Judge Dredd-lvl 16 Archer Inquisitor Advice & Tips


Advice


So, long story short, they asked me to join an ongoing Rise of the Runelord AP, precisely in the last chapter, after 2 of the former players leaved for unknown reasons. And they asked me to fill the "ranged damage" role. So here we go with what i've got till now.

Dredd- lvl 16 human inquisitor, spellbreaker archetype, 15 point buy.

Stat:
Str: 11
Dex: 28
cos: 20
Int: 8
Wis: 20
Cha: 7

Feat:
01 PBS, Precise Shot
03 Rapid Shot
05 Deadly aim
07 ??? Improved Initiative ???
09 Manyshot
11 Clustered Shot
13 ??? Comabt Casting ???
15 Improved precise shot

Equip:
ring of evasion
headband wisdom +6
belt of dex/cos +6
greater brachers of archery
winged boots
celestial armor
composite bow +3 seeking
??? ring of freedom of movement ???
google os night (awesome purple lens for an Inquisitor XD )
cloak of resistance +5
handy haversac
efficient quiver
miscellaneus

This total for around 330k and was already approved by the GM, could still use some tips/changes.

Now some combat stat:

Initiative: +18
Assuming a first round of Divine Power & Judgment of Justice/Destruction/Purity and Heroism precasted:

To Hit = + 12 + 9 dex + 2 bracers +3 bow + 1 pbs - 3 deadly -2 rapid + 2 heroism +6 divine power +4 judgment =+36/+36/+36/+31/+26

Damage: 1d8+ 6 deadly +3 bow +1 bracers +6 divine power + 2 heroism +4d6 greater bane = 1d8 + 23 + 4d6

HP: 184

Saving throw:
Fort +26 Ref +25 Will +26

This looks solid to me. Any tips?

Not sure about the feats with the question mark too.

My real problem is on spells known and on arcane classes of magic. I need some advice about which order to pick the arcane school of magic due to the archetype, from the most dangerous to the least.

And i really could use some tips on the inquisitor spell list: i've got divine favor, heroism, divine power and heal. And now i don't know where to go :D

Thank you in advance guys :D


You're missing a +2 hit and damage from Bane
Also isn't your AC gonna be horrible?
Also your missing the extra attack from divine power


The extra attack from divine power is counted. base is +12/+7/+2, adding one from rapid and one from divine power.

Yep, AC is a magnificent 27. The other players said that it is heavy magic, so i focused on other type of defense.
Could work on it pretty easily too, swapping the ring of freedom of movement for an amulet of natural armor +4 and maybe a ring of shield, plus a judgment of protection would put me on the 36-37 range.

Good call on the bane too

EDIT: I'll probably pick Abadar, with the domain of Travel if i have to give up to the ring of freedom. Ignore difficult terrain and teleport are good picks


Have you calculated the manyshot arrow?


manyshot gives an extra arrow, not an extra attack. if the first attack hits, two arrows hit. If it misses, two arrows miss


You'll note I said extra arrow in the question?


Quote:

Ephrem Valdemar

Male human (Chelaxian) inquisitor of Erastil 18 (Pathfinder RPG Advanced Player's Guide 38)
LG Medium humanoid (human)
Init +14; Senses see invisibility; Perception +28
--------------------
Defense
--------------------
AC 36, touch 21, flat-footed 30 (+10 armor, +5 deflection, +6 Dex, +5 natural; +2 deflection vs. evil)
hp 129 (18d8+36) (currently 96)
Fort +22, Ref +24, Will +25; Gain a sacred bonus vs. spells and abilities of evil foes, equal to number of adjacent allies with Lastwall Phalanx; +2 resistance vs. evil
Defensive Abilities stalwart; DR 10/adamantine (150 points)
--------------------
Offense
--------------------
Speed 30 ft.
Melee morningstar +18/+13/+8 (1d8+3)
Ranged +5 adaptive composite longbow +25/+25/+20/+15 (1d8+17/×3)
Special Attacks exploit weakness, greater bane (28 rounds/day), judgment 6/day (3 simultaneous), slayer
Inquisitor Spell-Like Abilities (CL 18th; concentration +23)
At will—detect alignment, discern lies (18 rounds/day)
Inquisitor Spells Known (CL 18th; concentration +23)
6th (3/day)—cleanse[APG], heal, litany of madness[UC], seer's bane
5th (5/day)—flame strike (DC 20), greater lend judgment[UM] (DC 20), litany of vengeance[UC], mage's decree[UI], spell resistance, true seeing
4th (6/day)—death ward, divine power, freedom of movement, named bullet[UC], restoration, shared wrath[APG] (DC 19), spell immunity, stoneskin, undeath ward (DC 19)
3rd (6/day)—communal align weapon[ACG], dimensional anchor, dispel magic, fester[APG] (DC 18), heroism, invisibility purge, communal resist energy[UC], selective invisibility, terrible remorse[UM] (DC 18)
2nd (6/day)—delay poison, invisibility, communal protection from evil[UC], remove paralysis, lesser restoration, see invisibility, silence (DC 17), surmount affliction[UM], tongues
1st (7/day)—comprehend languages, cure light wounds, divine favor, expeditious retreat, forced quiet[UM] (DC 16), petulengro’s validation, shield of faith, true strike
0 (at will)—brand[APG] (DC 15), create water, detect magic, guidance, light, read magic
Domain Chivalry inquisition
--------------------
Statistics
--------------------
Str 16, Dex 28, Con 14, Int 16, Wis 20, Cha 10
Base Atk +13; CMB +18; CMD 40
Feats Clustered Shots[UC], Coordinated Shot[ACG], Deadly Aim, Enfilading Fire[UC], Escape Route[UC], Extended Bane[UM], Improved Precise Shot, Improved Spell Sharing[ACG], Lastwall Phalanx, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Shake It Off[UC], Volley Fire, Weapon Focus (longbow)
Traits fate's favored, sandpoint faithful
Skills Acrobatics +11, Appraise +5, Bluff +10, Climb +5, Craft (bows) +25, Craft (carpentry) +9, Diplomacy +15, Disguise +2, Escape Artist +11, Fly +11, Handle Animal +20, Heal +11, Intimidate +22, Knowledge (arcana) +12, Knowledge (dungeoneering) +10, Knowledge (local) +11, Knowledge (nature) +13, Knowledge (planes) +12, Knowledge (religion) +26, Perception +28, Ride +24, Sense Motive +35, Spellcraft +26, Stealth +32, Survival +28 (+30 to avoid becoming lost), Swim +9, Use Magic Device +20 (+30 to activate a scroll or spell trigger item based on Blood Money)
Languages Celestial, Common, Thassilonian, Tien
SQ faithful steed, monster lore +5, solo tactics, stern gaze +9, track +9
Combat Gear durable arrows (50), durable pheromone arrow (50), extend metamagic rod, mnemonic vestment[UE], necklace of netted stars[UE], scroll of blood biography, scroll of communal align weapon, scroll of divination, scroll of find quarry, scroll of heroes' feast, order's wrath, remove curse, restoration, scroll of remove blindness/deafness, scroll of speak with dead, scroll of telepathic bond, wand of blood money (50 charges), vermin repellent[UE]; Other Gear mwk mithral kikko armor[UC], mwk adaptive composite longbow (+2 Str), morningstar, bane baldric[UE], bead of newt prevention[UE], clear spindle ioun stone, cloak of displacement, minor, efficient quiver, headband of fortune's favor[UE], headband of the wolf[ACG], ring of tactical precision[UE], wand key ring[ACG], wayfinder[ISWG], belt pouch, dull grey ioun stone with 4th level heightened continual flame (worth 335 gp), flint and steel, manacles, mask[UE], spell component pouch, wooden holy symbol of Erastil, 1,616 gp, 2 sp, 5 cp
--------------------
Tracked Resources
--------------------
Armor Attunement (1/day) - 0/1
Bead of newt prevention - 0/1
Detect Alignment (At will) (Sp) - 0/0
Discern Lies (18 rounds/day) (Sp) - 0/18
Durable Arrows - 0/50
Durable Pheromone Arrow - 0/50
Extend metamagic rod (3/day) - 0/3
Greater Bane (+2 / 4d6, 28 rounds/day) (Su) - 1/28
Mnemonic vestment (1/day) - 0/1
Necklace of netted stars (7/day) - 0/7
See Invisibility - 0/0
Stoneskin - 0/150
Teamwork Feat (change 5/day) - 0/5
Third Judgment (6/day) (Su) - 0/6
Vermin repellent - 0/1
Wand of blood money (50 charges) - 0/50
Weapon Attunement (1/day) - 0/1
--------------------
Special Abilities
--------------------
Clustered Shots Total damage from full-round ranged attacks before applying DR
Coordinated Shot If ally threatens but doesn't provide cover gain +1 bon on ranged atks vs. opp.
Damage Reduction (10/adamantine [150 points]) You have Damage Reduction against all except Adamantine attacks.
Deadly Aim -4/+8 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 (18 rounds/day) (Sp) Discern Lies at will
Enfilading Fire +2 to ranged att vs. a foe flanked by an ally with this feat.
Escape Route You do not provoke attacks of opportunity when moving through spaces adjacent to allies
Exploit Weakness (Ex) With a crit, ignore DR, suppress Regen, and take advantage of vulnerability.
Greater Bane (+2 / 4d6, 28 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Improved Spell Sharing Divide share spell dur evenly between you and companion. Can move apart w/o ending effect.
Inquisitor Domain (Chivalry Inquisition) Deities: Erastil, Iomedae, Sarenrae, Torag.

Granted Powers: You embrace the spirit of chivalry, guarding your honor and training a noble mount.
Lastwall Phalanx Bonus equal to adjacent allies with this feat to AC and saves vs. attacks & abilities of evil foes.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Monster Lore +5 (Ex) +5 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.
Shake It Off Gain +1 to all saving throws per adjacent ally
Slayer (Judgment of Justice) (Ex) Selected Judgment is at +5 effective levels
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.
Stern Gaze +9 (Ex) +9 to Sense Motive and Intimidate.
Third Judgment (6/day) (Su) Variable bonuses increase as the combat continues.
Track +9 Add the listed bonus to survival checks made to track.
Volley Fire +1 to range atk rolls for each ally with feat who made range atk since end of turn vs. tar within 15' of tar.
Your mount gains the benefits of 2 of your judgements. (Su) Your mount gains the benefits of one of your judgements.

This was my archer Inquisitor that I ran for RotRL. You can probably find some tricks in there to help you.


yep, i counted the manyshot arrow.

So Claxon, you went for a mounted inquisitor? Interesting enough, but i don't like the idea. The blood money trick is LOL :D

The spell list is really helpful, precisely what i was looking for, thank you.


Blood money was used only to cover the expensive material component of Stoneskin, followed by using restoration on myself to get rid of the strength damage.

This is also the only campaign where it's appropriate to use.

Because Bloodmoney is a spell uncovered in the course of this campaign. Our wizard learned it and I asked him to make a wand of it for me.

I understand you may not like the idea, but mounted archery is really powerful. It allows you to position yourself around the battlefield and still always get a full attack, without penalty, unless your mount double moves. It pretty much removes the need to have Point Blank Master (which you cant access anyways). My mount was also designed to be very defensive for me. I used aid another to help defend myself against attacks that were directed at my Inquisitor.

He was virtually impossible to hit.


A few items you may want: a Goz Mask (or Fogcutting Lenses) because fog is annoying. A Silver Nocking Point because wind can be the same. Gloves of Elvenkind because you don't really want to spend a feat on Combat Casting.

On spell selection you probably want a few of the litany spells - even inquisitors have swift actions available sometimes. Named Bullet (&/or Greater) is another buff you can cast in advance as is Magic Vestment and Greater Magic Weapon.


assuming that i don't need improved initiative and combat casting, what could i pick?

Litany are very powerful indeed.

Good item calls avr, will surely take the silver nocking point and the gloves.

Claxon,I've asked further clarification and the GM houserule that Escape Route with the mount is a bit broken and i really can't question the rules of a game i'm joining at lvl 16...


Escape Route on a mount with you also having it is really good.

I can understand a GM deciding it shouldn't work, but just to be clear, by the rules it does work. That's why it's really really good.

Even without it, being mounted is really great because it allows you to move into position without expending your move action.

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