Pathfinder 1E Inquisitor: Vigilante Gunslinger

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Article-At-A-Glance

  • Discover the unique abilities of the Base Inquisitor[1] and how we mix it with gunslinging capabilities.
  • Master various build strategies and playstyles for maximum character efficiency.
  • Utilize feats and spells for considerable combat advantages and roleplaying depth.
  • Provides detailed guidance on skill progression and equipment for every scenario.
Base Inquisitor

Click on the level for more information

This level 1 build for an Inquisitor focuses on Dexterity for ranged combat. The Half-Elf uses a pistol, with the Gunsmithing and Exotic Weapons Proficiency (Firearms) feats to manage weapons effectively. The character is armed with a pistol and starts using Judgments and spells, aiming for high damage and versatility in offense and defense while making use of teamwork feats via Solo Tactics.

Stat Block Level 1:

Inquisitor: male, half-elf inquisitor 1; CR 1; Medium humanoid (elf); HD 1d8; hp 8; Init +3; Spd 30 ft.; AC 13, touch 13, flat-footed 10; Base Atk +0; Grp +0; Atk pistol (+3 ranged, 1d8, x4) or melee (+0); Full Atk pistol (+3 ranged, 1d8, x4) or melee (+0); SA Judgment (1/day); SQ Monster Lore, Stern Gaze, Solo Tactics, Track; AL neutral good; SV Fort +2, Ref +3, Will +5; Str 10, Dex 16, Con 10, Int 10, Wis 16, Cha 10.

Skills, Abilities, and Feats:

Perception +7; Sense Motive +7; Stealth +7; Survival +7; Gunsmithing, Exotic Weapon Proficiency (Firearms).

Special Attacks and Qualities:

Judgment (provides bonuses in combat), Solo Tactics (treats allies as having the same teamwork feats).

Possessions: Pistol, leather armor, basic adventuring gear.

This level 5 Inquisitor is a Half-Elf with a fearless demeanor. Armed with twin pistols, they leverage high Dexterity for swift Reload and outmaneuver opponents with Teamwork feats. With Rapid Reload and Paper Cartridges, attacks flow rapidly. Their spells bolster both defense and offense, while knowledge skills keep them one step ahead of enemies.

Stat Block Level 5:

Inquisitor: male, Half-Elf Inquisitor 5; CR 5; Medium humanoid (elf); HD 5d8+10; hp 35; Init +4; Spd 30 ft.; AC 18, touch 14, flat-footed 15; Base Atk +3; Grp +3; Atk Pistol +7 (1d8/×4) or Two Pistols +7/+7; Full Atk Two Pistols +5/+5 (1d8/×4) or Pistol +7; SA Judgment 2/day, Bane, Smite; SQ Solo Tactics, Teamwork Feats, Weapon Familiarity (Firearms); AL neutral good; SV Fort +5, Ref +8, Will +7; Str 10, Dex 18, Con 14, Int 10, Wis 16, Cha 10.

Skills, Abilities, and Feats:

Perception +10, Sense Motive +10, Stealth +8, Knowledge (all) +1 per rank; Feats: Gunsmithing, Exotic Weapon Proficiency (Firearms), Deadly Aim, Rapid Reload, Escape Route, Duck and Cover.

Special Attacks and Qualities:

Armed Grit, Birthmark, Teamwork Feats effective through Solo Tactics; use pistols with great proficiency and can reload as a free action.

Possessions: Twin pistols, leather armor, Paper Cartridges, Traveler’s Gear, Holy Symbol (Birthmark).

The Level 10 Half-Elf Inquisitor focuses on using dual pistols with heavy dexterity for combat efficiency. With feats like Gunsmithing, Point-Blank Shot, and Rapid Reload, you excel in ranged attacks. Your Dexterity boosts your attack rolls, AC, and skills like Stealth and Perception. Your spells offer support in combat and utility for different situations. Solo Tactics make Teamwork Feats more lethal.

Stat Block Level 10:

Inquisitor 10: male, Half-Elf Inquisitor 10; CR 10; Medium humanoid (elf, human); HD 10d8; hp 60; Init +4; Spd 30 ft.; AC 22, touch 16, flat-footed 18; Base Atk +7; Grp +7; Atk Pistol +14 (1d8/x4) or another Pistol; Full Atk 2 Pistols +12/+12 (1d8/x4) or another set of attacks; SA Judgment 2/day, Bane, Solo Tactics; SQ Detect Alignment, Monster Lore, Stern Gaze; AL Lawful Good; SV Fort +8, Ref +10, Will +10; Str 10, Dex 18, Con 10, Int 10, Wis 16, Cha 10.

Skills, Abilities, and Feats:

Perception +15, Sense Motive +15, Stealth +18, Spellcraft +10, Intimidate +15; Gunsmithing, Exotic Weapons Proficiency (Firearms), Deadly Aim, Rapid Reload, Point-Blank Shot, Two-Weapon Fighting, Coordinated Shot, Escape Route, Precise Shot.

Special Attacks and Qualities:

Judgment provides various combat bonuses, Bane boosts damage output against specific foes, Solo Tactics allows access to Teamwork feats.

Possessions: Pair of masterwork pistols, studded leather armor, ammunition (paper cartridges), utility scrolls for spells such as Shield of Faith and Invisibility.

At Level 15, the Half-Elf Inquisitor is an embodiment of divine retribution. Built around high Dexterity, the character excels in ranged combat with dual pistols. Feats like Rapid Reload and Two-Weapon Fighting allow full-round attacks efficiently. Teamwork feats are leveraged through Solo Tactics, enhancing both offense and defense. The inquisitor’s arsenal includes spells like Stoneskin and Persistent Vigor for survival, and numerous skills provide high utility in various situations.

Stat Block Level 15:

nquisitor: male, Half-Elf Inquisitor 15; CR 15; Medium humanoid (elf); HD 15d8; hp 105; Init +10; Spd 30 ft.; AC 28, touch 19, flat-footed 19; Base Atk +11; Grp +14; Atk +20/+15/+10 ranged (1d8+5/19-20, pistol) or +16 melee (1d6+2/19-20, dagger); Full Atk +20/+20/+15/+10 ranged (1d8+5, dual pistols) or +16/+11 melee (1d6+2, dagger); SA Bane, Judgment x3/day, Smite; SQ Solo Tactics, Cunning Initiative, Monster Lore; AL Neutral Good; SV Fort +9, Ref +15, Will +13; Str 10, Dex 22, Con 14, Int 10, Wis 16, Cha 10.

Skills, Abilities, and Feats:

Perception +23, Sense Motive +23, Stealth +23; Gunsmithing, Exotic Weapons Proficiency (Firearms), Deadly Aim, Rapid Reload, Two-Weapon Fighting, Point-Blank Shot, Improved Two-Weapon Fighting, Precise Shot, Covering Fire.

Special Attacks and Qualities:

Solo Tactics allow teamwork feat benefits without needing allies to have them, Bane adds bonus to attacks and damage against a designated foe.

Possessions: Pair of Masterwork Pistols, +3 Mithral Chain Shirt, various paper cartridges, Belt of Incredible Dexterity +4, Cloak of Resistance +3.

At level 20, the Inquisitor excels as a pistoleer heavily utilizing teamwork feats via the Solo Tactics ability. With rapid reload, paper cartridges, and a combination of damage enhancing and defensive spells, they maintain high offensive output and versatility in combat. Their skills in Perception and Sense Motive are unmatched, making them a formidable scout and strategist.

Stat Block Level 20:

Inquisitor: male, half-elf inquisitor 20; CR 20; Medium humanoid (half-elf); HD 20d8+40; hp 140; Init +10; Spd 30 ft.; AC 27, touch 17, flat-footed 21; Base Atk +15; Grp +17; Atk pistol +21 ranged (1d8+5) or melee +17; Full Atk two pistols +21/+21/+16/+16/+11 ranged (1d8+5); SA Judgment, Bane, Solo Tactics; SQ Teamwork feats, Spellcasting, Stern Gaze, Detect Alignment, Cunning Initiative, True Judgment; AL lawful good; SV Fort +12, Ref +16, Will +20; Str 10, Dex 24, Con 14, Int 10, Wis 16, Cha 10.

Skills, Abilities, and Feats:

Perception +23, Sense Motive +23, Stealth +20, Spellcraft +20, Intimidate +20, Craft (firearms) +20; Gunsmithing, Deadly Aim, Rapid Reload, Point-Blank Shot, Two-Weapon Fighting, Rapid Shot, Improved Two-Weapon Fighting, Precise Shot, Improved Initiative, Instant Judgment (Teamwork: Duck and Cover, Escape Route, Coordinated Shot, Covering Fire, Intercept Charge, Pack Attack).

Special Attacks and Qualities:

Judgement (6/day), Bane, Solo Tactics allows use of teamwork feats as if allies possess them, Multiple judgments.

Possessions: Two pistols, masterwork armor, Divine items, spell components.

Milestones Of Character Development

  • Levels 1-5: At these early levels, you establish your core abilities. Select Gunsmithing at Level 1 to ensure you can maintain your firearms. Take Deadly Aim at Level 3 for increased damage output. Focus on key skills such as Perception and Sense Motive to enhance your awareness. Equip yourself with pistols as primary weapons, setting the stage for your Inquisitor’s ranged combat style.
  • Levels 6-10: Develop your combat strategies. Rapid Reload at Level 5 and Two Weapons Fighting at Level 7 increase your offensive capabilities, allowing you to attack more frequently in a round. Begin optimizing your Teamwork feats with Escape Route and Coordinated Shot by Level 9. These levels are crucial for honing your accuracy and rapid fire techniques.
  • Levels 11-15: Secure your place as a formidable Inquisitor with Improved Two Weapons Fighting at Level 11. Rapid Shot at Level 15 enhances your shooting speed, while Precise Shot improves your accuracy. You also gain access to more powerful spells like Stoneskin and True Seeing. Equip better armor to ensure survival in heated battles.
  • Levels 16-20: Finalize your character’s offensive and defensive potential. Enhance your initiative with Improved Initiative at Level 17, making sure you act first in combat. Instant Judgment at Level 19 ensures swift divine punishment. Access to high-tier spells like Holy Word and Overwhelming Presence fortifies your power as an agent of divine retribution.

Core Abilities & Features

The Base Inquisitor[1] in Pathfinder 1E offers a dynamic fusion of combat prowess and divine judgment, all packaged into a vigilant gunslinger theme. With a primary focus on Dexterity, this build leverages the Half-Elf’s versatility, using the personal Ancestral Arms feature to master firearms. Let’s delve into the mechanics that make this Inquisitor both strategic and lethal.

Starting with ability scores that prioritize Dexterity and Wisdom, this build ensures high accuracy and effective spellcasting. The 25-point buy emphasizes Dexterity at 18 and Wisdom at 16, crucial for both hitting targets and casting key spells effectively. Strategically, these points ensure your Inquisitor remains nimble, quick to react, and quick to cast.

From feats to skills, this Inquisitor doesn’t hold back. Early feats like Gunsmithing and Exotic Weapon Proficiency allow expertise with firearms, while teamwork feats like Escape Route and Coordinated Shot are optimized by Solo Tactics. This ability ensures you gain advantages (normally team-dependent) independently, enhancing combat versatility. Skills like Perception and Intimidate allow you to read and influence situations, making these builds well-rounded both in and out of combat.

With a vast array of spell choices from Brand to Holy Word, utility and versatility compound with combat effectiveness. These spells provide utility, healing, and powerful buffs, such as Divine Favor and Magic Vestment, enabling you to adapt to any scenario. Combined with keen combat ability, these spells ensure the Inquisitor stands strong as both defensive support and offensive juggernaut.

Equipment Progression

Level RangeEquipmentDetails
L1-5Masterwork PistolsYour primary weapons, important for higher attack bonuses.
 L6-10Mithral Chain ShirtProvides better protection while maintaining agility.
L11-15+2 Pistols of SpeedExtra attack each round. Critical when using numerous shots.
L16-20+3 Pistols of Speed and DistanceHigh-damage pistols; extended range aids tactical positioning.

Combat Scenarios

  • Dungeon Crawls:
    • Take advantage of confined spaces by using your pistols for precise shots, ensuring you utilize Rapid Reload and Paper Cartridges for a quick reload. Leverage spells like Detect Magic and Find Traps to preemptively detect and disarm threats. Use Invisibility to navigate silently when required.
  • Open Fields:
    • Capitalize on the expansive area by using spells like Longstrider for increased mobility. Your Point-Blank Shot and Precise Shot ensure accuracy even at a distance. Covering Fire and Coordinated Shot increase your allies’ effectiveness if they are present.
  • Ambushes:
    • React swiftly by employing Improved Initiative to get an early advantage. Use Two Weapons Fighting for fast, dual attacks and support with spells like Divine Favor to boost attack and defense. Sense Motive helps foresee enemy tactics, letting you counter their moves efficiently.
  • Defensive Stands:
    • Utilize defensive spells like Shield of Faith and Stoneskin to fortify your position. Use Escape Route to relocate without provoking attacks of opportunity. Establish a strong defensive line with Intercept Charge to thwart enemy rush tactics, enhancing your and allies’ survival.
  • Urban Encounters:
    • Blend into the environment with the Stealth skill to avoid detection until the right moment. In proximity, use spells like Protection from Evil to safeguard against sudden force. Named Bullet helps ensure targets never slip through your meticulous tactical analysis.

Weaknesses & Counters

WeaknessCounters
Low ConstitutionInvest in Constitution-improving items like the Belt of Physical Might (+2/4 Constitution and Strength) and prioritize HP favored class bonuses to buffer lack of HP.
Reload RequirementsUtilize Rapid Reload feat and Paper Cartridges to make reloading a free action, allowing full attacks with both pistols during combat.
Dependent on Teamwork FeatsAbuse Solo Tactics to make your teamwork feats effective even without allies having them. Consider companions who naturally complement these feats.
Close Range Combat VulnerabilityImprove tactical mobility with Burst of Speed or Find Quarry and couple it with defensive maneuvers like Escape Route to position advantageously.
Spell Slot LimitationChoose long-lasting buff spells to minimize need for casting mid-combat. Prepare for utilities using Scrolls or Wands for spells such as Cure or Detect Magic.

Roleplaying

Imagine that you are an Inquisitor with a clear mission divinely ordained. Your character is cut from a cloth straddling justice and severity. Vision a Half-Elf, wandering with a stern demeanor, laden with historical burdens but unwavering in their devotion.

Opportunities for depth unfurl when portraying your Inquisitor. Harness the internal conflict between mercy and retribution, a divine mandate versus the mortal realm’s complexities. Envision your Inquisitor’s scars, tangible and spirit born, and weave these into your interactions with others.

Themes of relentless pursuit and inner conviction dominate. Picture the duality: shooting pistols to bring order, while grappling with the morality of your justice. Engage in dialogues digging into your past, the lost kin, and the religious schisms shaping your judgment. How does your birthmark, anointed as holy, affect your identity?

Roleplaying becomes vivid in your commitment to your deity’s will, whatever the cost. The cityscape becomes your battlefield, your pistols the instruments of accord and chaos. Imagine chess-like tactical maneuvers where you harness your skills amid doubt or skepticism from peers. Share stories of past judgments, hinting at triumphs and regrets.

For humor and charm, let them peek out when least expected. Imagine the quiet jest when a close call arises, or when the pistols jam at a pivotal moment. Lighten moments with tales of previous hunts gone humorously awry.

Challenge broader ethical questions, is every target justified or is there room for redemption? Forge alliances on common ground, even when ideologies clash sharply. Each encounter leaves its mark on the Inquisitor, scars unseen but life changing.

Base Inquisitor

FAQ

What are the key strengths of a Base Inquisitor[1] build?

A Base-Inquisitor excels in versatility and adaptability. They can both support and lead in battle. With access to a range of spells and judgments, they can tailor their abilities to fit the situation. They can switch between offense and defense rapidly, adapting to enemy weaknesses.

How does a Base Inquisitor[1] strategize in combat?

A Base-Inquisitor should leverage their judgments and domains effectively. In combat, focus initially on identifying enemies’ weaknesses. Use Spellcraft or relevant skills to adapt your strategy. Alternate between supporting allies and directly attacking foes when needed.

What are the primary spells a Base Inquisitor[1] should focus on?

Focus on enhancing spells like Divine Favor and Bane for offense. Shield of Faith is useful for boosting defense. Consider spells that exploit enemy vulnerabilities, like Cause Fear. Keeping versatile spells helps adapt to varied role-playing challenges.

How does a Base Inquisitor[1] enhance their role playing experience?

Embrace the inquisitor’s mix of divine and investigative prowess. Role play scenarios where diplomacy or interrogation skills are useful. Incorporate your character’s beliefs and judgments into social interactions. These elements add depth and make encounters more engaging.

How do the judgments work for a Base Inquisitor[1]?

Judgments allow quick adaptation to combat needs. They grant temporary buffs to attack rolls, defenses, and more. Use them to gain advantages against specific foes or challenges. Always consider the best judgment for the situation, be it survival or enhancing damage.

Join us at Stellar Dragons with the Inquisitor!

Engage with your gaming group to try out a Inquisitor in your next Pathfinder 1E session. Explore the synergy of divine magic with martial prowess and see if this build stands as the best in Pathfinder. Join our discussions on the Stellar Dragons Discord server at 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 – The Base Inquisitor – Pathfinder 1E ( Base Inquisitor )

The Base Inquisitor

This build is on a mission from God and boy you are not going to relent until your targets, whomever they might be are cold and in the ground!

Class

Inquisitor 20

Race

We are taking Half-Elf with the floating +2 into Dexterity. We will take the Ancestral Arms

Alternative Racial Feature too.

Ability Scores

Put all those points into Dexterity

15Point-Buy

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

20Point-Buy

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

25Point-Buy

Str 10/Dex 18/Con 14/Int 10/Wis 16/Cha 10

Traits

Armed Grit gives you a bonus against Fear effects and against Intimidate as long as you wield a firearm, and Birthmark removes the need for a Holy Symbol, as you are the holy symbol.

Favored Class Bonus

D8 HD with a low Constitution? HP.

Skills

You need at least one rank in every knowledge as soon as possible. Otherwise, focus on Perception, Sense Motive, Stealth, Spellcraft, Survival and Intimidate. Appropriate Craft Skills for firearms and cartridges are extremely useful too.

Feats by Level

1-Gunsmithing

Half-Elf Bonus-Exotic Weapons Proficiency(Firearms)

3-Deadly Aim

Bonus Teamwork

3-Duck and Cover

5-Rapid Reload

Bonus Teamwork 6-Escape Route

7-Two Weapons Fighting

9-Point-Blank Shot

Bonus Teamwork 9-Coordinated Shot

11-Improved Two Weapons Fighting Bonus Teamwork

12-Covering Fire

13-Precise Shot

15-Rapid Shot

Bonus Teamwork 15-Intercept Charge

17-Improved Initiative

Bonus Teamwork 18-Pack Attack

19-Instant Judgment

You are using a pair of Pistols as your main combat style, so Gunsmithing will be extra helpful there, and from there we rapidly descend into the madness of Two Weapons Fighting and Point-Blank Shot. Rapid Reload is pretty much mandatory, and with Paper Cartridges, we reload as a free action letting us attack all our iteratives in a round with no problems.

Due to your Solo Tactics ability, you can benefit from your bonus Teamwork feats as if all your allies also had them, making Escape Route, Duck and Cover and both Coordinated Shot and Covering Fire extremely effective feats for a great combination of offense and defense.

Spells by Level

Spells by Level
Domain: Travel
1-Brand, Detect Magic, Guidance, Sift, Bless, Cure Light Wounds
2-Read Magic, Divine Favor
3-Stabilize, Shield of Faith
4-Invisibility, Perceive Cues
5-Find Traps
6-Resist Energy
7-Protection from Evil, Burst of Speed, Shield of Darkness
8-Speak with Dead
9-Prayer
10-See Invisibility, Persistent Vigor, Stoneskin
11-Alarm, Divine Power
12-Named Bullet
13-Cure Serious Wounds, Atonement,True Seeing
14-Tactical Acumen, Break Enchantment
15-Commune
16-Neutralize Poison, Heal, Invoke Deity
17-Magic Vestement, Overwhelming Presence
18-Greater Named Bullet
19-Divine Pursuit
20-Find Quarry, Holy Word

Equipment

A Pair of Pistols, the best armor you can get.

Final Thoughts on the Build

Come on, you cannot tell me the idea of an Inquisitor going around with a pair of pistols to bring righteous vengeance upon the wicked is not the coolest thing you have heard all day. You kick ass with your weapons, can cast several long lasting buff spells, and between Judgements and Bane, you can deal a tremendous amount of damage with your pistols, and with your many skills, especially when it comes to perceptive ones such as Perception and Sense Motive, you are like a radar, analyzing any situation rapidly and finding the best approach to end your target rapidly.

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