![]() Inquisitors can throw it on their weapon and gurantee that Something with difficult prerequisites or a situational use case.Ĭhoice for a permanent weapon enhancement because you can never gurantee that You also get the ability toĬhange your most recently gained teamwork feat, which means you can change to This grants you a huge number of tactical options. Teamwork Feat: Combined with Solo Tactics, This makes teamwork feats much better without requiring your Take Coordinated Charge to follow your allies Solo Tactics (Ex): Take Precise Strike to Stern Gaze (Ex): This helps quite a bit ifĬunning Initiative (Ex): Initiative bonusesĭetect Alignment (Sp): Great for scouting Smiting: Very helpful for handling DR on.If your enemy is only dealing energyĭamage every few rounds, you may do better to use the Healing inquisitionĪnd recover HP in the rounds between energy attacks. With small numbers of big attacks, Healing or Protection may be better With numerous small attacks (or numerous small enemies). Resiliency: This is great against enemies.Purity: This can be fantastic when facingĮnemy spellcasters or enemies with scary special abilities like dragons.Scale very quickly, but it can be very nice if you need a little more Rare, so this will stack with almost anything you have. Protection: Sacred bonuses are extremely.The bonus to ConcentrationĬhecks is nice, but you will generally only need to concentrate to castĭefensively, and your highest DC is only 27. Primary casters, they typically shouldn’t cast a lot of spells against theirĮnemies, especially those with spell resistance. ![]() Hitting things that you don’t need this, but once in a while it can be nice Fast healing canĭo a lot to compensate for the Inquisitor’s d8 hit points, especially in You would really want to last beyond the end of the combat.
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