
Protoman |

If crafting price, I second Imbicatus' vote for Bracers of Falcon's Aim.
If purchase price, I vote Feather Step Slippers. Regular move and 5-foot step in difficult terrain. So if you're standing in bushes or rocky terrain and people come up to melee, you can 5-foot step and they can't (normally) and they'd waste a move action and full-attack-potential getting back to melee with you.

Rerednaw |
If this helps I did a quick search and came across some likely candidates:
Cloak of the hedge wizard-conj?
Amulet natural armor +1
Ring of prot +1
Feather step slippers
Hat of disguise
Handy Haversack
My worry with feather step slippers is every AP I've run into (and also Society Play) difficult terrain is everywhere. UNTIL you can afford slippers...which is usually right before you pick up flying. I don't know if that is the case with the Wrath AP, but it wouldn't surprise me.
There's also some other items I was considering:
Ring of Sustenance
Horn of Fog
Eyes of the Eagle
Some kind of magic armor (though probably just going to grind my teeth and wait for celestial chain...which is a long way off).
Scabbard of Vigor
Blood reservoir of physical prowess
Efficient Quiver (more of a roleplay item, our GM doesn't track ammo)
Thanks for the suggestions, keep em coming!

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Personally, I'd be inclined to recommend magic armor. AC is always a very nice thing to have, even as an archer. A Mithral Chain Shirt +1 is 2100 gp and probably several points of AC on a Goblin. The remaining GP can be spent on cool mundane stuff (more Cold Iron Arrows than you can shake a stick at, for example).

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If he's a goblin archer paladin, I'm guessing his DEX is blowing off the top end of the chart; and he's saving up for Celestial down the line.
I'd buy a back-up melee weapon.
At level 4 he maxes out at Dex 23...that's a +6 and precisely what's allowed by a Mithral Chain Shirt. He won't surpass it until level 8. And it's 2k total. It won't meaningfully delay Celestial Armor.

deuxhero |
For a character that isn't going to get attacked most of the time, I can't put magic armor that high. Turning less (It has no effect on creatures that only hit on a 20, only miss on a 1 even with the AC boost or attacks that are blocked by concealment ect) than 1 in every 20 attacks compared to something that just stops you from getting hit by as many attacks as the slippers.
Also +1 armor is far more likely to be found as loot than any possible wondrous item.

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Sticking with the backup melee weapon idea. Rational: situation involves things going very badly for your allies -- and there you are plinking away with an untouched mountain of hitpoints and Lay on Hands.
Well, Sir Brave, are you going to get in there and play meatwall for the good of your peeps, or watch them die because you're yellow?
-- Of course you are, because you're a paladin.
(Note: this is why Weapon Finesse and Piranha Strike should not be neglected by uber-DEX "parchers". If nothing else, you won't be comically helpless if you're swallowed -- oh, were you playing a small race? Yes you were! Goblin; it's the other green meat -- like filet mignon to gibbering mouthers.)
So... +1 kukri (2308), with Agile as the next enhancement.

Dragonchess Player |

Any archer should have an efficient quiver (1,800 gp), IMO.
On the other hand, a cloak of the hedge wizard (Divination) gives true strike once per day, which can be huge.
A scabbard of vigor can be useful for the times you need to be in melee.