Critique my Archer


Advice


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Goblin Transmuter 1/ Fighter Weapon Master 7

Quote:

STR 14 (12 [+2], DEX 26 (16+4+2[+1][+3], Con 10, Int 12, Wis 10, Cha 6

INIT: +10, SPELL DCs: 11 + SL SPEED: 30, Concetration +2

AC: 24 =10+6+0+6 (+8) +1 (Size) +1 (Ring)
FLAT: 18 TOUCH: 18

MELEE: +10/+5, RANGED: +16/+11
FORT: +5, REFLEX: +10, WILL: +4
CMB: +8, CMD: 26

Perception +16 [Darkvision 60 ft.], Acrobatics +15, Stealth +12

0th (3): Detect Magic, Prestidigtation, Resistance
1st (3): Gravity Bow x2, True Strike
+Arcane Bond (Ring)
Spellbook: (All 0th except Ill. & Charm Opp Schools)
1st: Gravity Bow, True Strike, Feather Fall, Exp. Retreat

WT/ENC: 23 >43
GOLD: 7.25

Corrosive Comp Longbow +1 (+2)
Sm, 8450 gp, 1d6 (x3), 110 ft., 1.5 lbs, P, Ranged-Martial
Arrows x2 (20) (1 gp, 1.5 lbs)
Longsword: +12/+7 (1d6+2/19-20x2)
(Sm, 15gp, -, 2 lbs, S, 1h Martial)
Mithral Chain shirt +2 (5100gp, +6 AC, +6 Max Dex, 0 ACP, 10% SF, 30ft., 5lbs)
Ring of Protection +1 (CL 5th, Ring, -, 2k)
Bracers of Giant Strength +2 (CL 8th, Belt, 1lb, 4k)
Belt of Incredible Dexterity +3 (CL 8th, Belt, 1lb, 9k)
Wand of Haste (CL 5th, 225/ch) ...15 charges
Scroll of Shield x5 (CL 1st)
Scroll of Gravity Bow x5 (CL 1st, 25)
Scroll of Obscuring Mist (CL 1st, 25)
Scroll of Mirror Image (CL 3rd, 150)
Potion of CLW x2 (CL 1st, 50)
Ghost Touch Arrows x3

Gear: Backpack (2, .5), Bandolier (.5,-)
Bedroll (.1, 2.5), Waterskin (1, 1), Flint & Steel (1,-), Soap (.5, 1), Spellbook (15, 3), Rations x6 (.5, .25)

Other: Over-Sized Ears, Exile, Eyes and Ears of the City, Physical Enhancement (Su, +1 Dex)
Telekinetic Fist (Sp, 1d4, 30 ft, ranged touch, 4/day)

Weapon Guard (Ex): 2nd level, +1 bonus to CMD against disarm & sunder attempts w/ chosen weapon.
This bonus also applies on saves against any effect that targets his chosen weapon (for example, grease, heat metal, shatter, warp wood).
Replaces Bravery
Weapon Training (Ex): At 3rd level, +1 bonus on att/dmg rolls with his chosen weapon.
gives +1 every four levels beyond 3rd, Replaces Armor Training 1-4
Reliable Strike (Ex): At 5th level, reroll an attack roll, critical hit confirmation roll, miss chance check, or damage roll as an immediate action.
He must accept the second roll even if it is worse. 1/day at 5th level +1 every five levels beyond 5th. This ability replaces weapon training 1.

Feats: Point-Blank Shot, Rapid Shot, Manyshot, Precise Shot, Weapon Focus (Longbow), Wep Specialization (Longbow)
Arcane Armor Training, Deadly Aim

9th level feats?: clustered shot + …..P.B. Master? Weapon Finesse? Greater Wep Focus? Improve a save? Improved Init? Agile Maneuvers?

For Full Round Attacks (30 ft or less): Average of 80 damage with Gravity Bow

Against an AC 20: 90%, 90%, 65%: Avg Damage of : 36+18+13 = 67/Round
Against an AC 25: Avg Dmg of: 47/Round
Against an AC of 30: Avg Dmg of: 27/Round

This isn't including when you use Haste for another avg. of 20. If anyone has a question about where a number came from feel free to ask.

RPG Superstar Season 9 Top 16

Transmuter bonus doesn't stack with belt. You're also using a couple of custom items in a +3 Belt of Dex, and putting Str on Bracers. And it's not a Zen Archer.


Con and Wis 10 are very risky and ultimately not worth to dump for some Dex more. AIm to have at least 12 in each. You would much rather have 11 Int than 12 Int and dumped Con + Wis.

Your feats are in-spot. Deadly Aim should be your next feat, followed by Point Blank master, Improved Precise Shot as soon as you qualify, and also consider taking Snap Shot - Combat Reflexes - Improved Snapshot, it will greatly enchance your playstyle, by letting you control the battlefield (it will also make you a semi-frontline archer, hence why you need some Con. Clustered shot is a great feat, butI would rather have the feats mentioned above firstly. Finally, Hammer the Gap is also a feat worth considering at higher lvls.

For a 1lvl wizard dip, I would prefer the Foresight subschool. The ability to always act in the surprise round is great for an archer.

A two lvl dip in Spellbreaker Inquisitor is also great for a fighter archer. Better saves, roll twice vs mind-affecting spells, wisdom to initiative, a judgment, a domain power and 1st lvl divine spellcasting. Divine Favor + Fortune's Favored trait make for a fast and dirty +2/+2 at your attack and damage rolls. Animal (Feather), Travel and Eagle domains give useful 1st lvl powers.


I didn't say Zen Archer ;). But if you mean that a zen archer can do better I'd like to look at it.

And this is what you post for. Missed noticing it before that the Trans bonus is enhancement like items :/ Means I'd have to figure out a new school or possibly go with a sage sorcerer for more casts. Means have to rework items as well.

edit: also doubt anyone cares whether they're +1, +3, bracers or belts or a fedora, its still following the normal cost.


MattR1986 wrote:

I didn't say Zen Archer ;). But if you mean that a zen archer can do better I'd like to look at it.

Means I'd have to figure out a new school or possibly go with a sage sorcerer for more casts.

Foresight subschool.


I hadn't really looked at divination but that sounds pretty legit for this. Con 10 with d10s and trying to stay out of the action should be ok but I'll relook at it.

edit: I made that other post before seeing yours about divination.


Updated:

Quote:
Goblin Diviner (foresight) 1/ Fighter Weapon Master 7
Quote:

STR 14 (12 [+2], DEX 24 (16+4+2[+2], Con 10, Int 12, Wis 10, Cha 6

INIT: +10, SPELL DCs: 11 + SL SPEED: 30, Concetration +2

AC: 24 =10+6+0+6 (+8) +1 (Size) +1 (Ring)
FLAT: 18 TOUCH: 18

MELEE: +10/+5, RANGED: +15/+10
FORT: +7, REFLEX: +11, WILL: +6
CMB: +8, CMD: 25

Perception +16 [Darkvision 60 ft.], Acrobatics +15, Stealth +11
Prescience (4): 4
0th (3): Detect Magic, Prestidigtation, Resistance
1st (3): Gravity Bow x2 + True Strike
+Arcane Bond (Ring)
Spellbook: (All 0th except Ill. & Charm Opp Schools)
1st: Gravity Bow, True Strike, Feather Fall, Exp. Retreat

WT/ENC: 23 >43
GOLD: 4.6

Corrosive Comp Longbow +1 (+2)
Sm, 8450 gp, 1d6 (x3), 110 ft., 1.5 lbs, P, Ranged-Martial
Arrows x2 (20) (1 gp, 1.5 lbs)
Longsword: +12/+7 (1d6+2/19-20x2)
(Sm, 15gp, -, 2 lbs, S, 1h Martial)
Mithral Chain shirt +2 (5100gp, +6 AC, +6 Max Dex, 0 ACP, 10% SF, 30ft., 5lbs)
Ring of Protection +1 (CL 5th, Ring, -, 2k)
Belt of Physical Might (Dex& Str) 10k
Wand of Haste (CL 5th, 225/ch) ...6 charges
Scroll of Shield x5 (CL 1st)
Wand of Gravity Bow (CL 1st, 750)
Scroll of Obscuring Mist (CL 1st, 25)
Scroll of Mirror Image (CL 3rd, 150)
Ghost Touch Arrows x3
Seeking Arrows x3

Gear: Backpack (2, .5), Bandolier (.5,-)
Bedroll (.1, 2.5), Waterskin (1, 1), Flint & Steel (1,-), Soap (.5, 1), Spellbook (15, 3), Rations x6 (.5, .25)

Other: Over-Sized Ears, Exile, Eyes and Ears of the City
Forewarned (Su) - always can act in surprise round, +1/2 level on init
Prescience (Su) - roll a d20 start of round, use it for any d20 during a round
Weapon Guard (ex)
Weapon Training (ex)
Reliable Strike (ex)

Swapped Transmutation for Foresight which looks pretty good. I stuck with keeping int at +1 basically for the extra spell. I changed the bracers for the physical might belt since I didn't realize before I was circumventing an existing item.

The only "custom" item now is the wand of haste with 6 charges, which is a straightforward item just with less charges. If a DM had an issue with it I'm sure there's something else that's useful you could get with 1350 gp.

Silver Crusade

You'd be better off dropping Cha to 5 and bumping either Con or Wis up to 12. It's up to you which one you go with, really. I'd go Wis because you're more likely to get hit with an SoS spell than a physical attack as an archer.


5 (-3) is a pretty steep dump. I think I'd draw the munchkin-line in this build at 6 (-2) for Cha. If Will became an issue there's enough feats to go around to put in Iron Will to get it to +8.


Indeed, 10 Wis is asking to be dominated. Definately fix it.

A more balanced array would be (assuming 15pb):

STR 12 (14-2)
DEX 20 (16+4)
CON 10
INT 12
WIS 12
CHA 5 (7-2)

Assuming 20pb:

STR 12 (14-2)
DEX 20 (16+4)
CON 12
INT 12
WIS 14
CHA 5 (7-2)


MattR1986 wrote:
5 (-3) is a pretty steep dump. I think I'd draw the munchkin-line in this build at 6 (-2) for Cha. If Will became an issue there's enough feats to go around to put in Iron Will to get it to +8.

Oh come on, you do not fool anyone, the wizard dip is a clear evidence that you try your best to improve your build. What is the difference between 5 or 6 Cha anyway, outside of game mechanics? You are still a rude / primitive / ugly goblin trying to make a name of himself.

From the other hand, 0 willsave will result on be taken out of the battle in every battle there is a wizard. I have seen it happens and it is not funny for the sayed player, failing the save of a hideous laughter (DC 18) at 1st lvl, when he rolled 18 but had 8 Wis. Definately not worth it.


At the very least look into some defensive spending, particularly saves and especially will saves. Right now, you would be a real threat to your party if faced with a dominate effect.

Cloak of Resistance, probably at least plus 2, is what I would expect to have on a character of this level.

I'd also definitely have adaptive on my bow before I got corrosive.


The Save scores I have on there are factoring in a cloak of resistance +2. It looks like I forgot to put that item in the update though.


Also unless I want to be the role of the "Ugly Abrasive Fighter" instead of BDF that just shuts up out of combat, going from -2 to -3 will hurt even more. I already have 4 ranks in Diplomacy where he's tried to make up for his shortcomings and improve his interaction. He already can't lie or intimidate if he wanted to.

Edit: Nvm. I guess I could just keep adding stuff to the bow so adaptive is good if I get bull strength on me or a better str item.


I reconsidered and made it 5 but did a magic item creation for a +2 diplomacy item and gave diplomacy 5 ranks. Intimidate is whatever. I can't lie, but at LG I probably am not going to much anyway.

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