Friday, August 5, 2011

Inquisitor full build

Str: 22 (15+1 level +2 human +4 enhancement) [7]
Dex: 20 (15 +1 level +4 enhancement) [7]
Con: 13 [3]
Int: 13 [3]
Wis: 20 (15+1 level +4 enhancement) [7]
Cha: 8 [-2]

Weapon: +2 corrosive large greatsword (18000)
Armor: +3 mithral breastplate (13000)
Belt of Giant's Strength +4 (16000)
Boots of Dexterity +4 (16000)
Headband of Inspired Wisdom +4 (16000)
Amulet of Natural Armor +2 (8000)
Cloak of Resistance +3 (9000)
Ring of Force Shield (8500)
Wand CLW (375)
3125 gp

Feats:
H1:  Martial Weapon Proficiency: Greatsword
L1:  Weapon Focus: Greatsword
L3:  Power Attack
I3:  Outflank (T)
L5: Cleave 
I6:  Paired Opportunists (T)
L7: Furious Focus
L9: Vital Strike
I9:  Precise Strike (T)
L11:  Improved Critical: Greatsword
I12:  Swap Places (T)

Contemplating swapping out vital strike or cleave with combat expertise.

Inquisitor abilities:
-Domain: Good

Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

-Judgment x4 day.  Pick 2 of:
  • +5 sacred bonus to damage rolls
  • Fast healing 5
  • +3 sacred bonus on attack rolls, +6 to confirm criticals
  • +5 sacred bonus to concentration checks and caster level checks vs. SR
  • +3 sacred bonus to saving throws, +6 against curses, diseases, and poison
  • DR 3/evil
  • Energy resistance 10
  • Weapon imbued with alignment type and adamantine qualities
-Add wisdom on monster lore checks
-+6 morale bonus on intimidate and sense motive checks
-Add wisdom on initiative checks
-Detect alignment at will
-+6 to survival while tracking
-Auto-qualify for teamwork feats
-Bane: 12 rounds, 4d6
-Discern lies: 12 rounds
-Stalwart: Evasion on fort and will saves

Spells known:
0: Detect Magic, Read Magic, Light, Create Water, Guidance, Acid Splash
1: Divine Favor, Shield of Faith, True Strike, Wrath, Interrogation, Cure Light Wounds
2: Hold Person, Resist Energy, Howling Agony, Cure Moderate Wounds, Flames of the Faithful
3: Cure Serious Wounds, Dispel Magic, Ward the Faithful, Halt Undead
4: Stoneskin, Divine Power, Hold Monster, Greater Invisibility

Spells per level:
1:  7
2:  6
3:  5
4:  4

Hit calculations:
9 BAB
6 strength
2 weapon enhancement
1 weapon focus
-2 weapon size =
+16/+11 base

Optional hit:
3 sacred (judgment)
3 or 4 luck (divine favor, divine power)
3 morale (wrath)
2 weapon enhancement (bane)
4 flanking
4 opportunity attack
-3 power attack (on secondary attacks only)
= +13-35 hit, depending on positioning and buffs


Damage:
9 strength
2 enhancement
+1d6 acid
= +11 +1d6

Optional damage:
9 power attack
5 sacred (judgment)
3 or 4 luck (divine favor/power)
3 morale (wrath)
2 weapon enhancement (bane)
+2d6 bane
+2d6 holy (good domain)
+1d6 precision (flank)
+1d6 fire (flames of the faithful) [+1d10 on crit]
+3d6 vital strike
= damage range: [4d6+11] to [13d6+33]
Max crit: [16d6+1d10+66] on a 17-20 range.

AC:
10 base
6 armor
3 armor enhancement
5 dex
2 natural armor
2 shield
4 deflection (shield of faith)
= 32

Saves:
Fort:  12 (15) = +8 base + 1 con + 3 resistance (+3 sacred)
Ref:  12 (15) = +4 base + 5 dex + 3 resistance (+3 sacred)
Will:  16 (19) = +8 base + 5 wis + 3 resistance (+3 sacred)

Skill point allotment (96):
Knowledge Religion: 12
Perception: 12
Spellcraft: 12
Sense Motive: 12
Survival: 10
Stealth: 11
Knowledge Planes: 6
Knowledge Nature: 2
Knowledge Dungeoneering: 2
Knowledge Arcana: 2
Bluff: 3
Climb: 3
Swim: 3
Ride: 3
Heal: 3

HP: 12d8 +24
CMB:  15
CMD: 31

No comments:

Post a Comment