Tactical Leader

Inquisitor Archetype

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Fortitude
High
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Will
High
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Reflex
Low
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Base Attack Bonus
Average
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HP per level
+5 (d8)
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Skill Points
+4
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Max level of Spells
6
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Caster ability
Wisdom
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Caster type
Casting Spontaneously

Class Initial Features

Class Skills

Tactical Leader is an Inquisitor archetype in Pathfinder: Wrath of the Righteous.

Rather than pursuing their holy missions alone, some inquisitors see the inherent value of working with like-minded allies to accomplish mutual goals.

 

Tactical Leader Information

 

Tactical Leader Progression

 

Level

Base Attack Bonus

Fort

Ref

Will

Abilities

1  0 +2 0 +2 Domain SelectionDeity SelectionInquisitor ProficienciesOrisons, Leader's WordsJudgementDetect Magic
2  +1 +3 0 +3 Cunning Initiative
3  +2 +3 +1 +3 Teamwork Feat, Swift Tactician
4  +3 +4 +1 +4 Judgement
5  +3 +4 +1 +4 Bane
6  +4 +5 +2 +5  
7  +5 +5 +2 +5 Judgement
8  +6/+1 +6 +2 +6 Second Judgement
9  +6/+1 +6 +3 +6 Teamwork Feat
10  +7/+2 +7 +3 +7 Judgement
11  +8/+3 +7 +3 +7 Stalwart
12  +9/+4 +8 +4 +8 Swift Tactician
13  +9/+4 +8 +4 +9 Judgement
14  +10/+5 +9 +4 +9 Explosive Weakness, Battle Acumen
15  +11/+6/+1 +9 +5 +9  
16  +12/+7/+2 +10 +5 +10 JudgementThird Judgement
17  +12/+7/+2 +10 +5 +10  
18  +13/+8/+3 +11 +6 +11 Teamwork Feat
19  +14/+9/+4 +11 +6 +11 Judgement
20  +15/+10/+5 +12 +6 +12 True Judgement

 

Tactical Leader Abilities

 

Inquisitor Proficiencies

An inquisitor is proficient with all simple weapons, plus the longbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

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Judgment

Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type.

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Second Judgement

At 8th level, whenever an inquisitor uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.

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Exploit Weakness

At 14th level, the inquisitor learns to take advantage of any opportunity that presents itself. Whenever the inquisitor scores a critical hit, she ignores any damage reduction the target might have. In addition, if the target has regeneration, the creature loses regeneration or the round following the critical hit and can die normally during that round. Creatures whose regeneration always functions are immune to this ability.

 

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True Judgement

At 20th level, an inquisitor can call true judgment down upon a foe during combat. Whenever an inquisitor uses her judgment ability, the inquisitor can invoke true judgment on a foe as a swift action. Once declared, the inquisitor can make a single attack. If the attack hits, it deals damage normally and the target must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the inquisitor's level + the inquisitor's Wisdom modifier. Regardless of whether or not the save is made, the target creature is immune to the inquisitor's true judgment ability for 24 hours.

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Orisons

Inquisitors can cast a number of orisons, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Swift Tactician

At 3rd level, 9th level, and 18th level, a tactical leader gains a Teamwork Feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the tactical leader can grant these feats to all allies within 30 feet who can see and hear him. Allies retain the use of these bonus feats for 3 rounds plus 1 round for every 2 inquisitor levels the tactical leader has. Allies do not need to meet the prerequisites of these bonus feats.
The tactical leader can use this ability once per day at 3rd level, plus one additional time per day at 6th, 9th, 15th, and 18th level.
At 12th level, a tactical leader can use the tactician ability as a swift action.

Cunning Initiative

At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.

 

Leader's Words

Tactical leaders are skilled at speaking soothing words that keep the peace and bolster allies' resolve. A tactical leader receives a morale bonus on all Diplomacy checks equal to half his inquisitor level (minimum +1).

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Bane

At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. 
A bane weapon excels against certain foes. Against a designated foe, the weapon's enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such foes. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires.
This ability lasts for a number of rounds per day equal to the inquisitor's level. These rounds do not need to be consecutive.

Stalwart

At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a halved damage on a successful save, she instead avoids the damage entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor.

Greater Bane

At 12th level, whenever an inquisitor uses her bane ability, the amount of bonus damage dealt by the weapon against creatures of the selected type increases to 4d6.

 

Teamwork Feat

At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus fez must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.

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Third Judgement

At 16th level, whenever an inquisitor uses her judgment ability, she selects three different judgments, instead of just two. This only consumes one use of her judgment ability. As a swift action, the inquisitor can change one of these judgments to another type.

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Domain Selection

A divine caster's deity influences their alignment, what magic they can perform, their values, and how others see them. The character chooses domains (in quantity depending on their class) from among those belonging to their deity. A character can select an alignment domain (Chaos, Evil, Good, or Law) only if their own alignment matches that domain. Each domain grants a number of domain powers, dependent upon the level of the divine caster. 
Clerics also gain a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell they can cast, from 1st on up. -tr Each day, a cleric can prepare one of the spells from their two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in a domain spell slot. Domain spells cannot be used to cast spells spontaneously.

Battle Acumen

At 14th level, a tactical leader can grant his judgment benefits to a single other ally within 30 feet who can see and hear the tactical leader as an immediate action. These benefits last until the beginning of the tactical leader’s next turn. A tactical leader must have a judgment active to use this ability and the benefits granted are the same as those selected by his judgment. A tactical leader can use this ability a number of times per day equal to his Wisdom modifier (minimum 1).

 

 

Classes
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