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Help on balancing/adding features for an Inquisitor class
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<blockquote data-quote="Jago" data-source="post: 6906970" data-attributes="member: 6855130"><p>As I like the Inquisitor Pathfinder class and just the idea of the Inquisitor in general, I'm definitely down for this.</p><p></p><p>However, I've brought stuff up like this before, and must say:</p><p>Alignment means very little nowadays, and therefore both Paladins and Clerics can fulfill the role of an inquisitor-style character.</p><p></p><p>The Oath of Vengeance is basically a Paladin Inquisitor: do what must be done, fight the greater evil, and even their abilities and bonus spells are based on being a mobile, debuffing dealer of straight revenge.</p><p></p><p>Likewise, there is nothing stopping a Lawful Neutral Cleric from taking the Light Domain and burning heretics, or a Knowledge Domain Cleric from being a super infiltrator to search out those who would threaten their faith, and then defeat them with overwhelming magic.</p><p></p><p></p><p>With that said, I <strong>do</strong>like what you're doing here, and I hope you will not mind some commentary.</p><p></p><p><strong>Branding</strong>. I like the way this works, but there's some wonky things here.</p><p>The main way to apply this is by hitting something with a weapon attack, so why does this last 36 hours? This is clearly a combat ability, and so should probably last no more than 1 Minute as is standard for most combat abilities.</p><p></p><p>Now, the idea of placing a <em>hidden</em> Brand by touching someone, <em>that</em> is cool and could go with the 36 Hour duration, though perhaps make that an Archetype feature for the Stalker-type archetype? </p><p></p><p>This should definitely be a feature related to Bonded Accuracy: every time it increases by 1, you can Brand 1 additional Creature per Long Rest. Probably not a Short Rest feature as we also have Spellcasting going on, so the Brand should be a kinda Nova ability for when things go south.</p><p></p><p></p><p><strong>Brand Words</strong>. Some of these are pretty powerful, others are pretty lackluster. I'm also uncertain how many times an Inquisitor can do this? Cha times per Long Rest seems pretty fair. I would also say most of these would be an Action, not a Bonus Action, as being able to do these and then attack or spellcast on top of that could be pretty potent.</p><p></p><p></p><p><em>Chain of Light</em> I'm not sure how I feel about. I get the purpose, but 30 feet is still quite a distance. For spells like Witchbolt, this distance makes sense because most spellcasters don't want to get into Melee. However, the Inquisitor seems like they wouldn't mind: why not close this to 10 feet? The 1d6 of damage for trying to get away is far more effective if the distance is shorter, it makes it far more likely to trigger.</p><p></p><p><em>Searing Light</em>. Holy hells is this powerful. This is single-target Color Spray, but that only lasts 1 Round. Blind <em>and</em> damage, and they're blinded until they pass a save? Blinded is a <em>huge</em> detrimental status effect, it's pretty much certain death at lower levels for a creature. The idea of blinding a creature with a brand is awesome, but maybe lose the damage or make it where this only lasts 1 Round. Alternatively, make this a more powerful Brand Word for higher level Inquisitors.</p><p><em></em></p><p><em>Stunning Blast </em>I have no real issue with. To resist Stun, it would probably be a Con save. While the damage is lackluster, the stun is always good.</p><p></p><p><em>Purge</em> is basically a free cantrip at lower levels, and then immediately becomes lackluster once a Cantrip gets its second damage die. This definitely needs an adjustment. Based upon the Name, what about an ability to strip the target of positive buffs? This could be a pretty potent Debuff against spellcasters.</p><p></p><p><em>Righteous Fury</em>: All of your attacks have Advantage and possibly +2 to +5 damage? Granted, target has to fail a save but this is like the Oath of Devotion's Sacred Weapon, except better because that doesn't give Advantage (which is a massive benefit in 5E). Way too powerful. This is like a Capstone Ability, or close to it. This needs absolutely reworked, either putting a round limit on it, removing the damage, or removing the advantage. Preferably a round limit = Cha Mod and one of those other limitations.</p><p></p><p><em>Sluggishness</em> isn't bad. Half Speed and Disadvantage on Dex saves makes the Rogues and Spellcasters happy. This is the first time we see the 1 Minute duration on a Brand, which is good for this ability. </p><p></p><p><em>Instill Fear </em>for 1 Minute is good too: 1 minute fear against 1 targeted creature on a failed save is a good ability for something that doesn't cost a Spell, kinda like the battlemaster ability which I think is a good benchmark. </p><p></p><p></p><p><em>Unrepentance</em> should probably be an Archetype ability instead of a Brand Word. Again, what is the point of making it last longer than 1 Minute, and now the target is aware of the Brand? This is far more situational than helpful.</p><p></p><p>For most of the Brands, they definitely have to increase in power or gain better effects as you level. If this is supposed to be the main ability of an Inquisitor, it stands to reason that they're going to be their bread-and-butter. The levels that you list getting more/better Brands are good for expanding upon these.</p><p></p><p></p><p></p><p><strong>Fighting Styles </strong>are good: lends to a few play-styles, although perhaps it could be tied to an Archetype focused more on being a warrior-style Inquisitor? Otheriwise we have the Brand, Brand Words, Spells, and a Fighting Style on top of all this.</p><p></p><p></p><p></p><p>For your Archetypes, how about:</p><p></p><p><strong>Agent</strong>: Nobody Expects the Inquisition! Focuses on Stealth and being basically a religious spy. This gal gets the hidden brands, maybe some bonus spells like Disguise Self and Invisibility, and maybe an assassination-style ability or an ability to induce panic. Very sneaky. Chiefly relies upon Surprise and Fear.</p><p></p><p><strong>Zealot</strong>: Praise the Lord and Pass the Bolts! A charismatic, spellcasting, buff/debuff Inquisitor that maybe gets some Talking Skill bonuses, bonus spells about battlefield control, favors the spellcasting side of the Inquisitor in general. Lots of Dominate Humanoid and Command and such here, as well as keeping their allies swinging.</p><p></p><p><strong>Templar</strong>: Rip and Tear! This Inquisitor is less about subtlety and more about punishing the unfaithful and the enemies of the Faith. They get Martial Weapons, Shields, and Medium Armor, a fighting style, expanded Brand Word abilities (or more powerful Brands), the Extra Attack, and maybe a low-level Smite that they can burn their spell slots for. </p><p></p><p></p><p></p><p></p><p>For <strong>Spellcasting</strong>, I think the <strong>Warlock</strong> spell style would work well. Although you may want to make the Inquisitor <em>Wisdom</em> based: Paladins are the Charismatic holy fighters. An Inquisitor gets by with their sheer willpower, these are <em>scary</em> individuals. A case could be made maybe for Charisma, but then you get Inquisitor Warlocks and that can prove scary. Although there is something to be said for Barditors and Sorcitors, I suppose. The Spell List should go off the <strong>Cleric Spell List</strong>, with perhaps the Agent gaining spells from the Illusion and Enchantment schools, the Zealot gaining a handful of spells from several lists, and the Templar gaining some Paladin spells (like the Smites).</p><p></p><p></p><p></p><p>I've waxed on a lot, but I like the framework here, and I'd definitely be interested in playtesting this once it is refined.</p></blockquote><p></p>
[QUOTE="Jago, post: 6906970, member: 6855130"] As I like the Inquisitor Pathfinder class and just the idea of the Inquisitor in general, I'm definitely down for this. However, I've brought stuff up like this before, and must say: Alignment means very little nowadays, and therefore both Paladins and Clerics can fulfill the role of an inquisitor-style character. The Oath of Vengeance is basically a Paladin Inquisitor: do what must be done, fight the greater evil, and even their abilities and bonus spells are based on being a mobile, debuffing dealer of straight revenge. Likewise, there is nothing stopping a Lawful Neutral Cleric from taking the Light Domain and burning heretics, or a Knowledge Domain Cleric from being a super infiltrator to search out those who would threaten their faith, and then defeat them with overwhelming magic. With that said, I [B]do[/B]like what you're doing here, and I hope you will not mind some commentary. [B]Branding[/B]. I like the way this works, but there's some wonky things here. The main way to apply this is by hitting something with a weapon attack, so why does this last 36 hours? This is clearly a combat ability, and so should probably last no more than 1 Minute as is standard for most combat abilities. Now, the idea of placing a [I]hidden[/I] Brand by touching someone, [I]that[/I] is cool and could go with the 36 Hour duration, though perhaps make that an Archetype feature for the Stalker-type archetype? This should definitely be a feature related to Bonded Accuracy: every time it increases by 1, you can Brand 1 additional Creature per Long Rest. Probably not a Short Rest feature as we also have Spellcasting going on, so the Brand should be a kinda Nova ability for when things go south. [B]Brand Words[/B]. Some of these are pretty powerful, others are pretty lackluster. I'm also uncertain how many times an Inquisitor can do this? Cha times per Long Rest seems pretty fair. I would also say most of these would be an Action, not a Bonus Action, as being able to do these and then attack or spellcast on top of that could be pretty potent. [I]Chain of Light[/I] I'm not sure how I feel about. I get the purpose, but 30 feet is still quite a distance. For spells like Witchbolt, this distance makes sense because most spellcasters don't want to get into Melee. However, the Inquisitor seems like they wouldn't mind: why not close this to 10 feet? The 1d6 of damage for trying to get away is far more effective if the distance is shorter, it makes it far more likely to trigger. [I]Searing Light[/I]. Holy hells is this powerful. This is single-target Color Spray, but that only lasts 1 Round. Blind [I]and[/I] damage, and they're blinded until they pass a save? Blinded is a [I]huge[/I] detrimental status effect, it's pretty much certain death at lower levels for a creature. The idea of blinding a creature with a brand is awesome, but maybe lose the damage or make it where this only lasts 1 Round. Alternatively, make this a more powerful Brand Word for higher level Inquisitors. [I] Stunning Blast [/I]I have no real issue with. To resist Stun, it would probably be a Con save. While the damage is lackluster, the stun is always good. [I]Purge[/I] is basically a free cantrip at lower levels, and then immediately becomes lackluster once a Cantrip gets its second damage die. This definitely needs an adjustment. Based upon the Name, what about an ability to strip the target of positive buffs? This could be a pretty potent Debuff against spellcasters. [I]Righteous Fury[/I]: All of your attacks have Advantage and possibly +2 to +5 damage? Granted, target has to fail a save but this is like the Oath of Devotion's Sacred Weapon, except better because that doesn't give Advantage (which is a massive benefit in 5E). Way too powerful. This is like a Capstone Ability, or close to it. This needs absolutely reworked, either putting a round limit on it, removing the damage, or removing the advantage. Preferably a round limit = Cha Mod and one of those other limitations. [I]Sluggishness[/I] isn't bad. Half Speed and Disadvantage on Dex saves makes the Rogues and Spellcasters happy. This is the first time we see the 1 Minute duration on a Brand, which is good for this ability. [I]Instill Fear [/I]for 1 Minute is good too: 1 minute fear against 1 targeted creature on a failed save is a good ability for something that doesn't cost a Spell, kinda like the battlemaster ability which I think is a good benchmark. [I]Unrepentance[/I] should probably be an Archetype ability instead of a Brand Word. Again, what is the point of making it last longer than 1 Minute, and now the target is aware of the Brand? This is far more situational than helpful. For most of the Brands, they definitely have to increase in power or gain better effects as you level. If this is supposed to be the main ability of an Inquisitor, it stands to reason that they're going to be their bread-and-butter. The levels that you list getting more/better Brands are good for expanding upon these. [B]Fighting Styles [/B]are good: lends to a few play-styles, although perhaps it could be tied to an Archetype focused more on being a warrior-style Inquisitor? Otheriwise we have the Brand, Brand Words, Spells, and a Fighting Style on top of all this. For your Archetypes, how about: [B]Agent[/B]: Nobody Expects the Inquisition! Focuses on Stealth and being basically a religious spy. This gal gets the hidden brands, maybe some bonus spells like Disguise Self and Invisibility, and maybe an assassination-style ability or an ability to induce panic. Very sneaky. Chiefly relies upon Surprise and Fear. [B]Zealot[/B]: Praise the Lord and Pass the Bolts! A charismatic, spellcasting, buff/debuff Inquisitor that maybe gets some Talking Skill bonuses, bonus spells about battlefield control, favors the spellcasting side of the Inquisitor in general. Lots of Dominate Humanoid and Command and such here, as well as keeping their allies swinging. [B]Templar[/B]: Rip and Tear! This Inquisitor is less about subtlety and more about punishing the unfaithful and the enemies of the Faith. They get Martial Weapons, Shields, and Medium Armor, a fighting style, expanded Brand Word abilities (or more powerful Brands), the Extra Attack, and maybe a low-level Smite that they can burn their spell slots for. For [B]Spellcasting[/B], I think the [B]Warlock[/B] spell style would work well. Although you may want to make the Inquisitor [I]Wisdom[/I] based: Paladins are the Charismatic holy fighters. An Inquisitor gets by with their sheer willpower, these are [I]scary[/I] individuals. A case could be made maybe for Charisma, but then you get Inquisitor Warlocks and that can prove scary. Although there is something to be said for Barditors and Sorcitors, I suppose. The Spell List should go off the [B]Cleric Spell List[/B], with perhaps the Agent gaining spells from the Illusion and Enchantment schools, the Zealot gaining a handful of spells from several lists, and the Templar gaining some Paladin spells (like the Smites). I've waxed on a lot, but I like the framework here, and I'd definitely be interested in playtesting this once it is refined. [/QUOTE]
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