Ranger / Inquisitor


Advice


Hello,

i'm joining a existing campaign and need some advice for my ranged class build. 20 Point, lvl 7, GP i don't know.

What i got so far: I want to play an Inquisitor/Ranger for flavor reasons. Char began training as a inquisitor of Desna (god might change) and due to some circumstances was declared heretic. Since then he has tramped all kinds of wilderness doing his gods work (keeping travelers save) and staying away from church officals looking out for him.

Inquisitor(1) with the heretic archetype (mainly for the domain (luck or travel), the bonus jugdement for stealth and the flavor). The other levels in Ranger (possible guide and/or skirmisher archetype) as a ranged bow fighter.

What i need are tipps for attributes, feats, ect. Also, some opinions on the char idea in general would be welcome. While I am no optimizer, I want the char to be able to do his part so he doesn't become a burden for the group.

Thanks

Jack


Jack123 wrote:

Hello,

i'm joining a existing campaign and need some advice for my ranged class build. 20 Point, lvl 7, GP i don't know.

What i got so far: I want to play an Inquisitor/Ranger for flavor reasons. Char began training as a inquisitor of Desna (god might change) and due to some circumstances was declared heretic. Since then he has tramped all kinds of wilderness doing his gods work (keeping travelers save) and staying away from church officals looking out for him.

Inquisitor(1) with the heretic archetype (mainly for the domain (luck or travel), the bonus jugdement for stealth and the flavor). The other levels in Ranger (possible guide and/or skirmisher archetype) as a ranged bow fighter.

What i need are tips for attributes, feats, ect. Also, some opinions on the char idea in general would be welcome. While I am no optimizer, I want the char to be able to do his part so he doesn't become a burden for the group.

Thanks

Jack

With the exception of maybe a rogue/fighter mix, I'm not big on mixing classes beyond a level or two dip. I don't think that Inquisitor is the best dip. I'd go straight Ranger or Inq - both do quite well as ranger attackers. Here's an Inquisitor I'd been messing around with. Take the preacher archetype so you can swap out the rather useless (for archers) teamwork feats.

ARCHER INQ CR 6
Male Human Inquisitor (Preacher) 7
NG Medium Humanoid (Human)
Init +11; Senses Perception +14
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DEFENSE
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AC 20, touch 14, flat-footed 16 (+6 armor, +4 Dex)
hp 45 (7d8+7); Judgement of Sacred Healing 3
Fort +10, Ref +9, Will +11
Defensive Abilities Judgement of Sacred Protection +2; DR Judgement of Sacred Resiliency 2: Magic; Resist Judgement of Sacred Purity +2, Judgement of Sacred Resistance 6 (Fire)
--------------------
OFFENSE
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Spd 30 ft.
Melee Unarmed Strike +6 (1d3+1/20/x2)
Ranged +1 Longbow, Composite (Str +1) +11 (1d8+2/20/x3)
Special Attacks Bane (+2 / 2d6) (7 rounds/day), Judgement of Sacred Destruction +3, Judgement of Sacred Justice +2, Judgement of Sacred Piercing +3, Judgement of Sacred Smiting (Magic, Good)
Spell-Like Abilities Detect Alignment (At will), Discern Lies (7 rounds/day)
Inquisitor Spells Known (CL 7, +6 melee touch, +10 ranged touch):
3 (2/day) Heroism (DC 17), Litany of Righteousness
2 (4/day) Resist Energy (DC 16), See Invisibility (DC 16), Tongues (DC 16), Silence (DC 16), Honeyed Tongue (DC 16)
1 (5/day) Divine Favor (DC 15), Protection from Evil (DC 15), True Strike (DC 15), Hide from Undead (DC 15), Remove Fear (DC 15), Cure Light Wounds (DC 15), Litany of Sloth, Wrath (DC 15)
0 (at will) Create Water, Detect Poison, Read Magic (DC 14), Light, Detect Magic, Guidance (DC 14)
--------------------
STATISTICS
--------------------
Str 12, Dex 18/20, Con 12, Int 11, Wis 16/18, Cha 8
Base Atk +5; CMB +6; CMD 20
Feats Deadly Aim -2/+4, Great Fortitude, Point Blank Shot, Precise Shot, Rapid Shot
Traits Reactionary
Skills Acrobatics +4, Bluff +8, Climb +4, Diplomacy +14, Escape Artist +4, Heal +8, Intimidate +17, Knowledge (Arcana) +4, Knowledge (Dungeoneering) +4, Knowledge (Nature) +4, Knowledge (Planes) +7, Knowledge (Religion) +7, Perception +14, Ride +8, Sense Motive +17, Stealth +4, Survival +14, Swim +4 Modifiers Monster Lore
Languages Common, Varisian
SQ Determination (1/day) (Ex), Inquisitor Domain: Conversion Inquisition, Judgement (3/day) (Su), Teamwork Feat (change 4/day), Track +3
Combat Gear +1 Longbow, Composite (Str +1), +2 Chain Shirt; Other Gear Belt of Incredible Dexterity, +2, Cloak of Resistance, +2, Headband of Inspired Wisdom, +2
--------------------
SPECIAL ABILITIES
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Bane (+2 / 2d6) (7 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Deadly Aim -2/+4 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.
Determination (1/day) (Ex) Free, may reroll attack/force foe hitting ally to reroll/gain +4 AC for 1 attack.
Discern Lies (7 rounds/day) (Sp) Discern Lies at will
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.
Judgement (3/day) (Su) Variable bonuses increase as the combat continues.

Track +3 +3 to survival checks to track.

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