Inquisitor Archer Advice? (PFS)


Advice

Liberty's Edge

I'm making a new character for PFS and have decided on rolling a Human Inquisitor Archer. Can anyone give advice on which stat selection is better and some of the better domain choices for a ranged archer character?

Option #1 Str10, Dex18, Con12, Int12, Wis16, Cha7
Option #2 Str14, Dex18, Con12, Int12, Wis14, Cha7

How much of a difference is the 2 points in Wis going to matter? Just glancing at the spell lists most of the spells I'd probably cast are long duration buffs I'd assume. 16 Wis +2 wis headband would get me 1 extra 4th level spell use which would finally come into play at 10th level. I'm thinking the extra +2dmg an arrow would be better?

What domains are best? Travel seems good and Liberation also. I'm thinking the Liberation and Freedom's Call abilities would probably save me from things that would utterly destroy me such as grappled or swallowed. Any other domains that are worth noting for an Archer based Inquisitor?

I'm planning on taking traits Fate's Favored and Reckless (acrobatics +1 and class skill). I figure high Dex and maxed acrobatics should get me away from any melee that gets in my face.

Thoughts? Suggestions?


I tend to find that with half-casters it is affordable to go a little lower in their casting stat if it's used for self-buffing. Otherwise you really want that modifier to the spell DCs.

Also, are you dead-set on being a human? With a Tengu I managed to get the following arrays:

Str12, Dex18, Con12, Int12, Wis16, Cha7

You get that wisdom standing proud at 16, and you can get a compound bow.

As for the domain, I've heard people regularly hail its +10 to your base speed, and I have to say having that constant buff sounds very very good.

Don't forget though that you're not getting the spells from domains, and inquisitors can get access to inquisitions instead.

Another nice thing about a Tengu inquisitor is that with the sword-trained racial trait you'll have profiency in some martial weapon blades, which means that even if you did get stuck in melee you could have a slightly better weapon as a back-up

Silver Crusade

Stay a human and go with the second set of ability scores.

Acrobatics as a class skill really won't be necessary. I have a level 11 archer who has gotten forced into melee one time in his PFS career. I'd recommend World Traveller trait instead to get knowledge (local) as a class skill to help with monster identification. You can't Bane what you don't identify.

As for inquisition, I chose Conversion on my inquisitor so he could be a face. Tactics is a very nice inquisition. Do you know which deity you're gonna worship?


Human is a decent option because it lets you get the core two archery feats (Point Blank Shot and Precise Shot) at level 1, meaning you'll actually be able to hit things. Given the fact that Inquisitors are more defensive spellcasters than offensive spellcasters, don't sweat the DCs too much. Run with the second spread.

Conversion Inquisition would let you still be decent at face skills despite the awful Charisma.

Liberty's Edge

I'm not too worried about being the ultimate party face so I doubt I'd pick the Conversion Inquisition.

I've not yet decided on a PFS legal deity. I'm open for suggestions but I don't have the Inner Sea Gods book or Advanced Class Guide if that's in relation to which Deity I'm choosing. One of my characters is a Paladin of Tanagaar and another a Cleric of Yamatsumi so I'm open to legal deities outside of Core.

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I was thinking of the Spellbreaker Archetype as it allows 2 rolls to avoid control, compulsion, or persuasion but it loses Monster Lore. I did not know that Bane depended on indentifying the enemy to use. I also looked at Preacher but I'm not that interested in the thought of a background. My character is going with a Tracker/Investigator theme. Infiltrator also looked interesting as it fits that but it loses Stern Gaze and Monster Lore as well. What are your thoughts on these archetypes and the loss of Monster Lore?

Are there any Teamwork feats that actually work 'Solo Tactic' wise for a ranged Inquisitor? Lookout, Duck and Cover, and Target of Opportunity seem useful. If losing Monster Lore would greatly hurt me then maybe I should stay vanilla Inquisitor?

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I took Reckless for the +4 bump to acrobatics because if an enemy gets in melee range with me I have the ability to tumble 15ft away and then either fire or move again. I'd assume this to be particularly helpful if multiple enemies get in my face to avoid getting full attacked by them all or provoking a lot of AoO's.

If the enemy has Step Up then a 5ft move wouldn't help and even without Step Up I would get full attacked next round unless I took the AoO and moved away. Is acrobatics really not going to be that useful? I've played quite a few PFS games vs Devils/Demons that could teleport or cramped rooms where getting cornered sometimes happens.

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Are there really any GREAT offensive spells for an Inquisitor that would be well worth using instead of the regular buffs like Divine Favor, GMW, Keen Edge, etc? I see how the +1 Wis mod gets added to knowledge checks from Monster Lore, +1 will save, +1 to spell saves, +1 initiative, +1 3rd lvl spell. On the other hand the +2 Str mod grants me higher max carry weight, +2atk melee, and +2dmg, +2 CMD/CMB, +2 to skills like swim/climb. Once I'm shooting 4 arrows a round that would be an extra +8 dmg. Guess I just need someone to reaffirm that the 14str is a better option than the 16wis. I see the benefits of both sides and not entirely sure which is greater in overall worth.

Really appreciate everyone's replies so far. They've been greatly helpful.

Silver Crusade

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The only archetypes I particularly care for are Preacher and the new knee from the ACG whose name I can't remember. The nice thing is the inquisitor is proficient in longbow,so your deity choice is all about flavor. I chose Sarenrae because I was going for a divine retribution kind of feel. Read up on the deities on archivesofnethys.com and see which one fits your flavor.

There really aren't too many good offensive spells you're going to want to cast. You're going to want to buff yourself, and use spells like see invisibility and maybe a couple others. When you absolutely have to use an offensive spell, there's a judgement for that.

Here's my level 11 PFS archer inquisitor.

Here there be stat block:
Francisco Cisneros
Male human (keleshite) inquisitor of Sarenrae 11 (Pathfinder RPG Advanced Player's Guide 38)
NG Medium humanoid (human)
Init +11; Senses Perception +19
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Defense
--------------------
AC 25, touch 18, flat-footed 19 (+6 armor, +5 Dex, +1 natural, +1 deflection, +1 dodge)
hp 91 (11d8+33)
Fort +14, Ref +14, Will +14
Defensive Abilities stalwart
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Offense
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Speed 60 ft.
Melee scimitar +16/+16/+11 (1d6+6/18-20)
Ranged +3 adaptive composite longbow +22/+22/+22/+17 (1d8+18/19-20/×3)
Special Attacks bane (16 rounds/day), judgment 4/day
Spell-Like Abilities (CL 11th; concentration +9)
At will—detect alignment
11 rounds/day—discern lies
Inquisitor Spells Known (CL 11th; concentration +14):
4th (2/day)—greater invisibility, named bullet{super}UC{/super}, stoneskin
3rd (5/day)—dispel magic, heroism, keen edge, magic vestment
2nd (5/day)—blistering invective{super}UC{/super} (DC 15), ghostbane dirge{super}APG{/super} (DC 15), invisibility, lesser restoration, see invisibility
1st (6/day)—comprehend languages, divine favor, expeditious retreat, protection from evil, shield of faith, wrath{super}APG{/super}
0 (at will)—create water, detect magic, guidance, light, read magic, stabilize
Domain Conversion Inquisition
--------------------
Statistics
--------------------
Str 14, Dex 22, Con 16, Int 12, Wis 16, Cha 7
Base Atk +8; CMB +11; CMD 29
Feats Deadly Aim, Divine Interference[UM], Enfilading Fire[UC], Lookout[APG], Manyshot, Point-blank Shot, Precise Shot, Rapid Shot, Target Of Opportunity[UC], Weapon Focus (longbow)
Traits reactionary, world traveler
Skills Acrobatics +7, Appraise +3, Bluff +11, Climb +3, Diplomacy +19, Disguise +0, Escape Artist +7, Fly +7, Heal +11, Intimidate +18, Knowledge (arcana) +14, Knowledge (dungeoneering) +14, Knowledge (local) +15, Knowledge (nature) +14, Knowledge (planes) +14, Knowledge (religion) +14, Perception +19, Ride +7, Sense Motive +15, Spellcraft +16, Stealth +11, Survival +9, Swim +3
Languages Common, Kelish, Tien
SQ monster lore +3, solo tactics, stern gaze +5, swaying word, track +5
Combat Gear jingasa of the fortunate soldier, potion of cure moderate wounds (2), potion of darkvision, potion of fly (2), scroll of expeditious retreat, wand of bless (50 charges), wand of cure light wounds; Other Gear mithral breastplate, +3 adaptive composite longbow, iron-tipped distance arrow (20), arrows (80), blunt arrows (20), scimitar, amulet of natural armor +1, bane baldric, belt of physical might +4 (Dex, Con), boots of speed, cloak of resistance +2, efficient quiver, ioun torch ioun stone, ring of protection +1, backpack, masterwork, everburning torch, grappling hook, silver holy symbol (Sarenrae), silk rope (50 ft.), spell component pouch, 2,100 gp
--------------------
Special Abilities
--------------------
Boots of speed (10 rounds/day) Affected by haste
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (11 rounds/day) (Sp) Discern Lies at will
Divine Interference Sacrifice a spell to force an enemy to reroll a successful attack against your ally
Enfilading Fire +2 to ranged att vs a foe flanked by an ally with this feat.
Greater Bane (+2 / 4d6, 16 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Inquisitor Domain (Conversion Inquisition) Deities: Any deity.

Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).

Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Lookout Not surprised if adj ally with same feat isn't surprised. Extra actions if both are aware.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Scroll of expeditious retreat Add this item to create a scroll with spells on it.
Second Judgment (4/day) (Su) Variable bonuses increase as the combat continues.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stalwart (Ex) If you succeed at a Fort or Will save for reduced effect, you take none instead.
Swaying Word (1/day, DC 18) (Sp) Spoken word of divine wisdom dominates one person for 1 min (Will neg).
Target of Opportunity When an ally hits with a ranged attack, you may make an attack as an immediate action
Track +5 Add the listed bonus to survival checks made to track.
Wand of bless (50 charges) Add this item to create a wand of a chosen spell.

Liberty's Edge

Thanks a ton for pasting your 11th lvl Inquisitor stat block. I'll have to go over this a few times as I'm building and updating mine over time.

I know Spellbreaker loses Monster Lore but what do you think about that archetype? Roll 2 dice and take the better vs mind effecting will saves. + bonuses to saves vs chosen arcane schools and if you shoot someone you increase the DC of their concentration check by +2 for 1 round.

----
Side note, last time I played a Paladin I was against a few demons and I had an Ioun Torch Stone and the demon casted Darkness on it. The GM was ruling that casting Darkness on the Ioun Torch dispelled it permanently and then he used another one to cast darkness again. Does the Ioun Torch get a saving throw since it's a magic item or is it just permanently dispelled? The spell Darkness has no saving throw or SR so I'm curious if the GM's ruling was the right one or if others think it should have been different. This was at a local PFS table that this happened.

Silver Crusade

I don't like giving up Monster Lore because of the Bane thing. You can't guarantee somebody else will be there to identify the creature, especially on non-humanoids. If you're worried you're gonna be facing a save, there's a judgement for that.

Casting darkness on an ioun torch would have no effect since an ioun torch already had a higher level light spell (continual flame) cast on it. Look in the rules forums for a thread by Jiggy about how light and darkness work.

Liberty's Edge

Well I'm getting off topic here, but what if someone casted Deeper Darkness on an Ioun Torch? Does it dispel the Ioun Torch permanently, temporarily for the duration of the spell, or does the magical item get a saving throw? Just curious in case it comes up again.

Also, I see what you mean with the Monster Lore. So pretty much Preacher is the only one that doesn't give up Monster Lore or something else that significant. I really did like some of the stuff from Infiltrator and Spellbreaker though (mainly Infiltrator). They should make archetypes that have options to swap in certain things or not, or like a customization list of swappable things. Would make it easier for people to trade out what they don't want and still retain the mechanics or concept of what they do want instead of no choice but swapping out a list for a list of abilities.


If you are still deciding on a deity, take a look at the trait Deadeye Bowman from Inner Sea Gods. It requires you to worship Erastil, but allows to ignore soft cover penalties if they are only being provided by 1 creature. This is huge, my wife used it from level 1-9 now in PFS and in 90% of the situations it has been as good as Improved precise shot.

Liberty's Edge

Any other good traits besides Fate's Favored? I don't have ISG, so unfortunately Deadeye Bowman is out of the picture.

Shadow Lodge

The Fate's Faovred/Reactionary combo is solid for an Inquisitor. The standard buffs work with FF (Divine Favor/Prayer) and you will have awesome Init.

I suggest the Persistence Inquisiton from Ultimate Magic. Even though you won't be using the free feat, the swift action movement boost is nice and Inner Strength is a lot better than it looks at first.
Requires Iomedae, Asmodeus, or Urgathoa if that matters to you. (Inquisitions are all associated with specific deities)

Liberty's Edge

Isn't the Heresy Inquisition pretty much a stronger version of the Conversion Inquisition? Wis mod to Bluff and Intimidate still, but not Diplomacy. But at 4th lvl for Bluff, Diplomacy, or Stealth checks roll twice and take the higher result for most likely 3-4 times a day (probably 3, considering a 14wis and a +2 wis headband).

The 8th level powers are either Bestow Curse for 1min or Dominate Person for 1min. Which power do you think is more powerful out of the two?

Heresy Inquisition:
Granted Powers: Often it is hard to tell heretics from the faithful. You use duplicity, stealth, and the heretics' own arguments to root them out and bring them to justice.

Righteous Infiltration (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff and Intimidate checks.

Blessed Infiltration (Ex): At 4th level, when you make a Bluff, Diplomacy, or Stealth check, you may roll twice and take the more favorable result. You can use this ability a number of times per day equal to your Wisdom bonus.

Word of Anathema (Sp): At 8th level, once per day, you can speak a word of anathema against a single creature within 60 feet (Will negates). This acts as bestow curse and lasts for 1 minute, giving the target a –4 penalty on attack rolls, saves, ability checks, and skill checks.

Conversion Inquisition:
Conversion Inquisition

Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.

Charm of Wisdom (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.

Swaying Word (Sp): At 8th level, once per day you may speak a word of divinely inspired wisdom that causes a single creature to switch its alliance to you. The target must be within line of sight and able to hear you. If he fails his Will save, he is affected by dominate person, except the duration is only 1 minute.

Ferver Inquisition seems somewhat decent, at lower levels the Fire of Belief ability should hit quite often as an Inquisitor going the Archery route (PBshot & Precise Shot). While the 8th level power for that quickened buff spell to start Nova'ing just a little bit faster.

Anger Inquisition seems interesting but not being able to use Int skills hurts your ability to Identify and Bane an enemy that shows itself after you go into the rage. It also keeps you from casting any spells that may be useful in a particular situation.

Tactics Domain has the benefit of rolling 2 d20's for initiative approximately 5 times a day, which is about the number of Initiative rolls GM's ask for at the start of the scenario, so that covers about all the combat initiative checks. Going first means buffing before enemies get to act.

Exploration Domain seems useful for the "search warrant" or "investigator" type of feel to it.

Liberation Domain seems like one of the most useful domains as grappled, entangled, or swallowed I would think would really mess an archer up. 8th lvl ability affects 30ft out to allies for confusion and grappled, etc affects.

Animal Domain I don't think it's really THAT great for an archer build. Instead of 1 or 2 useful abilities, you get an animal companion but then have to spend 1 feat, which is worse for an archer inquisitor with feats being scarce, and dedicate skill points which either hurts social skills, sense motive/perception, or indentifying skills for Bane. Then you will most likely spend money on equipping the animal. I understand animal companions are really helpful but Inquisitors don't have Handle Animal as a class skill and Charisma is usually a dump, then you're spending a feat and skill points. It just doesn't seem worth it, especially for an archer inquisitor.

My initial thoughts/conclusion

I personally feel the Liberation & Tactics Domains are top tier while the Heresy Inquisition is most likely the best. (Ultimate Combat Inquisitions omitted due to being illegal in PFS) Hope my observations didn't bore anyone. What do you guys think of my observations on the available Domains & Inquisitions?

EDIT: Mind you, this is coming from an observation as an archer inquisitor. A melee inquisitor might find some other domains/inquisitions to be more useful.

Dark Archive

as Lvl 10 inquisitor myself in pfs, I have a few things to say for you.

your second stat choice is optimal for archer inquisitor. you want max ranks in all monster knowledges and perception each level. skilled and FCB Skill helps with that.

My favorite domain for archer inquisitor is the feather subdomain. +s to init, perception, and an animal companion to even out your melee and ranged sides of combat, and to have something for solotactics just in case something horrable happens and you are by yourself somewhere.

With my build in pfs, i started with your second stat selection,
went with human:
feats:
1: pointblank
H: Rapid Shot
3: Precise shot
3T:Shake it off
5: Boon Companion
6T: Enfiladating Fire
7: Deadly Aim
9: Clustered Shot
9T: Target of oprotunity

Have a boots of speed, using Rapid shot, Deadly aim, Bane, haste, Judgement on attack/dmg, +1 weapon, and bracers of archery 22 dex. your attacks will come out to:

+18/18/18/13 2d6+1d8+16

Silver Crusade

Lookout teamwork feat + Tactics domain almost guarantees that you'll get 2 full-round actions before the monster gets to do anything. Move into position and buff during the surprise round, then full attack during the 1st round of combat.

Oh, and for another trait for a human, World Traveller to get knowledge (local) as a class skill isn't a bad choice with either Reactionary or Fate's Favored.

Liberty's Edge

Bigdaddyjug wrote:

Lookout teamwork feat + Tactics domain almost guarantees that you'll get 2 full-round actions before the monster gets to do anything. Move into position and buff during the surprise round, then full attack during the 1st round of combat.

Oh, and for another trait for a human, World Traveller to get knowledge (local) as a class skill isn't a bad choice with either Reactionary or Fate's Favored.

Althought it seems like Lookout teamwork feat + Tactics domain is insanely powerful I think it won't really make me steal the spotlight from others and be a bit game-breaking.

What do you think about the Heresy and Conversion Inquisitions? Seems like Heresy is just a better version. Even with the lower Diplomacy I'd think getting to roll twice and take the better result would most likely get better results. Your thoughts?

Also, I forgot you mentioned World Traveler earlier. Looks like a good idea. Are you absolutely sure that Acrobatics wouldn't be worth it though? Just want to make sure, because if it's not then I won't worry about putting points in it and getting the trait and will get either World Traveler or Reactionary.

Silver Crusade

My inquisitor is Conversion inquisition, so I can highly recommend it. I chose Conversion because I specifically wanted to be able to use diplomacy. You're going to have a lot of skills you want to put ranks in. All the knowledges, perception, sense motive, survival, stealth, acrobatics, heal possibly, maybe a craft or profession, spellcraft. If your diplomacy is based off of Cha instead of Wis, you're looking at a modifier that is 4-6 lower. Even rolling twice and taking the better result 2-3 times per day might not help you.

I think spending a trait to get acrobatics as a class skill is a waste. You're a Dex based character. Just throw a few ranks in it and you'll be fine. And like I said, my inquisitor is level 11.1 and I've been forced into melee 1 time in all that time.

Liberty's Edge

Bigdaddyjug wrote:

My inquisitor is Conversion inquisition, so I can highly recommend it. I chose Conversion because I specifically wanted to be able to use diplomacy. You're going to have a lot of skills you want to put ranks in. All the knowledges, perception, sense motive, survival, stealth, acrobatics, heal possibly, maybe a craft or profession, spellcraft. If your diplomacy is based off of Cha instead of Wis, you're looking at a modifier that is 4-6 lower. Even rolling twice and taking the better result 2-3 times per day might not help you.

I think spending a trait to get acrobatics as a class skill is a waste. You're a Dex based character. Just throw a few ranks in it and you'll be fine. And like I said, my inquisitor is level 11.1 and I've been forced into melee 1 time in all that time.

I recently played a 3-7 PFS scenario with my lvl 6 Paladin which during one of the fights I was surrounded by 3 Babaus who teleported around my party. I'm not sure how you're a lvl 11 archer build and have only found yourself forced into melee once. I'm wondering if my local PFS GM's play a little rougher than your local area? I know if I was an archer in that instance I wouldn't have been able to 5' away and fire without provoking.

Putting a few ranks in acrobatics and using it when it comes up seems counter productive to me. I'd think with a low acrobatics I'd be more inclined to just keep 5'ing or withdraw if possible but using a low acrobatics skill when surrounded like that is a great way to draw 3 AoO's and potentially get dropped. I'd assume if you're leveling acrobatics you try to keep it maxed to have a high chance to beat the opponents CMD. Maxing acrobatics is the advice all Reach Cleric guides suggest also, to use AoO's with spear and standards to cast a spell.

I think the Knowledge Local idea is great, but I'm confused by the suggestion to put a few ranks in acrobatics and have a +8 or less acrobatics that is most likely going to net me getting AoO'ed when I want to tumble 15' away and shoot. I'm not sure how many opponents in PFS have Step Up and etc also but 5'ing I'm screwed, whereas tumbling I'm able to safely get away.

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