PDA

View Full Version : Pathfinder Suggestions for Inquisitor/Gray Warden build "for fun" (repost)



T.G. Oskar
2014-12-02, 02:53 AM
This thread was made the 16th of October of this year at 5:02 PM -4 GMT, so I'm essentially reposting it after the 45-day period, since it was largely ignored. The original is located here (http://www.giantitp.com/forums/showthread.php?377777-Suggestions-for-Inquisitor-Gray-Warden-build-made-quot-for-fun-quot), so that the Mods may close it to prevent thread necromancy.

As a manner of exercise in understanding Pathfinder mechanics a bit better, I decided at one moment to make a "for fun" build that was still moderately optimized. The reason why it's mostly "for fun" is because I don't intend to use the build any time soon in a table, particularly since I incline more towards 3.5 over PF. However, that doesn't stop me from twinking out.

The character is a Tengu Inquisitor/Gray Warden, replacing the Domain for the Black Powder Inquisition. It originally had the Heretic Archetype, but after noticing Sanctified Slayer, I shifted towards it since I find it cool. I don't intend to change the chosen Inquisition, since it's part of the flavor; likewise, I don't intend to replace the choice of class, albeit in that regard it's a fair choice (good Dex and good Wis). Originally I switched to Gray Warden at level 6, but with Sanctified Slayer I decided to delay access up until 9th-10th level. I found nice synergies between Sanctified Slayer and Gray Warden, as you manage to recover a more limited version of Judgments while boosting your Sneak Attack to improved levels.

I was asking how to make it better, though the things I'm concerned the most are laid down below. Again: I don't intend to change the choice of weapon or the choice of race, mostly the choice of feats and maybe spells.

Build schematic as follows:
Race: Tengu
Starting Stats I: Str 8, Dex 14, Con 14, Int 12, Wis 14, Cha 10
Point Buy Schematics I: 15 + 2 (Str 10 ΰ 8) = 17 – 5 (Dex 10 ΰ 14) = 12 – 5 (Con 10 ΰ 14) = 7 – 2 (Int 10 ΰ 12) = 5 – 5 (Wis 10 ΰ 14) = 0 (Standard Fantasy, 15 pt. buy)
Starting Stats II: Str 8, Dex 15, Con 14, Int 12, Wis 14, Cha 10
Point Buy Schematics II: 20 + 2 (Str 10 ΰ 8) = 22 – 7 (Dex 10 ΰ 15) = 15 – 5 (Con 10 ΰ 14) = 10 – 2 (Int 10 ΰ 12) = 8 – 5 (Wis 10 ΰ 14) = 3 (High Fantasy, 20 pt. buy)
Racial Stat Adjustment: Str 8, Dex 16, Con 12, Int 12, Wis 16, Cha 12 (PBS I); Str 8, Dex 16, Con 12, Int 12, Wis 16, Cha 12 (PBS II)
Racial Traits: +2 Dex, +2 Wis, -2 Con, +2 racial bonus on Perception and Stealth checks, +4 racial bonus on Linguistics, learn 2 languages per point of Linguistics, proficiency with sword-like weapons, bite (1d3 + Str mod.), low-light vision
Starting Feats: Amateur Gunslinger (Gain 1 grit point/day [max. equal to Wisdom mod.]; access to Gunslinger’s Dodge deed)

Level 1: Inquisitor 1
Hit Dice: d8
Base Attack Bonus: +0 Fortitude: +2 Reflex: +0 Will: +2
Skill Points: 7 – Bluff 1 rank, Diplomacy 1 rank, Disguise 1 rank, Intimidate 1 rank, Perception 1 rank, Sense Motive 1 rank, Stealth 1 rank
Bonus Feat: Exotic Weapon Proficiency (take no proficiency penalty with firearms), Gunsmithing (use gunsmith’s kit to create & restore firearms, craft bullets, mix black powder)
Class Features: Inquisition (Black Powder; arcane spellcasters or creatures with SLAs hit by firearm attack must succeed at Fortitude save [DC 10 + ½ class level + Wis mod] or take -4 on concentration checks for 1 round), Monster Lore (add Wis modifier on Knowledge skill checks to identify abilities and weaknesses of creatures), Stern Gaze (add [1/2 level]. to Intimidate and Sense Motive checks), Studied Strike (+1 + 1/5 Inquisitor levels to Bluff, Knowledge, Perception, Sense Motive and Survival checks; weapon attack and damage rolls against one target plus 1 target/5 Inquisitor levels at once; activate as move action)
Orisons (4): detect magic, guidance, light, read magic
Spellcasting: 1st (2/day) – cure light wounds, shield of faith

Level 2: Inquisitor 2
Hit Dice: d8
Base Attack Bonus: +1 Fortitude: +3 Reflex: +0 Will: +3
Skill Points: 7 – Bluff 2 ranks, Diplomacy 2 ranks, Disguise 2 ranks, Intimidate 2 ranks, Perception 2 ranks, Sense Motive 2 ranks, Stealth 2 ranks
Class Features: Cunning Initiative (add Wisdom modifier to initiative checks), Detect Alignment (use detect chaos, detect good, detect evil or detect law at-will, but only once per use), Track (+[1/2 level] bonus on Survival checks to follow tracks)
Orisons (5): detect magic, guidance, light, read magic, stabilize
Spellcasting: 1st (3/day) – cure light wounds, ear-piercing scream, shield of faith

Level 3: Inquisitor 3
Hit Dice: d8
Base Attack Bonus: +2 Fortitude: +3 Reflex: +1 Will: +3
Skill Points: 7 – Bluff 3 ranks, Diplomacy 3 ranks, Disguise 3 ranks, Intimidate 3 ranks, Perception 3 ranks, Sense Motive 3 ranks, Stealth 3 ranks
Feat: Combat Reflexes (make additional attacks of opportunity equal to Dexterity modifier; make attacks of opportunity even if flat-footed)
Bonus Feat: Precise Strike (1d6 sneak attack damage while flanking)
Class Features: Solo Tactics (treat allies as if they had your teamwork feats)
Orisons (6): acid splash, detect magic, guidance, light, read magic, stabilize
Spellcasting: 1st (3/day) – cure light wounds, ear-piercing scream, protection from evil, shield of faith

Level 4: Inquisitor 4
Hit Dice: d8
Base Attack Bonus: +3 Fortitude: +4 Reflex: +1 Will: +4
Skill Points: 7 – Bluff 4 ranks, Diplomacy 4 ranks, Disguise 4 ranks, Intimidate 4 ranks, Perception 4 ranks, Sense Motive 4 ranks, Stealth 4 ranks
Ability Score Increase: Con +1
Class Features: Sneak Attack +1d6
Orisons (6): acid splash, detect magic, guidance, light, read magic, stabilize
Spellcasting: 1st (3/day) – cure light wounds, ear-piercing scream, protection from evil, shield of faith; 2nd (2/day) – brow gasher, invisibility

Level 5: Inquisitor 5
Hit Dice: d8
Base Attack Bonus: +3 Fortitude: +4 Reflex: +1 Will: +4
Skill Points: 7 – Bluff 5 ranks, Diplomacy 5 ranks, Disguise 5 ranks, Intimidate 5 ranks, Perception 5 ranks, Sense Motive 5 ranks, Stealth 5 ranks
Feat: Rapid Reload (reload one-handed firearms as move action or two-handed firearm as standard action)
Class Features: Bane (imbue 1 weapon with bane quality as swift action for [class level] non-consecutive rounds), Discern Lies (use discern lies spell as SLA for an amount of rounds equal to [class level] non-consecutive rounds)
Orisons (6): acid splash, detect magic, guidance, light, read magic, stabilize
Spellcasting: 1st (4/day) – cure light wounds, ear-piercing scream, protection from evil, shield of faith; 2nd (2/day) –brow gasher, invisibility, knock

Level 6: Inquisitor 6
Hit Dice: d8
Base Attack Bonus: +4 Fortitude: +5 Reflex: +2 Will: +5
Skill Points: 7 – Bluff 6 ranks, Diplomacy 6 ranks, Disguise 6 ranks, Intimidate 6 ranks, Perception 6 ranks, Sense Motive 6 ranks, Stealth 6 ranks
Bonus Feat: Lookout (act in surprise round if ally can act; make full-round action if capable of acting in surprise round and ally can act as well)
Orisons (6): acid splash, detect magic, guidance, light, read magic, stabilize
Spellcasting: 1st (4/day) – cure light wounds, ear-piercing scream, protection from evil, shield of faith; 2nd (3/day) –brow gasher, invisibility, knock, resist energy

Level 7: Inquisitor 7
Hit Dice: d8
Base Attack Bonus: +5 Fortitude: +5 Reflex: +2 Will: +5
Skill Points: 7 – Bluff 7 ranks, Diplomacy 7 ranks, Disguise 7 ranks, Intimidate 7 ranks, Perception 7 ranks, Sense Motive 7 ranks, Stealth 7 ranks
Feat: Point-Blank Shot (+1 to attack and damage rolls on ranged attacks within 30 ft.)
Class Feature: Sneak Attack +2d6, Studied Strike (can study target as swift action)
Orisons (6): acid splash, detect magic, guidance, light, read magic, stabilize
Spellcasting: 1st (4/day) – cure light wounds, ear-piercing scream, protection from evil, shield of faith, wrath; 2nd (3/day) –brow gasher, invisibility, knock, resist energy; 3rd (1/day) – greater magic weapon. magic vestment

Level 8: Inquisitor 8
Hit Dice: d8
Base Attack Bonus: +5 Fortitude: +6 Reflex: +2 Will: +6
Skill Points: 7 – Bluff 8 ranks, Diplomacy 8 Ranks, Disguise 8 ranks, Intimidate 8 ranks, Perception 8 ranks, Sense Motive 8 ranks, Stealth 8 ranks
Class Feature: Slayer Talent – 1 slayer talent
Orisons (6): acid splash, detect magic, guidance, light, read magic, stabilize
Spellcasting: 1st (4/day) – cure light wounds, ear-piercing scream, protection from evil, shield of faith, wrath; 2nd (4/day) –brow gasher, invisibility, knock, resist energy; 3rd (2/day) – greater magic weapon, magic vestment, prayer

Level 9: Inquisitor 9
Hit Dice: d8
Base Attack Bonus: +6 Fortitude: +6 Reflex: +3 Will: +6
Skill Points: 7 – Bluff 9 ranks, Diplomacy 9 Ranks, Disguise 9 ranks, Intimidate 9 ranks, Perception 9 ranks, Sense Motive 9 ranks, Stealth 9 ranks
Feat: Precise Shot (negate -4 penalty on target when firing in melee range)
Bonus Feat: Target of Opportunity (make ranged attack at target within 30 ft. as immediate action when ally makes ranged attack)
Orisons (6): acid splash, detect magic, guidance, light, read magic, stabilize
Spellcasting: 1st (5/day) – cure light wounds, ear-piercing scream, protection from evil, shield of faith, wrath; 2nd (4/day) –brow gasher, invisibility, knock, resist energy; 3rd (3/day) – dispel magic, greater magic weapon, magic vestment, prayer

Level 10: Inquisitor 9/Gray Warden 1
Hit Dice: d8
Base Attack Bonus: +6 Fortitude: +7 Reflex: +3 Will: +7
Skill Points: 7 – Bluff 10 ranks, Diplomacy 10 Ranks, Disguise 10 ranks, Intimidate 10 ranks, Perception 10 ranks, Sense Motive 10 ranks, Stealth 10 ranks
Class Feature: Anonymity (morale bonus on Bluff and Disguise to conceal identity equal to class level), Sneak Attack +3d6
Orisons (6): acid splash, detect magic, guidance, light, read magic, stabilize
Spellcasting: (CL 9th): 1st (5/day) – cure light wounds, ear-piercing scream, protection from evil, shield of faith, wrath; 2nd (4/day) –brow gasher, invisibility, knock, resist energy; 3rd (3/day) – dispel magic, greater magic weapon, magic vestment, prayer

Level 11: Inquisitor 9/Gray Warden 2
Hit Dice: d8
Base Attack Bonus: +7 Fortitude: +7 Reflex: +4 Will: +7
Skill Points: 7 – Bluff 11 ranks, Diplomacy 11 Ranks, Disguise 11 ranks, Intimidate 11 ranks, Perception 11 ranks, Sense Motive 11 ranks, Stealth 11 ranks
Feat: Deadly Aim (take -[1 + Ό level] penalty on attack rolls, deal twice the damage with ranged weapons)
Class Feature: Harsh Judgment 1/day (as swift action, gain sacred bonuses to a single roll or check for 1 encounter; limited to damage rolls, concentration checks and CL checks to beat SR, saving throws or bypassing damage reduction)
Orisons (6): acid splash, detect magic, guidance, light, read magic, stabilize
Spellcasting: (CL 10th): 1st (5/day) – cure light wounds, ear-piercing scream, protection from evil, shield of faith, wrath; 2nd (4/day) –brow gasher, corruption resistance, invisibility, knock, resist energy; 3rd (3/day) – dispel magic, greater magic weapon, magic vestment, prayer; 4th (1/day) – divine power, holy smite

Level 12: Inquisitor 9/Gray Warden 3
Hit Dice: d8
Base Attack Bonus: +8 Fortitude: +8 Reflex: +4 Will: +8
Skill Points: 7 – Bluff 12 ranks, Diplomacy 12 Ranks, Disguise 12 ranks, Intimidate 12 ranks, Perception 12 ranks, Sense Motive 12 ranks, Stealth 12 ranks
Ability Score Increase:
Class Features: Dramatic Interrogation (+5 competence bonus to Diplomacy, Intimidate and Perform checks to influence creatures if threatening a helpless creature)
Orisons (6): acid splash, detect magic, guidance, light, read magic, stabilize
Spellcasting (CL 11th): 1st (5/day) – cure light wounds, ear-piercing scream, longshot, protection from evil, shield of faith, wrath; 2nd (4/day) –brow gasher, corruption resistance, invisibility, knock, resist energy; 3rd (4/day) – dispel magic, greater magic weapon, magic vestment, prayer; 4th (2/day) – divine power, holy smite, judgment light

Level 13: Inquisitor 9/Gray Warden 4
Hit Dice: d8
Base Attack Bonus: +9 Fortitude: +8 Reflex: +4 Will: +8
Skill Points: 7 – Bluff 13 ranks, Diplomacy 13 Ranks, Disguise 13 ranks, Intimidate 13 ranks, Perception 13 ranks, Sense Motive 13 ranks, Stealth 13 ranks
Feat: Rapid Shot (additional attack when making full attack action)
Bonus Feat: Gang Up (flank an opponent if at least two allies are threatening it)
Class Features: Grim Investigator (use Intimidate instead of Diplomacy to gather information, reroll Sense Motive checks that oppose Bluff), Second Judgment (grant bonuses to two stats when using harsh judgment)
Orisons (6): acid splash, detect magic, guidance, light, read magic, stabilize
Spellcasting (CL 12th): 1st (5/day) – cure light wounds, ear-piercing scream, longshot, protection from evil, shield of faith, wrath; 2nd (5/day) –brow gasher, corruption resistance, invisibility, knock, resist energy; 3rd (4/day) – dispel magic, greater magic weapon, magic vestment, prayer; 4th (3/day) – divine power, freedom of movement, holy smite, judgment light

Level 14: Inquisitor 9/Gray Warden 5
Hit Dice: d8
Base Attack Bonus: +9 Fortitude: +9 Reflex: +5 Will: +9
Skill Points: 7 – Bluff 14 ranks, Diplomacy 14 Ranks, Disguise 14 ranks, Intimidate 14 ranks, Perception 14 ranks, Sense Motive 14 ranks, Stealth 14 ranks
Class Feature: Improved Bane (when using Bane ability, deal 3d6 damage instead of 2d6), Sneak Attack +4d6
Orisons (6): acid splash, detect magic, guidance, light, read magic, stabilize
Spellcasting (CL 12th): 1st (5/day) – cure light wounds, ear-piercing scream, longshot, protection from evil, shield of faith, wrath; 2nd (5/day) –brow gasher, corruption resistance, invisibility, knock, resist energy; 3rd (4/day) – dispel magic, greater magic weapon, magic vestment, prayer; 4th (3/day) – divine power, freedom of movement, holy smite, judgment light

Level 15: Inquisitor 9/Gray Warden 6
Hit Dice: d8
Base Attack Bonus: +10 Fortitude: +9 Reflex: +5 Will: +9
Skill Points: 7 – Bluff 15 ranks, Diplomacy 15 Ranks, Disguise 15 ranks, Intimidate 15 ranks, Perception 15 ranks, Sense Motive 15 ranks, Stealth 15 ranks
Feat: Weapon Focus (+1 bonus to attack rolls with musket)
Bonus Feat: Enforcer (demoralize opponent on successful nonlethal attack with melee weapon as free action; target is shaken for number of rounds equal to damage dealt; plus frightened for 1 round if attack is critical hit)
Class Feature: Harsh Judgment 2/day
Orisons (6): acid splash, detect magic, guidance, light, read magic, stabilize
Spellcasting (CL 13th): 1st (5/day) – cure light wounds, ear-piercing scream, longshot, protection from evil, shield of faith, wrath; 2nd (5/day) –brow gasher, corruption resistance, invisibility, knock, resist energy; 3rd (4/day) – dispel magic, greater magic weapon, magic vestment, prayer, shared wrath; 4th (3/day) – divine power, freedom of movement, holy smite, judgment light; 5th (1/day) – break enchantment, mass cure light wounds

Level 16: Inquisitor 9/Gray Warden 7
Hit Dice: d8
Base Attack Bonus: +11 Fortitude: +10 Reflex: +5 Will: +10
Skill Points: 7 – Bluff 16 ranks, Diplomacy 16 Ranks, Disguise 16 ranks, Intimidate 16 ranks, Perception 16 ranks, Sense Motive 16 ranks, Stealth 16 ranks
Ability Score Increment:
Class Features: Sinister Bane (add menacing weapon property to melee weapon when using Bane class feature)
Orisons (6): acid splash, detect magic, guidance, light, read magic, stabilize
Spellcasting (CL 14th): 1st (5/day) – cure light wounds, ear-piercing scream, longshot, protection from evil, shield of faith, wrath; 2nd (5/day) –brow gasher, corruption resistance, invisibility, knock, resist energy, see invisibility; 3rd (4/day) – dispel magic, greater magic weapon, magic vestment, prayer, shared wrath; 4th (4/day) – divine power, freedom of movement, holy smite, judgment light; 5th (2/day) – break enchantment, mass cure light wounds, unwilling shield

Level 17: Inquisitor 10/Gray Warden 7
Hit Dice: d8
Base Attack Bonus: +12 Fortitude: +11 Reflex: +5 Will: +11
Skill Points: 7 – Bluff 17 ranks, Diplomacy 17 Ranks, Disguise 17 ranks, Intimidate 17 ranks, Perception 17 ranks, Sense Motive 17 ranks, Stealth 17 ranks
Feat: Snap Shot (threaten 5 ft. with ranged attacks with musket)
Class Features: Sneak Attack +5d6
Orisons (6): acid splash, detect magic, guidance, light, read magic, stabilize
Spellcasting (CL 15th): 1st (5/day) – cure light wounds, ear-piercing scream, longshot, protection from evil, shield of faith, wrath; 2nd (5/day) –brow gasher, corruption resistance, invisibility, knock, resist energy, see invisibility; 3rd (5/day) – dispel magic, greater magic weapon, magic vestment, prayer, shared wrath; 4th (4/day) – divine power, freedom of movement, holy smite, judgment light; 5th (3/day) – break enchantment, flame strike, mass cure light wounds, unwilling shield

Level 18: Inquisitor 10/Gray Warden 8
Hit Dice: d8
Base Attack Bonus: +13 Fortitude: +11 Reflex: +6 Will: +11
Skill Points: 7 – Bluff 18 ranks, Diplomacy 18 Ranks, Disguise 18 ranks, Intimidate 18 ranks, Perception 18 ranks, Sense Motive 18 ranks, Stealth 18 ranks
Bonus Feat: Dastardly Finish (deliver coup de grace to cowering or stunned targets)
Class Feature: Slaying Judgment (1/day duplicate effect of arrow of slaying [DC 10 + Gray Warden level + Wis mod.] on single melee attack or ranged attack within 30 ft.)
Orisons (6): acid splash, detect magic, guidance, light, read magic, stabilize
Spellcasting (CL 16th): 1st (5/day) – cure light wounds, ear-piercing scream, longshot, protection from evil, shield of faith, wrath; 2nd (5/day) –brow gasher, corruption resistance, invisibility, knock, resist energy, see invisibility; 3rd (5/day) – dispel magic, greater magic weapon, magic vestment, prayer, shared wrath; 4th (4/day) – divine power, freedom of movement, greater invisibility, holy smite, judgment light; 5th (3/day) – break enchantment, flame strike, mass cure light wounds, unwilling shield; 6th (1/day) – holy word, mass cure moderate wounds

Level 19: Inquisitor 10/Gray Warden 9
Hit Dice: d8
Base Attack Bonus: +13 Fortitude: +9 Reflex: +4 Will: +9
Skill Points: 7 – Bluff 19 ranks, Diplomacy 19 Ranks, Disguise 19 ranks, Intimidate 19 ranks, Perception 19 ranks, Sense Motive 19 ranks, Stealth 19 ranks
Feat: Improved Snap Shot (threaten 15 ft. with ranged attacks with musket)
Class Feature: Greater Bane (when using Bane ability, deal 4d6 damage instead of 3d6), Sneak Attack +6d6
Orisons (6): acid splash, detect magic, guidance, light, read magic, stabilize
Spellcasting (CL 16th): 1st (5/day) – cure light wounds, ear-piercing scream, longshot, protection from evil, shield of faith, wrath; 2nd (5/day) –brow gasher, corruption resistance, invisibility, knock, resist energy, see invisibility; 3rd (5/day) – dispel magic, greater magic weapon, magic vestment, prayer, shared wrath; 4th (4/day) – divine power, freedom of movement, greater invisibility, holy smite, judgment light; 5th (3/day) – break enchantment, flame strike, mass cure light wounds, unwilling shield; 6th (1/day) – holy word, mass cure moderate wounds

Level 20: Inquisitor 10/Gray Warden 10
Hit Dice: d8
Base Attack Bonus: +14 Fortitude: +12 Reflex: +6 Will: +12
Skill Points: 7 – Bluff 20 ranks, Diplomacy 20 Ranks, Disguise 20 ranks, Intimidate 20 ranks, Perception 20 ranks, Sense Motive 20 ranks, Stealth 20 ranks
Ability Score Increase:
Feat: Vital Strike (as standard action, make single attack that deals double weapon damage)
Class Feature: Final Demise (1/week trap a soul from an opponent slain by a melee weapon for 24 hours, or until the weapon is destroyed/effect is dispelled), Harsh Judgment 3/day, True Judgment (increase difficulty of success with raise dead and similar spells)
Orisons (6): acid splash, detect magic, guidance, light, read magic, stabilize
Spellcasting (CL 17th): 1st (5/day) – cure light wounds, ear-piercing scream, longshot, protection from evil, shield of faith, wrath; 2nd (5/day) –brow gasher, corruption resistance, invisibility, knock, resist energy, see invisibility; 3rd (5/day) – dispel magic, greater magic weapon, magic vestment, prayer, shared wrath; 4th (4/day) – divine power, freedom of movement, greater invisibility, holy smite, judgment light; 5th (4/day) – break enchantment, flame strike, mass castigate, mass cure light wounds, unwilling shield; 6th (2/day) – blade barrier, holy word, mass cure moderate wounds

The main questions I have are:
What Slayer talent should I choose? I don't plan to change my Inquisition, so Firearm Training goes out of the window, but what other talents could be chosen?
Is it worthwhile to have the Snap Shot feat line? I feel it's too many feats for a benefit that could be better, making it a late gain.
If Snap Shot is not the best choice, what other feats could be good? I'm somewhat inclined for Merciless Butcher, since it's a really nasty way to kill an opponent almost immediately.
What traits would be good? The ones I was considering were Absolute Loyalty, Demon Slayer and Desert Child, but honestly I wasn't too inclined for any of those.
Any equipment I should consider? Obviously a musket would be the main weapon, with probably a shortsword as an alternative. Also, Headband of Wisdom or its equivalent.
Any spells I should change? Spells were chosen as a grab-bag; it has a lot of buffs, some support spells, and some healing and attack spells.
Other than skills necessary for accessing Gray Warden, is there any skill that could be replaced?
Any alternate racial traits or unexpected archetype combinations I should be aware of?

This isn't intended to be a record-breaking build, but it should be well-optimized and playable.

Thanks for any support you provide.

avr
2014-12-02, 05:12 AM
There's a 2nd level spell, Instrument of Agony which I noticed recently. It impressed me in that even a successful save is a minor debuff (sickened) and a failed save makes the target nauseated, which is as nasty a debuff as they come. It should work just fine with a missile weapon.

If you grab slowing strike as the slayer talent you've got a decent chance of staying out of melee. Note that since flanking only applies to melee attacks in PF, precise strike is not helpful with a gun. Getting combat reflexes, presumably to help w/snap shot, is delaying important ranged feats far too long. Skip Snap Shot IMO.

T.G. Oskar
2014-12-07, 04:03 PM
There's a 2nd level spell, Instrument of Agony which I noticed recently. It impressed me in that even a successful save is a minor debuff (sickened) and a failed save makes the target nauseated, which is as nasty a debuff as they come. It should work just fine with a missile weapon.

Odd that I didn't notice it, particularly since I used the compiled spell list at the PF SRD. Maybe it's because it was a discharge effect, but I like having the sickened condition because it stacks nicely with shaken for a sweet debuff combo. That said, I'd probably get a wand of it if possible, since it lasts for a good amount of time (about 3 minutes with a wand) and the sickened effect makes using it worthwhile.


If you grab slowing strike as the slayer talent you've got a decent chance of staying out of melee.

Yeah, the Intelligence bonus isn't so bad and with a combination of debuffs it can become a nice tactic. Was thinking about Deadly Range (to extend Sneak Attack distance to the Musket's natural range increment distance), Powerful Sneak (Studied Strike should grant a decent bonus to attack rolls that the Rogue naturally lacks, and within the first range increment the attack becomes a touch attack so that removes almost all of the effect from the penalty), Slow Reactions (helps with allies' mobility) and Sniper's Eye (to ignore concealment effects, which can hinder SA damage; that said, a form of blindsight is better), so you can figure the competition in terms of accessible talents.

As well, there are ways to slow or hinder movement besides Slowing Strike, so this talent is useful only when there's no such option, or when the option is less useful. Certainly one to consider.


Note that since flanking only applies to melee attacks in PF, precise strike is not helpful with a gun.

It's more a combination of "not many good teamwork feats outside Lookout and Target of Opportunity" and "extra damage in melee whenever I get forced into it". I can use the trading benefit to replace Precise Strike with Lookout before 6th level, and with whatever becomes the 6th level option in any case. ToO won't be accessible before 9th level, after all.


Getting combat reflexes, presumably to help w/snap shot, is delaying important ranged feats far too long. Skip Snap Shot IMO.

That was my line of thought as well. The benefit of Snap Shot is that I could get free shots counting as ranged touch attacks and potentially having Deadly Aim, Studied Strike, Sneak Attack and the Destruction Harsh Judgment tacked in, so that alone would have hindered people from getting nearby (add spells like, say, Wrath or Divine Favor/Divine Power, and you could potentially kill a target just from a pot shot). On the other hand, the benefit would have been acquired so late (you require 19th level just to get to Improved Snap Shot just to make ends meet) that the trick wouldn't have been useful. It also requires a feat I don't like that much (Weapon Focus) and is only limited to the weapon chosen for that feat. Merciless Butchery ended up being what nearly inclined the balance, since that way I could get free ways to kill targets with one hit (and with the Tengu's beak + all benefits, chances are the Fortitude save will be exceptionally high).

That frees four feat slots (the ones from Combat Reflexes, Weapon Focus, Snap Shot and Improved Snap Shot). Adding Merciless Butchery as the 19th level feat (it's the only moment I can get it, since I can't get Dastardly Finish before 18th level), what would be the other three good options, assuming I scale back all important ranged feats (Point-Blank Shot, Precise Shot, Rapid Shot, Deadly Aim)?

Sayt
2014-12-07, 04:33 PM
IMO, the Snap Shot tree is better on full-BAB classes, which get better from dividends from Greater Snap Shot, and also tend to have more bonus feats available.

T.G. Oskar
2014-12-24, 05:44 AM
IMO, the Snap Shot tree is better on full-BAB classes, which get better from dividends from Greater Snap Shot, and also tend to have more bonus feats available.

I wouldn't say so from certain full BAB classes. Paladin is one; their Mark makes ranged attacks better, but they still get the same feats than before, and it takes one archetype to make them different. The bonus feats of a Cavalier are Teamwork feats, so they don't count that well either.

In any case, I started looking at the feats better, and the only thing I lament is that this feat is 3rd Party, but since it's "blessed 3rd Party"... Hawkeye from DSP's Psionics Expanded/Ultimate Psionics extends the range of Sneak Attack beyond that of Deadly Range, plus I get a free Perception bonus, and doesn't require Psionic potential (as far as I know). That means I can fill one of the feat slots (well, two with Far Shot, but that's not necessarily a bad feat), so that'd leave two feats unfilled.

On the other hand, I'd still look for four nice options for feats in the case of, say, making this build into a 1st-party only kind of game (such as PF Society games, though finding one of those where I live might not be easy). Thinking about Friendly Fire Maneuvers as the third Teamwork feat allowed, since used with Solo Tactics and Precise Shot it means I can shoot with no penalties at all.

Ssalarn
2014-12-24, 12:09 PM
It's more a combination of "not many good teamwork feats outside Lookout and Target of Opportunity" and "extra damage in melee whenever I get forced into it". I can use the trading benefit to replace Precise Strike with Lookout before 6th level, and with whatever becomes the 6th level option in any case. ToO won't be accessible before 9th level, after all.


Coordinated Shot, Distracting Charge, and Enfilading Fire are also decent. Enfilading Fire + Coordinated Shot can stack on an extra +4 to hit, helpful with your 3/4 BAB chassis, and Distracting Charge is also reasonable if you have a barbarian, cavalier, or someone else who likes to charge in the group. Since they're all untyped bonuses, you could conceivably be getting up to an extra +6 on your next attack.

T.G. Oskar
2015-01-21, 12:50 PM
Took me a while to figure it out, but it seems that this "fun" build just got a whole lot more fun.

Decided to nix the Snap Shot feat chain (and thus, Weapon Focus; can't take out Combat Reflexes because it's a prerequisite feat), and went for three nice feats: Clustered Shots (hard to do with the Musket, but the Inquisitor is proficient with Repeating Crossbows), Impact Critical Shot (albeit the character lacks the Justice Judgment because of the replacement with Studied Target/Sneak Attack) and Merciless Butchery (qualify because of total Sneak Attack damage dice and Studied Target). Switched Gang Up and Vital Strike for Sidestep and Deadly Finish (since the Execution feats ignore prerequisites; that way, Combat Reflexes remains useful), and Cure Light Wounds for Weaponwand (so I'm never without a wand on hand); gonna take avr's suggestion and replace Invisibility with Instrument of Agony ASAP.

The real trick involves Prayer, Instrument of Agony, Mass Castigate, Studied Strike and Merciless Butchery. The idea is to get two/three studied targets at once, all while seeking a way to lower save bonuses of enemies via Instrument of Agony and Prayer. Once safe enough, Mass Castigate should cause many enemies to go cowering, which is enough to allow Dastardly Finish (and eventually Merciless Butchery) to activate, thus going for an instant kill. If not possible, then Greater Invisibility + Greater Bane should do the trick, as 10d6 points of damage per hit will hurt (particularly if coming from a Musket).

Still undecided about the Slayer Talent, but mostly focused on Deadly Range or Powerful Sneak. Even then, that's mostly a nice thing to have, since the build is pretty powerful on its own. Between Wrath and Prayer/Divine Power, that's a...+10 to attack and damage rolls, which increases to +13 against studied targets (and +16 to damage rolls with the Destruction Judgment). Even with a single-shot Musket, the damage is just exceptional, and it still has a good deal of utility with the spells (Knock, [Greater] Invisibility, a few attack spells, a few buffing spells) so it's incredibly flexible.