Trick Archer vs. Master Archer (please critique)


Advice


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

So I've designed a pair of archers, but I'm not sure which one I want to play first. Would you please critique my two builds and help me determine which one to start with?

The first is a "trick archer" that can bull rush, disarm, grapple, sunder, or trip with his arrows. He can also do cool things like dive out of the way of ranged attacks as an immediate action or bounce arrows off of walls, thereby allowing him to ignore total cover. He does respectable damage, tanks rather well, can quickdraw his bow at a moments notice, and can fly as needed.

The second archer is all about the numbers. Everything was put into damage potential. High attack rolls, high damage values, increased threat ranged and multiplier, and extra attacks via haste and attacks of opportunity--all contributing to making a more deadly foe. However, this archer is so focused that he has a lower AC, saves, and abysmal skills when compared to his "archer brother" above. However, he is the ultimate death turret and can deal ~75 more damage per round than his sibling if all attacks hit (not too unlikely). He can also lump his damage together for the purposes of determining DR. That means even adamantine golems have a reason to fear him.

Both were built with 25-point buy and have 3/4 the maximum variable of hit points (round up). Traits and other optional rules were not used.

Deacon Rann, Trick Archer:

Deacon Rann
Male human fighter 15
LN Medium humanoid
Init +8; Senses Perception +21
Languages Common, Elven, Halfling

DEFENSE
AC
38, touch 22, flat-footed 30 (+9 armor, +4 deflection, +8 Dex, +3 natural, +4 shield)
hp 115 (15 HD)
Fort +14, Ref +18, Will +12
Defensive Abilities gunslinger’s dodge, evasive archer +2

OFFENSE
Speed
30 ft. (6 squares)
Melee by weapon +18
Ranged +5 composite longbow +34/+29+24 (1d8+13/×3) or
+5 composite longbow +30/+25/+20 (1d8+21/×3) with Deadly Aim, or
+5 composite longbow +32/+32/+27/+22 (1d8+13/×3) with Rapid Shot, or
+5 composite longbow +28/+28/+23/+18 (1d8+21/×3) with Rapid Shot and Deadly Aim
Special Attacks expert archer +3, trick shot (disarm, grapple, sunder, trip)

STATISTICS
Abilities
Str 16 (+3), Dex 26 (+8), Con 10 (+0), Int 14 (+2), Wis 14 (+2), Cha 8 (–1)
Base Atk +15; CMB +23 (+31 with bow, +35 with impact critical shot); CMD 40 (44 vs. disarm/sunder)
Feats Agile ManeuversB, Amateur Gunslinger (gunslinger’s dodge), Blind-Fight, Combat ReflexesB (9 AoO’s/round), Deadly Aim (–4 attack, +8 damage), Impact Critical Shot, Improved Precise ShotB, Improved Snap ShotB, Manyshot, Pin Down, Point Blank ShotB, Precise ShotB, Rapid Shot, Ricochet Shot Deed, Snap ShotB, Weapon Focus (longbowB), Weapon Specialization (longbow)
Skills Acrobatics +21, Handle Animal +17, Perception +21, Ride +24, Stealth +21, Survival +20; Armor Check Penalty –2
SQ grit points (2), hawkeye +4, safe shot
Combat Gear arrows (300), iron-tipped distance arrows (20), potions of cure light wounds (4), whistling arrows (20); Other Gear +3 buckler, +5 composite longbow (+3 strength bonus), amulet of natural armor +3, belt of incredible dexterity +6, bit and bridle (on horse), boots of speed, celestial armor, cloak of resistance +5, glove of storing, greater bracers of archery, heavy horse (combat trained), leather barding (on horse), military saddle (on horse), ring of protection +4, tender (50sp)
Encumbrance light 133 lb., medium 266 lb., heavy 400 lb.; Weight Carried 86 lb. (excluding tender)

SPECIAL ABILITIES
Evasive Archer (Ex)
You gain a +2 dodge bonus to AC against ranged attacks (not included).
Hawkeye (Ex) You gain a +4 bonus on Perception checks (included above), and the range increment for any bow you use increases by 20 feet.
Trick Shot (Ex) You can perform the disarm, grapple, sunder, or trip combat maneuvers with a bow against any target within 30 feet, with a –4 penalty to your CMB. These maneuvers use up arrows as normal. A target grappled by an arrow can break free by destroying your arrow (hardness 5, hit points 1, break DC 13) or with an Escape Artist or CMB check (against your CMD –4).
Expert Archer (Ex) You receive a +3 bonus to attack and damage rolls when using bows (included above).
Safe Shot (Ex) You do not provoke attacks of opportunity when making ranged attacks with a bow.

Dayer Rann, Master Archer:

Dayer Rann
Male human fighter 15
LN Medium humanoid
Init +8; Senses Perception +17
Languages Common, Elven, Halfling

DEFENSE
AC
32, touch 20, flat-footed 24 (+7 armor, +2 deflection, +8 Dex, +2 natural, +3 shield)
hp 145 (15 HD)
Fort +13, Ref +16, Will +10
Defensive Abilities mirror move +6, weapon guard +4

OFFENSE
Speed
30 ft. (6 squares)
Melee mwk longsword +23/+18/+13 (1d8+10/19-20)
Ranged +5 composite longbow +38/+33+28 (1d8+21/19-20/×3) or
+5 composite longbow +34/+29/+24 (1d8+29/19-20/×3) with Deadly Aim, or
+5 composite longbow +36/+36/+31/+26 (1d8+21/19-20/×3) with Rapid Shot, or
+5 composite longbow +32/+32/+27/+22 (1d8+29/19-20/×3) with Rapid Shot and Deadly Aim
Special Attacks deadly critical (1/day), weapon training +6

STATISTICS
Abilities
Str 24 (+7), Dex 26 (+8), Con 12 (+1), Int 8 (–1), Wis 14 (+2), Cha 8 (–1)
Base Atk +15; CMB +22; CMD 42 (50 vs. disarm/sunder)

Feats Clustered Shots, Combat Reflexes (9 AoO’s/round), Deadly Aim (–4 attack, +8 damage), Greater Snap Shot, Greater Weapon Focus (longbowB), Greater Weapon Specialization (longbowB), Hammer the Gap, Improved Critical (longbowB), Improved Precise ShotB, Improved Snap Shot, Manyshot, Point Blank ShotB, Precise ShotB, Rapid Shot, Snap ShotB, Weapon Focus (longbowB), Weapon Specialization (longbow)
Skills Perception +17, Survival +20
SQ reliable strike (3/day)
Combat Gear arrows (300), iron-tipped distance arrows (20), potions of cure light wounds (10), whistling arrows (20); Other Gear +2 buckler, +3 glamered mithral shirt, +5 composite longbow (+6 strength bonus), amulet of natural armor +2, belt of physical might +6 (strength, dexterity), boots of speed, cloak of resistance +3, gloves of dueling, greater bracers of archery, masterwork longsword, ring of protection +2, tender (52gp)
Encumbrance light 233 lb., medium 466 lb., heavy 700 lb.; Weight Carried 80 lb. (excluding tender)

SPECIAL ABILITIES
Deadly Critical (Ex)
When you confirm a critical hit with a longbow, you can increase the weapon’s damage multiplier by +1 as an immediate action. You can use this ability once per day.
Mirror Move (Ex) You gain your weapon training bonus as an insight bonus to AC when attacked by longbows.
Reliable Strike (Ex) Three times per day you may reroll an attack roll, critical hit confirmation roll, miss chance check, or damage roll made with your longbow as an immediate action. You must accept the second roll even if it is worse.
Weapon Guard (Ex) You gains a +4 bonus to CMD against disarm and sunder attempts while wielding a longbow. This bonus also applies on saves against any effect that targets your longbow (for example, grease, heat metal, shatter, warp wood).
Weapon Training (Ex) You gain a +6 bonus on attack and damage rolls with longbows (included above).

Also, if you spot any errors, or have an idea on how to make them better, please share.


Personally, I favor the trick archer. The control and flexibility outweigh the raw damage, in my opinion. There are any number of classes/builds that can pump out some serious damage, but few that can offer that kind of consistent control, especially among martial classes.

If your GM allows called shots, it might be worth tweaking the build to include the Called Shot feats. Both mechanically and thematically it flows well with the 'trick archer' concept, allowing you to incorporate a number of debuffs and control options into your already effective arsenal.

With the number of arrows you can shoot in a round, you could, say, shoot the weapon out of the bad guys hand, then put arrows through both his hands to stop him from picking it up again. Or shoot an enemy through both legs, followed by a trip. Or sunder his shield, then put an arrow in his throat.

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