Pathfinder 1E Inquisitor: Diabolic Whips & Fiery Heresy

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Article-At-A-Glance

  • The This IS Heresy[1] build is renowned for its masteries and combat expertise, as we will explore in this guide.
  • Explores an application of Pathfinder 1E Inquisitor Builds for character creation and development.
  • Skills and feats are combined to maximize Inquisitor potential in imaginative scenarios.
  • Role-playing techniques enrich the experience by enhancing thematic storytelling and combat strategies.
Heresy

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The Heretic Inquisitor build starts strong with focus on Dexterity and Wisdom. Utilizing the Conversion Inquisition, this Tiefling maximizes social manipulation through Wisdom-based skills. The build centers around initiating combat with multiple attacks and providing for strategic battlefield maneuvering.

Stat Block Level 1:

Inquisitor ,male, Tiefling Inquisitor 1; CR 1; Medium humanoid (extraplanar); HD 1d8+1; hp 9; Init +3; Spd 30 ft.; AC 14, touch 13, flat-footed 11; Base Atk +0; Grp +0; Atk whip +3 melee (1d3+0) or dagger +0 melee (1d4/19-20); Full Atk whip +3 melee (1d3+0) or dagger +0 melee (1d4/19-20); SA Judgement; SQ Monster lore, Stern Gaze, Cunning Initiative, Conversion Inquisition, Darkvision 60 ft., Fiendish Sorcery; AL lawful evil; SV Fort +3, Ref +5, Will +5; Str 10, Dex 16, Con 12, Int 10, Wis 16, Cha 8.

Skills, Abilities, and Feats:

Bluff +7, Diplomacy +7, Stealth +7, Perception +7, Use Magic Device +4; Weapon Finesse.

Special Attacks and Qualities:

Judgement to adjust combat style; Stern Gaze increases Intimidation; the Conversion Inquisition uses Wisdom for key interactions.

Possessions: chain shirt, whip, dagger, unholy symbol, backpack.

By level 5, the Inquisitor focuses on stealth and battlefield control with Wisdom as a central attribute. Utilizing Reactionary and Wisdom in the Flesh traits, the character achieves high initiative and stealth capabilities, paramount for their role as a stealth infused combatant. With weapon proficiency excelling with the whip, they can control fights by using maneuvers from range. Favoring Skill ranks over health, they excel in knowledge and social interaction, making them dangerous both in and out of open combat.

Stat Block Level 5:

Inquisitor 5: Male, Tiefling (Hellspawned) Inquisitor 5; CR 5; Medium Outsider (native); HD 5d8; hp 28; Init +6; Spd 30 ft.; AC 15, touch 12, flat-footed 13; Base Atk +3; Grp +6; Atk Whip (1d3+3/19-20) or Dagger (1d4+3/19-20); Full Atk Whip (1d3+3/19-20) or Dagger (1d4+3/19-20); SA Judgment 2/day, Bane 1/day; SQ Conversion Inquisition, Prehensile Tail, Darkvision 60 ft., Fiendish Sorcery; AL LE; SV Fort +5, Ref +3, Will +6; Str 10, Dex 16, Con 12, Int 10, Wis 16, Cha 8.

Skills, Abilities, and Feats:

Knowledge (The Planes) +8, Knowledge (Religion) +8, Spellcraft +5, Stealth +11, Use Magic Device +5; Weapon Finesse, Fiendish Obedience, Weapon Focus (Whip).

Special Attacks and Qualities:

The Inquisitor uses Wisdom for social skills thanks to Conversion Inquisition, with a proficiency focus on whip combat, excelling in stealth and initiative through Reactionary and Wisdom in the Flesh trait bonuses.

Possessions: Whip, Dagger, Chain Shirt, Unholy Symbol.

This level 10 Tiefling Inquisitor embarked on the path of heresy stands as a stealthy battlefield controller. With Weapon Finesse and Whip Mastery, it efficiently dishes out punishment using a whip as a favored weapon. The character’s capabilities include excellent stealth, the ability to manipulate social interactions using wisdom based skills, and significant combat prowess through Piranha Strike and Bane abilities. Specializing in demonic commands and devilish strategies via the Diabolist prestige class, they are adept in subversive tactics and summoning infernal aid.

Stat Block Level 10:

Inquisitor (Heretic) 7/Diabolist 3: male Tiefling, Inquisitor 7/Diabolist 3; CR 10; Medium outsider (native); HD 7d8+3d6+10; hp 56; Init +7; Spd 30 ft.; AC 18, touch 13, flat-footed 15; Base Atk +7; Grp +8; Atk +11 melee (whip, 1d4+1, 15-20/x2) or +10 melee (dagger, 1d4+1, 19-20/x2); Full Atk +11 melee (whip, 1d4+1, 15-20/x2) and +10 melee (dagger, 1d4+1, 19-20/x2); SA Bane, Judgement, Hellfire, Whip Mastery; SQ Hellfire, Conversion Inquisition, Diabolist Features, Tiefling traits (Hellspawned); AL LE; SV Fort +7, Ref +9, Will +11; Str 10, Dex 16, Con 12, Int 10, Wis 18, Cha 8.

Skills, Abilities, and Feats:

Knowledge (The Planes) +10 (7 ranks), Knowledge (Religion) +10 (7 ranks), Spellcraft +10 (7 ranks), Use Magic Device +10, Stealth +14, Bluff +10, Diplomacy +10; Weapon Finesse, Fiendish Obedience, Weapon Focus (Whip), Whip Mastery, Improved Whip Mastery, Piranha Strike.

Special Attacks and Qualities:

Utilizes wisdom for social roles and stealth, possesses Infernal teleportation and access to Hellfire transformation for spells.

Possessions: Whip, dagger, chain shirt, unholy symbol.

At level 15, the build excels in battlefield control using a whip and calling upon diabolical powers. With incredibly high Stealth and social skills, this Inquisitor can maneuver seamlessly through both social and combat encounters. The character is a terrifying stealth killer capable of dragging enemies into precise positions and unleashing powerful spells like Harm for devastating damage.

Stat Block Level 15:

Inquisitor: male Tiefling Inquisitor (Heretic) 8/Diabolist 7; CR 15; Medium outsider (native); HD 8d8+7d6+45; hp 122; Init +7; Spd 30 ft.; AC 22, touch 13, flat-footed 19; Base Atk +12; Grp +12; Atk +17 melee (1d3+5, +1 whip) or +15 melee (1d4+5, dagger); Full Atk +17/+12/+7 melee (1d3+5, +1 whip) or +17 melee (2d4+5, +1 whip, Piranha Strike) and Imp bite +11 melee (1d6+1); SA Bane, Judgment, Fiendish Boon, Hellfire, Retribution; SQ Cunning Initiative, Detect Alignment, Monster Lore, Stern Gaze, Track, Solo Tactics, Teamwork Feat, Conversion Inquisition, Imp Familiar, Teleportation; AL LE; SV Fort +12, Ref +10, Will +15; Str 10, Dex 16, Con 16, Int 10, Wis 18, Cha 8.

Skills, Abilities, and Feats:

Bluff +18, Diplomacy +18, Stealth +23, Use Magic Device +18, Knowledge (Planes) +17, Knowledge (Religion) +17, Spellcraft +17; Weapon Finesse, Fiendish Obedience, Weapon Focus (whip), Whip Mastery, Improved Whip Mastery, Piranha Strike, Improved Initiative, Toughness, Balor Whip, Combat Reflexes.

Special Attacks and Qualities:

Features from the Diabolist such as Hellfire spells, use of Planar Binding, and an Imp familiar enable diverse combat tactics.

Possessions: +1 whip, +1 dagger, chain shirt, unholy symbol, various scrolls including a Scroll of Planar Binding.

At level 20, the Inquisitor build is a stealthy battlefield controller with high damage potential. Utilizing Wisdom for social roles and increased skills in Bluff and Stealth, the character excels in deception and surprise attacks. Equipped with a whip alongside Bane and Judgement abilities, they can control their enemies’ positions while dealing significant damage, including a devastating 150 damage with a Harm spell. With spells like Unhallow and Freedom of Movements, the character is versatile and difficult to pin down.

Stat Block Level 20:

Inquisitor (Heretic)/Diabolist: male, Tiefling Inquisitor 10/Diabolist 10; CR 20; Medium Outsider (Native); HD 20; hp 160; Init +6; Spd 30 ft.; AC 22, touch 14, flat-footed 18; Base Atk +15; Grp +20; Atk Whip +21 melee (1d8+8/19-20) or Dagger +19 melee (1d4+5/19-20); Full Atk Whip +21/+16/+11 melee (1d8+8/19-20) or Dagger +19/+14/+9 melee (1d4+5/19-20); SA Bane, Judgement, Harm spell; SQ Conversion Inquisition, Fiendish Obedience, Hellfire spells, Teleport through Hell, Imp Familiar; AL Lawful Evil; SV Fort +13, Ref +12, Will +17; Str 10, Dex 16, Con 16, Int 10, Wis 24, Cha 8.

Skills, Abilities, and Feats:

Bluff +28, Stealth +33, Use Magic Device +23; Weapon Finesse, Fiendish Obedience, Weapon Focus (Whip), Whip Mastery, Improved Whip Mastery, Piranha Strike, Improved Initiative, Toughness, Balor Whip, Combat Reflexes.

Special Attacks and Qualities:

Converts elemental spells to Hellfire, doubles Wisdom for Bluff and Stealth, controls the battlefield with whip proficiency, and possesses diabolist teleportation and familiar traits.

Possessions: Whip, Dagger, Chain Shirt, Unholy Symbol.

Milestones Of Character Development

  • Levels 1-5: Begin with Weapon Finesse to enhance your melee prowess with Dexterity. Invest in knowledge of planes and religions to prepare for your Diabolist prestige. Start mastering whip techniques with Weapon Focus.
  • Levels 6-10: Transition into your Diabolist Prestige by using a Scroll of Planar Binding. Enhance your whip skills with Whip Mastery and Improved Whip Mastery. Utilize Fiendish Obedience for entry into your prestige class and gain diabolic abilities.
  • Levels 11-15: Intensify battlefield control with Piranha Strike and increased initiative from Improved Initiative. Develop durability with Toughness, and unlock Balor Whip for deadly combos, leveraging your Bane and Judgement skills effectively.
  • Levels 16-20: Maximize your combat effectiveness with Combat Reflexes for extra attacks of opportunity. Delve deep into the hellish powers of the Diabolist, utilizing teleportation and hellfire spells. Culminate with devastating spells like Harm for massive damage.

Core Abilities & Features

What makes the ‘This is HERESY[1]’ build so tantalizing? It’s the fusion of cunning and hellfire. The Heretic archetype anchors us, granting abilities distinct from the orthodox route, aligning well with the infernal paths tread as a Diabolist. This includes pivotal skills like Planar Binding before level 7. It’s crucial since crossing the boundary into the Diabolist’s realm requires such mastery.

The standout trait of this build is the Conversion Inquisition. Swapping out Charismatic reliance for Wisdom ensures we Wink and Bluff our way through diplomatic kerfuffles with unprecedented ease. This build bends Wisdom to its will, allowing shrewd negotiations coupled with unsanctified power. The prowess of applications like Judgment and Bane meld seamlessly with whip mastery granting battlefield superiority.

Consider the blend of Skills, Stealth, blitzed by Wisdom in the Flesh, outmaneuvers reliance on Dexterity creating a killer in the shadows. An Imp Familiar flutters alongside, an extra eye for unseen dangers. With hellish spells bolstering the roster from Hellfire to transportation via infernal teleportation, the build transcends ordinary. Gear wise, a whip dances in hand, the favored tormentor’s tool, wielding capabilities enhanced via Weapon Finesse and Balor Whip.

Equipment Progression

Level RangeEquipmentDetails
L1-5Masterwork WhipEnhances accuracy with your primary weapon. Essential for early damage output and control.
L6-10+1 WhipFirst magical upgrade to your weapon, boosting both attack and damage.
L11-15Belt of Incredible Dexterity +2Increases Dexterity, benefiting Initiative, AC, and relevant skill checks.
L16-20+3 Cursed Whip of BalorPowerful battlefield control tool, integrating well with the build’s abilities.

Combat Scenarios as the Heresy

  • Dungeon Crawls:
    • In narrow corridors, use the whip to trip foes from afar, maintaining distance. A combination of Stealth and Detect Magic helps in spotting traps and hidden threats. Bane ability buffs against specific enemy types for heightened damage.
  • Open Fields:
    • Use the whip’s reach to pull enemies into Piranha Strike range. Judgments boost defenses while moving across the field. Use Blasphemy strategically when devils or evil outsiders appear.
  • Ambushes:
    • Initiate combat with a surprise whip attack using Improved Whip Mastery. Stun primary targets with Harm for devastating surprise strikes. Stealth capabilities allow preemptive positioning.
  • Defensive Stands:
    • Position yourself at choke points, leveraging Whip Mastery to control multiple foes. Use Harm or Blasphemy to eliminate key threats swiftly. Defile Armor improves defenses during prolonged sieges.
  • Urban Encounters:
    • Blend into the crowd using Stealth, then isolate targets with the whip. Utilize Zone of Truth to gather intelligence. Conversion Inquisition aids diplomatic resolutions when violence isn’t the first option.

Weaknesses & Counters

WeaknessCounter
Low CharismaUse the Conversion Inquisition to use Wisdom instead of Charisma for social skills, maximizing Bluff and Diplomacy effectiveness
Limited Spell VarietyFocus on your strengths with Hellfire and Imp Familiar for tactical advantages, and plan encounters where your spells shine
Weak in Close CombatUtilize the Whip’s reach to maintain distance and apply battlefield control; invest in defensive spells like Shield of Faith
Weak against High Fortitude EnemiesUse Disable and Control tactics, such as Hold Person or Entangle, to negate their strength
Vulnerability to Detection SpellsUse Undetectable Alignment and Invisibility Purge to counter magic detection efforts

Roleplaying the Heresy

Embrace their defiance. As an Inquisitor with the Heretic archetype, they channel this into fervor against false beliefs, serving the Archdevil. Roleplaying this character means delving into internal conflict; they preach faith in the dark, sowing both doubt and devotion.

Lean into tension. In a party, this Inquisitor might scrutinize allies’ motives, always wary of hidden intent. Challenge players by weighing justice against mercilessness. Pursuing heretics with zeal, wield the whip not just as a weapon, but as a symbol of authority. Explore moral gray areas with layers of wisdom-driven manipulation. The story’s drama will rely on their inner turmoil, caught between mortal ethics and diabolical devotion.

Heresy

FAQ

What makes the This IS Heresy[1] build unique?

This IS Heresy[1] excels at exploiting weaknesses. Its ability to control and manipulate enemies sets it apart. The build focuses on disrupting foes with divine and arcane synergy. It pairs potent offensive spells with debilitating curses.

How vital is teamwork for an Inquisitor using This IS Heresy[1]?

Teamwork is crucial for maximizing This IS Heresy[1]’s potential. Allies provide cover and support, enhancing your crowd control. Working with a diversified team strengthens your offensive strategies.

What are key skills and abilities for this build?

Prioritize skills enhancing your deception and perception abilities. Skills like Intimidate and Sense Motive are essential. Abilities that maximize your spells can be game-changers.

Are there specific magical items that complement This IS Heresy[1]?

Magical items boosting mental prowess are invaluable. A Headband of Alluring Charisma is beneficial. Anything amplifying your spellcasting ability can greatly enhance performance.

What challenges might one face with This IS Heresy[1] in play?

Facing enemies resilient to magic demands quick adaptability. You might need to resort to physical combat. Knowing when to switch tactics is key to success.

Join us at Stellar Dragons with the This IS Heresy Build!

Ready to test the This IS Heresy[1] build in your next game? Will it rise as the ultimate Pathfinder 1E build? Join the discussion on our Stellar Dragons Discord server: https://discord.gg/uAPvgEq6Z7.

Authors

  • Andrew Wilson

    Writer, Editor, GM, Technologist – Andrew’s been playing TTRPGs since as far back as he can recall… at least sometime in the nineties… or was it the early 2000s?

    View all posts
Terms definitions
1. ↑ Inquisitor – **This is HERESY** – Pathfinder 1E ( This IS Heresy )

This is HERESY!

If I was going to make Inquisitor builds, I was going to make a Heresy build if only because of the meme, so might as well make it good.

We are taking the Heretic Archetype, and the Diabolist Prestige Class. We will serve an Archdevil of some sort. Our leveling should look like the following:

Class

Inquisitor (Heretic) 7/Diabolist 10/Inquisitor (Heretic) +3

Note: To fulfill the Special Prerequisite, it will mean that we have to use a Scroll of Planar Binding by level 7. Do keep that in mind.

Race

We will take Tiefling with the Hellspawned variant, and with the Prehensile Tail Alternative Racial Feature.

Ability Scores

Put everything in Wisdom.

15Point-Buy

Str 10/Dex 16/Con 12/Int 10/Wis 16/Cha 8

20Point-Buy

Str 10/Dex 16/Con 12/Int 10/Wis 18/Cha 8

25Point-Buy

Str 10/Dex 16/Con 16/Int 10/Wis 18/Cha 8

Traits

Reactionary for a +2 to Initiative, and Wisdom in the Flesh, with which we will take the Stealth skill to roll wisdom instead of dexterity.

Favored Class Bonus

Skills, we’ll need those.

Skills

We need at least 7 ranks in Knowledge(The Planes and Religion) and in Spellcraft. We’re also increasing Use Magic Devices, Stealth, Diplomacy and Bluff.

Feats by Level

1-Weapon Finesse

3-Fiendish Obedience

5-Weapon Focus(Whip)

7-Whip Mastery

9-Improved Whip Mastery

11-Piranha Strike

13-Improved Initiative

15-Toughness

17-Balor Whip

19-Combat Reflexes

We will focus on the whip of which we are automatically proficient as it is our Deity’s favored weapon, with Weapon Finesse, Whip Mastery, Piranha Strike and Balor Whip to combo with our Bane and Judgement abilities for great damage and with Fiendish Obedience we get to enter the Diabolist Prestige Class.

Domain

We will be taking the Conversion Inquisition instead of a Domain, allowing us to use Wisdom instead of Charisma on Bluff, Diplomacy and Intimidate.

Diabolist

We get a handful of interesting bonuses like the ability to turn our few elemental spells into Hellfire, the ability to teleport through Hell itself and get an Imp Familiar.

Spells by Level

1-Detect Magic, Brand, Read Magic, Bleed, Barbed Chains, Command
2-Stabilize, Cure Light Wounds
3-Detect Poison, Disguise Self
4-Castigate, Death Candle
5-Flames of the Faithful
6-Undetectable Alignment
7-Spiked Armor, Shield of Darkness, Nondetection
8-N/A
9-Trial by Fire
10-Magic Vestment
11-Hold Person, Death Ward, Defile Armor
12-Shield of Faith, Divine Power
13-Freedom of Movements
14-Invisibility Purge, Dimensional Blade, Flame Strike
15-Zone of Truth, Unwilling Shield
16-True Seeing
17-Hold Monster, Blasphemy, Harm
18-Heroism, Heal
19-Invoke Deity
20-Unhallow

Equipment

A Whip and a Dagger, a Chain Shirt and a Unholy Symbol

Final Thoughts on the Build

We end up using Wisdom for all our social rolls, and double our Wisdom on Bluff and Stealth, pushing those two to really high levels. With our whip, we control the battlefield, we can drag enemies closer, and then hit them with Harm for 150 damage. We are a great stealth killer build.

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