With a wide range of skills, a ton of skill ranks per level, medium BAB progression, and 6th level casting the Inquisitor can fit … Deception is a lateral move from Trickery. Choosing between the two is entirely personal preference. Fire Bolt (Sp): Generic ranged energy attack. Creation spells are very powerful, but the rest of this domains abilities are lackluster. Touch of Glory (Sp): Buff your party's Face. Targeting yourself with a divinge spell is fairly trivial. Also … It's on your spell list! Divine Presence provides a really cool mechanic to pause and potentially escape fights. The Destruction domain just isn't good. Find great optimized Pathfinder builds for a variety of character classes. The early benefits are terrible, so this domain should largely be ignored until level 5. Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of damage + 1 point per cleric level. Purifying Touch (Su): This is a great way to remove a huge number of negative effects: poison, disease, curses, enchantments, ongoing damage, etc. The addition of Brilliant Inspiration to the spell list is a welcome addition. Battle Rage (Sp): This should never be a better option than attacking or casting a spell. Honor Bound (Su): Touching your friends to allow another save against charm/compulsion effects is good, but allowing yourself a second save as an immediate action is amazing. Replaced Power(s): Touch of chaos (Chaos domain) or Touch of good (Good domain). An inquisitor has a class ability that gives her access to one of her deity's domains; this access is one way to tune an inquisitor's abilities to fit the deity's interests. Engage them in melee, dispel their buffs, then stick around to disrupt their spells. Miles better than the Protection domain, the Defense subdomain replaces the useless Resistant Touch with a once per day party AC buff, and replaces several Cleric spells on the Protection spell list with some excellent defensive buffs from the Wizard and Druid spell lists. Still, this is better than Calming Touch. Predator's Grace (Su): Very situational, but better than Speak with Animals. If you don't think you will need Liberation between levels 1 and 7, Liberty's Blessing is incredibly powerful. The Good domain brings practically nothing to the table. The spell list has some great area control effects, but the damage spells are among the worst options available. Abadar's divine realm is Aktun, the central and largest district in the city of Axis, and ensures that the district is friendly to mortal architects, who can safely travel there to seek inspiration. Combined with Rebuke Death, the entire domain becomes a distaster scenario fallback. Pathfinder has met a great deal of success, both in terms of prizes and sales and has even taken of Dungeons and Dragons as the best selling role-playing game, which had held that spot since 1974. Get some mithral plate (counts as medium armor but still requires Heavy Proficiency) when you can so that Stalwart will function properly in it - though honestly, god knows if that's working properly since Barbarian fast movement doesn't. Of course, if you're friends tend to die a lot you are probably going to die before this can get a lot of mileage. The only important option on the spell list is Eyebite, which is really only great for a level or 2 before enemies will have too many hit dice to be affected. An inquisitor may select an inquisition in place of a domain. Because the animal companion is on par with a ranger, the Boon Companion feat is almost mandatory. Enlarge (Su): Situationally useful, though the duration is very short. Although inquisitors are dedicated to a deity, they are above many of the normal rules and conventions of the church. Divine Presence (Su): Is the fight going poorly? Sieze the Initiative is miles better than battle rage, but Power Word Stun is one of the best options on the War spell list, and War has terribly few good options to trade. Warding Rune (Su): Not as versatile as Spell Rune, but certainly an excellent defensive measure. Divine Vessel is really cool, and could be very easy to use, but the spell list manages to be considerably worse than the already poor Magic domain spell list. Master's Illusion (Sp): This can be very useful if you are creative, and the DC will keep pace with your best spells. You also give up Ward Against Death, which is amazing. Instead of real damage, the target takes a penalty to its attacks for round. Dippable levels in Pathfinder Post #1: Base Classes Post #2: Prestige Classes Post #3: Dip Helping Feats & Common Abilities & Sources For the sake of this guide, a "dip" constitutes 1-to-3 levels taken in a class for the sake of gaining abilities. Excellent buffs, but they're all Morale bonuses so you can't use more than one of the options granted by the subdomain at a time. Adoration (Su): Immediate action, will save or the target automatically fails an attack. Sunbeam and Sunburst are difficult to interpret because the spell descriptions are written strangely, but if your GM takes a reasonable interpretation of these spells, they can be very effective. Aura of Madness is a fantastic group debuff which can shut down entire encounters. Powerful Persuader (Su): If you aren't the party's Face, you won't get much mileage out of this. Whispering Evil (Su): Excellent AOE crowd control effect. The War spell list is entirely Cleric spells until high levels, at which point you gain access to the extremely powerful Power Word spells. In strength and brawn there is truth—your faith gives you incredible might and power. But I'd like to say that a Baron with the Nobility Domain is one of the most appropiate choices. It’s a cold hard fact and I honestly wouldn’t have it any other way. The options your give up are pretty bad, but Magic Fang is great for your companion, and Beast Shape I give you an early polymorph option. Granted Power: Add Fly to your list of class skills. level 1. If an inquisition’s granted power calls for a saving throw, the DC of the save is equal to 10 + 1/2 the character’s inquisitor level + her Wisdom modifier. Replaced Power(s): Holy lance (Good domain) or Staff of order (Law domain). Invest in additional hit points, because you will need them. The other shadow spells also add some cool utility options. The aura also affects your allies. Press question mark to learn the rest of the keyboard shortcuts. The Travel domain introduces a bunch of teleportation and mobility options to the Cleric. The domain power is cool, but the spell options aren't much better than the options which they replace. For a time, she and Dou-Bral shared the portfolios of beauty, love and the arts, and were worshiped by the early Taldor, until at some point they argued, and Dou-Bral abandoned Golarionfor the far dark places betwee… For travelling and delving dungeons, this is difficult to use. Solid, reliable, and a great option at low levels when your spells are limited. Can druids, inquisitors, and other classes with access to domains take subdomains?. Human Inquisitor (Spellbreaker) 5 Ability Scores (15 Point Buy): Str 10, Dex 17, Con 13, Int 12, Wis 14, Cha 8 Feats and Abilities 1 Disruptive (bonus), Point Blank Shot, Precise Shot Choosing between the two isn't a matter of which is better; it is a choice of which one you enjoy more. Description. The utility is much better than I thought it would be and it is long lasting. Basically any harmful spell with a duration that isn't "instantaneous" can by fixed with this ability. My mercenary cleric of Asmodeus pops the group invisibility during a fight and helps mitigate damage; rescue a character, and have bonuses to attacks/sneak attacks. A deity is strongly associated with a specific alignment, several domains, and a plane (typically an Outer Sphere plane). The only interesting spell on the spell list is Disintegrate, and the domain powers are bad and potentially dangerous to use. Pathfinder is a tabletop RPG based off of the 3.5 Ruleset of Dungeons and Dragons. As far as worst go, to be honest most domains are shitty. At high levels, your weapon may be enhanced to deal more damage than the energy rays, but without enhancement the energy rays will scale faster. If you aren't using this regularly, you are doing yourself a disservice. Wall of Ashes (Su): Absolutely fantastic. Granted Powers: Makes your Channel Energy harder to resist for undead. In Pathfinder little has changed in this regard. The spells are decent with a few good options, and a few really bad ones. Purifying Touch is a great power, but the Purity subdomain's spell list isn't any better than the Protection domain's regular spell list. Also I noticed that if I look for a guide on the internet people mention a lot of feats/domains and sub classes that doesn't exist in this game thus making those guides pretty useless. By Benjamin Baker Feb 21, 2020. The spell list change isn't particularly interesting, and Hell's Corruption really isn't very interesting. InquisitorSimilar to a Monk, a straight forward Inquisitor isn’t all that powerful, but when tapping into … Not long after you obtain your barony Jaethal will want to talk to you about a merchant in town who is selling her old dagger. If you like to move around a lot in combat, this can give you some excellent tactical options. The Undead subdomain trades some of the Death domains normal killing power for some better support and debuff options. The Weather domain has a couple of interesting powers, though they don't do a lot of damage. blindness/deafness (only to cause blindness), I support a limited subset of Pathfinder's rules content. Seasons gives up the two best spells on the Weather spell list and replaces them with Blight, which is terrible, and Sunburst, which is hard enough to interpret that I would probably never use it. The best answers are voted up and rise to the top ... Inquisitor = +0 domains; Just kidding! The 10 Best Pathfinder: Kingmaker Classes, Ranked. Blast Rune (Sp): Useless at first leve due to the dismal duration, and the damage doesn't scale enough to keep it relevent at high levels. Liberty's blessing is incredibly powerful, but the spell list really isn't any different. If you prefer to use Fear over Confusion effects, use the Nightmare subdomain. Touch of Chaos (Sp): If you need to shut down an enemy attacker, this can really hurt them. Eyes of Darkness (Su): Useful, but the duration is garbage. Deflection Aura (Su): Deflection bonuses are expensive, and this can reduce the need for Rings of Protection. d20pfsrd.com is not responsible for the content therein. Miles better than wooden fist. The DR is also fantastic, and exceeds the DR of Barbarians until very high level. Night Hunter is about equal to Touch of darkness, and Night trades a better 6th level spell option for a better 1st level spell option. Rebuke Death (Sp): At very low levels, this is helpful. Plus, you give up the only interesting part of the Good domain. Greater than the wars of armies and empires, beyond the ambitions of revolutionaries and tyrants, more devastating than the fury of magic or monsters, is the power of faith. You also get to keep the excellent Touch of Law power if you take the domain. I prefer thematic builds, even if they are less than optimal. Just wondering how the domain spells should work for Inquisitors. When that happens, anyone who has purchased a particular Optibuilds’ PDF receives an updated version. Tactical Leader is an Archetype of the Inquisitor class in Pathfinder: Kingmaker. Rerolls on saves are amazing, and there is nothing that prevents you from using this repeatedly until your target passes their save. I also like Travel for an Inquisitor as the passive speed boost cancels out the penalty for wearing heavy armor. Cause Fear is ok early, but becomes obsolete fast. Night Hunter (Su): The duration is short, and it doesn't work on things with Darkvision, but Clerics get very few options for invisibility. Out of combat you can use cantrips like Resistance or Light, and in combat you can use short-term buffs like Heroism. Wounding Blade (Su): Wounding only inflicts one point of bleed, so it's not spectacular, but extra damage is never bad. Aura of Decay is cool, but hard to use. For a Sacred Huntsman Inquisitor of Erestil, I like the Community domain for the pile of extra CLW-like heals as a backup healer for a proper cleric. Aura of Menace (Su): The -2 to AC and Attakc is prety nice, but the -2 to saves is fantastic. Wall of Ashes combines a counter-invisibility mechanic with a great debuff and an area control effect. The additional of Stealth to the Cleric spell list is difficult due to the Cleric's already limited skill ranks, but spells like Disguise Self and Invisibility can really make the Trickery Cleric a good stand-in for a rogue. The role of the Cleric is generally a buffer (I included healer / ailment curer in the definition of buffer) outside of combat that specializes in another party role inside combat. Inquisitor . The air domain isn't particularly exciting. 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