
Twoswords |
I have a ranger that has managed to reach 4th level (soon 5th) in a campaign that eventually will take us to around 20th level. The character is aimed at the archery aspect and as such is working towards becoming someone who can thraten squares around him and utilize AoO to fire as well.
The character is using a composite longbow with all the feats required to fire into melee as well as rapid shot, deadly aim and so forth. Future focus will continue towards the archery aspect.
What I need advice about is the gear progression. The pattern that has developed in the campaign shows that we will be exposed to slightly less magical gear than normal, but we will have access to people from whom we can buy enchantments to gears and weapons. To give an idea about magical gear I can say that we mainly have wands of healing and I have a burned out ion stone with a light enchantment, a handy haversack,and have just managed to scrape together enough money to purchase a +1 enchantment on my bow. The rest of the party have a similar situation with 0-3 magical items or wands of minor ability.
I am wondering what advice the forum has on enchantments I should place on weapons, what items I should try to aquire, if there are any specific things to strive for etc. I am good on feat progression, but do not have the same experience with magic items. We have access to all 'official' Pathfinder books, but no third party rules.

Akerlof |
I think Bracers of the Falcon would be your number one goal. They're in Ultimate equipment: +1 attack, +3 Perception, convert your bow or crossbow to 19-20/x3 crit range for 4,000 gold.
Maybe a wand of Gravity Bow?
Get the Adaptability enchant on your bow, also from Ultimate Equipment, it adjusts the strength rating of your composite bow to whatever your current strength is for a thousand gold. No more -2 to attack and damage whenever you lose a point or two of strength for some reason, and you can now benefit from Bull's Strength (and don't need to replace your bow if you get a belt of strength.) Costs a flat 1,000 gold.
Those are what jump out at me for mid level archers, aside from the basics (cloak or resistance, ring of protection/amulet of natural armor, magical armor, more plusses on your bow, etc.)

RuyanVe |

Greetings, fellow travellers.
If you're going for the animal variant of Hunter's Bond, do not forget to equip your AC as well: armor and whatever else your GM allows ups its (and ultimately your) survivability a lot.
Otherwise: mostly what Akerlof said. The adaptability enchantment sounds yummy - too bad we stick to CRB and APG.
Ruyan.

Mysterious Stranger |

For an archer an efficient quiver is going to be a must have item. You will be going through arrows like crazy so you need to have a way to carry them all. It can also makes it easier to find a specific arrow when you need it.
Also keep in mind that arrows can also be enchanted so be careful what you put on the bow. Straight bonus and adaptability are usually the best for the bow. If you need special attack forms get the enchantment put on the arrows. Combine specific arrows with some weapon blanche and you will be able to target weakness like no one else.
Also don't forget non magical gear. Get some special purpose arrows such as grappling arrows. The Elf book has some special arrows that you may find useful.

Waruko |

I'm level 10 in a Shattered Star campaign and a efficient quiver is something I can do without. My haversack carries over 300 arrows in it of several types. A lot more than the 60 held in the efficient quiver.
That said I have every thing else suggested here so far. I recommend lots of blanches for DR. Ghost Salt at least. Once you get clustered shots you may or may not feel like you need them.

Adamantine Dragon |

There is an entire thread on the best bow enchantments for an archery character. If your GM allows bane weapons to benefit from "instant enemy" (I don't) then you should probably look at a bane bow.
Boots of speed are great for archers since they give you ten free rounds per day of an extra attack without requiring a party member to cast "haste". And archery builds are all about doing as many attacks as possible.
I like dexterity enhancing items for archers. Anything that boosts your attack roll is going to be helpful, especially once you start taking deadly aim penalties to your attacks. Boost your UMD and get a "cat's grace" wand.
Get a solid mount so you can move during combat while still full attacking. If your GM enforces cover rules, until you get improved precise shot you risk taking cover penalties from shooting past your own team. Moving around can greatly help avoid this.