Ranged - Arcane or Divine - Bow or Firearm


Advice


The new Ultimate Combat book has inspired me to create a new character for my current party. The party has only one ranged character - a halfling rogue(The rest of the party looks like this: a battle cleric, fighter, barbarian, magus and a mounted summoner. I'm currently playing and would be replacing the summoner). UC has many new archetypes mixing ranged weapons up with (mostly divine) casting classes like the Black powder inquisition for Inquisitors, the Ranged Spellstrike of the Myrmidarch Magus, Divine Hunter (archery) for paladins and the Holy gun paladin (firearms), Trophy Hunter Rangers (firearms) and finally the Spellslinger Wizard.

I'm wondering if any of these options are really 'trap' options. The arcane gun's ability to add an enhancement bonus to Spell DC's seems fantastic, but it looks like the spellslinger is unduly punished by having four restricted schools (OUCH?) and replacing cantrips with an ability easily replaced by regular spell-casting (magic bullet) which hurts at low levels. What I feel is overtly punishing is the spell-school penalty and the fact that read/detect magic now can only be cast as first level spells (really?). I'd have loved to play the archetype with just the arcane gun portion of it.

Holy gun seems interesting. Unfortunately, Paladins don't get access to any grit points until 11th level in the archetype, forcing them to have to pick up either a multi-class or the Amateur gunslinger feat. Its unfortunate that the feat uses Wisdom, which makes it pretty useless for the paladin.

Likewise, Divine Hunter seems to have good options at low level, but many of the aura replacements feel much weaker and, in general, are only useful if you happen to have other archers in the party. This is irritating because it pushes the archetype into either 1) having abilities that never function or 2) only playing the archetype in specific party setups unlike the generic paladin. I know that archetypes are for specific options, but it feels as if a regular paladin using a bow provides more to a party as long as the party does not have several other archers/gunners.

Are these opinions correct? Am I interpreting/understanding these archetypes right?

Another point I'd like to ask about is whether going with archery or firearms is a better (or close enough to actually be fairly equal) decision.

A Black Powder Inquisition inquisitor with the Amateur gunslinger feat seems interesting and useful. I see an upside in being able to ignore strength entirely (over needing some of it for extra damage with a bow) but at the same time, it uses up a domain and a feat and you'd still need to pick up PB shot and Precise shot simply to function in a typical encounter (once all of your allies engage all of the enemies in melee). How does this compare to a normal Archer Inquisitor?

How well doe the new bard archetypes stand up to the Arcane Duelist archer bard? It looks as if the Dervish Dancer's abilities are flavored toward melee combat but none of them require melee weapons.

I suppose I'm just interested to hear others opinions of these archetypes and also to get some advice on what type of ranged-gish/caster to play. I like the versatility of being able to cast a wide range of spells combined with possessing some actual class abilities and the ability to do some ranged combat. I'm not expecting the ranged combat to be as good as say, a Zen Archer or a Fighter with a bow, but the extra versatility of the class should be able to make the character useful in more circumstances than just combat.


Really? A whole day has gone by with no one helping you out? For shame...

I've never played a ranged character, so I don't have any gaming experience to tell you, "Do this. It is teh awesome!" I can tell you that, for a Spellslinger, is four opposing schools really that bad? If you're a Wizard focusing on shooting spells with your gun (which you can only shoot ranged touch attack, cone, line, or ray spells with), how many schools do you need? I think you really only need four out of the eight schools. A Wizard with a gun isn't going to be filling the typical Wizard role anyway. But I digress...

Narrow your choices down by what isn't needed. I'd say choose between magic and mundane first. You have 4 out of 5 people who are already focused on mundane melee/ranged attacks, and some who are mixed (like the battle Cleric and Magus). I'd say go for a full caster since you don't have one.

Next, arcane or divine? This is kind of a stalemate. You have a Cleric and a Magus. It really depends on how they play their characters. If the battle Cleric isn't that focused on buffing the party, I say go divine to help each other help the party out. If the Magus doesn't have any good battlefield control or area attack spells (which they probably won't have too many), then go for arcane.

So, divine, maybe an Oracle since there's already a Cleric. Arcane, definitely a Wizard. With an Oracle, you should use a bow and choose either the Battle or Wood mysteries. With a Wizard, since strength might be lacking if you don't pick the transmutation school, you could use a crossbow (which is boring and eats up a lot of feats that you don't have), or... and this is where my digression becomes relevant... use a gun and be Spellslinger. They don't actually need ammunition, so you save on money, and they don't really need Amateur Gunslinger for grit-like abilities since they're casting spells through a mother effing gun!

I doubt this is any help, but those are the options I think you should consider. Either a Battle/Wood Oracle with a bow, or a Spellslinger Wizard. Even just a vanilla Wizard would be a good resource to your party without focusing on a ranged weapon. If you actually like my suggestions, and you want more advice, I'd be happy to help you further with how to build those characters. =)


Depending on how you GM react to guns, it could get REALLY expensive.

Spell slinger should also be fine, just be sure to pick the right opposition schools so that you're best able to contribute to the party. I have very little in the way of suggestions along this route, but look at what you party seems to need first.


I've never even looked at the Oracle until you mentioned it honestly. Wow, I'm loving some of these Mysteries! Where can I find the wood mystery? I'm not seeing it in the APG. I also love that the Oracle uses charisma. I love playing the Face character!

I was discussing the Spellslinger with a friend of mine when he pointed out something that I hadn't noticed. I had already been thinking that the shooting spells through guns would best be for debuffs/control spells due to the boost to spell DC's. I know that evocation is usually a terrible idea and I've seen that in action. Whenever the cleric tries to use Channel Energy against undead or the few times either he or the magus has cast Burning Hands, its done such minimal damage as to be kind of depressing (around 2-3 due to nearly everything making the saves each time). I can see shooting the occasional ray such as enfeebling touch though.

Something else I'd like to ask is..can the spellslinger be used with any other type of wizard? I'm confused as to whether it has the ability to specialize in a school or not. It says that School of the Gun replaces the Arcane school. Does this mean that you give up the ability to get extra spells just to cast magic through the gun? I am really loving the Arcane gun but it just seems as if the archetype loses more than it gains. I really hate how they make something that has fantastic flavor and ruin with with overtly harsh penalties.

Rex, luckily I tend to play with DM's who have the same mindset as I do about the game -- that it should be filled with usable and entertaining options. I think this comes from my current Dm and I playing a ton of 4e and wanting new things to be on-par with what's already there. I could probably convince him to use one of the cheaper options for guns such as the 10% or 25% cost options.


After re-reading over Arcane bond, I think that simply picking a Rifle or Musket (depending on the GM) as the arcane bond and picking up Heirloom as one of the traits would fulfill what I want from the Spellslinger better than the Spellslinger can.


Jack of Tales wrote:
After re-reading over Arcane bond, I think that simply picking a Rifle or Musket (depending on the GM) as the arcane bond and picking up Heirloom as one of the traits would fulfill what I want from the Spellslinger better than the Spellslinger can.

Keep in mind that ALL firearms are Exotic weapons - and the errata'd Heirloom weapon doesn't allow for Exotic weapons.


Patcher wrote:
Jack of Tales wrote:
After re-reading over Arcane bond, I think that simply picking a Rifle or Musket (depending on the GM) as the arcane bond and picking up Heirloom as one of the traits would fulfill what I want from the Spellslinger better than the Spellslinger can.
Keep in mind that ALL firearms are Exotic weapons - and the errata'd Heirloom weapon doesn't allow for Exotic weapons.

Well damn...pretty much no matter what I do to do it, its a fair number of resources for little benefit.


The Oracle is great, right? Wood Oracle is from Ultimate Magic. Their bonus spells are only so-so, but their revelations are pretty flavorful. They can warp wood, turn creatures into wood, talk to wood (why?), shoot thorns from their hands as caltrops, turn into a tree (again, why?), summon wooden armor, see through wood and plant material, gain the woodland stride ability, or create a specialized wooden spear-like weapon. The best one, and the main reason I suggested an Oracle with a bow, is that they can get a +1 competence bonus on attack rolls with wooden weapons, and it increases by +1 every five levels to +5 by 20th level.

Wood is way more specific in theme than some of the other mysteries, which is why I also suggested Battle. That one seems too good to be true. You can also take feats to get more revelations, or to use them more times in a day. All of the Battle revelations are useful for pretty much any kind of weapon, but you could definitely focus on a bow.

About the Spellslinger, let's take a look at what you're really losing versus gaining in return.

Arcane Bond: You still get this ability, but it's only in regards to any gun that's in your hands (and you can "attune" a different gun every morning if you like, so you aren't stuck with any one gun). While it does limit what kind of spells you can cast through it, you get to use your gun's enhancement bonus to increase the DC of your spells. That's pretty rad. Just don't use it after rolling a 1 or a 20, unless you can manage to repair it very quickly. Also, it seems best to stick with just a single one- or two-handed firearm for the crit modifier that comes with only having one gun.

Scribe Scroll: Since you're specializing in casting with guns, not scrolls, there really isn't a need for this. You basically get the starting "battered" firearm as a Gunslinger. Also, you can craft firearms, ammunition, and restore your gun to a better condition each day. Yay for non-exploding firearms!

Cantrips: I know this one hurts, and I feel for anyone used to casting unlimited 0 level spells, but as I mentioned before, you aren't the average Wizard. You're focusing on shooting spells with a gun, and there really aren't that many spells worth shooting from this level. I also think they got rid of it because they didn't want anyone shooting acid orbs and the like all day long for free. Having to cast Read/Detect Magic as 1st-level spells is balls, but you have a Cleric. They can do that if need be, right? Besides, eventually you'll have a lot of 1st-level spells that you can use to gain +1 enhancements when you shoot bullets. Nothing to sneeze at, I think.

Arcane School: You gain the same ability, but with more drawbacks. You have to choose FOUR opposed schools instead of two. On top of that, you get a -4 penalty when crafting magic items using spells from those opposed schools, but who cares unless you're crafting magical guns? Take a look at what schools have spells that you can cast through an arcane gun. You don't really need six schools of magic to choose from. I would suggest the opposed schools be abjuration, divination, enchantment, and illusion. You should focus on either conjuration (to summon buddies to keep the bad guys away so you can keep blasting) or transmutation (so you can get that fun little bonus to any physical stat).

I have to go to work now (already running late), but I'll check back later to see what you think. =)


submit2me wrote:

The Oracle is great, right? Wood Oracle is from Ultimate Magic. Their bonus spells are only so-so, but their revelations are pretty flavorful. They can warp wood, turn creatures into wood, talk to wood (why?), shoot thorns from their hands as caltrops, turn into a tree (again, why?), summon wooden armor, see through wood and plant material, gain the woodland stride ability, or create a specialized wooden spear-like weapon. The best one, and the main reason I suggested an Oracle with a bow, is that they can get a +1 competence bonus on attack rolls with wooden weapons, and it increases by +1 every five levels to +5 by 20th level.

Wood is way more specific in theme than some of the other mysteries, which is why I also suggested Battle. That one seems too good to be true. You can also take feats to get more revelations, or to use them more times in a day. All of the Battle revelations are useful for pretty much any kind of weapon, but you could definitely focus on a bow.

About the Spellslinger, let's take a look at what you're really losing versus gaining in return.

Arcane Bond: You still get this ability, but it's only in regards to any gun that's in your hands (and you can "attune" a different gun every morning if you like, so you aren't stuck with any one gun). While it does limit what kind of spells you can cast through it, you get to use your gun's enhancement bonus to increase the DC of your spells. That's pretty rad. Just don't use it after rolling a 1 or a 20, unless you can manage to repair it very quickly. Also, it seems best to stick with just a single one- or two-handed firearm for the crit modifier that comes with only having one gun.

Scribe Scroll: Since you're specializing in casting with guns, not scrolls, there really isn't a need for this. You basically get the starting "battered" firearm as a Gunslinger. Also, you can craft firearms, ammunition, and restore your gun to a better condition each day. Yay for non-exploding firearms!

Cantrips: I know this one hurts, and I feel for anyone...

Oh! So with the arcane school you still get those bonus spells, you just have to pick four instead of two restricted schools? I was interpreting it as you lost 4 schools but didn't get -any other benefit- other than the fact that you happen to use a gun from your other abilites (arcane gun, magic bullet).

I must have also skipped over the fact that arcane gun counted as a bonded object, still giving you the benefit of 1) +1 spell per day and 2) it fixes the broken condition when you prepare spells.

That makes it a lot more interesting and useful rather than just punitive.

Odd question. If you did pick Conjuration, could use use Acid Dart through the gun? Its a ranged touch attack.


I don't see anywhere in the Spellslinger saying you get bonus spells;
I don't see where it says your attuned gun counts as an Arcane Bond item, nor do I see the clause saying that when you attune it, you automatically repair the gun.


Sorry about that... Patcher is pretty much correct. Preparing spells and repairing guns happens separately from each other. And since you're casting spells through the gun in the first place, as well as enhancing bullets with spell slots, I don't think the other arcane bond features apply here.

As far as bonus spells, it doesn't say you don't get them either. Either way you look at it, RAW or RAI, it is unclear. Since it isn't mentioned, you can assume it doesn't apply. But since there is no point in picking opposed schools without focusing on at least one, you can assume that you at least get the other benefits of that school. I'd ask your DM about the intention of that ability and houserule it one way or the other. if it were up to me, I would see no reason not to include the bonus spells. I mean, what huge difference would it really make to add them either way?

Lastly, you can cast Acid Dart with the arcane gun, yes. If it is a ranged touch attack, then it applies to arcane guns.

Ultimate Combat is chock full of messed up text. They really should've taken more time on it. I say just go for a Battle Oracle since the APG is a solid splat book.


I would just go with the classic Human Fighter 1/Wizard 5/Eldritch Knight 10 build and make it an archer. I've looked over a lot of the new options, and don't think any really match this in terms of versatility and damage output.

Plus, with the clustered shots feat, archers just had their one real downfall removed. Archers were already one of the best DPR builds in the game, and that feat alone just made them better. (And their other downfall, not threatening squares or being able to take AoOs was also removed with Snap Shot).

The real low levels are rough with the above build, but around level 5 or so you'll start to do well for yourself.

sample buildout:

Traits: Magical Knack, Adopted (Elf: Warrior of Old)
1: Point Blank Shot, Precise Shot, Weapon Focus
2: Scribe Scroll
3: Rapid Shot
5: Arcane Strike
6: Craft Magical Arms and Armor OR Craft Wondrous Item
7: Deadly Aim, Improved Initiative?
9: Manyshot
11: Clustered Shots, Weapon Specialization
13: Greater Weapon Focus
15: Point Blank Master, XXXXX

For gear, I like to get the Seeking enhancement on my bow as soon as I can, as it negates mirror images and concealment, which is pretty nice. "Holy" is an awesome enhancement if your campaign has a lot of evil creatures in it, too. The elemental enhancements are nice to stack, but are often resisted...if I had to choose one my first choice would be Corrosive.
Cold Iron arrows are cheap as dirt, so they should be your primary ammo. Weapon Blanch (from APG) is a cheap way to get ammo of other kinds to carry around to beat DR. You'll have all Knowledges as class skills and an OK Int score, so it shouldn't be too hard to pump a few Knowledges that will let you know when you fight creatures with certain DRs.

Get Boots of Haste as soon as humanly possible.

Specialize in Transmutation. Transmutation is really nice for the +2 enhancement to a physical score you'll get by level 6. It also has a lot of really nice spells to pick from at almost every level. I usually make Necromancy and Evocation my opposed schools. Losing out on False Life and some Force spells is a pain, but I'd rather have See Invisibility and Heroism, Mage Armor, Shield, Greater Invisibility, Mirror Image etc.

Key Spells: Gravity Bow, Flame Arrow, Mage Armor, Shield, Heroism, Greater Heroism, Greater Invisibility, Overland Flight (archers that can fly all day....delicious), Darkvision, See Invisibility, Greater Magic Weapon (so key, as it lets you put all sorts of goodies on your bow without losing out so much on getting enhancement bonuses as well) etc.


Meh, that just brings it back around to having too many restrictions for an option that isn't necessarily better. I HATE when systems do this, but I'm more of a gamist than a realist.

Sylvanite, What's Warrior of Old do/from?

Damage isn't the highest thing in the priority list, but versatility really is and this does seem to have the versatility I was looking for along with a ranged option. Its the number of feats/options you need to take in order to just break even that irritates me. Much less the lack of ways to actually improve your output. Bows get gravity bow, guns get spells that boost accuracy against a specific creature or simply help you reload faster. In a book filled with firearm rules its sad that there are more spells that ruin firearms than their are that help firearms, but that's off topic.

Thanks for all the advice so far!


The only (major) thing I don't appreciate about Eldritch Knight builds is that you sacrifice ANY kind of class abilities, and their level progressions, just for a full bab progression and (not even full) spellcasting. It's a dip prestige class under specific circumstances, at best. If you'd rather have good bab and spellcasting with no flavor, then by all means. It's just not for me, though. I don't recommend it.=(


@Jack of Tales: Warrior of Old is an elven racial trait. It's in the APG. I just like the flavor of taking the Adopted trait and the Warrior of Old trait (the character was adopted by elves and grew up training with them, especially at archery and magic) to go along with Magical Knack. Warrior of Old is just a +2 to initiative. You could always take Reactionary in its place and get the same benefit.

The build above is pretty darn versatile as it has strong spellcasting (though your Int won't be good enough to make your DCs worth casting save or sucks) and also does A LOT of damage, especially in the mid levels and beyond. The buffs you get are good, and you'll have enough skills to play with to really customize your character.
Currently, I'm playing this build in a game (14th level as of now), and it kicks ass. I've used the skills to max Perception, even though it's not a class skill, as well as max Sense Motive, Linguistics, and more traditional skills like Spellcraft and Knowledge Arcana. He plays like an Arcane Hunter.

@Submit2me: I think you're underestimating how good the spellcasting progression along with full BAB progression is. If you finish out the build I presented above, you can have full iterative (+16 BAB) attacks AND 9th level spells (20th CL with an orange ioun stone). Not to mention you've racked up 8 bonus feats, many of which can be fighter specific due to the EK's ability.

As for flavor, your reasoning is kinda flawed. A character doesn't need ANY specific abilities to have flavor. The flavor you give a character comes through how you play it at the table, not a specific list of class abilities written in a book. Also, the customizability that 18 total feats, access to a HUGE spell list with the ability to cast many spells per day, and a goodly amount of skill points entails lends itself nicely to plenty of flavor...in fact, the generic nature of EK leaves the options WIDE open for how a player wants to flavor their character. However, if you're looking for "flavor a la carte" then you'd be right, people should look elsewhere.


Sylvanite wrote:

@Submit2me: I think you're underestimating how good the spellcasting progression along with full BAB progression is. If you finish out the build I presented above, you can have full iterative (+16 BAB) attacks AND 9th level spells (20th CL with an orange ioun stone). Not to mention you've racked up 8 bonus feats, many of which can be fighter specific due to the EK's ability.

As for flavor, your reasoning is kinda flawed. A character doesn't need ANY specific abilities to have flavor. The flavor you give a character comes through how you play it at the table, not a specific list of class abilities written in a book. Also, the customizability that 18 total feats, access to a HUGE spell list with the ability to cast many spells per day, and a goodly amount of skill points entails lends itself nicely to plenty of flavor...in fact, the generic nature of EK leaves the options WIDE open for how a player wants to flavor their character. However, if you're looking for "flavor a...

There are different kinds of flavor. I specifically mean flavor that comes from class abilities, not flavor that comes from play style. Only getting full bab + spellcasting + normal feats at odd levels =/= class flavor to me. The only flavorful thing about it is spellcasting, which you get by being another core class to begin with. As I said, it's just not for me. I'm not ragging on your specific build or your play style, so please don't tell me that my own personal opinion is flawed. Thank you.


Jack of Tales wrote:

Trophy Hunter Rangers (firearms)

Gunslinger dip needed for Gunsmith and grit.

Quote:


Holy gun seems interesting. Unfortunately, Paladins don't get access to any grit points until 11th level in the archetype, forcing them to have to pick up either a multi-class or the Amateur gunslinger feat. Its unfortunate that the feat uses Wisdom, which makes it pretty useless for the paladin.

Multiclass with (Mysterious Stranger) Gunslinger (uses Cha).

As long as multiclass with Gunslinger the other options aren't traps.
Yes, gunslingers required but it isn't like one level will hurt.


Starbuck_II wrote:
Jack of Tales wrote:

Trophy Hunter Rangers (firearms)

Gunslinger dip needed for Gunsmith and grit.

Quote:


Holy gun seems interesting. Unfortunately, Paladins don't get access to any grit points until 11th level in the archetype, forcing them to have to pick up either a multi-class or the Amateur gunslinger feat. Its unfortunate that the feat uses Wisdom, which makes it pretty useless for the paladin.

Multiclass with (Mysterious Stranger) Gunslinger (uses Cha).

As long as multiclass with Gunslinger the other options aren't traps.
Yes, gunslingers required but it isn't like one level will hurt.

I hadn't realized you'd need gunslinger for the trophy hunter ranger too. The only 'hurt' is that it pushes back when you get spells even further for both classes which isn't too bad.

@submit2me - I agree a little. I love class features which is why things like the Inquisitor, Oracle and Summoner get a ton of little fiddly bits (I love my fiddly bits). But at the same time, a book of prepared spells, to me, has nearly as much flavor/versatility. I -really- wish there were more classes that prepared spells instead of being spontaneous casters. I'd like the summoner that much more if they had a spell book and the versatility of being able to get access to more spells due to it (spells known, not cast or different types of spells, obviously).

I didn't necessarily want someone who would be using ranged combat at higher levels when you have plenty of spells per day plus wands, rods, scrolls, etc. I wanted something that would be fun to tote around low levels until you have the income/gold to buy consumables and not worry about using them every round and enough spells to actually last through a day's worth of combat.

I have a soft spot for firearms, but didn't want that soft spot to resolve into unnecessarily weakening a character just to apply.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Jack of Tales wrote:

The new Ultimate Combat book has inspired me to create a new character for my current party. The party has only one ranged character - a halfling rogue(The rest of the party looks like this: a battle cleric, fighter, barbarian, magus and a mounted summoner. I'm currently playing and would be replacing the summoner). UC has many new archetypes mixing ranged weapons up with (mostly divine) casting classes like the Black powder inquisition for Inquisitors, the Ranged Spellstrike of the Myrmidarch Magus, Divine Hunter (archery) for paladins and the Holy gun paladin (firearms), Trophy Hunter Rangers (firearms) and finally the Spellslinger Wizard.

I'm wondering if any of these options are really 'trap' options. The arcane gun's ability to add an enhancement bonus to Spell DC's seems fantastic, but it looks like the spellslinger is unduly punished by having four restricted schools (OUCH?) and replacing cantrips with an ability easily replaced by regular spell-casting (magic bullet) which hurts at low levels. What I feel is overtly punishing is the spell-school penalty and the fact that read/detect magic now can only be cast as first level spells (really?). I'd have loved to play the archetype with just the arcane gun portion of it.

Problem is the arcane gun portion of it IS that good. And it's not as bad as it looks. You still have access to those schools albiet at double slot penalty. All it really forces you to do is to focus yourself as a blasting mage which is what you're going for if you're taking this archetype.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Jack of Tales wrote:
But at the same time, a book of prepared spells, to me, has nearly as much flavor/versatility. I -really- wish there were more classes that prepared spells instead of being spontaneous casters. I'd like the summoner that much more if they had a spell book and the versatility of being able to get access to more spells due to it (spells known, not cast or different types of spells, obviously).

I think that one of the things that balances the summoner is that limited spell access. Otherwise, you're looking at a serious cramping of the Conjurer's field of operations. About the only thing the latter has that saves him from obsolescence by the summoner is that breadth of spell access.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
submit2me wrote:


As far as bonus spells, it doesn't say you don't get them either. Either way you look at it, RAW or RAI, it is unclear. Since it isn't mentioned, you can assume it doesn't apply. But since there is no point in picking opposed schools without focusing on at least one, you can assume that you at least get the other benefits of that school. I'd ask your DM about the intention of that ability and houserule it one way or the other. if it were up to me, I would see no reason not to include the bonus spells. I mean, what huge difference would it really make to add them either way?

You don't get bonus spells because you're not actually specialising in a school of magic. The opposition comes from essentially an incomplete magical focus because of the concentration on guns. Essentially you're making a Gun Mage and you're paying an appropriate price to do it.

Dark Archive

Jack of Tales wrote:


A Black Powder Inquisition inquisitor with the Amateur gunslinger feat seems interesting and useful. I see an upside in being able to ignore strength entirely (over needing some of it for extra damage with a bow) but at the same time, it uses up a domain and a feat and you'd still need to pick up PB shot and Precise shot simply to function in a typical encounter (once all of your allies engage all of the enemies in melee). How does this compare to a normal Archer Inquisitor?

Black powder inquisition along with amateur gunslinger gives you access to firearms proficiency, gunsmithing and 1 grit along with a first level deed, Quick Clear(Ex) being the best choice.

Throw in Deft Shootist Feat (note that you need Dodge, Mobility feats) and you can fire and reload at melee without provoking attacks of opportunity, allowing you to go in melee with shotgun at hand and not worrying about shooting your allies.

Also the spell-disruption ability of the Inquisition makes him quite effective as an anti-caster

Gun wielding stacks nicely with Inquisitor since it is a wisdom based class allowing you to gain grit up to your wisdom cap.
You can improve your stats from early levels by spells like Bless or Wrath and Divine Favor (which also stack nicely with "Zest for Battle" dwarf racial trait)

IMO Black Powder Inquisitor is remarkably good at what he does without even needing to choose any of the anti-caster variants presented in Ultimate Combat.

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