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Hivemind66
 Joined: 12 Jan 2012 Posts: 5 Location: So Cal
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Posted: Thu Apr 26, 2012 6:57 pm Post subject: Gun Toting Inquisitor |
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Hello ALL!
I wanted some opinions on how to build an Inquisitor I'm playing in a futuristic Eberron ish style game.
Houserules: There are guns widely available, they are martial weapons and any feats that affect ranged weapons can be applied to firearms.
How should I build my Inquisitor? The game is RP focused but fighting happens and I would like to stay effective. I believe the judgments and Bane ability is great and with lots of shots will help me to keep the damage output high enough to be effective, while not being completely one dimensional.
I am using the Sin Eater Arch, and would love to see what you guys suggest for feats and builds for this character. _________________ Mal: "Mercy is the mark of a great man."
[stabs Atherton Wing]
Mal: "Guess I'm just a good man."
[stabs Atherton Wing]
Mal: "Well, I'm all right."
------
Simon: You're outta your mind.
Early: That's between me and my mind. |
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Hecknoshow
Joined: 25 Aug 2010 Posts: 321 Location: Dublin, Ireland
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Posted: Fri Apr 27, 2012 7:01 pm Post subject: |
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(I'm presuming you haven't started play yet.)
Just had a read of the sin eater, damn cool archetype. You can still take the exorcist, heretic or infiltrator archetypes with the sin eater.
Depending on the campaign type either the exorcist and/or the infiltrator could add a lot of flavorful abilities that are useful, though neither really alter combat that much.
What kind of firearm are you thinking of using?
Either way rapid reload and alchemical cartridges are your friends, I'd consider picking up gunsmithing as well unless repairing damaged/jammed firearms is relatively easy in game.
Other feats worth a look are
Deadly aim, which is basically power attack for ranged attacks. If you're going to be up close and making touch attacks anyway a fairly large amount of your attack bonus is effectively wasted. Might as well make it do some work for you.
Focused shot is nice, and your GM seems to be allowing it for firearms. The precise shot requirement is annoying as its not really that useful with firearms unless your fighting outside your first range increment. If you intend to go the whole long ranged sniper route though, then Precise shot is a good idea.
Amateur gunslinger has its upsides, taking the quick clear grit power is damn useful, and it opens up a few grit feats for you if you're interested in making further use of the feat. Deft shootist is a good choice if you go this route since it protects you from AoO, but its prerequisites are pretty heavy. Ricochet shot isn't bad either, though its prerequisite isn't something you're likely to find useful.
Snap shot is only useful if your GM doesn't run every bad guy as a tactical genius with a supernatural understanding of your abilities. It also kinda requires combat reflexes to be really useful, but the improved and greater versions are damn good if that kind of tactic is valid in your game. Also since you count as threatening those squares you can annoy casters and maybe take some anti caster feats, but thats getting a little off focus.
Thats all I've got for stuff thats kinda interesting to do. Any ranged fighter build guide you can find will have a lot of other suggestions, most probably better than mine (at least in the damage per round department).
On a final note, if you do go the grit route encourage the "daring act" optional rule as its loads of fun. _________________ GM: Okay you're all settled into the Inn for the night
Barbarian: I wander into the forest to find a bear.
GM: You what?
B: I wander into the forest to find a bear!
GM: Why?
B: To fight it obviously! |
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Hivemind66
 Joined: 12 Jan 2012 Posts: 5 Location: So Cal
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Posted: Wed May 02, 2012 3:01 am Post subject: |
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Thanks for the reply.
Its a little wonky how we are running the game, but it actually lends some flexibility to the Inquisitor who is otherwise extremely low on feats.
I thought about the grit feats and the amateur gunslinger, but I'm basically full on just the basic "must haves" for ranged weapons. Luckily there are some feats that a bow user "needs" that a gun user doesn't so its opened up a few avenues for me. I put Deadly Aim low on the priority due to only mid BAB and although its touch AC, many NPCs he'll be running will have ways to up their touch AC, using cover and terrain, etc. since basicaly everyone has a gun in his world
Once I have the build done I'll post it up and see what you think. _________________ Mal: "Mercy is the mark of a great man."
[stabs Atherton Wing]
Mal: "Guess I'm just a good man."
[stabs Atherton Wing]
Mal: "Well, I'm all right."
------
Simon: You're outta your mind.
Early: That's between me and my mind. |
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