Bigdaddyjug
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So my inquisitor I play in PFS is getting up there in the levels and I don't know what feat to take on him at level 11. He's an archer and I've got all the big archery feats: point-blank shot, precise shot, rapid shot, deadly aim, manyshot, and weapon focus (longbow). Now a normal archer would probably take clustered shots at this point, however, I'm using a +2 adaptive composite longbow and with Bane active, I can overcome any DR except DR/-.
So, I was considering taking improved critical, but that's only because of the number of 19s I've rolled in this character's career. Is there a feat I'm missing that will help me out?
Bigdaddyjug
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My saves are sky high because Reflex is the inquisitor's bad save, and I am a Dex based character. I think at level 9 right now I'm at something like 9/11/11. Also, being a Wis based caster, my perception and sense motive are both pretty good, around +14 or so. Initiative is also a strong suit because of Cunning Initiative. I'm at a +10 with that and Reactionary.
As far as something to get me into melee, that would require more than just one feat. I'd probably have to take Weapon Finesse (14 Str, 20 Dex) and get a new melee weapon. Currently the only melee weapon I carry is a scimitar (inquisitor of Sarenrae), so I'd have to get a rapier or some other light weapon. Then I'd have to pay to have it enchanted.
This character is really already an all-around character. With Bane and judgements I already do sick ranged damage. I have a pretty decent spell list with most of the good buffs (Divine Favor, Shield of Faith, Heroism, Prayer) as well as some good utility spells (Invisibility, See Invisibility, Dispel Magic, and Silence). I'm also conversion inquisition, so I'm a party face with +15 in diplomacy and I took the World Traveller (kn local) trait, so I have +13 or better in every knowledge skill used to identify monsters.
Jayson, Second Chance would be nice were it not for a few things. First, I don't remember if I have a 12 or 14 in Int. Second, I'd be forgoing a lot of extra attacks for 1 reroll. I'd have to give up my rapid shot AND my Boots of Speed hasted shot to reroll my many shot attack. Both of those are at full BAB just like the many shot arrow. On top of that, with judgements and Bane up, my iterative is still ending up somewhere around a +16 after modifiers, so it's hitting pretty often as well. Oh, and I don't have Combat Expertise.
So really, he's already a pretty balanced all-around character. So I'm looking for something that will make me even more deadly of a damage dealer, since it's so much easier for me to get through DR than other party members.
Hmm...I hadn't considered Extra/Extended Bane because I haven't run out of rounds of Babe yet. I have 14 of them with my Bane Baldric. Instant Judgement is also interesting. I'll have to kick it around and see. Thankfully I have 4 more scenarios before I have to make a decision.
Imbicatus
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Maybe another Teamwork feat for Solo Tactics? Swap Places could help to avoid cover penalties for shooting past allies, or Enfilading Fire for an extra bonus vs enemies that are flanked in melee. Hammer The Gap isn't the greatest feat in the world, but it can add some extra damage if you don't want anything else.
Bigdaddyjug
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I have Lookout, Enfilading Fire, and Target of Opportunity teamwork feats now.
And yeah, all those 19s were making me crazy. I have only ever rolled like 4 or 5 nat 20s on this character, but I've rolled like 20 19s on the die.
And oh my god I wish I knew keen edge worked on arrows I would have taken it as a spell known instead of something else. Now I don't get another 3rd-level spell known until 13th level, when I'll be retired.
Magda Luckbender
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Definitely Divine Interference. Think of it as 'negate 90% of the GM's critical hits against the party'.
| insaneogeddon |
2 Swift actions to get revved then none.Generally not changing judgments much at high level.
Other interesting options are:
Judgment Surge
Once per day, the power of your faith surges, further empowering your judgments.
Prerequisites: Judgment class feature.
Benefit: Once per day, you can treat your class level for your judgment class feature as if it were 3 higher than normal. If you have multiple judgments active at the same time, this benefit applies to all of them.
(basically +1 to anything)
Learn Ranger Trap
You learn how to create one kind of ranger trap.
Prerequisites: Survival 5 ranks.
Benefit: Select one ranger trap (see page 64). You may use this trap a number of times per day equal to your Wisdom bonus (minimum 1). The DC for your trap is equal to 10 + 1/2 your character's level + your Wisdom bonus, and it lasts 1 day per two character levels.
If you are not a ranger, you can only set extraordinary traps with this feat; like all extraordinary ranger traps, this decreases the trap DC by 2.
Special: A ranger may use ranger traps a number of times per day equal to 1/2 his ranger level plus his Wisdom bonus. See the description of ranger traps for durations.
Destructive Dispel (gold)
When you dispel an enemy's magical defenses, those defenses crash down with debilitating effects.
Prerequisites: Ability to cast dispel magic or greater dispel magic, caster level 11th.
Benefit: When you successfully make a targeted dispel check against an opponent, that opponent must succeed at a Fortitude save (DC equals the DC of the spell used to dispel) or be stunned until the start of your next turn. If the save succeeds, the opponent is instead sickened until the start of your next turn.