Fire Bloodline Arcane Archer: Help Needed


Pathfinder First Edition General Discussion

Shadow Lodge

I'm wanting help building an Arcane Archer that likes fire magic. I know the racial requirments were supposed to dissappear, but I find that I still like elf and half-elf the best for the PrC.

Other than the possible races, I've got sample stats for all the point buys.

Half-Elf

10 points:
Str10 Dex15(13+2) Con12
Int10 Wis12 Cha13

15 points:
Str13 Dex16(14+2) Con12
Int10 Wis12 Cha

20 points:
Str14 Dex16(14+2) Con12
Int10 Wis12 Cha14

25 points:
Str14 Dex17(15+2) Con12
Int13 Wis13 Cha14

Elf

10 points:
Str10 Dex15(13+2) Con10
Int12(10) Wis12 Cha

15 points:
Str13 Dex16(14+2) Con10
Int12(10) Wis12 Cha

20 points:
Str14 Dex16(14+2) Con10
Int13(11) Wis12 Cha

25 points:
Str14 Dex17(15+2) Con10
Int13(11) Wis13 Cha

Given the distance arrow special ability Arcane Archers get, and the possiblity of obtaining Far Shot, I think I may need to make high DC Perception checks to hit enemies really far off, hence the choice of races and the Wisdom being no lower than 12.

I'm thinking Sorcerer/Barbarian if Half-Elf, and Ranger/Sorcerer if Elf.

Any suggestions for feats, which levels to take when, and feats? Thanks in advance.

Shadow Lodge

bump


I've never been in a game where we were attacking enemies more than 200 feet away... I think the distance ability will be good enough. Save a feat and skip far shot.

Rage is nice, but doesn't synergize well with your spell casting class or with archery IMO. To take advantage of your strength bonus, you'd need a mighty composite bow, but if you aren't raging (using that extra strength to wield the bow), you'll suffer a significant penalty to your attack because of it.

Ranger is pretty sweet though. Not sure what a good split is... I guess it depends on how strong of a caster you want to be when you start the prestige class.

Ranger6/Sorcerer1 would allow you to have a strong archery strategy before the prestige class. It also gets that 2nd combat style feat.

So, perhaps something like this: Elf, * are prereqs
Lvl1-rgr1: BaB +1, Point Blank Shot*
Lvl2-rgr2: BaB +2, Precise Shot*
Lvl3-sor1: BaB +2, Rapid Shot
Lvl4-rgr3: BaB +3, Endurance
Lvl5-rgr4: BaB +4, Weapon Focus*
Lvl6-rgr5: BaB +5
Lvl7-rgr6: BaB +6*, Improved Precise Shot, Deadly Aim
Lvl8+ arcane archer

Stats like:
Dex (#1), Con (#2), Cha (#3), Wis (#4), Str (#5), Int (#6)


xAverusx wrote:

Ranger6/Sorcerer1 would allow you to have a strong archery strategy before the prestige class. It also gets that 2nd combat style feat.

rgr6: BaB +6*, Improved Precise Shot, Deadly Aim

Im going to agree with Averus, one of the next characters i want to play is an Arcane Archer. I have spend alot of time building them different ways. Mixing fighter, ranger, sorcerer, wizard, elf and halfelf. If your not going for Charisma for skills I would suggest going the wizard route. The most important thing here (if your starting at low level) is at level 6 the ranger gets Improved Precise shot. Any other way you cut it, you have to wait till level 12, or more likely level 13 to get it. After playing Archer types, I have noticed that this talent is one of the best. Lets face it, if your not hitting doesnt matter if you have ManyShot or Deadly Aim. Also Ranger gives you most skill points and Class Skills.

For that reason along I would drop the Fighter or Barbarian and go strait Ranger. Going 6 or 7 levels without Improved Precise Shot isnt going to be fun.

On a side note, If you starting the campaign at level 13+ then its not really an issue.

Shadow Lodge

Out of curiosity, why Endurance? I know sleeping in armor heavier than light would be cause enough for it, but until I can grab mithral those armors would hamper my AC with their low Max Dex.

As for Far Shot, well, I know one of our DM's has had monsters run away before, and no one could catch up to them...

Ranger does seem like the best bet. I looked at the full bab classes I saw that only two had Perception(for seeing enemies really far away of course) so that is the reason Barbarian was a thought, including the d12 HD.

*goes to look up Imp. Precise Shot*
It looks like the Prereq for Pinpoint Targeting is worth it. No more displacement for you Mr. Wizard!

RPG Superstar 2015 Top 8

Ranger gets Endurance for free at 3rd level; I think all he's showing is the freebie.

Shadow Lodge

DeathQuaker wrote:
Ranger gets Endurance for free at 3rd level; I think all he's showing is the freebie.

Ahh, now I feel foolish. Thanks for clearing that little tid bit up.

Shadow Lodge

So what about spells? A talked to a friend of mine about this, and all he said was Magic Missile before he had to leave.

I think True Strike and Shield are going to be on my list, as well as burning hands and fireball. I have to have some AoE fire spells to put on my arrows!


Dragonborn3 wrote:

So what about spells? A talked to a friend of mine about this, and all he said was Magic Missile before he had to leave.

I think True Strike and Shield are going to be on my list, as well as burning hands and fireball. I have to have some AoE fire spells to put on my arrows!

I think by the time you can imbue your arrows Fireball and burning hands will do less dmg than your full round attack. Exceptions might happen if its a horde of goblins and such. But at you get imbue at AA lvl 2 you would be Ranger 6 / Wiz(sor) 1 / AA 2, thats only a 2nd level caster. Even later your spells will be so far behind your effective level that i don't see you using much offensive evocation. You more likely to use Obscuring mist or other spells to that effect. Guess you could shoot a Magic Circle of Protection Evil into a tactical spot too.

Thats not to say that you might end up in a situation that your over the range of the spell and want to use it. But so far in my experience battles rarely have more than 100 ft starting between parties.

Mostly you will be using effect spells and buffs:

Protection from evil - +2 to your saves
Expeditious retreat - Retreat spell
Cats grace - if you dont have an enchanted item
Mirror image - Great defensive buff
Resist energy - very useful in alot of different situations
Glitterdust - Kills invis for you and ur party
Sleetstorm - Battle field control
Haste - Do I need to comment

Also for Role playing never know when your gonna need an illusion or some other spell to support your group.

Edit: The post below me is correct, forgot about area thing


Slacker2010 wrote:
AH I just forgot, at level 13 you can imbue an Arrow with Vampiric touch for temp hp, but as an archer I would try to stay out of melee range so you shouldnt be taking to much dmg.

I don't think the Arcane Archer can do that. I think they can only imbue AoE spells like Burning Hands, Fireball, Glitterdust, etc.

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