Pathfinder: WotR (Beta) - Inquisitor Class & Archetypes Mechanics/Overview

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what's going on everybody mortum here this time we are talking about the inquisitor class and its archetypes in pathfinder wrath of the righteous which is currently in beta first things first the inquisitor is a divine caster they use wisdom as their casting slot they often get to pick a domain of their chosen faith they do not get the domain spells from those domains they only get the abilities from the first and eighth level that all the domains will give you if you want a full list of their domains i recommend you check out my cleric video for that class as i do cover all of the domains and show you actually what every single one gets there are over 30. there's a lot of them that said the inquisitor gets a spell list that they specifically use i mean it's a combination of spells from other divine schools but they get a list that they specifically get to choose from and real quick before we jump in i just want to mention that inquisitor is a personal favorite of mine so just kind of informing everyone of my slight bias before we jump into it i actually do like inquisitors a lot i think they're really cool they are like the assassins for their faith thing is that's not always a cordial relationship between them and their deity this is actually shown in pathfinder kingmaker there's an inquisitor you can meet towards the end of the game who actually isn't on the best of terms with his god and it just kind of is what it is so there's just a lot of cool storytelling potential there in my opinion but suffice to say they are basically a type of assassin who tracked down threats to their god or their faith and in a fantasy world that takes a lot of forms as there are a lot of deities so as a base class we pick up we pick up every skill as a class skill so leave you kind of wide open to do whatever you want there in terms of class skills for proficiencies inquisitors are proficient with all simple weapons the longbow the short bow and whatever the favored weapon of their deity is they're also proficient with light armor medium armor and shields excluding tower shields now as i mentioned earlier and by the very nature of their class the inquisitors will pick a deity as well as a single domain again they will not get the spells from this domain they just get the first and eighth level abilities inquisitors also pick up the detect magic ability which will let them of course identify magic and this is primarily used in dialogue at first level they also have stern gays they are skilled at sensing deception and intimidating their foes they receive a morale bonus on all persuasion skill checks made for intimidation and perception checks equal to half their inquisitor level to a minimum of a plus one and then we come to judgment so judgment takes a lot of different forms which hopefully i will throw up on screen here but at first level an inquisitor can pronounce judgment upon their foes so starting when the judgment is made you'll receive a bonus or special ability based on what judgment you activated every three levels after this you pick up an additional use of this per day and once activated this lasts until combat ends at which point all of the bonuses just immediately stop now in combat you can switch judgments it costs the swift action to do now at eighth level you will also be able to pick up second judgment this will allow you to pick two judgments instead of just one but only consuming one use of the ability so essentially you'll be able to have two judgments active at the same time at 14's level they pick up exploit weakness so whenever you score a critical hit it will ignore any damage reduction the target has as well as stopping any temporary regeneration that is keeping the target from dying however creatures that have an innate regeneration aren't affected by this so like trolls and stuff don't get affected by this at 16th level they pick up third judgment which will allow them to use three judgments at the same time with the cost of one ability and then at level 20 they pick up true judgment whenever they use the judgment ability they can invoke true judgment as a swift action once declared you make a single attack if the attack hits it deals normal damage but the target must make a fortitude save or die now regardless of whether or not the creature makes that save it's immune to the ability for the next 24 hours afterwards which obviously doesn't matter if they're dead now all the way back at second level inquisitors also pick up cunning initiative they will add their wisdom modifier to initiative checks as well as their dexterity modifier and one of the bigger abilities for the inquisitor is solo tactics essentially what solo tactics does is that any teamwork feat the inquisitor has will basically give its bonuses regardless of whether or not your allies actually have it or not so the way teamwork feats work if two of your characters possess a teamwork feat and more often than not are standing next to each other they will then gain a little bonus solo tactics makes it to where as long as you're standing next to it and the inquisitor has the teamwork feat the inquisitor will still benefit from the feat however the ally will actually have to have the feet in order to gain the benefit so basically this lets the inquisitor pick up teamwork feats and still gain their benefits regardless of whether or not the allies actually have them or not and then at fifth level they pick up bane for a number of rounds per day equal to the inquisitor's level they can imbue their weapon with the bain special ability as a swift action now this says that you have to designate a foe and you'll get an enhancement bonus of plus two better than its actual bonus to the weapon and it will deal an extra two di6 damage against selected foes thing is the selected foes part is done automatically for you in game so you don't actually have to select anything you just have to turn on bane which makes this fairly powerful but is of course limited to a number of rounds per day at 11th level they pick up stalwart an inquisitor will use their mental and physical resiliency to avoid certain attacks so if you make a fortitude or will saving throw against an attack that has half damage and you succeed on that throw you will instead avoid the damage entirely this is essentially evasion but for fortitude and will versus reflex but it does have the small condition of only being usable if you are wearing light medium or no armor and then at 12th level they pick up greater bane whenever you use the bane ability the bonus damage dealt increases to 4-6 instead of 2-6 and beginning at level 3 inquisitors will begin picking up several teamwork feats in addition to their regular feats so like many other classes and archetypes they get six of these at a base class and essentially every few levels they get to just get an extra teamwork feat in addition to their regular feats that they get to choose and that brings us to our first archetype the faith hunter so the faith hunter as you can see loses its domain however it does pick up a couple of extra abilities to replace that so the only one i can show you however are the sworn enemy bits so a faith hunter will choose a single alignment at first level that opposes their own along either law or chaos or good or evil axis so if you're good it has to be evil if you're chaos it has to be law etc essentially you'll designate a sworn enemy of an alignment and those enemies are your sworn enemies and then at level six once per day is a swift action a faith hunter can smite one foe she can see if the foe is of the sworn enemy alignment the hunter gains a plus four bonus on attack rolls against that foe and a bonus equal to half their inquisitor level on damage rolls made against that foe and if that wasn't enough this will bypass the dr of any enemy that is actually one of their sworn enemies however if the target is an enemy that is not their sworn enemy it is just wasted and no effect happens now this will remain in effect until the foe is dead or the next time the faith hunter rests and regains their uses of the ability at 10th level and every four levels after that a faith hunter can smite enemies for one additional time per day up to a maximum of four at level 18. now the other ability is just blank text but i assume it has something to do with the faith hunter obviously so can't really show you what that is which brings us to monster tactician so monster tactician actually loses all well most of their judgment abilities they do actually get to pick it up at level 19 but it gets replaced with the summon monster class feature starting at first level you'll be able to cast summon monster as a spell-like ability a number of times per day equal to three plus your wisdom modifier it is a standard action the creature will will remain for one minute per level instead of one round and then at third level and every two levels after that the power of this ability increases by one basically upgrading the summon monster spell up to a maximum of summon monster 9 at level 18. at level 5 they pick up summon tactics every time a monster tactician casts a summoning spell all the creatures summoned by that spell are treated as if they knew the monster tactician's teamwork feats which needless to say is a pretty strong ability now that brings us to a personal favorite of mine sacred huntsmaster this combines some of the stuff from the ranger class with the inquisitor so for starters we do lose our judgment abilities completely this time we don't even get it at level 19 like the others we just lose it however it gets replaced with an animal companion and we also pick up hunter tactics at level three giving your animal companion all of your teamwork feats and we pick up some of the ranger stuff i mentioned through the favored enemy abilities we'll get to pick a favored enemy which we will gain a plus two bonus on weapon attack and damage rolls against and then at fifth level and every five levels after you get to select an additional favored enemy every time that happens you actually get to pick a new enemy and if you want you can actually stack the bonuses so they increase by plus two now while it does say that if you choose humanoids or outsiders as a favorite enemy you have to choose a subtype at least currently and it didn't work this way in king maker either you don't have to do that you can just pick humanoid or outsiders and i think that's just to make the game feel a little better for instance a lot of demons are actually like outsiders so there are a bunch of subtypes within that like fiend just keep in mind you don't actually have to select the subtypes there now that brings us to another very cool archetype of the inquisitor and that is sanctified slayer so sanctified slayer like a lot of the other archetypes sacrifices their judgment abilities for other stuff so at level one they're actually going to pick up the studied target from the slayers class which i should have up here on screen since the inquisitor portion doesn't actually really tell you much about it in addition to that at level four they actually start picking up sneak attack dice which is going to give us extra damage when we catch enemies flat-footed that is to say in a situation where they wouldn't get their dexterity bonus which can be done from things like sneaking or stuff but also when you are flanking someone which is very easy to do with a party now even perhaps cooler than this is that at level 8 you start picking up slayer talents so i should have a list of these up on screen however it's worth mentioning that this actually encompasses a lot there are slayer talents there are rogue talents in that tree there's actually a rangers uh weapon combat like style talents in that tree as well now that said you can't take the advanced talents on those trees so again i should have this up ideally the advanced talents are not available to you overall you will actually get to pick several of them as you level up this is in addition actually to your extra bonus teamwork feats and your regular feats so this is actually pretty strong now that brings us to tactical leader we lose solo tactics however it gets changed to the tactician ability but before we get into that at level one we pick up leaders words so your tactical leader will receive a morale bonus on all persuasion skill checks even diplomacy equal to half your inquisitor level this replaces stern gaze and then as i mentioned we pick up tactician we will actually be able to use this as a standard action to grant our teamwork feats to all allies within 30 feet that can see and hear you and then they will retain that bonus for a number of rounds and as you level up you get more and more per day uses of that ability and at 14th level you pick up battle acumen you'll be able to grant your judgment benefits to a single other ally within 30 feet who can see and hear you as a standard action this will last one minute you can use it a number of times per day equal to your wisdom modifier to a minimum of one so this just lets you grant your bonuses to your team which i thought was really cool moreover it is worth mentioning real quick that you do lose some of your teamwork feats on this archetype we only get three versus the six we normally get there you go guys that is the inquisitor and their archetypes and again kind of personally a bit biased because i do actually think this class is really cool but there you go guys there is a look at it i personally think it's really awesome but i'd love to know what you guys think down in the comment section below if you liked the video please remember to like comment subscribe it helps the youtube algorithm out helps the channel out we are growing absolutely tremendously cannot thank you guys enough for that literally could not do this without you so thank you may you wander in wisdom and have an amazing day [Music] you
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Channel: Mortismal Gaming
Views: 32,526
Rating: undefined out of 5
Keywords: Mortym, Mortismal Gaming, Pathfinder, wrath of the righteous, wotr, Class, Guide, Inquisitor, Archetypes, domains, deities, sacred huntsmaster, sanctified slayer
Id: IxdbcoyY08c
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Length: 13min 37sec (817 seconds)
Published: Wed Mar 03 2021
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