Inquisitor – The Base Inquisitor – Pathfinder 1E

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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.

Synonyms:
Base Inquisitor
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