Pathfinder: WotR - Inquisitor Build - The Tactician

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[Music] what's going on everybody mortum here this time bringing you my inquisitor build for pathfinder wrath of the righteous i've been going through each of the classes making a fun build for them kind of just how i like to play that class or a fun way to play that class this isn't intended to be like a mid max type thing the difficulty that we're shooting for with most of these builds is around core though i will give a recommendation for each build as we go and for this particular build core should be the way to go you can definitely do anything lower than that you could probably go hard unfair is hard to really recommend much of anything for because it's just very difficult but corey should be okay now in today's video we are going to be focusing on a tactical leader inquisitor i will say the very last level of tactical leader that is to say level 20 is basically useless so if you wanted to take one level into another class you could do that but this build is just focusing on tactical leader but just know that if you wanted to put literally one level into something else you would probably be fine this build and tactical leader primarily revolves around granting teamwork feats to your team through the ability called swift tactician and while this build will do a lot of good solid damage our primary role is going to be party support that is granting them buffs through our feats through swift tactician as well as the buffs we get from the inquisitor's spell list we are going to be a melee inquisitor wielding a two-handed scythe charging into battle granting our teammates buffs and things through our swift tactician ability and through use of the animal domain we're going to keep an animal companion with us as well first of all before we jump into it let's talk about what tactical leader actually gives you for starters we lose solo tactics which gives an inquisitor their teamwork feat bonuses even if their party doesn't actually have them and we lose a couple of our teamwork feat choices and this gets replaced primarily with swift tactician which means at third ninth and eighteenth level we're going to gain a teamwork feed as a bonus feat we do have to meet the prerequisites and then as a standard action through use of the swift tactician ability we can grant these feats to all allies within 30 feet that can see and hear you it's gonna start out with a minimum of four rounds and then that's going to increase as you level up in terms of duration and then you can use this ability more and more as you level up up to a maximum of four times a day moreover at twelfth level we can actually use this as a swift ability meaning it won't take up a standard action or an attack basically now the other thing we get specific to a tactical leader is battle acumen which means at 14's level you can grant your judgment benefits to a single other ally within 30 feet who can see and hear you again as a standard action which basically lets other classes use the inquisitor's judgment abilities for one minute those are the things that are specific to the tactical leader but i do want to mention a couple of other things and those are the things that are specific to an inquisitor that makes them really great because inquisitors are an amazing all-around class and if you're new to the game inquisitors are really probably the best class to start with just because of the wide range of what they're able to do but that said the thing specific to an inquisitor that you want to know is that for starters they get regular base attack bonus which means it's not full they get a max spell level of six of the inquisitor spell list which is primarily uh divine casting which uses the wisdom ability score and is mostly focused on healing removing debuffs as well as party buffs moreover they cast spontaneously also there are two abilities an inquisitor gets that you should really know about and those are judgments and bane judgments are really cool it's a series of abilities that basically grant you a small bonus into something so this can be your armor class that's usually a sacred bonus by the way which is important because it won't stack with other sacred bonuses this will be like a plus one to your saving throws a plus one to your damage reduction versus magic your attack rolls and as you level up you'll actually be able to use more than one of these at once but basically they're just bonuses that a inquisitor can use on themselves and then as you level up they get progressively stronger and then the second is bane bane is incredibly strong bane is basically just free damage against enemies when you turn it on you can only use it a number of rounds per day however while the text tells you you have to like declare an enemy that is your bane the game actually does that part for you so turning bane on is basically just free damage but with that out of the way let's talk about the rest of character creation which is where i'd like to start with this for the tactician here really what we want to pick up is human in my opinion simply because of some specific things we're going to be doing so that said if you want to mix this up feel free it's meant to be fun humans get a plus two to one ability score of their choice moreover they also get an extra feet at level 1 which is important because we're actually going to need that extra feet for a background i recommend you pick up acolyte specifically because we're going to be using persuasion and the acolyte background changes the persuasion checks to your wisdom modifier instead of your charisma and we're not using charisma we're using wisdom now for our ability scores themselves i recommend taking strength to 18 wisdom to 13 and constitution to 16. we don't need a ton of wisdom but we do need it to cast our spells so we do need some wisdom now we don't need a ton of it though because we can get it through items and things and buff that up later 13 is kind of a good spot for me you do need a little constitution and strength because we are going to be a melee frontliner so we're going to be up in the fray a lot we're going to be using strength for all of our attacks and we need the constitution to not die so for skills inquisitors get a ton of skills every single skill available is a class skill which means we could theoretically be very good at it i recommend athletics lore nature low religion perception and persuasion just because those are the ones that our ability scores are going to give us bonuses in and then persuasion because of the feats we're going to take a little bit later now for our starting feats because of what we're doing here one of them needs to be martial weapon proficiency martial weapon proficiency is going to let us use scythes which is for this build kind of what i had in mind though that said thankfully due to finney in the talking weapon who can be any weapon you want him to be you can honestly change the weapon part of this to whatever personally i envision this build using scythes that said if you want to use a different weapon go crazy i would recommend you keep it to melee weapons though because of a the way we're doing the rest of this build and b you'll get more use out of your teamwork feats if you are in melee at least your character will and also because there is a range on the feats themselves when you use swift tactician it's better to be in melee or as close to your allies as possible so they continue to benefit from it but feel free to change the weapon for our second feat personally i like to pick up blind fight which is going to give us immunity to gaze attacks which are special attacks that higher level monsters get and also it'll cause invisible attackers not to get their extra bonuses attacking you which can help you out and then for our deity this part is actually a little important inquisitors do benefit from their deity a little bit by getting to pick a domain so basically the deity and inquisitor picks determines what domains they're able to pick from and then they'll get a few bonuses from that domain now what we need to pick is a deity with the animal domain personally i like gazree as it is a neutral god and you can kind of pick for the most part whatever alignment you want outside of that which leaves you kind of open but basically any god that gives you an animal domain will do because the animal domain is going to grant us an animal companion at level 4. the animal companion will be level 1 but we're going to fix that with a feat now for our level 1 spells i recommend bless and divine favor bless is a party buff and divine favor will give you a luck bonus to you specifically divine favor does kind of get replaced by uh prayer later on which is a level three spell but these will give you some buffs early game to help you out and then the rest is all cosmetic and next up we're going to talk about feats so we're going to talk about feats then we're going to talk about just some a few different spells here and there that can kind of help you out and then we're going to talk about some early game strategies for the build so for our feats though i'm going to give you two separate options here now the first few levels basically are always the same however from about level seven to all the way up to 19 when you get those feeds there can be a little bit of change if you want i'm gonna give you two different sets of options here so level one blind fight and marshall weapon proficiency level three i recommend picking up weapon focus for whatever you decided to use for this for of course going with the scythe and then at level five pick boone companion now boone companion is not going to be at the top of the list it's easier to search it but you can pick it at level 5 because at level 4 you'll have gotten your pet and then at level 5 when we pick boon companion that's going to bring our pet up to our level now starting at level 7 we have two options basically personally i like to go into the intimidate feats which allow us to use our persuasion to make intimidate checks as we attack enemies basically now that starts with dazzling display we're not really going to use dazzling display in combat much but dazzling display is a prerequisite to the rest of them that we actually want now at 9 we won't actually have the base attack bonus to potentially get some of those feats so i like to pick up power attack then because that also leads us into some of the intimidate feats and then starting at 11 we can pick up corner gone smash 13 you can pick up cleave which will let you use a single attack with a full base attack bonus against a foe and then if we hit it we deal normal damage and make an additional attack against another foe that's adjacent to the first and also within reach but we take a -2 penalty with our armor class now there's a couple reasons we'll pick this up one there is a scythe and act 2 that that couples amazingly with but also just because it's fun 15 and 17 i recommend you pick up dreadful carnage and shatter defenses dreadful carnage will let you make an intimidate check on all enemies within 30 feet whenever you kill something and then shatter defenses will cause any shaken frightened or panicked opponent hit by you this round to be flat-footed to your attacks until the end of our next turn which basically makes them easier to hit last i like to pick up cleaving finish now cleaving finish will allow you to hit more things when you cleave when you kill things now as i said i want to mention a separate set of options here if you don't like the intimidate persuasion checks here what i would suggest instead is going all in on the cleave feats because if you're unaware there's like a whole line of feet centered around cleave that of course start with cleave and those feats basically revolve around you just using your cleave attacks either killing something or just making progressively more cleave attacks to hit as many things around you as possible now because we're a melee fighter and in theory we might be surrounded by several enemies at once that can work out pretty well especially if you choose to use a weapon that has reach and thus can you know hit things from even farther away that could be a fun option for you and as an alternative i figured i'd mention it here but personally i like the intimidate feats myself and that brings us two spells now early game there's basically two spells you want to rely on and that is bless and prayer now bless is going to give you a plus one moral bonus on attack rules and saving throws it also dispels bane if you happen to get hit with that now a lot of things give morale bonuses so this can sometimes not stack but you can get this at level 1 which makes it a very effective party buff for the first act of the game and then at spell level 3 we can pick up prayer prayer is a 40-foot burst that affects both your allies and your enemies your enemies will get a plus one luck bonus to attack roles weapon damage rolls saves and skill checks and it gives your enemies a minus one penalty to those things so those are big party buffs that we can get very easily now the rest of the inquisitor's spell list is primarily focused around curing things pulled person protection from alignment and basically just a lot of party buff type stuff so for those spells what you want to focus on is the party buff type stuff anything that says communal for instance is usually a party buff now depending on what you're doing that might change and you can only learn so many spells per level however we are a spontaneous caster so we don't need to worry about memorizing any of them but the two most important i would say are bless and prayer as those work in basically every situation just keep in mind with the inquisitor spells we're really focused on party buffs and utility we're not trying to really do any damage here so you'll get a couple of damage spells but we're not going to have the ability to really do much with those because we're going to have low difficulty checks on things like spell resistance etc so we're not really trying to deal damage with our spells party buffs utility now let's talk about some game play now i'm going to show you guys some mid-level game play and i'm going to talk about what to do in act one and act two so act one we're not gonna have access to a lot of the fun stuff this is a build that primarily starts to come together towards the end of act two and the start of act three because in act one we're basically gonna have access to bless and then at level three we'll get swift tactician i recommend you pick the back to back feet as a teamwork feat at level three because back to back will give you basically a plus two bonus to your ac for your characters that have it when you use your swift tactician which will just make you harder to hit now for act one that's about all you get actually beyond that we're gonna be mostly just a regular melee warrior you might try to use divine favor which is also a level one spell to buff yourself and then beyond that we're charging in we're hitting things equipment in act one is a little sparse you'll find finnian the talking weapon who can give you a very good scythe at that level in the great garrison which is the last part of act one you can pick up a special scythe called the dark glowing scythe which is very good for the level you find it at and then for the rest of our equipment basically medium armor which is what you'll start the game with and then just the best stuff you can find now for act 2 this is where things start to pick up a little bit at level five we'll get our bane ability which as i mentioned is just free damage it's 2 6 extra damage towards the end of it we'll get our second teamwork feat and then at the end of act 1 starter act 2 will get our pet he'll come online and in terms of that pet what i recommend is a smilodon because they do ridiculous damage and they're very easy to set up to do that damage because they get so many full attacks when they charge and while i'm not gonna like tell you which pet to pick because honestly again trying to make this fun so pick whatever you want however my recommendation would be the smilodon and also give it the intimidate feet line which makes them very strong because of the amount of attacks they get and how often they're going to be killing things because of all the damage they do also i like the pet aggressor archetype for the smilodon as well it will give you extra bleed damage as it levels up kind of leaving the pet wide open on purpose i want people to enjoy their pet choice it kind of makes the build feel more personal in my opinion to pick that one yourself but a recommendation smilodon intimidate feline but that's kind of act two and then in act 2 we can actually start getting some really good equipment for starters we can get the scythe wide sweep from the quartermaster in our tent wide sweep is a scythe that when you hit an enemy with it will also deal its weapon damage to anything within a five foot burst so they have to be kind of lumped on top of each other for it to work but if they're close you'll essentially hit both enemies within like a regular attack it can be quite strong especially if you pair it with cleave because cleave makes you hit two separate enemies and if you hit them with wide sweep it will stack which is kind of nonsense there you are now i'm going to show you some mid game combat which is probably running in the background up to this point to kind of give you some realistic expectations of what to expect here on core difficulty which is what we're showing you here now at the start of combat like i mentioned what you want to do is buff up ideally before you get to the encounter sometimes that's not always possible for our inquisitor that basically means prayer and bless as well as our swift tactician you want to be careful with swift tactician because it only lasts a number of rounds so you want to use it like literally right before the start of combat so you get as much use out of it as possible and then that's going to give our teamwork feats to our companions and then at that point we're basically just using ourself and our companions to charge and attack things and they'll be all the more effective for it because of all the buffs we've given them but we ourselves are also going to be capable of doing some real damage so for instance here with our bane activated as well as our heavenly sword from a mythic angel path by the way because we're at the start of x3 here when we hit this archer our wide sweep goes off which is what this particular character is using which then does a regular attack to the enemy next to him and we kill the archer by hitting it for about 40 and then we hit the guy standing next to him for about 55 which hit for about 90 at the start of act 3 at level 9 which is pretty solid for a random melee character to be honest so you can kind of see the breakdown here we have the 4d4 plus 21 from our actual wide sweep attack 2.6 for the angel mythic weapon ability and then 1-6 which is actually from the precise strike teamwork feat instead of one of the other ones because we picked up that one in this particular instance and then the extra 2x6 force damage is actually from our bane weapon so overall very capable build it's pretty fun it's again primarily focused on party support and because a lot of people don't necessarily like doing that with their main character you might consider putting this build on a mercenary instead last thing i want to talk about is mythic paths i don't try to tell anybody what mythic path to pick but like most things i will give a recommendation and my recommendation is angel or azada angel is really good because honestly just the nature of the build angels get an ability called angelic halo which can then pass buffs onto your party which again is basically what we're doing with this entire build and then azada through their mythic powers can actually also pass even more teamwork feats onto your companions as well which again obviously just fits it perfectly plus azada gets ivu which is the dragon companion that you can pick up but truthfully not really any wrong choices in terms of mythic path all of them are definitely viable though my recommendation would personally be angel or azada so there you go guys there is my inquisitor build for pathfinder wrath of the righteous kind of geared towards players kind of in that act one to three and then while i've shown you how to set things up for a later game i feel like most people are probably running around that act one to three area so that's kind of what i try to focus on when i show combat and things because as i've mentioned in videos myself i don't find showing off the max like possible damage in game is really useful so hopefully and give me feedback about it down below what i've shown you here and going over things that are useful in act 1 2 and 3 are better for you and more digestible basically i just want to make sure that these guides are actually helping the people who need it the most so with that out of the way truly honestly just thank you so much for watching if you enjoyed the video like comment subscribe all that youtube jazz but regardless of that stuff thank you may you wander in wisdom and have an amazing day [Music] you
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Channel: Mortismal Gaming
Views: 57,571
Rating: undefined out of 5
Keywords: Mortym, Mortismal Gaming, Pathfinder, WotR, Wrath of the Righteous, Inquisitor, Builds, Composition, Set Up, Tactical Leader, Tactician
Id: Ddc1VAY2DZ0
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Length: 19min 30sec (1170 seconds)
Published: Sun Sep 26 2021
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