Advice for an inquisitor archer build


Advice


So I decided to make an inquisitor archer. The mix of fine BaB progress, many skills and a fine spell selection was just the class i wanted to play.
My party member is a rogue, wizard and a two-handed fighter. We start off at level 4.

Race: Human
Level and class: Inquisitor 4
Stats (epic point-buy):
Str 14
Dex 18 (+1 lvl, +2 race)
Con 13
Int 12
Wis 16
Cha 8

Statistics:
Hit Points: 34 (already rolled)
AC: 18 flat: 14 touch: 14 (+4 armor, +4 dex)
Fort +5, Ref +5, Will +7
BaB +5, CMB +5, CMD 19
Init +9, speed 40 ft.

Class features:
Judgement 2/day
Domain: travel
+10 ft.
Agile feet 6/day
Monster lore
Orisons
Stern gaze
Cunning initiative
Detect magic (we don't use alighnment in our game)
(solo tactics and teamwork feat - I might get them exchanged)

Traits: Armor expert, acrobatic (+1 and acrobatics as class skill - houseruled) and reactionary (bonus trait for being afraid of water)
Feat H: Point blank shot
Feat 1: Precise shot
Feat 3: Rapid shot

Skills (36):
Acrobatics 12 (4)
Climb 6 (1)
Diplomacy 6 (4)
Heal 8 (2)
Intimidiate 8 (4)
Knowledge arcane 6 (2)
Knowledge dungeoneering 6 (2)
Knowledge nature 5 (1)
Knowledge planes 5 (1)
Knowledge religion 5 (1)
Perception 10 (4)
Sence motive 10 (2)
Spellcraft 5 (1)
Stealth 11 (4)
Survival 8 (2)

Spells:
Level 0: Guidance, sift, light, resistance, create water and read magic
Level 1: Cure light wounds, shield of faith, divine favor and expeditious retreat
Level 2: Invisibility and weapon of awe

Equipment:
MW chain shirt
MW composite (+2) longbow +8 or 6/6 (1d8+2 / *3)
MW heavy mace and shield +6 (1d8+2)

I want this character to be good at many diffrent things, so i choose skill points as my favored class bonus.

The GM and I have been talking about exchangeing solotactics and the bonus teamworks feats for something diffrent. We talked about giving my character a 1d6 sneak attack damage, at level 3, 9 and 15 and something diffrent in the other levels.

So is this build good, and will I have a good spot in my party?

Sources: CRB and APG


The only sources allowed are APG and CRB? There are some teamwork feats in UC that help archers a bit.

I think that there is an archetype in UM that replaces teamwork feats too. Perhaps look that up on d20pfsrd.com and base your version off of that?


Cheapy wrote:

The only sources allowed are APG and CRB? There are some teamwork feats in UC that help archers a bit.

I think that there is an archetype in UM that replaces teamwork feats too. Perhaps look that up on d20pfsrd.com and base your version off of that?

I can use d20pfsrd.com as a sourced material.


Pathfinder Rulebook Subscriber
fendt wrote:
Cheapy wrote:

The only sources allowed are APG and CRB? There are some teamwork feats in UC that help archers a bit.

I think that there is an archetype in UM that replaces teamwork feats too. Perhaps look that up on d20pfsrd.com and base your version off of that?

I can use d20pfsrd.com as a sourced material.

I highly recomend Preacher for ditching Solo Tactics and teamwork feats. It gives you flexible bonuses on a good schedule, and greatly mitigates one of the potentially most frustrating aspects of the game: Bad Dice.

Infiltrator is also great for a social Inquisitor.

As well, for an Archer, I might consider Deadly Aim or Weapon Focus at 3 instead of Rapid Shot. Rapid Shot is great at 5, when you get Bane, but before then, you might feel the swing in attack bonus from Deadly Aim (+1 over rapid shot) or Weapon Focus (3 point swing) as a larger benefit.


I highly recomend Preacher for ditching Solo Tactics and teamwork feats. It gives you flexible bonuses on a good schedule, and greatly mitigates one of the potentially most frustrating aspects of the game: Bad Dice.

Infiltrator is also great for a social Inquisitor.

As well, for an Archer, I might consider Deadly Aim or Weapon Focus at 3 instead of Rapid Shot. Rapid Shot is great at 5, when you get Bane, but before then, you might feel the swing in attack bonus from Deadly Aim (+1 over rapid shot) or Weapon Focus (3 point swing) as a larger benefit.

I must admit that the preachers determination ability sounds pretty sweet in some situations.

The infiltrator has to many alghnment abilites, and I really like monster lore.

About the deadly aim/weapon focus/ rapid shot i really don't know. Maybe I should do some math crunching at that. I took the Rapid shot feat, because I thought that i went good together with the judgement ability.

Thanks for the responces!


Sneak attack isn't good for an archer, since it's really hard to get at range.

Deadly Aim will increase your damage done, but make you less likely to hit.

Rapid Shot will increase your damage more than Deadly Aim (extra arrow = more Bane!).

Weapon Focus will increase your damage by quite a bit, since it can be the difference between a hit and a miss.

However, the +to-hit judgement helps offset the penalties of DA and RS.

Personally, I'd choose WF as 3rd feat, RS as 5th feat, DA as 7th feat, and Manyshot as 9th feat.


Pathfinder Rulebook Subscriber
Cheapy wrote:
Personally, I'd choose WF as 3rd feat, RS as 5th feat, DA as 7th feat, and Manyshot as 9th feat.

I'll second this feat progression.

I know from my experience with an archer-inquisitor, before Bane at level 5 (and the progression on the +attack judgement), the most frustrating thing with my archer was missing. I just fealt like I was lacking accuracy.

However, when 5 hit and my numbers went up, suddenly things got a LOT better, even with Rapid Shot running.


Also check out the Conversion inquisition.

It lets you use Wisdom for Diplomacy, Bluff, and Intimidate. With your -1 Cha, that could be pretty nice.

You wouldn't get that +10 landspeed, but it might be worth it.


Maybe I have done something wrong with my calculations, but I as i see it, I get a better dpr by choosing rapid shot.

Let's assume we are fighting a creature with 20 ac (which is plausible for that level)
With rapid shot i'll have a 35% chance to hit: 0.35*6.5+0.35*6.5 = 4.55 dpr
With weapon focus i'll have a 50% chance to hit: 0.5*6.5 = 3.25 dpr

Let's try with the destruction judgement or weapon of awe (+2 damage). I should be able to have at least one of the two in every encounter (assuming we are fighting 1-4 encounters each day)
With rapid shot: 0.35*8.5+0.35*8.5 = 5.95
With weapon focus: 0.5*8.5 = 4.25

As I see it, the rapid shot feat will do the most damage, or have I missed something?

I think im gonna go preacher. My party gonna love me, when i convert that enemy critical into a miss :D.

As to the conversion inquisitor i really like to have +10 ft. and agile feet, which let me retreat from combat or get into position quickly. And dimension door at lvl 8 isn't bad either. But i don't know, maybe speed isn't that important for an archer? What is you experince with speed and archers?

Sorry for my bad quotation before.
I really appreciate your advice!

Grand Lodge

For an archer its not speed, its distance. I also have an archer inquisitor and you bet I took the travel domain. I also took Deadly Aim at 3 and plan on Rapid Shot at 5.


Deadly aim will help more agianst things with DR. or you cannot make a full attack.


Dax Thura wrote:
For an archer its not speed, its distance. I also have an archer inquisitor and you bet I took the travel domain. I also took Deadly Aim at 3 and plan on Rapid Shot at 5.

To which I say, is it too much to ask for BOTH?

Animal Domain gives you an animal companion to ride. Take anything that fits your size that is fast. Usually I take horse until 10th and then wolf. As an archer you can shoot from the back with no feats needed unless your mount has moved more than a single move before you've taken your turn that round. Moving and getting full attacks just became your coolest level 4 ability :-)

Get Boon Companion if you can, beef that pet up. As you level you can bolster the companion with the overrun (horse) or trip (wolf) chain and never feel as threatened by incoming melee.


Lastoth wrote:
Dax Thura wrote:
For an archer its not speed, its distance. I also have an archer inquisitor and you bet I took the travel domain. I also took Deadly Aim at 3 and plan on Rapid Shot at 5.

To which I say, is it too much to ask for BOTH?

Animal Domain gives you an animal companion to ride. Take anything that fits your size that is fast. Usually I take horse until 10th and then wolf. As an archer you can shoot from the back with no feats needed unless your mount has moved more than a single move before you've taken your turn that round. Moving and getting full attacks just became your coolest level 4 ability :-)

Get Boon Companion if you can, beef that pet up. As you level you can bolster the companion with the overrun (horse) or trip (wolf) chain and never feel as threatened by incoming melee.

A big Cat is better than a wolf.

And if its large it gets grab so if somebody is adjected to you let it full attack and see if it can grapple. If it can the enemy doesn't have a threatened area anymore plus he loses AC and you can easily make cheese out of him.
If you don't get a grapple let your mount do a 5ft step backwards then and full attack from a save distance.

Technically if it charges only its movement distance you can still shoot while it pounces. You could full attack from a save distance and then let it pounce in. As long as it isn't longer than its normal movement speed all is fine.

You could also take an Ape at lvl 4 :P. He is also large and stuff...


You should check out Jadeite's Guide to the Inquisitor.


IMO there really needs to be an Inquisitor archetype that ditches the teamwork feats for some ranged combat bonuses, or just more archetypes that ditch the teamwork feats for other bonuses because unfortunately there is only 1 teamwork feat that directly helps ranged combat (Enfilading Fire from UC).


chrids wrote:
IMO there really needs to be an Inquisitor archetype that ditches the teamwork feats for some ranged combat bonuses, or just more archetypes that ditch the teamwork feats for other bonuses because unfortunately there is only 1 teamwork feat that directly helps ranged combat (Enfilading Fire from UC).

I am not sure how Enfilading Fire is supposed to work... can this ally "virtually" flank with you or does the monster have to be flanked by 2 allies and then you get the bonus?

Also there is that Feat enabling you to full attack in the suprise round which is very good for Archers...


Pathfinder Rulebook Subscriber
chrids wrote:
IMO there really needs to be an Inquisitor archetype that ditches the teamwork feats for some ranged combat bonuses, or just more archetypes that ditch the teamwork feats for other bonuses because unfortunately there is only 1 teamwork feat that directly helps ranged combat (Enfilading Fire from UC).

As previously mentioned, Preacher is incredible for ditching Teamwork feats.

Sczarni

I know this isn't something that GM's love to hear, but remember you can use ANY wand on your class spell list even if you don't meet the level requirement to cast it.

There are some nice spells on your list that I'd make sure you nab a wand or 2 of incase things get close.


ossian666 wrote:

I know this isn't something that GM's love to hear, but remember you can use ANY wand on your class spell list even if you don't meet the level requirement to cast it.

There are some nice spells on your list that I'd make sure you nab a wand or 2 of incase things get close.

For example? ^^


KrispyXIV wrote:
chrids wrote:
IMO there really needs to be an Inquisitor archetype that ditches the teamwork feats for some ranged combat bonuses, or just more archetypes that ditch the teamwork feats for other bonuses because unfortunately there is only 1 teamwork feat that directly helps ranged combat (Enfilading Fire from UC).
As previously mentioned, Preacher is incredible for ditching Teamwork feats.

Yeah, that's the only option right now. It's cool, but role-playing wise "preacher" has a lot of baggage going with it (just my opinion).


Pathfinder Rulebook Subscriber
chrids wrote:
KrispyXIV wrote:
chrids wrote:
IMO there really needs to be an Inquisitor archetype that ditches the teamwork feats for some ranged combat bonuses, or just more archetypes that ditch the teamwork feats for other bonuses because unfortunately there is only 1 teamwork feat that directly helps ranged combat (Enfilading Fire from UC).
As previously mentioned, Preacher is incredible for ditching Teamwork feats.
Yeah, that's the only option right now. It's cool, but role-playing wise "preacher" has a lot of baggage going with it (just my opinion).

Then call it something else. The name is fairly irrelevant.


Here's the best idea ever for an inquisitor archer - starting off with 3 levels of zen archer. Lose spell levels - but get WIS to hit, pb and precise shot, flurry, fast mvmt, POINT BLANK MASTER, and suddenly much less MAD! I can't wait to play one of these.


Pathfinder Rulebook Subscriber
otter cake wrote:
Here's the best idea ever for an inquisitor archer - starting off with 3 levels of zen archer. Lose spell levels - but get WIS to hit, pb and precise shot, flurry, fast mvmt, POINT BLANK MASTER, and suddenly much less MAD! I can't wait to play one of these.

Not too great an idea. Flurry doesn't stack with Rapid Shot or Manyshot, and Manyshot is a HUGE force multiplier when combined with Bane. As well, you're a spellcaster, and the lost spell levels here are painful; Inquisitors do not lack for good spells on their list.

AS WELL, you're talking about late access to judgements and improved judging. And well, Bane.

Nothings really worth diluting Bane. Its that good.


Also it would mean delaying your Animal Companion.

Animal Companion and delay contradict each other a lot...


otter cake wrote:
Here's the best idea ever for an inquisitor archer - starting off with 3 levels of zen archer. Lose spell levels - but get WIS to hit, pb and precise shot, flurry, fast mvmt, POINT BLANK MASTER, and suddenly much less MAD! I can't wait to play one of these.

Maybe losing yet another level of inquisitor is just not worth it, but I'm curious why no one ever suggests 4 levels of Zen Archer Monk. With a Ki Pool, your flurry of blows could fully substitute ever needing Rapid Shot and Manyshot.

I'd go ZAM 4/Inquisitor 16, if I were to make such a build and my stats would be more like...

Str 14
Dex 14
Con 12
Int 12
Wis 20 (+1 level up, +2 racial)
Cha 8

Then get the wisdom headband asap. Your colossal wisdom could help mitigate the lost casting levels. And don't forget to take the Magical Knack trait that increases your caster level by 2, as long as it doesn't exceed your HD.

The 4 levels of ZAM gets you:

1+Wisdom to AC and CMD
Wisdom to Hit
A Ki Pool (2+Wisdom points)
+10 movement speed
+4 to all saves (+2 to Fort and Will, and ~+3 to Reflex, compared to what you would have had as a pure inquisitor)
Perfect Strike
Weapon Focus
Point Blank Master (You can wade into melee!)
2 bonus feats (Precise Shot and Point Blank Shot?)
Improved Unarmed Strike (Your attacks have base damage of d8; I believe you threaten with your unarmed strikes, and combined with Point Blank Master, you don't feel stupid for wading in that close.)
Acrobatics and a few others as a class skill.

And some other minor benefits and whatever you would have gained anyway, like 2 more feats. Deadly Aim and... Dodge? Improved Initiative? Extra Ki? We're starting to wade into the "nice to haves" territory rather than "mandatory for archers."

But is it worth sacrificing 4 levels of inquisitor? I think so, but to each their own. I like builds that focus primarily around one stat. It just seems... tidy. Probably an obsessive/compulsive thing.


I'm also a fan of the ZAM/Inquisitor idea, but I think the major issue is that you're going to have to slog through several levels of being okay at two things instead of fantastic at one. Or maybe you will be super at archery and add Wisdom to everything under the sun, but the two sides won't mesh right until later on.

Once the character hits level 10-12, it'll be a force. Up to that point, though, it won't feel as good as you may want it to. I first noticed this with the Mystic Theurge, and it's true to a certain extent in other combinations too. Either persevere or start at higher levels. Just... keep your expectations in check.

Just something to think about.


overchill42 wrote:

I'm also a fan of the ZAM/Inquisitor idea, but I think the major issue is that you're going to have to slog through several levels of being okay at two things instead of fantastic at one. Or maybe you will be super at archery and add Wisdom to everything under the sun, but the two sides won't mesh right until later on.

Once the character hits level 10-12, it'll be a force. Up to that point, though, it won't feel as good as you may want it to. I first noticed this with the Mystic Theurge, and it's true to a certain extent in other combinations too. Either persevere or start at higher levels. Just... keep your expectations in check.

Just something to think about.

Thats often the case once the class has to "dip" into others to get a good build... you will feel rather useless until you hit 8-10+ (depends on the build) but then its solid.

But if you gotta play it from lvl 1 on its really hard. Especially because the early levels are longer in Pahtfinder than in previous 3.x editions...

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