| SunsetPsychosis |
So after looking over the Called Shots stuff in UC, I had an idea for an archery build. Unlike most others, this one isn't about optimizing damage, but about doing cool things with his arrows. A basic build to level 12, 20 point buy.
Trickshot McGee, Human Fighter 12 (Archery archetype)
Str 14
Dex 18
Con 12
Int 13
Wis 12
Cha 8
Feats:
1st: Point Blank Shot, Precise Shot, Rapid Shot
2nd: Agile Maneuvers
3rd: Combat Expertise
4th: Improved Called Shot
5th: Weapon Focus (Longbow)
6th: Manyshot
7th: Greater Called Shot
8th: Clustered Shots
9th: Greater Weapon Focus (Longbow)
10th: Snap Shot
11th: Combat Reflexes
12th: Improved Snap Shot
This is without magic items or anything, but the basic concept is that rather than just pump arrows of death into things, he focuses on called shots and combat maneuvers, to debuff and control enemies. So he can do things like shoot the sword out of an enemies hand, then stick an arrow through his neck.
Magic items would focus more on accuracy than damage, since they increase the chances to land maneuvers and called shots. So pumping Dex as quickly as possible, giving the weapon a straight enhancement bonus(instead of fiery or anything), and picking up Bracers of Archery asap.
Any thoughts/suggestions? Note that I'm not really looking to optimize damage. I accept that the damage will be mediocre at best.
| Omelite |
Sounds like a decent concept.
You could ask your GM if he'll consider Expert Archer to be the equivalent of Weapon Training for the purpose of Gloves of Dueling. If so, they'd be a nice thing to buy once you have the cash (one of the must-have fighter items).
Other than that, just get items and feats that boost your attack rolls and whatever specific combat maneuvers you'll be using.
| SunsetPsychosis |
Yeah, I had considered tweaking the build a bit and dropping the Snap Shot line for stuff like Improved/Greater Disarm or Improved/Greater Trip. Improved Precise Shot is also one worth working into the build.
If your GM isn't one for called shots, you could drop those two feats and focus on maneuvers more. You'd also have a free feat to pick up Deadly Aim, for those times when damage is really the best option. And you might be able to convince your GM to allow Deadly Aim to count as Power Attack for the purposes of qualifying for Improved/Greater Sunder or Improved/Greater Bull Rush, further increasing your maneuver options.