Help with Archer Inquisitor


Advice


Hey all,

I'm playing a Witch Hunter inquisitor in a Reign of Winter campaign. I am going the archery route and I'm trying to plan out my feat progression ahead of time. I've pretty much filled up on all the standard archery feats and Teamwork feats for archery, but once I hit 11th level I'm not exactly sure what to go with (except picking up Improved Precise Shot at 15th level). Here's a breakdown of my plan of action...

1st - Point-Blank Shot, Precise Shot
3rd - Deadly Aim
3rd - Friendly Fire Maneuver (Teamwork)
5th - Rapid Shot
6th - Coordinated Shot (Teamwork)
7th - Many Shot
9th - Clustered Shot
9th - Enfilading Fire (Teamwork)
11th - ???
12th - Ferocious Loyalty (Teamwork)
13th - ???
15th - Improved Precise Shot
15th - Shake it Off (Teamwork)
17th - ???

This is my first archer character and have looked up archery feats and pretty much filled all those up. I don't know what might be suggested for higher levels, or if there are more RoW appropriate feats I may want to look into. I have all my Teamwork feats chosen in a way that I think will really help.

Any suggestions would be greatly appreciated! (We are currently 2nd level.)


I would probably swap deadly aim with rapid shot. Having extra attack is better than +2 damage on a single attack.

Grand Lodge

I actually would not bother with Deadly Aim at all. Instead, I would pick up Extra/Extend Bane (depends on what your Wisdom is at).

Why?
Well, deadly aim is a -1/+2 Hit/Damage, that you can turn on and off when you need all day.

Bane is a +2/+4-14 for 5 rounds a day at level 5. Lots more damage, better to hit.

Otherwise, it looks good. Point Blank Master might find a useful spot in there, maybe instead of many shot (since damage is not going to be an issue) ymmv however.


An inquisitor does not qualify for point blank master. It requires weapon specialization or a ranger using his combat style feat. Deadly aim is worth taking, but probably later after you get more than +2 to damage. By that time you will have multiple shots. Since it stacks with bane it is still decent.


This would delay your progression hard, but consider Eldritch Heritage (Boreal) for that 9th level power (you can get it at level 11th). Ignoring fog is pretty great at that AP.


Mysterious Stranger wrote:
I would probably swap deadly aim with rapid shot. Having extra attack is better than +2 damage on a single attack.

The reason I thought to select Deadly Aim first is that -2 penalty is pretty steep early on, especially with the Paizo die roller (It hates me.) and it seems I miss more than hit right now. So that's why I figure a -1 penalty would be easier to swallow than a -2 penalty. Though... next level Divine Focus will bump up to +2/+2, that would help to offset that -2 penalty from Rapid Shot. This is something I will definitely consider!

Dafydd wrote:

I actually would not bother with Deadly Aim at all. Instead, I would pick up Extra/Extend Bane (depends on what your Wisdom is at).

Why?
Well, deadly aim is a -1/+2 Hit/Damage, that you can turn on and off when you need all day.

Bane is a +2/+4-14 for 5 rounds a day at level 5. Lots more damage, better to hit.

Otherwise, it looks good. Point Blank Master might find a useful spot in there, maybe instead of many shot (since damage is not going to be an issue) ymmv however.

I completely forgot about Extra/Extend Bane feats. Right now my Wisdom modifier isn't great only +2, but that's still something to consider.

Secret Wizard wrote:
This would delay your progression hard, but consider Eldritch Heritage (Boreal) for that 9th level power (you can get it at level 11th). Ignoring fog is pretty great at that AP.

Unfortunately that is not even an option for this character, only a Charisma of 10, but thank you for the suggestion!


Anyone has suggestions on higher level feats at all?


Faelyn wrote:
Anyone has suggestions on higher level feats at all?

A criticism of archery is that in double digit levels you have everything you need and therefore "all archers look alike" except for individual class features. I typically seek to grab game changers like divine interference, improved eldritch heritage, and such or gaining anything the helps me take punishment like save in readers or toughness. The downside is an inquisitor can use very few of these comparatively and his saves are already really good. It more or less becomes a matter of taste.

Grand Lodge

Pretty much what Renegade Shepherd said. Once you get up to cluster shot and many shot, you are basically set in terms of archery feats and can spread to feats that reflect the character more then mechanics.

Some options, Lightning Reflexes, Improved Initiative, Dodge. Then there are skill feats, Stealthy, Decietful, Alertness. Or things that grant you cool stuff like Eldritch Heritage, Animal Ally or the familiar feat chain.

Basically, after level 10 you leave the cookie cutter stage and enter the special snowflake period of your career.

RPG Superstar 2012 Top 32

Divine Interference is pretty awesome. Extend/Extra Bane is nice too.

And remember, maybe something else will come up by 11th level that you would want.


The snap shot chain might be worth looking into.


Thanks everyone!! Wanted to make sure I had all the bases covered. I will definitely look into some character development feats.


Personally I would go with Mantshot at level 3. Same damage as Rapid Shot without the penalty.


Jodokai wrote:
Personally I would go with Mantshot at level 3. Same damage as Rapid Shot without the penalty.

Rapid Shot is a prerequisite for Manyshot. Also, Manyshot requires BAB 6+


Whoops you're right just used to being a Ranger I guess


Chengar Qordath wrote:
Jodokai wrote:
Personally I would go with Mantshot at level 3. Same damage as Rapid Shot without the penalty.
Rapid Shot is a prerequisite for Manyshot. Also, Manyshot requires BAB 6+

Hmmm... So it does need +6 BaB, not sure how I missed that. I'll have to push Manyshot back to 9th and Clustered Shots to 11th.

1st - Point-Blank Shot, Precise Shot
3rd - Deadly Aim
3rd - Friendly Fire Maneuver (Teamwork)
5th - Rapid Shot
6th - Coordinated Shot (Teamwork)
7th - Extend/Extra Bane
9th - Many Shot
9th - Enfilading Fire (Teamwork)
11th - Clustered Shot
12th - Ferocious Loyalty (Teamwork)
13th - ???
15th - Improved Precise Shot
15th - Shake it Off (Teamwork)
17th - ???

I feel like Extend Bane would be the better option in the long run with Wisdom enhancing items and such.

RPG Superstar 2012 Top 32

Divine Interference a 13th?

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