I'm looking for advice on my build. I would like to optimize my hit and then damage as much as possible, even though the Archer archetype was used for roleplaying purposes. I am also looking for suggestions on:
1. Feats for levels 10-20
2. Weapons and ideal special abilities for them
3. Magic Items
4. Armor and ideal special abilities for them
Current Fighter Archer Stat Block:
Male elf fighter (archer) 9 (Pathfinder RPG Advanced Player's Guide 104)
NG Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +15
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Defense
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AC 21, touch 13, flat-footed 18 (+5 armor, +3 Dex, +3 shield)
hp 90 (9d10+18)
Fort +11, Ref +12, Will +8; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft. (20 ft. in armor)
Ranged +2 composite longbow (str +2) +20/+20/+15 (1d8+9/×3 plus 1d6 cold)
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Statistics
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Str 15, Dex 23, Con 14, Int 16, Wis 14, Cha 13
Base Atk +9; CMB +11; CMD 27
Feats Clustered Shots[UC], Deadly Aim, Greater Weapon Focus (longbow), Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Snap Shot[UC], Weapon Focus (longbow), Weapon Specialization (longbow)
Skills Acrobatics +11 (+15 to move through a threatened square or enemy's space, +7 to jump), Bluff +6, Climb +3, Diplomacy +4, Disguise +7, Fly +4, Intimidate +5, Perception +15, Ride +11 (+13 to stay in the saddle), Stealth +17, Survival +6, Swim +7; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Draconic, Elven, Goblin, Orc
SQ elven magic, safe shot, trick shots (trick shot: disarm[APG], trick shot: feint[APG])
Combat Gear potion of cure light wounds, potion of gaseous form, potion of neutralize poison, potion of water walk, caltrops, drow poison, sassone leaf residue; Other Gear +1 chain shirt, +2 arrow catching buckler, mwk buckler, +2 composite longbow (str +2), arrows, blunt arrows[APG] (20), sap, whistling arrow[UC] (2), bag of holding iii, belt of tumbling[UE], bracers of falcon's aim[UE], cloak of elvenkind, efficient quiver, immovable rod, poisoner's jacket (lesser)[UE], backpack, flint and steel, light horse (combat trained), military saddle, saddlebags, 1 pp, 4,178 gp, 7 sp, 1 cp
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Special Abilities
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Clustered Shots Total damage from full-round ranged attacks before applying DR
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Safe Shot (Ex) You do not provoke attacks of opportunity when making ranged attacks with your Archetype's focused weapon (Bows or Crossbows). This ability replaces weapon training 2 for the Archer archetype, or weapon training 3 for the Crossbowman archetype.
Snap Shot Threaten squares within 5 feet of you when wielding a ranged weapon
Trick Shot: Disarm Disarm with a bow at 30' and -4 CMB.
Trick Shot: Feint Feint with a bow at 30' and -4 CMB.
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