Hi everyone, this is my first post in this page so forgive me if i do something wrong.
Anyway so my friends and I have a hombrew campaign incomming and it's the third on a long story built by our GM, in the other two i played as a cleric healer, and a beastmorph alchemist, so i decided to play a full martial character to end the circle (full caster, half caster, no caster, you know).
So when comming up with this character these are the main traits that i cannot change; first, it must be full martial, no spellcasting allowed, second this must be a support like build cause there's enough damage on the team, and third it must be ranged. I know, if you're still reading you must be like, this guy is nuts, but hear me out, it can be done.
Okay the build I've come up with revolves around overwatch style, setting up readied actions to help my allies or interfere with my enemies, trick shots, comming from the called shots additional rules and the weapon trick rules, also with a pinch of juicy feats that allow you to make cool thing with your arrows, bolts or bullets, and special ammo. (i'll leave a link for the special rules at the end of the post)
With all this set and done, here's the build:
Stats are rolled so I can't bring them up, but i'm going to focus on dex and int (int for the craft skill cause I thought it could be cool to make my own special ammo), thinking about race I was prone to Sylph cause I like them, but elves are cool to with their trait that gives you +1 to readied attacks.
First 2 levels are zen archer to get the basic archery feats ASAP, as well as perfect strike (I like perfect strike)
Lvl 1: monk feats (perfect strike, improved unarmed strike, precise shot), regular feat (point-blank shot)
Lvl 2: monk feats (weapon focus longbow, rapid shot)
So at second level I already have all the feats I require to take overwatch style, which I think is pretty nice, so from here on imma take full fighter levels, cause I need the feats, I won't take any archetypes cause I don't see one that fully resonates with the build, but if you find one that do, please be my guest (I do like crossbowman but since I took zen archer I cannot change to crossbow).
Lvl 3: regular feat (overwatch style), fighter feat (overwatch tactitian)
Lvl 4: fighter feat (far shot)
lvl 5: regular feat (master crafstman)
Okay, so far we have overwatch style which allows me to ready 2 attacks as a full round with a -2 on each of them, and overwatch tactitian that reduces that to a standar action, which allows me to move for better map control, here I'd use special arrows like tanglefoot arrows, trip arrows, smoke arrows and such to help my buddys. Far shot, apart from being a nice touch to ranged combat, is a prerequisite for combat tricks, and master crafstman is for building my own cool amo, and dipping into magical ammo too.
Lvl 6: fighter feat (weapon trick)
Lvl 7: regular feat (snap shot)
Lvl 8: fighter feat (disrupting shot)
Lvl 9: regular feat (deadly aim)
Lvl 10: fighter feat (burrowing shot)
Well, in this part is when the build gets juicier, first of all we finally have both ranged weapon tricks with their prerequired feat (far shot and snap shot) this allows us to ready an action against an enemy to give them a -4 for a single saving throw, and to ready an action to prevent an enemy from taking AoO, pretty nice huh? also disrupting shot increases the concentration check in +4 when we ready an action to hit a caster while casting, and finally burrowing shot which is amazing, allows us to use a swift action when we hit an enemy to give them an untyped -2 to basically avery d20 roll.
So up to lvl 10 we can in our turn, move, see what our party needs, and ready 2 attacks, which not only can give inmunity to AoO to our allies, or doom the enemys casters, but with special ammo we can silence an enemy, entangle them, trip them, set some smoke to reduce vision, and basically whatever cool ammo I can come up with or find, that my Gm allows. Not comparable in terms of sheer power to a battleground controll specialized wizard, but in my humble opinion, a pretty nice match. And also don't forget that I'm basically a full BAB fighter so if my party needs dmg, I can help them fully attacking.
Now for the last 2 lvls that I have set and thought.
Lvl 11: regular feat (liberating shot)
Lvl 12: fighter feat (overwatch vortex)
Okay, so liberating shot gives us even more utility, if we shot an enemy grapling an ally and hit them our ally can use our attack roll for their try to break the grapple, and finally overwatch vortex allows us to, as a full round action, ready 4 different attacks with a -2 each, for even more options and posibilities in combat.
My main concerns are with the next levels, but if you want to help or advise me in this first 12 levels, please do.
So my problem is with the called shots, called shots are an amazing rule, you can aim at different parts of the enemys body and if you hit them you give some nasty penalties, cool right? well first of all, to perform a called shot is a full-round, so a big no no for our radied actions, it becomes viable with the first called shot feat "improved called shots", which allows to perform one called shot in a full round or a standar action that gives multiple attacks, yay, but a prerequisite for this feat is combat expertise, which gives nothing to my build, but every cool thing has it's shitty price right? this is a problem cause it slows the feat progresion in the build, so any recomendation on how to get a free combat expertise feat would be great. The next problem with called shots comes with the second feat of the chain "greater called shots", this allows us to make as many called shots as we want in multipple attacks, each with a bigger penalty, and reduces the threshold for the debilitating blow rule in called shots, and what is that? well called shots give penalties if you hit, but if you score a critical hit, or if you make half of the enemys HP with the attack, the penalties become even greater, I love this rule, but as you'll understand, this is not a damage build, so my damage per shot, is not that high, and with a bow my probability for critting is so low that cannot be accounted for the build. So any recomendations on how to increase the damage per shot? do you think that dipping into called shots is a waste?
Finally there's a cool feat line that gives you an animal companion with your druid level as your character level -3 (natural soul, into, animal ally) and with boon companion I could get a full animal companion, I think this would be a cool addition to the build cause the animal companion could be in the thick of the fight making all the combat maneuvers that I cannot do from range, helping again with the whole "support" role of this build, but i'm not so sure, give me your thoughts on this if you can, thanks.
-So the link for weapon tricks is: https://www.d20pfsrd.com/feats/combat-feats/weapon-trick-combat/
-For called shots rules: https://www.d20pfsrd.com/gamemastering/other-rules/called-shots/
-Annd any strange feat I mention on the build: animal ally (https://www.d20pfsrd.com/feats/general-feats/animal-ally/)
If any one has read up until here, first of all thanks a lot for your time, and I'll be waiting on any of your recommendations and suggestions.