Race & Abilities
Human (+2 str)
Full Inquisitor Monster Tactician
STR:16 (+2 human) 18
Ability Increases from Level: First into Wis, rest into Strength
Levels & Feats
1st Inquisitor (Monster Tactician): Human bonus: Spell Focus: Conjuration, Augment Summoning
2nd Inquisitor (Monster Tactician): Inquisitor granted feat: Cunning Initiative
3rd Inquisitor (Monster Tactician): Superior Summoning, Inquisitor granted feat: Solo Tactics, Teamwork feat: Precise Strike
4th Inquisitor (Monster Tactician): Animal Companion: Leopard
5th Inquisitor (Monster Tactician): Boon Companion, Inquisitor granted feat: Bane, Inquisitor granted feat: Summon Tactics
6th Inquisitor (Monster Tactician): Teamwork feat: Outflank
7th Inquisitor (Monster Tactician): Improved Unarmed Strike (feat tax)
8th Inquisitor (Monster Tactician):
9th Inquisitor (Monster Tactician): Combat Reflexes, Teamwork feat: Seize the Moment
10th Inquisitor (Monster Tactician):
11th Inquisitor (Monster Tactician): Improved Critical, Inquisitor granted feat: Stalwart
12th Inquisitor (Monster Tactician): Teamwork feat: Shake it off
13th Inquisitor (Monster Tactician): Crane Style
14th Inquisitor (Monster Tactician):
15th Inquisitor (Monster Tactician): Power attack, Teamwork feat: Coordinated Maneuvers
Explanation of Build
The focus on this build is spamming monsters at things and then follow in to melee. Loading up on buffs to cast on yourself, the party and the 3 pets.
It starts out with a 1 minute duration summoned dog, making the intro a breeze. By having Superior Summoning at level 3, means you get 1d3+1 as soon as possible making for a lot of meat shields for your party.
Any damage directed at the monsters is damage not directed towards you. It’s free real estate. Or in this case stat damage and health you don’t need to worry about.
From level 4 you can cast this 6 times a day and since it is 1 minute per level, you should only be missing monsters when something kills them.
Try to aim for the 1d3 summon for efficiency.
At level 5 you’re taking Boon Companion because animal domain gets the same penalty as rangers, gotta get this to get it up in level, the pet is level 2 when you get it at 4
With the summon Tactics at level 5 all of your monsters will suddenly mostly do 1d6 extra damage to things and at 6 outflank turns everyone with the feat into murder machines.
At 7 you’re picking up a feat tax, this is needed for Crane Style which turns defensive fighting from -4 tohit +3 AC to -2 tohit +4 AC
At 9 you’re picking up Combat Reflexes this is needed for Seize the Moment, which should stack with Outflank, potentially making an amazing chain of Attack of Opportunity against hard targets like trolls and the like.
At 11 we finally have the BAB for Improved Critical
Coordinated Maneuvers and Shake it off are interchangeable. Both are taken as it’s the last two good ones. I went for shake it off first.
The ones Coordinated Maneuvers would really have helped would have been wolf summons to help on the trip, the problem is that 12 is the last level you get to summon them.
The PFSRD for Axiomite and Bogeymen seems like neither would be using Combat Maneuvers. So grabbing the feat is mostly to help my Valerie and Amiri to trip things.
Since you are having summoned monsters everywhere, it pays off to have the teamwork feats on other melee characters.
/edit I had considered getting Coordinated at 3 instead of the extra 1d6, but the Smilodon from Amiri does 5d6 extra damage per round due to it, not to mention the extra 1d6 on anything else in melee save for the two Leopards. Making it win over the extra 2 DC on the trip from wolves.
As for the rest of the party, I wanted as many story characters as I could fit, I decided against the two provided clerics and hired one instead.
The full party I am running is this:
Cleric with Community Domain and Animal domain (Community domain gets 3+wis mod per day CLW with no maximum on +1 per caster level that also cures fatigue/shaken/sickened, which is great for reducing the amount of resting you do) The ward at level 8 is great for the overtuned story fights.
Valerie as full Tower shield specialist
Amiri multiclassed into (eventually 19)Sacred Huntsman
Linzi multiclassed into (eventually 19)Vivisectionist
Octavia with 1 rogue, Accomplished sneak attacker + wizard until arcane trickster opened up.
Valerie and Amiri follows the Teamwork feat progression of the Monster Hunter.
This gives me for frontline:
1d3+1 monsters with teamwork feats (Wolves if possible for trip)
1 Smilodon with teamwork feats
2 Leopards from the tactician and cleric for trip
PC Monster tactician + Valerie for extra tanking (usually charges casters with Exp Retreat for super charge range)
Amiri with enlarge person for extra reach following the pets around
Linzi and Octavia pew pewing with sneak attacks. Linzi with super tohit due to mutagens and crazy amount of feats from Vivisectionist. Octavia with ranged touch attacks.
Alchemists can buffs others with what is normally self only spells. So Linzi provides Shield for the pets and Exp Retreat to Valerie
Giving the 3 pets very good damage and AC with the amount of buffs Cleric + Alchemist spells can put out.