Article-At-A-Glance
- These different Inquisitor builds optimize various combat, stealth, and roleplay strategies.
- Each build has unique strengths requiring strategic planning for effective gameplay.
- Weaknesses include reliance on specific items, classes, or attributes.
- Tips enhance gameplay by leveraging each build’s unique abilities and tactics.

Strengths & Weaknesses
| Build Name | Strengths | Weaknesses |
|---|---|---|
| This Is HERESY[1] | Strong synergy with Whip-based combat, high Wisdom for skill versatility, great Stealth, access to Diabolist abilities like Hellfire and teleportation, optimal against a variety of enemies with powerful spells like Harm and Blasphemy. | Relies heavily on using a Scroll of Planar Binding by level 7, complex build that needs careful allocation of skills, limited to Tiefling (Hellspawned variant) for racial benefits. |
| The Base Inquisitor[2] | Versatile with dual pistols, high damage output with firearms, effective use of Teamwork feats, excellent skills in Perception/Sense Motive, long-lasting buff spells enhance combat prowess. | Low Constitution affects survivability, half-elf race limits other racial options, heavy on teamwork strategy, dependency on gunsmithing and appropriate crafting skills. |
| The Witch Slayer[3] | Powerful Hexes, high melee combat damage with Quarterstaff, strong thematic bonuses against spellcasters, layered defense with Hellknight armor, unique spellcasting mix enhances versatility. | Complex multiclassing and Variant Multiclassing may be cumbersome, requires balancing Hexes and physical combat abilities, Changeling race is less common and may not fit all campaigns. |
| Vampire Hunter D[4] | Excellent against undead with targeted Judgments, high Dexterity and stealth, potent melee damage with Dueling Sword, versatile energy healing with Life Dominant Soul. | Needs a consistent Dexterity investment, relies on specific situational bonuses vs. undead, branding abilities are limited in scope. |
| Wolf in Sheep’s Clothing | Adaptable combat style, stealthy with high damage output, great versatility through shapeshifting and fiendish transformations, Sneak Attack and Bane synergize well. | Requires meticulous skill management, complex multiclass paths, and reliance on form changes, potentially weaker in straight combat compared to other combat-focused builds. |

This IS Heresy
The ‘This is HERESY[1]’ build dives into the darkness by adopting the Heretic archetype and climbing the Diabolist prestige class ladder, specializing in Archdevil worship. It capitalizes on the Inquisitor’s Judgement and Bane abilities combined with wicked spells, whip mastery, and maximizing Wisdom for combat and social finesse.
- The build excels in battlefield control and stealthy killings, utilizing the whip for reach and dragging enemies toward the Inquisitor. With a focus on Wisdom, it enhances social skills dramatically, allowing for high Bluff and Stealth to disorient foes.
- Its reliance on a scroll of Planar Binding by level 7 can be a bottleneck, posing a challenge for smooth progression and requiring precise planning to fulfill the special prerequisites for the Diabolist class efficiently.
- Use the whip’s reach in tandem with spells like Harm, maximizing damage output. This allows controlling the battlefield by repositioning enemies strategically and then delivering decisive blows, exemplifying a tactical approach befitting an Archdevil disciple.
Base Inquisitor
The Base Inquisitor[2] focuses on relentless pursuit using dual pistols for their divine mission, enhanced by powerful judgment abilities and precision attacks. This setup relies heavily on nimbleness, burying foes under an avalanche of bullets and divine powers.
- Exceptional combat versatility with firearms, supported by powerful judgment and teamwork feats.
- Low Constitution leads to frail health, making the character susceptible to high-damage attacks.
- Use your Solo Tactics ability to effectively apply teamwork feats with any companions, even if they don’t have the feats themselves, greatly enhancing strategic potential.


Witch Slayer
To beat foes using their own magic, “The Witch Slayer[3]” combines Inquisitor skills, Hellknight prowess, and witchery. Strength reigns, with a robust attack routine leveraging Hexes and a fearsome Quarterstaff.
- The adaptation of diverse magical abilities lets the Witch Slayer[3] counter a broad range of threats and surprise opponents.
- Low agility leaves the character vulnerable to attacks relying on quick reflexes and initiative.
- Equip the Hellknight[5] mask early for bonus attack strategies and augmented defenses, amplifying battlefield control.
Vampire Hunter D
Vampire Hunter D[4] Summary The Vampire Hunter D[4] build focuses on being an incredibly effective Undead slayer, capable of dealing with evil creatures better than even a Cleric. It wields a Dueling Sword with finesse and uses unique brands and spells to track and obliterate enemies.
- Unparalleled prowess against undead. The build uses Dexterity and several specialized feats to efficiently dispatch vampires in melee.
- Limited in durability due to low Constitution, making it vulnerable to strong direct attacks.
- Life Dominant Soul allows healing from both negative and positive energy, making it versatile in survival situations.


Wolf in Sheep’s Clothing
The Wolf in Sheeps Clothing build leverages stealth and transformation, allowing the player to strike unexpectedly and with severe impact. It employs a unique class combination to enhance melee prowess with werewolf abilities and strong Inquisitor features.
- The build can deal massive damage by combining its natural attacks—claws and bites—with combat feats like Wolf Style and Piranha Strike for devastating melee prowess.
- Its reliance on close combat can leave it vulnerable to ranged attacks and spells from far, potentially limiting its effectiveness against some foes.
- Use Gray Warden features to permanently eliminate key enemies, preventing resurrection, a crucial edge against enemy spellcasters.
FAQ
How does ‘This is HERESY[1]’ manage complex combat situations?
The ‘This is HERESY[1]’ build excels in chaotic combat scenarios by leveraging reach and repositioning. With a whip and spells like Harm, you can control enemies’ movements easily. Your high Wisdom aids in both combat and conversational finesse, confusing opponents before striking.
What makes the Base Inquisitor[2]’s dual pistols effective in battle?
The Base Inquisitor[2]’s dual pistols provide relentless firepower, burying foes under a barrage of bullets. Enhanced by judgment abilities, these attacks gain precision and power, ensuring an advantage in fast-paced skirmishes. Coupled with nimbleness, this build outmaneuvers enemies, delivering crippling strikes.
Why is the Witch Slayer[3] so potent against magic users?
The Witch Slayer[3] shines against spellcasters due to its adaptable skills and Hexes. By incorporating Hellknight traits, it stands firm against magic, turning foes’ spells against them. The combination of melee prowess and enchanting abilities makes it formidable in battles of sorcery versus steel.
How can Vampire Hunter D[4] improve survivability during campaigns?
Vampire Hunter D[4] survives lethal encounters with undead using Life Dominant Soul. This build taps into both negative and positive energy healing, making it adaptable in dire situations. Specializing in Dexterity, it deftly dodges attacks, ensuring longevity in prolonged skirmishes.
What strategies make ‘Wolf in Sheep Clothing’ lethal in melee combat?
‘Wolf-in-Sheep-Clothing’ employs sneak and powerful natural attacks for maximum melee damage. Combining Wolf Style and Piranha Strike, it delivers crushing blows efficiently. Stealth and transformation further enhance surprise attacks, catching opponents off-guard with ferocity.
Join us at Stellar Dragons with the Inquisitor and the many builds you can make with it!
Try integrating a Comparison in your next game session. Could this build be the best in Pathfinder 1E? Join the discussion and share your experiences on our Stellar Dragons Discord server at https://discord.gg/uAPvgEq6Z7.
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.
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.
The Witch Slayer
So this build is one tied to a concept of three Changeling Sisters, one Inquisitor, one Magus and one Spiritualist. Each hated by their mother’s witch coven, and each reacting to that in their own ways. This one chose to embrace the teachings of Asmodeus and focus her divine magic into hunting down Witch Covens and destroying them, if only out of spite.
We will be using the Witch Slayer Archetype, and we will use both regular and Variant Multiclassing. Our Variant Multiclassing will be into Witch, and we will be taking the Hellknight Signifier Prestige Class. Our leveling should look like the following:
Class
Inquisitor (Witch Slayer) 7/Hellknight Signifier 10/Inquisitor (Witch Slayer) +3
Race
Changeling, with the Hulking Changeling Ancestry.
Ability Scores
15Point-Buy
Str 15/Dex 10/Con 12/Int 10/Wis 16/Cha 10 Put everything into Strength.
20Point-Buy
Str 16/Dex 10/Con 12/Int 10/Wis 16/Cha 12 Put everything into Strength
25Point-Buy
Str 16/Dex 10/Con 14/Int 10/Wis 16/Cha 12 Once again, everything into Strength.
Traits
Take Reactionary to improve our sad, sad initiative, and Birthmark to remove the need of a Unholy Symbol.
Favored Class Bonus
Hit Points.
Skills
We require at minimum 2 ranks in Intimidate, but we will use it anyway so keep pumping it. We also require Spellcraft and Knowledge(Planes) at 5 each. Beyond that, Perception, Sense Motive and Survival are great and thematically appropriate too.
Feats and Alternative Multiclassing by Level
1-Warrior Priest, Patron:Elements
3-Familiar(Fox)
Bonus Teamwork Feat
3-Bonded Mind
5-Power Attack
Bonus Teamwork Feat
6-Outflank
7-Hex: Evil Eye
9-Stick Fighting Style
11-Cantrip:
13-Stick Fighting Counter
15-Hex: Cackle
17-Stick Fighting Maneuver
19-Major Hex: Animal Skin
Bonus Teamwork Feat 19-Duck and Cover
Warrior Priest increases our Initiative and Concentration which is nice, Power Attack is a no-brainer, and the Stick Fighting Style line gives us a bunch of goodies while using our Quarterstaff, including an extra Combat Maneuver each turn.
We get a few Hexes, a familiar and a Patron which will grant us a few extra spells which is always nice. Evil Eye is a neat debuff and Cackle lets us keep it going longer, and Animal Skin lets us turn into an animal which is fairly witchy.
Hellknight Signifier
We get a few bonuses, and a neat mask that gives us a few gaze powers. I would recommend the Elucidation and the Veracity Assiduous Gaze powers personally. Our mask also eventually gives us Telepathy over 100ft, and we also get Damage Resistance. Also, Heavy Armor.
Spells by Level
Domain: Fire
1-Brand, Detect Magic, Read Magic, Daze, Disrupt Undead, Inflict Light Wounds,
Interrogation
2-Bleed, Cure Light Wounds, Shocking Grasp
3-Stabilize, Itching Curse
4-Death Candle, Inflict Moderate Wounds, Flaming Sphere
5-Cure Moderate Wounds
6-Align Weapon
7-Disguise Self, Anti-Summoning Shield, Dispel Magic, Fireball
8-Raven’s Flight
9-Prayer
10-Detect Thoughts, Curse of Magic Negation, Death Ward, Wall of Ice
11-Divine Favor, Detect Scrying
12-Divine Power
13-Invisibility Purge, Banishment, Break Enchantment, Flame Strike
14-Death Knell, Dispel Chaos
15-Divine Pursuit16-Freedom of Movements, Blasphemy, Dictum, Freezing Sphere
17-Inflict Serious Wounds, Harm
18-Heal
19-Mark of Justice
20-Hollow Heroism, Invoke Deity
Equipement
A Quarterstaff and the best armor you can get. We are eventually getting Hellknight Armor which is amazing.
Final Thoughts on the Build
We can track spellcasters from their spells, and dish out a ton of damage with our Quarterstaff, our spells also increase our blasting significantly, which no one is gonna expect from an Inquisitor, turning us into a target, but with our massive AC via Hellknight Armor and melee combat damage via Bane, Judgments and various buff spells it is a hot mistake to get close and personal with us.
Vampire Hunter D
We will take the Kinslayer Archetype, which means that our race will by default be:
Class
Inquisitor (Kinslayer) 20
Race
Dhampyr, but let’s be honest here, we are essentially building D anyway, so who cares 😛 we will take both the Fang and Vampire Hunter Alternate Racial Traits.
Ability Scores
15Point-Buy
Str 10/Dex 18/Con 10/Int 10/Wis 14/Cha 10
By lvl 16 have at least +2 in Wisdom, otherwise everything into Dexterity
20Point-Buy
Str 10/Dex 18/Con 10/Int 10/Wis 16/Cha 10 Everything in Dexterity
25Point-Buy
Str 10/Dex 19/Con 10/Int 10/Wis 16/Cha 12 That’s right, everything in Dexterity.
Traits
Reactionary for extra Initiative, we need to be fast to outspeed Vampires. Take the Undead Crusader one for extra damage vs undeads.
Favored Class Bonus
If you didn’t noticed, we have a 10 in Constitution. Hit Points it is!
Skills
Stealth, Ride, Perception, Sense Motive, Knowledge(Religion), Survival are pretty much our go to skills.
Feats by Level
1-Weapon Finesse
3-Exotic Weapon Proficiency(Dueling Sword)
5-Weapon Focus(Dueling Sword)
7-Slashing Grace(Dueling Sword)
9-Piranha Strike
11-Quick Draw
13-Aldori Dueling Style
15-Improved Initiative
17-Toughness
19-Life Dominant Soul
As we are doing a Dex build that somehow uses a two handed blade, we will go the Aldori Dueling Style route, which means Weapon Finesse, Weapon Focus, Quick Draw and Slashing Grace becomes pretty much mandatory. Piranha Strike cumulates with our Judgment and Bane to turn us into a melee monster. Life Dominant Soul lets us be healed by both Negative and Positive Energy, albeit at a reduced state, which is fine.
Brands by Level
3-Holy Brand
6-Silver Brand
9-Searing Brand
12-Dual Brand
15-Debilitating Brand
18-Branding Ray
So, as a Kinslayer, we get a special Judgment called Brand. We can target an Undead creature for 1d6 positive energy damage as a touch attack, and if we do, we can locate said undead as if Locate Creature. We expand the list of creatures we can use this brand on via Holy Brand and Silver Brand, Searing Brand significantly increases the damage of our Brand, Dual Brand let us have two creatures branded at the same time, Debilitating Brand gives an attack debugf to the branded creature and Branding Ray lets us use our Brand at a distance.
Spells by Level
Domain: Glory
1-Disrupt Undead, Detect Magic, Read Magic, Stabilize, Inflict Light Wounds, Cure Light
Wounds2-Virtue, Divine Favor
3-Guidance, Sanctify Corpse
4-See Invisibility, Cure Moderate Wounds
5-Inflict Moderate Wounds
6-Sacred Bond
7-Shield of Faith, Cure Serious Wounds, Inflict Serious Wounds
8-Daylight
9-Dispel Magic
10-Lesser Restoration, Cure Critical Wounds, Inflict Critical Wounds
11-Remove Fear, Death Ward
12-Divine Power
13-Halt Undead, Decapitate, Mass Cure Light Wounds
14-Communal Protection from Evil, Disrupting Weapon
15-Mass Ghostbane Dirge
16-Freedom of Movements, Heal, Harm
17-Heroism, Invoke Deity
18-Greater Dispel Magic
19-Sacred Nimbus
20-Holy Smite, Forbiddance
Equipment
We begin with a Rapier but we change asap to a Dueling Sword, and a Chain Shirt. Do not forget the Hat and the Cloak.
Final Thoughts on the Build
You are better at hunting down and killing undeads than a friggin Cleric, and that’s a feat and a half by the way in itself, plus you still are a capable support and scout character with good stealth and great Perception. Vampires won’t stand 2 rounds if they ever decide to fight you in melee, and frankly there is no other class that can claim that as is without Prestige Classing.
The Hellknight
Okay, that Intimidate build we previously made was cool, and very thematic for stealth, but what if we wanted to be out there in public and slicing people in twain to scare them?
Well, I do in fact have a build for us here.
We will be taking the Executioner Archetype, multiclass into Antipaladin with the Tyrant Archetype and take levels of the Hellknight Prestige Class. Our leveling should look like the following:
Class
Slayer (Executioner) 2/Antipaladin (Tyrant) 3/Hellknight 10/Slayer (Executioner) +5
Race
We’re going Half-Orc, putting our floating +2 into Strength.
Ability Scores
15Point-Buy
Str 19/Dex 10/Con 10/Int 10/Wis 10/Cha 12 Put everything in Strength
20Point-Buy
Str 20/Dex 10/Con 10/Int 10/Wis 10/Cha 13 Round up Charisma, then everything in Strength.
25Point-Buy
Str 20/Dex 10/Con 13/Int 10/Wis 10/Cha 14
Round up Constitution then everything else in Strength.
Traits
Take Reactionary to help our poor Initiative and Unnatural Presence to Intimidate animals and Vermin.
Favored Class Bonus
Our Constitution is low, put em in HP.
Skills
Intimidate, Acrobatics, Perception, Sense Motive, we also need Knowledge(Planes).
Feats by Level
1-Exotic Weapon Proficiency(Butchering Axe) Ranger Combat Style
2-Intimidating Prowess
3-Power Attack
5-Soulless Gaze
7-Cornugon Smash
9-Mask of Virtue
11-Weapon Focus(Butchering Axe)
13-Dazzling Display
15-Shatter Defenses
17-Furious Focus
19-Dreadful Carnage
Power Attack+Cornugon Smash+Shatter Defenses is pretty self-explanatory at this point, Soulless Gaze lets us increase the fear status on Intimidate and with our massive Strength, Intimidating Prowess is just a no-brainer.
Slayer Talents by Level
2-Ranger Combat Style
17-Painful Strike
19-Poison Use
Hellknight
As a Hellknight we get to wear Hellknight Plate which is pretty much the best armor in the game before enchantments, plus we get some neat anti-chaos bonuses and three Disciplines at the following Levels:
8-Onslaught
11-Fearsomeness
14-Call Armor
We can summon our armor to us, gain a +4 bonus to Strength for a few times a day and we can, three times per day, when we make an Intimidate to Demoralize someone, make them Frightened instead of Shaken.
Equipment
A Butchering Axe and the best medium armor you can get. Eventually we’re getting Hellknight Plate.
Final Thoughts on the Build
We can send targets panicking in less than one round and no one, no one is immune to our fear effects. Plus with a Butchering Axe we are doing stupid damage (3d6 base). Even at lvl 1 without Power Attack we deal 3d6+6/7 damage which is enough to pretty much one shot anything at this level. And this will keep being the case for a few levels between Power Attack, Studied Target(which doubles for us as Executioner vs humanoids, but admittedly lowers to 0 against others). We are super resilient with Hellknight Armor and did I say we are sending everyone cowering as part of attacking? This build is one of the strongest I have made so far weirdly enough.
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