Help Optimizing an Archer-Inquisitor Build


Advice


Ok, so here's the deal, a friend of mine wants to play a Fetchling Archer Inqusitor (and he refuses to change the race). He asked me to come up with a build that focuses on a kind of stealthy, ninja-type assassin Inquisitor build. He wants to be good at infiltrating places and using a bow. I told him he should be wary of optimizing an archer as it tends to make GMs frustrated, but he told me it was OK because the GM encouraged everyone to optimize their characters as much as they wanted in this game as he intends to run a very difficult campaign.

They are using 25 point buy for the game, and I have to admit I'm not super familiar with the Inquisitor class. I'm not supposed to include items or spells, as he'll choose the spells as needed and he has no guarantee on if any items will be available. I would, however, like to include item suggestions for him to seek out. He's also told me that he wants to include at least the first two Snap Shot feats, so I've come up with the following progression.

25 Point Buy: Str 14, Dex 18, Con 12, Int 12, Wis 14, Cha 9 (Includes racial adjustments)

Domain: Exploration (for the infiltration and spying possibilities)

1) Point-Blank Shot
3) Precise Shot
5) Rapid Shot
7) Deadly Aim
9) Manyshot
11) Weapon Focus (longbow)
13) Snap Shot
15) Improved Precise Shot
17) Improved Snap Shot
19) (blank)

I've also thought up the possibility of taking either a 2 or 3 level dip into Weapon Master Fighter for more feats, and/or Weapon Training. Which would look like this:

1) Point-Blank Shot
3) Precise Shot
5) Rapid Shot
7) Deadly Aim, Fighter Bonus: Weapon Focus (longbow)
8) Fighter Bonus (Manyshot)
9) Snap Shot
11) Extended Bane
12) (possibly Weapon Master Fighter 3 for Weapon Training to pair with Gloves of Dueling)
13) Improved Snap Shot
15) Improved Precise Shot
17) (blank)
19) (blank)

Now, I know that Weapon Training at 3rd is debateable if it works with Gloves of Dueling, but I asked my friend about it and the come to find out a fighter in the current campaign he is in is a Weapon Fighter and the Gloves work for him (same GM) so I'm assuming it will work for him in the next campaign.

My question is, is there more that I can do to help him optimize this archer? What items, beyond the Bane Baldric, Gloves of Dueling and Bracers of Archery, should I point him towards? Which build works better, the pure Inquisitor, or the one with the Dip? Is there a better dip he could take to help him get earlier access to the feats? Or a better dip just period?

Any help here would be appreciated.


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Race:
Keep trying to change his mind. A wisdom penalty is really harsh on an inquisitor. They have several class features based on WIS and you usually want to start with 16. If his GM is going to be really harsh, starting with a gimped stat of high importance might hurt. He could always play a Dhampir.

Domain:
If he's going to try to be pretty optimized, the Fur domain gives you enhanced speed (although it's a swift action to activate), and with boon companion (if allowed), he can have a full strength allosaurus or roc stomping around to tank for him. Otherwise all the travel domain ones are good due to the speed boost.

Feats:
I'm a big fan of Clustered Arrows. Otherwise if you ever fight a lich, or anything else with DR15/S or /B he's going to be completely useless damage wise. But the progression you have looks good.

Gear:
Bracer's of Falcon's Aim are way better than bracer's of archery, and cheaper to boot. Otherwise, there isn't much stuff specific to an inquisitor archer, just grab the basics.

Builds:
Personally, I'd probably just build straight inquisitor. Taking 3 levels of fighter pushes your Greater Bane ability back to level 15, and 7 extra average damage per hit is nothing to spit at, especially with all the extra arrows he'll be slinging around. I'm pretty biased against dips though, so it's your call.


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You definitely want straight inquisitor - get to Greater Bane ASAP.

Strength can drop to 10 - he's not going to care about a strength bow, long term: his damage is all about bane, deadly aim, and self-buffs (like GMW, divine power, etc). Afford a holy bow ASAP (or unholy if your inquisitor goes that way).

You only need as much intelligence as there are creature-identifying knowledge skills, perception, and stealth: 10 is fine.

Put all those extra points you save from strength and intelligence (and dump charisma while you're at it) into pumping dex and wisdom. Bump those with stat items ASAP.

Just a quick-and-dirty: my 14th level Inquisitor of Sarenrae, with a +1 holy bow (+3 with GMW), fully buffed up can output something like 6d8+36d6+120 damage per round (average 274), assuming no threats (at 19-20, there's *probably* one crit) at +31/+31/+31/+31/+26 to hit. This can go higher if there are bards, greater heroism available, attacking while greater invis, and so on. 15 point buy, in my case. Obviously, that's dropping one BBEG per round, and at +17 initiative, he's unlikely to even have a chance to act.

The listed feats are pretty much perfect, though I will say you want as much perception and humanly (or fetchlingly) possible. Also, if I could reroll, I'd go "preacher" since ranged inquisitors get less use out of teamwork feats than melee ones do.

They're sick!


On the Race, he's fully aware it's not the most optimal choice, but he really loves the Fetchling race, especially for the spell-like abilities that really tie in to his back story as a 'shadow warrior' he made. I pointed out the wisdomw penalty and everything, but he's pretty adamant on playing a fetchling.

The Inquisitor is a follower of Desna, so the Fur domain isn't a choice for him. If it was, it'd be hard to fit Boon Companion in on this build as it's already so feat intensive as it is.

With the feats, I told him he needed to choose which came first, Snap Shot or Clustered Shot and he chose Snap Shot. Clustered Shot is an option, but not until the high levels. With the Fighter Dip, it's possible at 11th (in place of Extended Bane) or 17th level. Without the dip, it's really only possible at 19th level unless he was willing to postpone his feats. I was going to add in some notes for him to keep in mind, like if he encounters a lot of DR he can't bypass, he could always postpone taking a feat in favor of Clustered Shot.

The only reason I even considered the dip was so he didn't have to wait until 13th level to use Snap Shot. But with the 3 level dip, he will be getting a +3 bonus to hit and damage (assuming Gloves of Dueling) via Weapon Training.

Hmm... I'm a little curious at the numbers now. So at 12th level the classes would compare as follows (without magic items except Gloves of Dueling).

12th level Pure Inquisitor w/Fate's Favored Trait: BAB 9, +3 Justice Judgement, +5 Dex, +1 Weapon Focus, +2 Bane, +5 Divine Power, -2 Rapid Shot, -3 Deadly Aim = +20(x2)/+20/+20/+15 attack routine.

Damage: +5 Destruction Judgement, +6 Deadly Aim, +2 Bane, +4d6 (average 14) Greater Bane, +5 Divine Power = ~32 damage per arrow.

12th level Inquisitor 9/WM Fighter 3 w/Fate's Favored Trait: BAB 9, +2 Justice Judgement, +5 Dex, +1 Weapon Focus, +2 Bane, +4 Divine Favor, +3 Weapon Training, -2 Rapid Shot, -3 Deadly Aim = +21(x2)/+21/+16 attack routine*.

Damage: +4 Destruction Judgement, +6 Deadly Aim, +2 Bane, +2d6 (average 7) Bane, +4 Divine Favor, +3 Weapon Training = ~26 damage per arrow.

*The Weapon Master Dip allows the Inquisitor to flank, letting him gain the benefit of the teamwork feat Outflank, granting him an additional +4 to hit, bringing his attack routine up to +25(x2)/+25/+20.

So, the pure Inquisitor can do more damage per shot and fire an extra shot via Divine Power (a 4th level spell the Fighter Inquisitor doesn't qualify for), but the Fighter Inquisitor is more accurate, and since Haste is such a common spell, he can probably expect to benefit from it fairly often, which puts him at the same number of attacks as the pure Inquisitor.

I have to say, I think the pure Inquisitor is just a plain better option. That Greater Bane is a huge game changer, and it's worth noting the pure Inquisitor needed no magic items to generate those numbers, everything he's got comes from himself. I will, however, run this by my friend to see his opinion. Whenever I build for someone else, I always toss on a couple of variances to and let them choose the ultimate fate.

Still, I'd like to see any other input people have, just to see what they think. All input is good input in my opinion.


David Haller wrote:

You definitely want straight inquisitor - get to Greater Bane ASAP.

Strength can drop to 10 - he's not going to care about a strength bow, long term: his damage is all about bane, deadly aim, and self-buffs (like GMW, divine power, etc). Afford a holy bow ASAP (or unholy if your inquisitor goes that way).

You only need as much intelligence as there are creature-identifying knowledge skills, perception, and stealth: 10 is fine.

Put all those extra points you save from strength and intelligence (and dump charisma while you're at it) into pumping dex and wisdom. Bump those with stat items ASAP.

Just a quick-and-dirty: my 14th level Inquisitor of Sarenrae, with a +1 holy bow (+3 with GMW), fully buffed up can output something like 6d8+36d6+120 damage per round (average 274), assuming no threats (at 19-20, there's *probably* one crit) at +31/+31/+31/+31/+26 to hit. This can go higher if there are bards, greater heroism available, attacking while greater invis, and so on. 15 point buy, in my case. Obviously, that's dropping one BBEG per round, and at +17 initiative, he's unlikely to even have a chance to act.

The listed feats are pretty much perfect, though I will say you want as much perception and humanly (or fetchlingly) possible. Also, if I could reroll, I'd go "preacher" since ranged inquisitors get less use out of teamwork feats than melee ones do.

They're sick!

Thanks for the tips. I actually did dump charisma down to an 8, (fetchlings get +2 Cha), though I guess dumping it down to 7 wouldn't hurt. I was going off that Inquisitor guide somewhat when building the stats, but seeing how little the strength really matters in the above numbers (by virtue of the fact I forgot to include it), I will definitely give some serious thought to dropping the strength down.

So item-wise I'm looking at recommendations for (Greater) Bracers of Archery or Bracers of Falcon's Aim (which ever is possible), Bane Baldric, Jingasa of the Fortunate Soldier (it benefits from Fate's Favored trait) and a Holy Longbow? Any other items you can recommend?

The Inquisitor has always been a class I've wanted to play, I've just never had the opportunity as games, GM permission and/or party composition has allowed. So this is kind of a learning experience for me.


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It's a terrifically versatile, self-contained class.

I played it in my current campaign because I knew the GM would be stingy about magic items and there'd be no "magic mart": the items you mention are all great, though mine only has the holy longbow ( a gift from a grateful temple).

Items that boost Perception are great - the ioun stone which gives Alertness and Eyes of the Eagle. I've actually gotten terrific use out of a ring of the chameleon (great thing about "find stuff" campaigns is that you use less-standard items): +31 stealth with only 10 ranks invested.

As for bracers, if your GM is crazy enough to allow it, the bracer's of falcon's aim are a no-brainer. Mine actually uses (found) greater bracers of archery. I just cast keen arrow when I can.

Speaking of which, since they have some 10min/level self-buffs (heroism, perceive cues) and GMW/GMV, a lesser rod of extend spell (or two) is a great purchase.

Efficient quiver, obviously.

Beyond that, stuff that helps with staying alive - enhanced mithril chain shirt, cloaks and rings of resistence and protection, amulets of natural armor, etc. Archers of course are supposed to stay back from attackers, but that doesn't always happen.

Oh, and if you have a mean GM, I'd recommend a fortifying stone and the impervious enchantment on your longbow - CMD is not the archer's forte, and so their bows are easily sundered. It's always wise to have a backup bow, as well - prior to improved precise shot, I think it's worth having a +1 seeking bow on hand, for those blurry/concealed situations.

Also, a full suite of arrow blanches (especially ghost salt), and some specialty arrows (I always have 10 adamantine arrows on hand). Again, my basically poor inquisitor has none of this, but my 11th level ranger (in a magic mart situation! PFS!) does, so I'm pulling some archery recs from him!

Hope it helps. Oh, and be sure to kill-steal from the barbarian at every opportunity!


David Haller wrote:

It's a terrifically versatile, self-contained class.

I played it in my current campaign because I knew the GM would be stingy about magic items and there'd be no "magic mart": the items you mention are all great, though mine only has the holy longbow ( a gift from a grateful temple).

Items that boost Perception are great - the ioun stone which gives Alertness and Eyes of the Eagle. I've actually gotten terrific use out of a ring of the chameleon (great thing about "find stuff" campaigns is that you use less-standard items): +31 stealth with only 10 ranks invested.

As for bracers, if your GM is crazy enough to allow it, the bracer's of falcon's aim are a no-brainer. Mine actually uses (found) greater bracers of archery. I just cast keen arrow when I can.

Speaking of which, since they have some 10min/level self-buffs (heroism, perceive cues) and GMW/GMV, a lesser rod of extend spell (or two) is a great purchase.

Efficient quiver, obviously.

Beyond that, stuff that helps with staying alive - enhanced mithril chain shirt, cloaks and rings of resistence and protection, amulets of natural armor, etc. Archers of course are supposed to stay back from attackers, but that doesn't always happen.

Oh, and if you have a mean GM, I'd recommend a fortifying stone and the impervious enchantment on your longbow - CMD is not the archer's forte, and so their bows are easily sundered. It's always wise to have a backup bow, as well - prior to improved precise shot, I think it's worth having a +1 seeking bow on hand, for those blurry/concealed situations.

Also, a full suite of arrow blanches (especially ghost salt), and some specialty arrows (I always have 10 adamantine arrows on hand). Again, my basically poor inquisitor has none of this, but my 11th level ranger (in a magic mart situation! PFS!) does, so I'm pulling some archery recs from him!

Hope it helps. Oh, and be sure to kill-steal from the barbarian at every opportunity!

Thanks for the help. I got to talking with my friend and he decided on the pure Inquisitor. I hope this guy doesn't just totally dominate the game though. I doubt the other players have the same level of game mastery that I do (especially with the help of the forums to back me up).


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Take one level of Oracle, get the waves domain, and the water sight revelation...cast fog or obscuring mist on yourself constantly shoot from concealment always.


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Take Preacher, re-rolls are golden.


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Bane Baldric: if the wearer is an inquisitor he is treated as five levels higher for the purposes of bane. as read sounds like you get greater bane at level 7 for 10k gold. (iirc)

CLUSTERED SHOTS: many higher-level monsters have DR that will be harder for you to bypass, since Adamantine arrows are super overpriced and you don't generally want magical arrows.

AGILE COMPOSITE BOW: will increase your bow's composite rating to match that of your strength. a comp bow you dont have to drop when you get hit with str down poisons. yay!

my inquisitor found more use out of clustered shots and other ranged feats than he did out of the Snap Shot tree, by my DM is a dick and generally likes to have monsters aggro to me instead of the paladin with 40 ac and 150 hp. for whatever reason... (looks at 98 hp at level 14...) but my build probably isnt flawlessly optimized.


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Soul wrote:

Bane Baldric: if the wearer is an inquisitor he is treated as five levels higher for the purposes of bane. as read sounds like you get greater bane at level 7 for 10k gold. (iirc)

CLUSTERED SHOTS: many higher-level monsters have DR that will be harder for you to bypass, since Adamantine arrows are super overpriced and you don't generally want magical arrows.

AGILE COMPOSITE BOW: will increase your bow's composite rating to match that of your strength. a comp bow you dont have to drop when you get hit with str down poisons. yay!

my inquisitor found more use out of clustered shots and other ranged feats than he did out of the Snap Shot tree, by my DM is a dick and generally likes to have monsters aggro to me instead of the paladin with 40 ac and 150 hp. for whatever reason... (looks at 98 hp at level 14...) but my build probably isnt flawlessly optimized.

next time ill just read the rest of the thread and sail off, knowing my fellow ranged inquisitors have the job firmly in hand. i would point him toward the wonderful self buff spells and greater invisibility (because +30 to hit against flat footed ac is totally necessary and not excessive in any way at all.)


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Agile only works on melee weapons. If you want Dex to hit and damage at range, Gunslinger 5 and Trench Fighter 3 (also with guns) are the only ways that currently exist.

Adaptive is the enhancement you want, since it will literally make the bow adapt to your Strength score. No attack penalties if you take Strength damage, and Strength buffs and items won't be wasted on a bow that can't support it.


@EsperMagic, a Goz Mask does the same thing and doesn't delay Inquisitor advancement. Plus, as a Fetchling, it's better for him to be shooting from Darkness, as he has Shadow Blending which increases the miss chance from 20% to 50% when he has concealment from being in dim light.

It's a really strong tactic regardless, and I've actually seen someone build an entire NPC party of bounty hunters around this very tactic. If a party has no way to counter it, you can see equal or higher level parties be wiped out by the NPC bounty hunters with little effort. You can't attack what you can't see after all.

@stuart haffenden, if the re-rolls allowed you to take the better of the two rolls, I'd be all for it, but you have to take the second roll (with Aggression or Warning) even if it's better/worse than the original. This can have some serious negative drawbacks on the group, like turning an enemy hit into a crit. This isn't so bad if it's only used for Aggression, as it can only make a miss into an even worse miss, or possible better, but I'm not sure it's worth it.

As it stands, the current Team Work feats I have will make him obscenely powerful once Snap Shot comes online. With Outflank, Enfilading Fire, and Snap Shot, for example, he'll get a +6 bonus to attack rolls when he flanks. If he has something like a +1 menacing gauntlet or something, then he gets a +8 bonus while flanking. This is crazy good and turn even his worst attack into a nearly guaranteed hit. If I use the numbers above on the Pure Inquisitor (+20(x2)/+20/+20/+15) his attack routine would be +28(x2)/+28/+28/+23 and that's using a non-magical bow, and no magical items other than a +1 menacing gauntlet to boost his attack bonus.

Do you think re-rolls outweigh the +6 or +8 bonus on attack rolls from the team work feats in conjunction with snap shot? If I recall, a re-roll is essentially the same as +4 bonus on the dice.


Based off the advice from this thread, this is what I've changed it too so far:

25-point buy: Str 10, Dex 18, Con 12, Int 10, Wis 16, Cha 9

Domain: Exploration (sub-domain of the Travel Domain)

Traits: Fate's Favored (must have); for your second trait Reactionary or any trait that gives a bonus to Perception is a good choice, but it's up to you.

Recommended Feats:
1) Point-Blank Shot
3) Precise Shot
5) Rapid Shot
7) Deadly Aim
9) Manyshot
11) Weapon Focus (longbow)
13) Snap Shot
15) Improved Precise Shot
17) Improved Snap Shot
19) Clustered Shots

Teamwork Feats:
3) Outflank
6) Lookout
9) Enfilading Fire
12) Shake It Off
15) Target of Opportunity
18) Wall of Flesh(??? Unsure on this one)

Item suggestions:
Bracers of Falcon's Aim (recommended) or Bracers of Archery (lesser or greater)
Bane Baldric
Jingasa of the Fortunate Soldier (benefits from Fate's Favored trait)
Holy Longbow – possible additional weapon enhancements: Adaptive, Impervious, Seeking (until 15th level)
Lesser Rod of Extend (2 if possible)
Dark Blue Rhomboid Ioun Stone (Alertness feat)
Eyes of the Eagle
Dusty Rose Prism Ioun Stone (gives +1 Insight bonus to AC)
Cracked Dusty Rose Prism Ioun Stone (gives +1 Insight bonus to Initiative)
Fortifying Stone (to protect against Sunder attempts on the bow)
+1 Menacing Gauntlet (once you get Improved Snap Shot)
+1 Seeking Longbow (until you get Improved Precise Shot to avoid miss chance)
Ghost Salt Weapon Blanch
Adamantine Weapon Blanch
Stone of Good Luck (Luckstone) (benefits from Fate's Favored trait)
Goz Mask (for ambushes) (swap with Jingasa as appropriate)
Wand of Abundant Ammunition (give to ally to cast for you)



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Outflank requires BAB +4, better switch it with Lookout.

By level 19 you should have enough different types of ammunition that DR is largely irrelevant. Get Clustered Shots by level 11 or not at all IMO.

Allied Spellcaster might be a better final Teamwork feat.


avr wrote:

Outflank requires BAB +4, better switch it with Lookout.

By level 19 you should have enough different types of ammunition that DR is largely irrelevant. Get Clustered Shots by level 11 or not at all IMO.

Allied Spellcaster might be a better final Teamwork feat.

Ooh, good point on Outflank, I forgot about that.

As for Clustered Shot, I agree, I kind of just threw that in there as I'm not sure what feat to put in at 19th level (at that point, it's not like a single feat is going to change the game much at 19th). The guy I'm building this for, however, said he would rather have Snap Shot over Clustered Shot so he can flank with allies. Apparently, some people think if you're not flanking as a combat class, then you aren't contributing to the fights.

Anyway, I thought about Allied Spellcaster, but that kind of forces you to be standing next to the party casters and not making use of the Snap Shot/Flanking bonus he gets. Though it wouldn't be bad to use it for some opening spells at the beginning of a fight... Definitely a consideration though.


Maybe Impact Critical Shot @19? It's at least amusing.

Thinking about it it hardly matters what the final teamwork feat is as they'll be able to swap it WIS mod times/day for as long as the campaign lasts anyway.


avr wrote:

Maybe Impact Critical Shot @19? It's at least amusing.

Thinking about it it hardly matters what the final teamwork feat is as they'll be able to swap it WIS mod times/day for as long as the campaign lasts anyway.

Ha! That's actually a really amusing feat because my friend has a well-known (with us anyway) and long standing history of being able to roll a natural 20 1 in 5 times, nearly guaranteed. We've tried changing dice and even buying brand new ones and he just seems to have that special lucky touch.

This feat would be hilarious on him if he makes it to 19th level! If he doesn't want Clustered Shot, then that's definitely going into the build.


Cairen Weiss wrote:


@stuart haffenden, if the re-rolls allowed you to take the better of the two rolls, I'd be all for it, but you have to take the second roll (with Aggression or Warning) even if it's better/worse than the original. This can have some serious negative drawbacks on the group, like turning an enemy hit into a crit. This isn't so bad if it's only used for Aggression, as it can only make a miss into an even worse miss, or possible better, but I'm not sure it's worth it.

Don't think of it like that. Think of it as "negate enemy crits several time per day", since the chance of re-rolling that nat 20 is 0.25 percent. The other applications may be situational, but when you need something to hit [i]right now{/i], that re-roll could be a life saver.


Mino wrote:
Cairen Weiss wrote:


@stuart haffenden, if the re-rolls allowed you to take the better of the two rolls, I'd be all for it, but you have to take the second roll (with Aggression or Warning) even if it's better/worse than the original. This can have some serious negative drawbacks on the group, like turning an enemy hit into a crit. This isn't so bad if it's only used for Aggression, as it can only make a miss into an even worse miss, or possible better, but I'm not sure it's worth it.
Don't think of it like that. Think of it as "negate enemy crits several time per day", since the chance of re-rolling that nat 20 is 0.25 percent. The other applications may be situational, but when you need something to hit [i]right now{/i], that re-roll could be a life saver.

That's... actually a really good point. However, one couldn't use it on a Natural 20 as the results of the natural 20 have already been revealed because a natural 20 always hits. One would have to call out a re-roll before the hit his made and hope the original is a crit and the re-roll makes it miss or something.

It would still work for rolls coming up on 15-19 though, technically. I think, however, it's kind of a 'GM Headache' option and I'll leave it up to my friend to make the ultimate decision. I, personally, prefer the team work feats so as to not spark any possible arguments over whether or not something counts, but he may prefer to bring the re-rolls.

Hmm... dropping the team work feats does kind seriously change the build however... Without the teamwork feats there's really no point to taking Snap Shot. I could probably talk him into taking Clustered Shots instead as he'd get very little benefit out of threatening with his bow if he has nothing triggering off those threat. Another thing to take into advisory for him!


The way I read it, it does work on 20s, since the wording on the "warning" application is "would be hit by a melee or ranged attack". This implies that the result actually HAS to be revealed, since you would know if the would be hit otherwise. So it seems to work just fine as a crit negator.

All in all, I find teamwork feats largely underwhelming as an archer.


I found the teamwork feats pretty useless as an archer - I was too good at not being in the thick of things! Preacher is much, much more useful.

As for snap shot, the last thing I want is an enemy moving adjacent to me; by the time you're making the decision, clustered shots is immensely useful, since it means you don't have to "waste" a judgement bypassing DR.


Keep in mind the friend I'm building this for decided he'd rather have Snap Shot instead of Clustered Shot, so I figured I'd try and make the Snap Shot feats work with the archer. The best I could think of to do is via the teamwork feats to increase the bonus he gets for flanking. Currently, he'll get up to +6 to hit while flanking due to feats, and he could get another +2 for a total of +8 if he buys a +1 menacing gauntlet to further increase his bonus.


Cairen Weiss wrote:
Keep in mind the friend I'm building this for decided he'd rather have Snap Shot instead of Clustered Shot, so I figured I'd try and make the Snap Shot feats work with the archer. The best I could think of to do is via the teamwork feats to increase the bonus he gets for flanking. Currently, he'll get up to +6 to hit while flanking due to feats, and he could get another +2 for a total of +8 if he buys a +1 menacing gauntlet to further increase his bonus.

Either way works, but by that level your friend might be frustrated by all the DR out there. Alchemical blanches are his friend if he has the cash and access.


EpicFail wrote:
Cairen Weiss wrote:
Keep in mind the friend I'm building this for decided he'd rather have Snap Shot instead of Clustered Shot, so I figured I'd try and make the Snap Shot feats work with the archer. The best I could think of to do is via the teamwork feats to increase the bonus he gets for flanking. Currently, he'll get up to +6 to hit while flanking due to feats, and he could get another +2 for a total of +8 if he buys a +1 menacing gauntlet to further increase his bonus.
Either way works, but by that level your friend might be frustrated by all the DR out there. Alchemical blanches are his friend if he has the cash and access.

Yeah, weapon blanches are on my list of things I'm recommending for him. Plus, if he uses a wand of abundant ammunition before firing the weapon blanched arrows, he gets them back.

I'm currently rolling out a 13th level version of the inquisitor just to see what he would be like. Looks very promising so far.


im sorry i meant ADAPTIVE not agile in my previous post

also (i didnt read the whole post yet... sorry xD) have you considered Escape Route? as long as he has base contact with an ally his movement doesnt provoke op's


Soul wrote:

im sorry i meant ADAPTIVE not agile in my previous post

also (i didnt read the whole post yet... sorry xD) have you considered Escape Route? as long as he has base contact with an ally his movement doesnt provoke op's

I knew what you meant! ;)

I did consider Escape Route, but that would only really be useful for him until 8th level. He's got the Exploration Sub-Domain so he can use Dimensional Hop at 8th level to teleport 10 ft. per level per day as a move action. Once he gets Dimensional Hop, he won't really need Escape Route anymore as he can just teleport away.


So this is a 13th level projection of the Inquisitor with your guys' help: Pilin lonAmor. Her name is kind of a reference to the 300 quote "Our arrows will blot out the sun!"

I didn't choose spells with her (as that's up to my friend to do so) other than what was absolutely necessary for her number crunching. Obviously, this is an 'optimal gear' selection for her, so she's going to be more powerful than an organic version built up from level 1. Regardless, my, admittedly, amateur number crunching suggest her DPR will be just over 240 a round (241.3 to be exact), though I'm not 100% certain on this amount.

Anyway, I'm going to send my build along to my friend and let him have final say on the matter. Thanks for all the help guys!

Edit: Helps if I use the right link huh? :P

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