmed Strike +10 (1d3+5/20/x2) [b]Special Attacks [/b]Bane (+2 / 2d6) (7 rounds/day), Judgement of Sacred Destruction +3, Judgement of Sacred Justice +2, Judgement of Sacred Piercing +3, Judgement of Sacred Smiting (Magic, Good) [b]Spell-Like Abilities [/b]Detect Alignment (At will), Discern Lies (7 rounds/day) [b]Inquisitor Spells Known [/b](CL 7, +10 melee touch, +7 ranged touch): 3 (2/day) [i]Coordinated Effort, Seek Thoughts (DC 18)[/i] 2 (4/day) [i]Hold Person (DC 17), Darkness, Find Traps (DC 17), Litany of Defense[/i] 1 (6/day) [i]Shield of Faith (DC 16), Command (DC 16), Interrogation (DC 16), Know the Enemy, Persuasive Goad (DC 16)[/i] 0 (at will) [i]Resistance (DC 15), Read Magic (DC 15), Detect Magic, Light, Brand (DC 15), Sift[/i] -------------------- [b]STATISTICS[/b] -------------------- [b]Str [/b]20, [b] Dex [/b]15, [b] Con [/b]17, [b] Int [/b]14, [b] Wis [/b]20, [b] Cha [/b]11 [b]Base Atk [/b]+5; [b]CMB [/b]+10; [b]CMD [/b]22 [b]Feats [/b]Combat Casting, Exotic Weapon Proficiency: Katana, Feint Partner, Fiendish Facade: Human, Power Attack -2/+4, Shake It Off, Toughness +7 [b]Traits [/b]Adopted, Andoren Freedom Fighter, Reactionary [b]Skills [/b]Acrobatics +1, Bluff +17, Climb +7, Diplomacy +5, Disguise +10/+15, Escape Artist +0, Fly +0, Heal +9, Intimidate +13, Knowledge (Arcana) +6, Knowledge (Dungeoneering) +6, Knowledge (Local) +5, Knowledge (Nature) +6, Knowledge (Planes) +6, Knowledge (Religion) +8, Perception +15, Ride +5, Sense Motive +18, Spellcraft +12, Stealth +17, Survival +9, Swim +7[b] Modifiers [/b]Monster Lore [b]Languages [/b]Abyssal, Common, Infernal, Tien [b]SQ [/b]Blessed Infiltration (5/day) (Ex), Inquisitor Domain: Heresy Inquisition, Judgement (3/day) (Su), See Through Anything (1/day) (Su), Solo Tactics (Ex), Teamwork Feat (change 5/day), Track +3 [b]Combat Gear [/b]+1 Keen Katana, +1 Shield, Heavy Steel, +2 Mithral Breastplate; [b]Other Gear [/b]Cloak of Elvenkind -------------------- [b]SPECIAL ABILITIES[/b] -------------------- [b]Andoren Freedom Fighter[/b] +1 trait bonus on attack and damage rolls against slavers or any creature holding someone against their will. [b]Bane (+2 / 2d6) (7 rounds/day) (Su)[/b] Make the weapon you are holding a bane weapon. [b]Blessed Infiltration (5/day) (Ex)[/b] Roll twice for Bluff, Diplomacy, or Stealth check and take higher result. [b]Combat Casting[/b] +4 to Concentration checks to cast while on the defensive. [b]Damage Resistance, Cold (5)[/b] You have the specified Damage Resistance against Cold attacks. [b]Damage Resistance, Electricity (5)[/b] You have the specified Damage Resistance against Electricity attacks. [b]Damage Resistance, Fire (5)[/b] You have the specified Damage Resistance against Fire attacks. [b]Darkvision (60 feet)[/b] You can see in the dark (black and white vision only). [b]Detect Alignment (At will) (Sp)[/b] Detect chaos, evil, good, or law at will. [b]Discern Lies (7 rounds/day) (Sp)[/b] Discern Lies at will [b]Feint Partner[/b] When ally successfully feints, opponent loses Dex bonus against your next attack [b]Fiendish Facade: Human[/b] You are easily mistaken for a member of another race. Your fiendish physical traits are normally hidden by clothing or appear to be markings of another race. Benefit: +5 Disguise (Human) [b]Inquisitor Domain: Heresy Inquisition[/b] Deities: Shelyn, Granted Powers: Often it is hard to tell heretics from the f [b]Judgement (3/day) (Su)[/b] Variable bonuses increase as the combat continues. [b]Judgement of Sacred Destruction +3 (Su)[/b] Weapon Damage bonus. [b]Judgement of Sacred Healing 3 (Su)[/b] Fast Healing [b]Judgement of Sacred Justice +2 (Su)[/b] Attack bonus [b]Judgement of Sacred Piercing +3 (Su)[/b] Concentration and vs. SR bonus [b]Judgement of Sacred Protection +2 (Su)[/b] AC bonus [b]Judgement of Sacred Purity +2 (Su)[/b] Save bonus [b]Judgement of Sacred Resiliency 2: Magic (Su)[/b] DR/magic [b]Judgement of Sacred Resistance 6: Fire (Su)[/b] Energy Resistances [b]Judgement of Sacred Smiting (Magic, Good) (Su)[/b] DR bypass [b]Monster Lore +5 (Ex)[/b] +5 to Knowledge checks when identifying the weaknessess of creatures. [b]Power Attack -2/+4[/b] You can subtract from your attack roll to add to your damage. [b]See Through Anything (1/day) (Su)[/b] Once per day, for 1 round, you may see through any substance less than 5 feet thick - except for lead - as if it were glass. This is a supernatural ability. [b]Shake It Off[/b] Gain +1 to all saving throws per adjacent ally [b]Solo Tactics (Ex)[/b] Count Teamwork feats as if your allies had the same ones. [b]Teamwork Feat (change 5/day)[/b] Swap your most recent Teamwork feat for another [b]Track +3[/b] +3 to survival checks to track. Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at [url]http://www.wolflair.com[/url] Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license. [/QUOTE]
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