Effective use of the Archer Archetype?


Advice


Ok, so first off, this is my first post on here (correction, just noticed I posted way back in 2010, ehh w/e, this is my first REAL post). I have been lurking on here for a few years now, but I finally made the plunge and decided I was in need of some help.

Now down to the nitty gritty. I have to first point out that I relooked over my stats, I based off my numbers it looks like i had a 30 point buy, idk how. So I'm gonna post what I have, and then what it should be I suppose with a 25 point buy. For final numbers lets say I use the 25 point buy, just for now.

So, the Fighter Archer archetype gets very little love I think and my question to you all, is this, is there an effective way to get everything out of the class? What I mean is, can he become more flexible than lets say the Zen archer builds, or even Sohei builds out there?

So here's my take on the Fighter Archer

Azoth Smolursa:
Human Fighter: Archer archetype 9

82 HP
STR: 16 DEX: 24 CON: 12 INT: 10 WIS: 10 CHA: 7

Traits: reactionary-+2 init., ??? (advice?)
speed: 30

AC: 24 Touch: 16 Flat Footed: 19
Initiative: 9 Aoo'S: 8
Feats:
1- Precise shot, (F) Rapid shot, (H) Point blank shot
2- Weapon Focus
3- Deadly Aim
4- Weapon Specialization
5- combat reflexes
6- many shot
7- clustered shots
8- greater weapon focus
9- snap shot
---------------- continuing build....
10- Improved snap shot
11- improved precise shot
12- greater weapon specialization
13- pin down
14- improved critical? ---> either Imp. crit or move the ricochet shot deed chain up a level
15- amatuer gunslinger
16- blind fight
17- ricochet shot deed
18- big game hunter
19- either dodge and false opening for 19-20, or pin point targeting?? + toughness?? or gr. snapshot)
20- false opening convince gm to allow, from archer class ability

After 13th level I'm sort of juggling things around seeing what woul dbe the best way to do it. Still need to figure that out.

Atk & Dmg (level 9)
+22*/22/+17 -RS, Manyshot------- +1d8+11 (1d10 with broad arrow) + 3 str +2 wpn. spec., 4 expert archer, +2 enh bow(DM allowed gloves of dueling to provide, since it's strictly for bow use.)
with Deadly Aim: +19*/+19/+14........... 1d8+ 17

CMB: 13 (24 w/bow; trickshot: 20) cmd: 30 (34 vs. disarm, sunder)

Saves: 7/10/3

Gear
bag of holding IV
2x efficient quiver
300x MW arrows
50x durable
50x cold iron
50x silver
100x blunt
150x broad
10x pheromone
20x dye
10x smoke
adamantine, blanch
ghost salt, blanch
--^^ All arrows/or for arrows
boots of speed + striding and springing
+2 enh. dex earing
cloak of dispalcement- 20% miss chance
gloves of dueling (archer's gloves)

The I'm somewhat lost on what to do for my last few level feat wise and what other gear to get. I know I must get certain ioun stones, and wayfinder, plus bracers of archery greater, but what else?

As for flexibility, Azoth can shoot around corners, mow down mook melee, and take out the bbeg all with ease. He will have a hard time playing around with Am Barbarian, but if he can go toe to toe with him, it would be a good fight. Any way to make him that good? Only issue is going to be getting his CMB higher. Also, I know he's a bit of a glass jaw, with no iron will, gr. iron will, or a bonus to will mod period. Again, that's why I'm here asking you guys for help.

Thanks in advance.


I think this will suffer the same problems (vs Zen Archer) that I found when trying to build a Sohei archer (great damage, not as good at everything else).

Will save sucks.

If you GM takes advantage of this I would rather not have you on the team.

---

MW arrows don't add anything if you have a Magical bow so ditch those.

I didn't look up the archetype (so many be forgetting something) but you appear to be missing Point Blank Master?


1. I don't need point blank master, level 9 archer ability let's me get same ability for free.

2. GM rarely throws will save stuff at us, if anything its mostly reflex then fort, but hardly ever will.

I'll remove the mw arrows for normal ones. Other than a cloak of resistance, our changing stats around, his will save will suck.

is the zen archer that good?

also I noticed that for a zen archer they have to use ki points to do a lot of other stuff. Azoth does out with no worries, all day and all night, no ki points to use.


Can he teleport around at will?

---

I am going to post up Lyu (which is porpentine's build and the one I always link to)

Have a read of this thread as well, but particularly look at the build for Lyu (posted by porpentine).

Ki points. Mostly used for extra attacks. But at level 12 can be used to cast Dimensional Door on himself (2 points).


That Ultimate archer thread has some great stuff in it for a ton of different archer builds. I second using that link.


Lightbulb wrote:

Can he teleport around at will?

---

I am going to post up Lyu (which is porpentine's build and the one I always link to)

Have a read of this thread as well, but particularly look at the build for Lyu (posted by porpentine).

Ki points. Mostly used for extra attacks. But at level 12 can be used to cast Dimensional Door on himself (2 points).

+1 Lyu rocks. He insired me to get into Zen archery! And that totally rhymes!!! :D


Well, I posted Azoth in the Ultimate Archer thread. Now just waiting for people to see him in there. As for my question for him here though. Is he bing flexible, doing the best he can for what I am? Here's Azoth, level 20 updated.

Azoth Smolursa:

(BTW, my GM had us use a 32 point buy. However, his atk & dmg output will not change, those scores are the same, his wis core and int score will be different though.) If you want to use 25 pt. I suggest STR: 16 DEX: 18 CON: 10 INT: 10 WIS: 12 CHA: 7

Azoth Smolursa
Male 24 yrs old NG
Human (+2 dex)(all favored class benefits-> HP (20))

32 point buy (Very high magic campaign!)

Str: 26 (+8) [+6 enhance., +4 inherent]
Dex: 36 (+13) [+2 race, +5 levels, +5 inherent, +6 enhance.]
Con: 22 (+6) [+6 enhance., +4 inherent]
Int: 12 (+1)
Wis: 20 (+5) [+6 item] (if you want, get a +4 manual)survival, perception, grit points, and your will save go up +2.
Cha: 7 (-2)

Class and Racial abilities:
Hawkeye: +5 perception, +25 ft with bows
Trickshot: -4 CMB; up to 30ft away/ disarm, trip, sunder,
Expert archer:+4 atk/dmg with bows
Safe shot: do not provoke AoO w/bows
Evasive archer: +4 dodge to AC
Volley: highest atk, roll vs all enemies within 15 ft.
Ranged defense: dr5/- vs ranged atks; snatch arrow AND fire it back
Weapon Mastery (longbow) (x4 crit and auto confirm all crits!)

Hit Dice: 20d10+120 + 20 (favored class-HP)
Hit Points: 250
AC: 35 (+11 Armor, +8 Dexterity, +1 haste, +5 Natural armor, +5 defelction, +4 dodge, +1 insight) [Touch 18, Flat-footed 25] (w/ +5 buckler w/ fortification). AC is 41 when not attacking or using weapon.
Init: +16 (+12 Dex,+2 trait, +1 Competence, +1 Luck)
Speed: 40 (70ft haste) (flight 70, haste/flight= 100ft)

Saves:
Fortitude +25 [+12 base, +6 Con, +5 Resist., +1 Comp., +1 Luck]
Reflex +27 [+6 base, +13 Dex, +5 Resist., +1 Comp., +1 Luck, +1 haste]
Will +20 [+6 base, +5 Wis, +5 Resist., +1 Comp., +1 Luck]

CMB: +46 (with bow for trickshot= bab 20 + 13 dex (works) + 2 GWF + 5 enhancement + 1 luck + 1 comp +2 ioun resonate +6 Expert archer -4 trickshot)= 46
CMD: +65 (cannot be grappled, cannot be disarmed while wielding a longbow, 69 vs sunder while wielding a longbow)= 10 + 20 bab + 8 str + 13 dex + 5 defelection + 4 dodge + 1 luck + 1 comp + 2 ioun resonate +1 insight= 65 (if luck stone doesn't work, its still a +45 cmb/ +64 cmd)

Skills:
Acrobatics +35 (20 ranks, +13 Dex, +1 Competence, +1 luck)
Perception +36 (20 ranks, +5 Wis, +1 Competence, +5 hawkeye +4 alertness ioun stone, +1 luck)
Survival +30 (20 ranks, +5 wis, +1 competence, +1 luck, +3 class)
Stealth= + 30 (15 ranks, +13 dex, +1 competence, +1 luck)
Know: dungeoneering +7(1 rank, +1 int, +1 comp, +1 luck, +3 class)
Know: engineering +7(1 rank, +1 int, +1 comp, +1 luck, +3 class)
craft: bowyer +9 (1 rank, +1 int, +1 comp, +1 luck, +3 class, +2 mw tools)
2 skill points left to put where you want ( I put one in climb, and either ride or fly) if you get flight, fly, if mount, or anything else (hell riding on a friendly's back if they wildshape into a dragon lets say (happened 2 weeks ago for me,--> ride)

Feats:
Rapid Shot(Human bonus)
Point Blank Shot (Fighter bonus)
Precise Shot(1 HD)
Weapon focus: Longbow (Fighter bonus)
Deadly Aim (3 HD)
Weapon Specialization(Fighter bonus)
Combat Reflexes (5 HD)
Many Shot(Fighter bonus)
Clustered Shots(7 HD)
Greater Weapon Focus(Fighter bonus)
snap shot(9 HD)
improved snap shot(Fighter bonus)
Improved Precise Shot (11 HD)
greater weapon specialization(Fighter bonus)
pin down(13 HD)
improved critical(Fighter bonus) (or switch big game hunter, campaign varies)
amateur gunslinger (15 HD)
blind fight (Fighter bonus)
ricochet shot deed (17 HD)
big game hunter (Fighter bonus)
Impact critical shot (not necessarily needed (can use this feat and 20th level to get w/e you want), but even on your worse atttack its a +26 to your roll, so good odds.(19 HD)
Either toughness, quickdraw, farshot, whatever you want also,(Fighter bonus)

Equipment:
2x efficient quivers
+5 celestial armor (flight, 3 times a day, 5 min)
2 or more: +5 composite longbows (mighty +8) w/ Seeking, Holy, Distance... 2nd backup bow, maybe have merciful on it, so no more -4 penalty. (looks like +5 comp. longbow (mighty +8) seeking, merciful, distance... holy not needed)
ring of freedom of movement
manual of quickness in action +5 (already applied)
manual of gainful exercise +4 (already applied)
manual of bodily health +4 (already applied)
belt of physical might +6 (strength and dexterity)
headband of inspired wisdom +6
goz mask
boots of speed/striding springing/flight/ pass without trace = Ultimate archer boots!!
greater bracers of archery
cloak of resistance +5
eyes of the eagle
pale green prism ioun stone
luckstone
20 +1 holy arrows
20 +1 axiomatic arrows
20 +1 anarchic arrows
50 durable arrows
20 smoke arrows
200 broad
10 pheromone
20 bleeding
50 blunt
adamantine blanch
ghost salt blanch
20 rain arrows (get full (with holy water), and empty, 5 gp---> fill with normal water, to put out a fire. good use of roleplay, never seen a gm not reward for thinking of something like that.
20 dye arrows
15 whistling arrows
100 thistle arrows
300 arrows

Also, get an efficient quiver, or two and get them Abundant ammunition casted on, with permanency spell.)
----------------------------
BAB: +20
Ranged Atk: +41*/+41/+41/+36/+31/+26 (1d8+2d6+37/ x4; average 48.5)

(Attack Breakdown: 20 BAB, +13 Dex, +2 Greater Weapon Focus, +6 Weapon Training, +5 Enhancement, +2 Competence, +1 haste, -2 Rapid Shot, -6 Deadly Aim)

(Damage Breakdown: 4.5 average of 1d8, +7 average damage of 2d6, +8 Strength, +5 Enhancement, +4 Greater Weapon Specialization, +6 Expert Archer, +12 Deadly Aim, +2 Competence) Avg. dmg per round if all hit= 339.5

I have not a clue hwo t odo dpr. I found a formula for it, but i still dont know what the "chance to hit" percentages are for my attacks.

BTW, If I use broad arrows 1d10, getting gravity bow casted on me--- 1d10>2d8, so 9 avg dmg for arrows/atk

(heres a little math of the difference of dmg between using normal arrow (with gravity bow -> 2d6) vs. 1d10--> 2d8

2d6-> avg. 7pts vs 2d8 9pts .... 7 arrows across 6 attacks. lets say all hit. 7 x 2 [ 9-7=2] = 14, 14 pts per round, not much, but thats still 14 more points per round just from switching out the arrow. No brainer. BTW, broad arrows according to pfsrd are -10 ft from range increment. Not a problem, considering your shooting at 135ft anywy (thanks Hawkeye ability!). so that makes it 125 ft.... still 15 more ft than any other archer around you.

Btw, if your shooting vs. other archers, if thye use this little tactic, unless they're you, i.e. an fighter archer archetype, their going to be shooting at 110 (100 w/ broad) ft max (110 with hvy crossbow). Also, due to your snapshot feats, that 25 ft cushion will overlap (-5 ft of outer most spots) with your trickshot area of death around you, and you won't be that much hampered by ranged attacks, b/c your 15 ft threatened area will be your litte killing ground.


You can't really compare at 20. If I were you compare at 3, 8, 12 15 and 20. Then decide which you would rather play.

As for going through a level 20 build. Too much effort right now. :)

Especially since its irrelevant to my low magic, 20 point buy games.


I can't really tell you anything that the other thread won't already have discussed, but what I CAN tell you is that you're at a 25 point buy, not a 30.

Str: 16 (10 pts)
Dex: 18 (17 pts) +2(Human) +2 (lvl bonuses) +2 (dex item) = 24
Con: 12 (2 pts)
Int: 10 (0 pts)
Wis: 10 (0 pts)
Cha: 7 (-4 pts)


this character had a 32 pt buy, as per dm. however, for 25 pt buy, his int should go to 8, and wisdom go to 12.

neo: why would I use those stats, I have the stats for him already.

lightbulb: this character is my character i'm playing, he's currently level 9. also, I want advice on how effective he is being considering the class. I know he's not a zen archer, that's not what i'm asking/concerned about. I mean one fighter build archer vs another fighter archer. for instance, fighterman, some say is the best fighter archer, not even an actual archer, build. Also, ravingdork's deacon and dayer archers are also excellent build to compare to. mind you, raving dorks build are at level 15, but based on what I see, Edith should come out on top.

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