Showing posts with label inquisitor. Show all posts
Showing posts with label inquisitor. Show all posts

Tuesday, October 27, 2015

Questions About Class: the Inquisitor



Welcome back readers! Here is another entry in our Questions about Class series, this time focusing on the inquisitor. As you may (or may not) know, Flying Pincushion Games is about to release its next book, Into the Breach: The Inquisitor.  So we thought it was a good time that I, Kiel Howell, sit down with fellow Pincushioneer Jeffery Harris to talk about the class.

KH: First of all, thank you for taking the time to sit down and answer these questions!

JH: My pleasure Kiel, thank you for taking the time to lay down some excellent questions about the inquisitor class!

KH: Can you give the readers a little about yourself and your role at The Flying Pincushion?

JH: Well sure, I am of course Jeff Harris, co-owner, CFO, sometimes editor and lead designer here at The Flying Pincushion.  I have been gaming for more than 24 years, but have only been in the industry officially for about two and a half years.  I am married to a lovely wife and live in a house with as many cats as there are core classes.

KH: So what exactly is an inquisitor? Is it someone who tortures folks for religious reasons (ala Torquemada and the Spanish Inquisition)?

JH: The Spanish Inquisition is likely the default, go to, idea that many folk have.  Thankfully the inquisitor in Pathfinder need not fall into this trope.  While they can be zealous religious fanatics, there is an infinite variety of ways to see the class.  From skilled detectives of the many goods, to vengeance sworn monster hunters.  With the right inspiration and  careful building/character design, inquisitors can be nearly anything the player can brain storm up a story for.

KH: Why does this stand as a whole class to you? Would it have been better as an archetype of the Paladin or perhaps a type of Cleric?  Personally I think the inquisitor stands up very well as a class of its own.  

JH: While a paladin could be a zealous hound of the faith, their paladin code would restrict them from accomplishing any dirty or nasty deeds that need doing.  Conversely clerics seem to (as a class) trade much of their ability to be a skilled character out for their powerful magic and domain powers.  That is not to say a cleric cannot be a skilled character, as a class it is simply not their main focus.  Thus the inquisitor seems to fall somewhere in between, with more divine power than a paladin in terms of spells, but less combat ability, and far more skill breadth than a cleric, but with less divine magic.  Overall the class seems to have a little bit of both paladin and cleric, merged with the practical mindset and broad skills set of rogues.

KH: What exactly are judgments and what are they supposed to represent?

JH: As far as I can tell, a judgment is meant to represent an inquisitor calling down divine justice (or vengeance) against their foes or providing divine reward to themselves or allies.  In general I suspect judgments are the physical manifestation of the inquisitors faith in his or her god, and the rewards for said service.

KH: Some of the abilities seem a little out of place, like Monster Lore and Slayer, what are your thoughts on the cohesiveness of the class?

JH:  To me this is an issue stemming from what fantasy settings commonly employ.  Because it is not just humans that populate the world, it makes perfect sense (in the context of say, Golarion) that inquisitors would have to deal with monsters and non-human foes as part of their gods church.  Slayer, while mechanically sound, perhaps suffers from a less than perfect name for the ability.  To recap the questions, I am fine with Monster Lore and Slayer, I see them as just extension of placing a real world influenced class into a fantasy setting, and its adaptation to that move.

KH: This class seems to suffer from lone wolf syndrome, in that there are abilities that allow the inquisitor to treat allies as if they possessed (without receiving the bonuses from) any teamwork feat she possesses, so she can effectively act alone. Does this work? Is it going against the flavor of the class?

JH:  The “lone wolf” issue is one that I also see as a bit of a problem.  From a theme perspective, the “lone heretic hunter” works nicely, but Pathfinder and table-top RPG’s in general are not solo games, and more than ever now in Pathfinder teamwork is a must.  So, from a game perspective, the thematic power of solo tactics is less than ideal.  It can be worked around, and worked with, but it does leave a bit of a bitter taste in the rest of the parties mouths when only Bob Lone Wolf the inquisitor benefits from his Teamwork feats and everyone else is just a placeholder.  That said, if the players decide to more heavily invest in Teamwork feats, the pain can be mitigated somewhat.

KH: The way the class itself reads, there isn’t much flexibility for what type of character you can play...

JH: I personally feel that while this is true, the build of a class does not prevent interesting and unique inquisitor characters.  I tend to feel that if the chassis is a bit limited, which here one could indeed say that, then it is HOW the inquisitor progresses, and how the player RP’s their character that will make them stand out.  The same issue could be said of a fighter, but there are many levels of detail available (nearly limitless really) beyond just what the inquisitor class ability table provides that can and does make inquisitor characters interesting and unique.  I feel behind every inquisitor is a great story of WHAT made them into what they are, and given the class focus and flavour, those stories can indeed be amazing.  I dare say that is just as valid, perhaps more, than flexibility that is built into the class design. The option of taking specific inquisitions can help support a detailed and interesting inquisitor, and provide more support for their detailed backstory and personality elements (more about that in a later question though.)

KH: The inquisitor gets spells from both the cleric list and the sorcerer/wizard list (such as true strike), yet they are obviously a divine inspired class. What’s the deal?

JH: I suspect this is another of those issues that comes from the mechanics aspect of the game rather than fluff or source material.  In order to provide a list of spells that fits with the class theme it would seem that both lists were scoured and then combined into the mongrel spell list the inquisitor uses.  As I do this often when working on archetypes and class design, I can’t really fault Paizo for doing so, and overall feel the spells are appropriate, even if in the back of my mind I know that they are not all divine in origin.

KH: Should the inquisitor be a d8 hitpoint class or should they be more of a d10?

JH: Given the scope of their class skills, spells, judgments, and other abilities, I feel a d10 would be going too far. Having a d8 for hit die suites me just fine, I might well think differently with d10’s, which also tends to come along with a full BAB class.  So nope, I think they (inquisitors) have the correct HD for what they are and for balance purposes.

KH: What would you change about the base class if you were given free reign?

JH: Solo tactics is my pet peeve, I would want more teamwork focus, rather than benefits for the inquisitor only.  Heretics are dangerous, one would think that friends would be a good thing in the battle against them.

KH: Have you ever had to ban or have you seen the class banned at a table?

JH: I have never banned the inquisitor, though I freely admit nearly none of my players tend to favour the inquisitor class.  I suspect that somewhere someone has banned it, but given that I do not see endless ban this class threads either on Paizo’s forums, or in PFS, I would think its banning is rare in general.

KH: What is your advice for building a successful inquisitor?

JH: While I could go through lots of game mechanics and discuss how to make a deadly awesome murder-hobo inquisitor, in my personal opinion, the best way to make a successful inquisitor is build something that is at least mechanically sound, then FOCUS very hard on roleplay and character motivation/personality.  Because this class has mechanics that to me scream, “there is a really good story behind why I can do this”, it deserves to have those aspects played up.  I dare say that it is the intangibles that make inquisitors memorable at the table.  I suggest picking an inquisition rather than a domain and then writing a hell of a story about the why your inquisitor has said inquisition.

KH: Thank you for taking the time to have this chat, Jeff!

JH: As always, it was my pleasure Kiel, it was a fine set of questions you wrote for this installment of “Questions About Class.”  I hope we have shed a bit of light on a class that is often in the shadows.

Wednesday, April 30, 2014

Questions about Class: The Oracle


                                                    Image by mutedoracle and taken from www.deviantart.com


Featuring TFPC staffers Jason Linker and Kiel Howell

Welcome to Questions about Class! This is a special series dedicated to answering questions about classes that we here at The Flying Pincushion are releasing a product about.



In this post, the Into the Breach: Oracles book is close to being released into the wild. Fellow Pincushioner Jason Linker has volunteered to answer some questions and just explain the Oracle class to me. I’ll admit, I didn’t understand the class but after chatting with Jason I am a little excited to try and build an Oracle character.



Most likely with an archetype from the upcoming release of the Into the Breach: Oracles book.





Kiel Howell - Hi Jason,thanks for coming and let’s talk Oracle!



Jason Linker - So do you hate the Oracle?



Kiel Howell - Hah! Good question, but no I don't hate them. I honestly just don't understand what they are. As presented in literature, oracles are generally people who tell the future via riddles or self serving prophecy.



Jason Linker - Well you can be that kind of Oracle. The Lore Mystery is great for that.



Kiel Howell - Interesting.



Jason Linker - But you don't have to be. The point is making someone that is closer to an ideal than the cleric is. Take fire for example…



Kiel Howell - That's a part where I get confused. Clerics are supposed to almost be icons of their deities.



Jason Linker - I didn't mean for this to end up as a plug but here we go anyway.



Kiel Howell - Plug away!



Jason Linker - I've been working with TPK [Games] on an expansion of their Reforged books that focuses on classes instead of feats. Cleric just came out.



Kiel Howell - Which can be found at DriveThruRPG and similar places :)



Jason Linker - One of the changes we made was that instead of spontaneously casting cure or inflict spells, clerics could spontaneously cast domain spells. A cleric of a god of fire gets one fireball per day

that's it. Boo!



Kiel Howell - Ooo seems harsh. Is that a stock PRD [Paizo Reference Document] cleric?



Jason Linker - Right. Not in a Reforged cleric. A Reforged Cleric prepares his buffs and cures but swaps them out for fire [domain] spells as needed to be more like a real avatar of fire.



Kiel Howell - Almost like a pool mechanic.



Jason Linker - Sort of. It's basically just a twist on the way 3.5 and thus Pathfinder handles Cleric's spontaneous casting.



Kiel Howell - Ok, so let's tie that back in to how Oracles work



Jason Linker - Basically that IS how Oracles work. Oracles get bonus spells related to the idea or ideal that they follow. They get revelations that improve and expand on that idea.



Kiel Howell - Ok, so they get hyper-focused on their deities ideal?



Jason Linker - Well, Oracles don't necessarily have a deity.



Kiel Howell - Hah!



Jason Linker - They might have one, several, or none. The IDEAL is the important thing, not its deific incarnation. A Cleric of death has to specify the kind of death, Pharasma or Norgorber for example.



Kiel Howell - Ok I get that now.



Jason Linker - Guidance to the afterlife and anti-undead or murder and assination...An Oracle can just follow death in all its forms.



Kiel Howell - Ok, let's get a little technical then. They are both a d8 Hit Die class, 3/4 BAB. The Cleric gets better saves overall while the Oracle gets more spells per day overall. It almost seems like the Oracle is what a Cleric should be...ala the Reforged Cleric.



Jason Linker - Yep.



Kiel Howell - Granted, Channel Energy (and damage dealing to undead) is a staple of Cleric-ness. So what would be the impetus to choose a Cleric over an Oracle?



Jason Linker - Clerics also have the advantage of a huge number of spells that they can prepare.



Kiel Howell - Talk about that for a moment. Don't they both have access to the Cleric spell list?



Jason Linker - Yes, but Clerics "know" every spell on the list. They can prepare a wide number of spells to deal with changing situations. Oracles are going to be much more limited in spells known and will have to plan carefully to ensure a good variety. The advantage being that they'll be able to probably keep it limited to a lot of very flavorful spells for whatever Mystery they have which may enhance their RP experience.



Kiel Howell - I see. Let's switch over to Mysteries.



Jason Linker - I love them.



Kiel Howell - These are....what? Pseudo-abilities?



Jason Linker - I'd call them mostly full blown abilities. Most of them are really cool.



Kiel Howell - Ok, walk me through a Mystery and a typical build. Let's say Bones.



Jason Linker - Handy, because I had a player using that mystery. Getting something like armor made of bone or raising a quick skeleton for a fight or becoming incorporeal and spying on enemies behind a door is so very flavorful.



Kiel Howell - Whoa! You can go incorporeal?!



Jason Linker - Oh yeah! Spirit Walk lets you become invisible and incorporeal so you can move around and check out your surrounding and scout. Since you get a new revelation every other level you can do all three of those things and a bunch more. That's a lot more than you get in domain powers.



Kiel Howell - Ok, I'm starting to see the appeal! Seriously, domain powers are great and all…



Jason Linker - Going back to the kind of Oracle you were talking about in the vein of foretelling and such.



Kiel Howell - Yes...I have some game balance and GM headache concerns about those types…



Jason Linker - Yeah, as a player and a GM I try to stay away from too much fortune telling but there is a lot to love in this Mystery. Like going into a trance to get a +20 bonus on a knowledge check.



Kiel Howell - This would be the Lore Mystery yes?



Jason Linker - Yeah. Brain draining telepathy, knowledge checks and some augury and divination make the kind of Oracle that can be a real help to the party.



Kiel Howell - I'm really starting to see what all the fuss is about. Now let's get to the tradeoff...Curses.



Jason Linker - It's not really much of a tradeoff for being called curses, they sure give a lot of bonuses!



Kiel Howell - So these are...what? Some kind of flavorful semi-curse with good bonuses?



Jason Linker - Exactly. You might have clouded eyes and be unable to see beyond 30 feet but eventually you'll compensate with blind sense and blindsight. Although, you might have a bum leg from the Lame curse, you’re immune to the fatigued and exhausted conditions .



Kiel Howell - Ahh yes, the Lame curse. It gives a dwarf racial trait (never slowed by armor) plus more! I see that some, like the Haunted curse, even give bonus spells at certain levels. That's a pretty good bonus for a standard action to retrieve items and any dropped item landing 10 feet away.



Jason Linker - Yeah, I think the Haunted curse is the lightest burden to carry.



Kiel Howell - Have you personally banned or been at a table where Oracles, or certain Curses/Mysteries are banned?



Jason Linker - Never. I'm a balance nut for the most part and I don't have a problem with any of the Mysteries or Curses. Some are arguably more powerful than others but nothing is over the top.



Kiel Howell - Cool, I know that I've done CRB only games but that's just because it is so much easier to GM that book only! Ok, let's switch gears a bit and talk about the Inquisitor vs. Cleric vs. Oracle. I don't want to get too in depth about the Inquisitor here, but what role would the Oracle fill that and Inquisitor and/or Cleric can't?


Jason Linker - Well, for the most part, the Inquisitor is always going to be at best a secondary healer but is primarily 
 badass. That's another class I love. Clerics and Oracles fill about the same role within the party of being a healer. The difference is basically one of how much your want to be pinned to a specific ideal. Gods in Pathfinder aren't really just about fire.


Kiel Howell - True, they have whole portfolios associated to them.



Jason Linker - Right, Gods with fire in thier portfolio range from Sarenrae to Asmodeus. If you choose the Flame Mystery, expect to be about fire in a big way.



Kiel Howell - Ok...ok I can see that now.



Jason Linker - Hope I've helped make the Oracle a more appealing an interesting choice for your next game!



Kiel Howell - You really have. I'm seeing the possibilities. Thanks so much for your time!



Jason Linker - Thank you for taking the time, too!