10th level Archer Fighter


Advice

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So I'm Starting A New Homebrew CampaigN And The DM Has Instructed Us To Make The Most Powerful Warriors We Can. I Have Decided To Make A Fighter With An Emphasis On archery. My Question Is In Terms Of Equipment. We Are Starting At Level 10 And Have 62K To Spend But We Aren't Allowed To Spend More Than 20K On Any One Item.Here's What I'm Thinking, +1 Longbow (+3 Strength), Mithril BreastPlate, Amulet Of Natural Armor +2, Ring Of Protection +2, Bracers Of Falcons Aim, Belt Of Dex +4, Gloves Of Dueling, And A +1 Greatsword In Case I Have To Enter Melee. That Leaves Me With 2700 Gp. Any Suggestions Or Changes To What I Have Would Be Greatly Appreciated. Thhhaaaaaaannkksss Guys.


These are my standard recommendations (in order):
1) Get Adaptive on your longbow. That way your strength can adjust (buffed or damaged), and your bow adjusts along with it.

2) If you're allowed to use the alchemical arrows from the Elves of Golarion book, I highly recommend them. My archers stock up on Durable Arrows with cold iron tips. If anyone if the party has an animal companion with Scent, pick up some Pheromone Arrows for +2 attack and damage.

3) Get weapon blanches: you can get cold iron, silver, adamantine, and ghost salt. These are especially necessary if you can't use durable arrows to get special materials on the tips.

4) If you have Use Magic Device, a wand of Gravity Bow might be worth it.


Thanks For The Response! Will Take Your Suggestions Into Heavy Consideration


Maybe a wizard, sorcerer, or magus dip to qualify for arcane archer. Without that, archers kind of hit a damage cap around 7th or 8th level.


Gwen Smith wrote:

These are my standard recommendations (in order):

1) Get Adaptive on your longbow. That way your strength can adjust (buffed or damaged), and your bow adjusts along with it.

2) If you're allowed to use the alchemical arrows from the Elves of Golarion book, I highly recommend them. My archers stock up on Durable Arrows with cold iron tips. If anyone if the party has an animal companion with Scent, pick up some Pheromone Arrows for +2 attack and damage.

3) Get weapon blanches: you can get cold iron, silver, adamantine, and ghost salt. These are especially necessary if you can't use durable arrows to get special materials on the tips.

4) If you have Use Magic Device, a wand of Gravity Bow might be worth it.

Just wanted to point out: The alchemical arrows from Elves of Golarion were reprinted in the Alchemy Manual, so they're now PF instead of 3.5.


Pathfinder Adventure Path Subscriber

You're allowed to use a buckler with bows. Less expensive way to bump up your AC.

If you would share any details of the campaign you are aware of and your build we may be able to give more targeted suggestions. :)

Though I would suggest something to bump saves on general principles.


Every Fighter needs a quickrunner's shirt. Get two, if you're still stuck with 2k


Don't forget an Efficient Quiver, I think it's called, which automatically hands whatever arrows you need at that instant. It also works as a mini bag of holding and is cheap.

Grand Lodge

Quote:
d Have 62K To Spend But We Aren't Allowed To Spend More Than 20K On Any One Item.Here's What I'm Thinking, +1 Longbow (+3 Strength), Mithril BreastPlate, Amulet Of Natural Armor +2, Ring Of Protection +2, Bracers Of Falcons Aim, Belt Of Dex +4, Gloves Of Dueling, And A +1 Greatsword In Case I Have To Enter Melee. That Leaves Me With 2700 Gp. Any Suggestions Or Changes To What I Have Would Be Greatly Appreciated.

Time to do some changing for saving $$ to put else where.

Bow: +1 Adaptive Longbow- 3,375g

Head: Jingasa of the Fortunate Soldier- 5,000g
Headband:
Eyes:
Neck: Amulet of Natural Armor +1- 2,000g
Shoulders: Cloak of Resistance +1- 1,000g
Chest:
Body: Mithral Breastplate- 4,200g
Belt: Belt of Dex +2 - 4,000g
Wrists: Bracers of Falcon’s Aim- 4,000g
Hands: Gloves of Dueling- 15,000g
Feet: Boots of Speed- 12,000g
Ring 1: Ring of Protection +1 2,000g
Ring 2:

Slot-less:
Knight's Pennon- Battle- 4,500g
Standard Wayfinder w/ Clear Spindle- 4,500g

Total:
61,575

With your last 425 buy Cold Iron Arrows, Ghost salt Blanch, and Silver Blanch. Blanch 10 arrows in advance for each Blanch.

Items to work for:
Celestial Armor, Belt of Physical Might Str & Dex, Luck Stone, Bow enhancements, Ioun stones Dusty Rose, Pale green prism

You should work for the UMD skill for Gravity Bow spell. Trait it if you can with dangerously curious. If not a headband or Ioun stone can give you the skill ranks. Very handy to have to supplement defense as well.

You mentioned getting a greatsword for melee? Why?

With Point Blank Master you do not provoke and can keep firing in melee.

With Snap shot you can provoke AoO with a bow.

No need to put the bow down and waste money on some crappy melee weapon.


Many Thanks Mr. Thistlefoot! I Will Definitely Be Getting The Adaptive Longbow. Our DM Hasn't Let On MucH About The Campaign Yet. I Haven't Yet Rolled Stats And Am Currently Still In The Process Of "Building" This Character. I Was Just Informed The Our DM Is Allowing The Alternative Aasimar TypEs From The Book, Blood Of Angels. I Was Originally Thinking Of Making A Dwarf Due To The Steel Soul Feat To Boost My Will Saves AND For darkvision. I'm Thinking Of Taking The Snapshot Line Of Feats So That I Can Effectively Be A Turret On The Battlefield.

Grand Lodge

If your going a race with a SLA then you qualify for arcane strike. Let me know by posting up a build. I can really help you get the damage train rolling.


For AC Fruian's aproach is hte good one. You want to pile up several small magic item for Ac instead of a big one (do note that the +1 in armor is cheaper than the amuler of nat armor), it is considerably cheaper. But, IMHO, You definitely needs at ñeast +3 bonus to saves.

Grand Lodge

My list had +3 saves. Banner is +2 moral. +1 from the cape.

The banner also adds to hit. Heroism is a awesome spell.


Fruian Thistlefoot wrote:

My list had +3 saves. Banner is +2 moral. +1 from the cape.

The banner also adds to hit. Heroism is a awesome spell.

I see it now. Well, It is a valid choise. I would take the +3 to savees allday long though.


CraziFuzzy wrote:
Maybe a wizard, sorcerer, or magus dip to qualify for arcane archer. Without that, archers kind of hit a damage cap around 7th or 8th level.

I wasn't that impressed with Arcane Archer when I first looked at it; I might have to give it another check.

The expanded archery feats and magic items do a lot to overcome the old damage caps, though. Deadly Aim scales up by level at the same rate as Power Attack, and Clustered Shots lets you total all your hits from the round before adding DR. Adaptive lets you use Bull's Strength as a buff (or rage, if you want to take a barbarian levels) without switching weapons. (I have an archer with a barbarian dip who took Scent as a rage power. If she hits with a Pheromone Arrow first, then when she rages, all of her attacks get a total of +2 attack/+4 damage.)

A straight fighter archer can use Weapon Specialization/Greater Weapon Specialization and Weapon Training with Gloves of Dueling. At 12th level, assuming 18 Dex, 16 Str, a +1 bow, and no other buffs, that works out to about:

+17(x2 for Manyshot)/+17/+12/+7 for 1d8+20, crits on a 20 for x3
Against a 21 AC, that averages about 94.3 Damage Per Round.
If you stay within 30 feet and use Point Blank Shot, your attack and damage both go up by 1, which ups your average to about 105.2 DPR. Bracers of Falcon's Aim kick that up to 122.4 DPR.

That stacks up pretty well against an unbuffed, 20-Str Earth breaker wielder with the same basic feat set (swap Improved Crit for Manyshot). The two-hander does about
+20/+15/+10, for 2d6+30, crits on a 19-20 for x3
Against the same 21 AC, that averages to about 97.7 DPR.

The archer's extra 2 attacks a round make up for the lower damage per hit. Considering that Clustered Shots lets you total the damage up before applying DR, your archer should be pretty darn effective, overall. Also, since you have the advantage of range, you're likely to get full attacks more often than a melee fighter. (Just make sure to pick up Improved Precise Shot as soon as possible to counteract cover and concealment.)

========================================

Here's the breakout, if anyone cares:
Attack
+4 Dex
+2 Weapon focus, Greater Weapon focus
+4 Weapon training + Gloves of Dueling
+1 Bow
-2 Rapid Shot
-4 Deadly Aim
---
+5 to BAB (+12/+7/+2)
+1 Point blank shot
+1 Bracers of Falcon's Aim

Damage
+3 STR
+4 Weapon Specialization, Greater Weapon Specialization
+4 Weapon training + Gloves of Dueling
+8 Deadly Aim
+1 bow
---
+20 Damage
+1 Point blank shot

(Bracers of Falcon's Aim make the crit threat 19-20)

(Note: 21 AC was what was in my Damage Calculator already--no particular reason for choosing that other than laziness.)

Grand Lodge

If you have a solid base of feats and aren't going to 20. I recommend dipping into another class. I personally like ranger or barbarian. Both add good damage. Ranger I feel is good if your facing a certain enemy favored enemy is good.


Thanks A Lot Guys. I Will Be Reviewing This Thread Very Often Over The NExt Few Days. Assuming I Will Be Going Straight Fighter For 10 Levels And Will Be Choosing Dwarf As My Race, What Would You Suggest For Feats? I Will Definitely Be Picking Up Steel Soul To BoosT My Saves. Also, I Agree With The Decision To Change The Amulet Of Natural Armor And Ring Of Protection From +2 To +1. It Saves Me 12K, Of Which I Will Spend 9K On A Cloak Of Resistance +3. Trying To Boost That Will Save Any Way Possible. The DM Hinted At The Fact That We May Be Facing Giants More Than Any Other Game We've Played With Him Before, All The More Reason To Choose Dwarf(+4 dDodge Bonus To AC)


Do You Recommend The Snapshot Line? Or Is It A Waste Of Feats?


Gwen Smith wrote:
CraziFuzzy wrote:
Maybe a wizard, sorcerer, or magus dip to qualify for arcane archer. Without that, archers kind of hit a damage cap around 7th or 8th level.

I wasn't that impressed with Arcane Archer when I first looked at it; I might have to give it another check.

The expanded archery feats and magic items do a lot to overcome the old damage caps, though. Deadly Aim scales up by level at the same rate as Power Attack, and Clustered Shots lets you total all your hits from the round before adding DR. Adaptive lets you use Bull's Strength as a buff (or rage, if you want to take a barbarian levels) without switching weapons. (I have an archer with a barbarian dip who took Scent as a rage power. If she hits with a Pheromone Arrow first, then when she rages, all of her attacks get a total of +2 attack/+4 damage.)

My point was that you'll likely max out on archery feats by 6th level fighter (with the exception of Greater Weapon Focus and Specialization). You can gain more advantage switching to another class at that point. There are a number of directions to go from there though.

Rogue (sniper) - sneak attack and extra effective range
Slayer - sneak attack and favored enemy/terrain
Barbarian - Strength boost, but fatigue and AC penalty may hurt
Wizard or Sorcerer - Arcane spells (Enlarge Person, True Strike, Unerring Weapon)
Bloodrager - same as barbarian, eventually could get some arcane spells though. Most bloodline abilities are, unfortunately, tied to melee only.

Of all of these, I think a Fighter 7/Rogue(Sniper) 3 is a great combination. Still takes enough Fighter levels to take advantage of some bonus feats outside of direct archer application, and gets the great sneak attack capability of the sniper (sneak attack up to 40ft)


Ranger with Giants as favored enemy?

With Favored Defense as a feat maybe?

That's +6 by level 10, never fear Giants anymore! (+3 to AC)

And you could get an animal companion to ride... Or give to your ally your favored enemy bonus


The thought of Giants and archers makes me want to build an archer build based around enlarge person, and utilizing a large adaptive longbow. the problem is the ruling on enlarged projectiles shrinking when fired. So you'd have to drop the large bow, get enlarged, then pick it up, and wield it as a properly sized weapon, with big ass arrows flying about...

http://youtu.be/tJXtFpeKmRQ

OR, i suppose you could carry a medium bow, and a quiver of large arrows.. drop the arrows, enlarge, pick up the arrows and fire them from your now enlarged bow... cast gravity bow and you're firing 3d6 arrows...

Shadow Lodge

Fruian Thistlefoot wrote:


Bow: +1 Adaptive Longbow- 3,375g

Head: Jingasa of the Fortunate Soldier- 5,000g
Headband:
Eyes:
Neck: Amulet of Natural Armor +1- 2,000g
Shoulders: Cloak of Resistance +1- 1,000g
Chest:
Body: Mithral Breastplate- 4,200g
Belt: Belt of Dex +2 - 4,000g
Wrists: Bracers of Falcon’s Aim- 4,000g
Hands: Gloves of Dueling- 15,000g
Feet: Boots of Speed- 12,000g
Ring 1: Ring of Protection +1 2,000g
Ring 2:

Slot-less:
Knight's Pennon- Battle- 4,500g
Standard Wayfinder w/ Clear Spindle- 4,500g

Total:
61,575

With your last 425 buy Cold Iron Arrows, Ghost salt Blanch, and Silver Blanch. Blanch 10 arrows in advance for each Blanch.

I think this is one of the best ways to spend your gp.

Personally, I would ditch the Jingasa and increase your bow to a +2 of some kind. A +1 bow as your primary weapon at 10th level doesn't feel right.
If you know for sure that you're going to be facing a lot of Giants, then obviously +1 Bane: Giants would be a fantastic choice.
Nothing wrong with a vanilla +2 longbow either.

You can substitute a Buffering Cap for 2000gp to help with crits until you can afford a jingasa.

Depending on what other characters are in your party, the Boots of Speed may not be very useful. If there is an arcane caster in the party who will cast Haste during every fight (and if there isn't one, why not?!), then Boots of Flying are probably a better choice.

The Knight's Pennon is a nice touch.

Buying lots of consumables should be a priority. Especially curative magic, condition removal, and situational buffs like Touch of the Sea, Feather Step, Water Breathing, Invisibility. Remember that even if you can't UMD it, someone else in the party can activate it for you.

Others have suggested the Efficient Quiver.
I recommend a Handy Haversack instead. The quiver holds a surprisingly small amount of arrows for the price. You will want tons of arrows, a spare masterwork bow (or two), and other stuff.
My 7th level Ranger archer carries at least 100 cold iron arrows at all times. In long fights, these can be burned up pretty quickly and running out would be a huge problem.

Weapon Blanch: Ghost Salt, Adamantine, and Silver without a doubt.
Arrows should all be Cold Iron, plus at least 20 blunt arrows, a grappling arrow or two, and Slowburn, Smoke, maybe some Whistling.


SilverSun wrote:
Do You Recommend The Snapshot Line? Or Is It A Waste Of Feats?

Perpahs not a must but It is not a waste of feat.

You can take the pointblank master and snapshot and be an archer tank, AKA, an acher than can perfectly fight in melee range.

Or if you focus on DPR and trust your teammates to protect you the snap shot line will be less used but still you can lend a hand to your party from time to time.

Lantern Lodge

Necklace of Adaptation

Source Ultimate Equipment pg. 259 (Amazon), PRPG Core Rulebook pg. 1
Aura moderate transmutation; CL 7th
Slot neck; Price 9,000 gp; Weight 1 lb.
Description
This necklace is a heavy chain with a platinum medallion. The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.
Construction
Requirements Craft Wondrous Item, alter self; Cost 4,500 gp

Good to have when you need it. Cos IF you need it, you will wish you REALLY have it.


A wand of abundant ammunition is a great investment. I've got a 16th level Ranger who's routinely hasted, and uses Rapid Shot/Manyshot.

Even a three-round fight against golems burns through 18 adamantine-blanched arrows...or only 6 if the spent ammo replaces itself every round.

At that rate of consumption it takes only 16 rounds of combat (perhaps as many as 6 separate encounters) for the wand to pay for itself...and you still have 44 charges.


Nicos wrote:
SilverSun wrote:
Do You Recommend The Snapshot Line? Or Is It A Waste Of Feats?

Perpahs not a must but It is not a waste of feat.

You can take the pointblank master and snapshot and be an archer tank, AKA, an acher than can perfectly fight in melee range.

Or if you focus on DPR and trust your teammates to protect you the snap shot line will be less used but still you can lend a hand to your party from time to time.

Greater Snapshot probably isn't really worth taking, in my opinion.

However, Snapshot and Improved Snapshot with Combat Reflexes makes for great battlefield control. You're likely looking at ~22 DEX at 10th level (if not higher), meaning you've got 7 potential AoO to play with in a threatened range of 15'. With Pointblank Master, as you said, you can put some serious hurt on people.


Damon Griffin wrote:

A wand of abundant ammunition is a great investment. I've got a 16th level Ranger who's routinely hasted, and uses Rapid Shot/Manyshot.

Even a three-round fight against golems burns through 18 adamantine-blanched arrows...or only 6 if the spent ammo replaces itself every round.

At that rate of consumption it takes only 16 rounds of combat (perhaps as many as 6 separate encounters) for the wand to pay for itself...and you still have 44 charges.

Wand of Abundant Ammunition is great. Relying on it does make this FAQ request a bit more pressing.


I would look at taking 2 levels of Zen Archer Monk first. You gain +3 to saves, weapon focus, pointblank shot, precise shot, improved unarmed strike, precise strike 4 times/day, and evasion. All at level 2! Then go fighter or what have you...


Eigengrau wrote:
I would look at taking 2 levels of Zen Archer Monk first. You gain +3 to saves, weapon focus, pointblank shot, precise shot, improved unarmed strike, precise strike 4 times/day, and evasion. All at level 2! Then go fighter or what have you...

I Would Have Made A Zen Archer Outright But Sadly, ThE DM Has Ruled That Class Unplayable


Eigengrau wrote:
I would look at taking 2 levels of Zen Archer Monk first. You gain +3 to saves, weapon focus, pointblank shot, precise shot, improved unarmed strike, precise strike 4 times/day, and evasion. All at level 2! Then go fighter or what have you...

I did that! The character I mentioned above as a 16th L Ranger is actually a Zen Archer Monk 2 / Guide-Skirmisher Ranger 8 / Archer Fighter 6. I just think of him as a Ranger.


The DM Told Me That There Are Mo Eastern Influences Allowed, Such As, The Samurai, The Ninja, And Even The Jingasa Of The Fortunate Soldier.


Combat Patrol would be a nice feat also.

Grand Lodge

Your DM sounds boring to say the least.

Drop the boots if you have someone covering haste.

You can take away what your boring DM hat rule.

Add it to you're bow.

2ndly I would rethink the +3 cape. Money and stat wise the banner is superior. Hardly do you adventure more then 1 hour a day. Not to mention the +2 to hit , skills and saves is a good thing for an archer. I also added in the Waggoner trick that makes you immune to mental control. That removes a will save on those types of spells.
Not to mention with your obsession with dwarf and steel soul I feel you will be spending too much on your saves.

Lastly I would recommend a ranger over a fighter. Better everything. Skills, saves, spells, favored enemy. Also doing that frees up 15k on those gloves allowing you to get a badass bow.


Sucks about the Zen Archer. I'd go Ranger-Guide 2/Slayer 3/Fighter-Archer 5 then. As a Swift & Move action when you come upon an enemy you'd be able to do +3 hit/damage against it. Get some Gloves of Dueling and be at another +3 hit/damage w/bows.

You can gain 2 free feats that you can pick for Archery, plus 1d6 sneak attack, extra Reflex saves, & skills all over the place too. Your saves will be at 10/7/2 versus 7/3/3 for just straight fighter. Will saves will hurt so I'd take maybe Iron Will plus a trait to gain another +1.

I'd also consider taking a 1/2 Orc for Darkvision, and alternate Racial traits of Sacred Tattoo which gives you +1 luck to all saves and Shaman's apprentice which gives you the Endurance feat. Also grab the feat Fate's Favored that will bump up your LUCK bonuses you have by another +1. So now your racial +1 luck bonus to all saves is now +2. With some kind of willpower trait you can be at +5 Will saves and +12/+9 fort/ref without anymore feats or magic items or ability scores factored in.

Grand Lodge

I didnt think you could take slayer and ranger. Or is the slayer an archetype?


Ninja, Monks, Samurai, etc are only 'eastern' in OUR world. They are just another style of combatant in pathfinder. It annoys me to no end that in order for someone, especially a GM, to be able to fit a ninja into his world, that ninja has to be asian.

/Is It Legit?! - Asians


Eigengrau wrote:
Sucks about the Zen Archer. I'd go Ranger-Guide 2/Slayer 3/Fighter-Archer 5 then. As a Swift & Move action when you come upon an enemy you'd be able to do +3 hit/damage against it. Get some Gloves of Dueling and be at another +3 hit/damage w/bows.

I tend to shy away from the Archer archetype. By the time you get trick shots, CMDs are so high that they are almost pointless. More importantly, you trade out Weapon Training, and it's really up to your GM whether to allow Gloves of Dueling to work with Expert Archer.

The Weapon Master archetype is pretty nice for a specialist, and you get Weapon Training at 3rd level.

I second the half-orc, though. There's also a half orc alternate racial trait that gives you 90 ft of darkvision, which is really nice when you have 110 ft range increment.

Grand Lodge

I agree fuzzy.

Shadow Lodge

I think Furian is right. While you may be able to squeeze more damage out of a Fighter, a Ranger is the more powerful choice. It will also be more fun/interesting to play.

There are a lot of archetypes that can add versatility.
Spirit Ranger (APG) gives you an additional spell per day, per level. This combined with Magical Knack will improve your ability to deploy the Instant Enemy spell, which launches you ahead of the Fighter in attack bonus and damage.
Scrolls are an option if you use your two per day up.

There was just a huge thread titled "What does the Fighter do that the Ranger doesn't do?"
"He dies" was my favorite answer.


Fruian Thistlefoot wrote:
I didnt think you could take slayer and ranger. Or is the slayer an archetype?

Originally you couldn't take Slayer (a new character from the Advanced Class Guide playtest) with either Ranger or Rogue, but they recently in the last month changed their ruling on this and will now let you combine the classes.

@GWEN SMITH: I agree the Archer abilities are kind of weak when compared to enemies CMD. You're right again that it'd be better to go Weapon Master with a Composite Longbow.

I'd still go 1/2 Orc Ranger-Guide 2/Slayer 3/Fighter-Weapon Master 5 to start off. Taking Shaman Apprentice and Sacred Tattoo as Alt Racial Traits. Take Reactionary and some kind of Willpower trait too.

1d6 Sneak Attack, Track, Endurance, Point Blank Shot, Precise Shot: these are the abilities and feats you grab for free from the 5 levels in Ranger/Slayer. 1st level feat should be Fate's Favored. Now your saves should be higher than 12/7/5 at 10th level. Should have about 7 more feats to pick too.

I'd take Improved Initiative, Weapon Focus, Rapid Shot, Deadly Aim, Weapon Specialization, Point Blank Master, and Snap Shot.

Feats to grab Improved Precise Shot, Improved Snap Shot, Manyshot, Vital Strike?, Combat Reflexes.

Bracers of Falcon's Aim, Belt of STR/DEX, Gloves of Dueling, and +?Adaptive Composite Longbow.

Just my 2 cents and what I would do if my DM said to min/max or make the most powerful warrior etc...


Eigengrau wrote:
Fruian Thistlefoot wrote:
I didnt think you could take slayer and ranger. Or is the slayer an archetype?

Originally you couldn't take Slayer (a new character from the Advanced Class Guide playtest) with either Ranger or Rogue, but they recently in the last month changed their ruling on this and will now let you combine the classes.

@GWEN SMITH: I agree the Archer abilities are kind of weak when compared to enemies CMD. You're right again that it'd be better to go Weapon Master with a Composite Longbow.

I'd still go 1/2 Orc Ranger-Guide 2/Slayer 3/Fighter-Weapon Master 5 to start off. Taking Shaman Apprentice and Sacred Tattoo as Alt Racial Traits. Take Reactionary and some kind of Willpower trait too.

1d6 Sneak Attack, Track, Endurance, Point Blank Shot, Precise Shot: these are the abilities and feats you grab for free from the 5 levels in Ranger/Slayer. 1st level feat should be Fate's Favored. Now your saves should be higher than 12/7/5 at 10th level. Should have about 7 more feats to pick too.

I'd take Improved Initiative, Weapon Focus, Rapid Shot, Deadly Aim, Weapon Specialization, Point Blank Master, and Snap Shot.

Feats to grab Improved Precise Shot, Improved Snap Shot, Manyshot, Vital Strike?, Combat Reflexes.

Bracers of Falcon's Aim, Belt of STR/DEX, Gloves of Dueling, and +?Adaptive Composite Longbow.

Just my 2 cents and what I would do if my DM said to min/max or make the most powerful warrior etc...

I'd bump one of those feats for Iron Will. Possibly a second for Improved Iron Will. And pick up a Cloak of Resistance.


Cheburn wrote:
I'd bump one of those feats for Iron Will. Possibly a second for Improved Iron Will. And pick up a Cloak of Resistance.

Agreed. It's seriously annoying when your high DPR archer gets hit with confusion and starts turning his nearest ally into a pincushion. It's happened far too many times in the current campaign and has caused one character death.


Damon Griffin wrote:
Cheburn wrote:
I'd bump one of those feats for Iron Will. Possibly a second for Improved Iron Will. And pick up a Cloak of Resistance.
Agreed. It's seriously annoying when your high DPR archer gets hit with confusion and starts turning his nearest ally into a pincushion. It's happened far too many times in the current campaign and has caused one character death.

Yeah it wouldn't hurt to get Iron Will and a +2 or +3 Cloak of Resistance and maybe even a +2 Wisdom headband as well.

Grand Lodge

Yay my computer works again. Time to post a new list based on OP feedback.

Quote:

Bow: +1 Adaptive Longbow- 3,375g

Head: Jingasa of the Fortunate Soldier- 5,000g
Headband:
Eyes:
Neck: Amulet of Natural Armor +1- 2,000g
Shoulders: Cloak of Resistance +1- 1,000g
Chest:
Body: Mithral Breastplate- 4,200g
Belt: Belt of Dex +2 - 4,000g
Wrists: Bracers of Falcon’s Aim- 4,000g
Hands: Gloves of Dueling- 15,000g
Feet: Boots of Speed- 12,000g
Ring 1: Ring of Protection +1 2,000g
Ring 2:

Slot-less:
Knight's Pennon- Battle- 4,500g
Standard Wayfinder w/ Clear Spindle- 4,500g

Total:
61,575

With your last 425 buy Cold Iron Arrows, Ghost salt Blanch, and Silver Blanch. Blanch 10 arrows in advance for each Blanch.

Items to work for:
Celestial Armor, Belt of Physical Might Str & Dex, Luck Stone, Bow enhancements, Ioun stones Dusty Rose, Pale green prism

New list With how I would do this Challenge knowing new info:

First the character:

Character suggestion:

Dwarf 20 point buy
Str: 13, Dex: 18, Con: 14, Int: 10, Wis: 14, Cha: 5
Level ups go both into dex. Level 12 will go to Str to add an extra +1 to damage.

Traits: Warrior of Old (+1 to Hardy Racial) and Anything else.

Class: 10 Ranger with Archery Combat style

Feats:
1-Point Blank Shot
2-Rapid Shot
3-Deadly Aim
5-Boon Companion (Full HD companion)
6-Improved Precise strike (no need for precise shot now)
7-Many Shot
9-Steel Soul (OP desire not mine..I think overkill)(Big game Hunter my choice)
10-Point Blank Master (never put the bow down.)

Skills= 6 per level

Favored Enemy- Giant,_____, _____ get more DM input on other types.

Spells of Note- Gravity Bow and Instant Enemy

Favored Terrain- Get DM advice here or pick Underground and Urban (2 popular terrains)

Gear Based on Above-

Bow: +1 Giant Bane Adaptive Longbow- 9,375g

Head:
Headband: Headband of Wisdom +2- 4,000g
Eyes:
Neck: Amulet of Natural Armor +1- 2,000g
Shoulders: Cloak of Resistance +1- 1,000g
Chest:
Body: +2 Mithral Breastplate- 8,200g
Belt: Belt of Dex +2 - 4,000g
Wrists: Bracers of Falcon’s Aim- 4,000g
Hands:
Feet: Boots of Speed- 12,000g
Ring 1: Ring of Protection +1 2,000g
Ring 2:

Slot-less:
Knight's Pennon- Battle- 4,500g (Heroism 45 minutes a Day)
Standard Wayfinder w/ Clear Spindle- 4,500g (Protection from Evil mind effects)
Efficient Quiver- 1,800
Handy Haversack- 2,000g

Total: 59,375

Buy consumables and Ammo with left over money. Blanches and what not.

If you have a solid source of Haste you can drop the boots of haste for Boots of Friendly Terrain for 2,400g. Saves you an extra 9,600g. to put somewhere else, BUT the boots of haste are best in slot when you don't have reliable haste method.


Tomos wrote:

I think Furian is right. While you may be able to squeeze more damage out of a Fighter, a Ranger is the more powerful choice. It will also be more fun/interesting to play.

There are a lot of archetypes that can add versatility.
Spirit Ranger (APG) gives you an additional spell per day, per level. This combined with Magical Knack will improve your ability to deploy the Instant Enemy spell, which launches you ahead of the Fighter in attack bonus and damage.
Scrolls are an option if you use your two per day up.

There was just a huge thread titled "What does the Fighter do that the Ranger doesn't do?"
"He dies" was my favorite answer.

Spirit ranger - not per day, per level, just per day.

Quote:


Spirit Bond (Ex): At 4th level, instead of forming a bond with his hunting companions or an animal companion, the spirit ranger forms a bond with the spirits of nature themselves. Each day, as long as he is within one of his favored terrains, the ranger can cast augury as a spell-like ability with a caster level equal to his ranger level. In addition, he can call upon these spirits to cast any one ranger spell that he is capable of casting, without having to prepare the spell. At 8th level, and every four levels thereafter, he can cast an additional spell in this way. This replaces hunter's bond.

Grand Lodge

Spirit ranger is cool.

I like taking a camel to spit in the face of people lol. No save touch attack that sickens. Pretty strong. Not the strongest but hey its a free class feature. And you have a cool mount.


Fruian Thistlefoot wrote:

Yay my computer works again. Time to post a new list based on OP feedback.

Slot-less:
Knight's Pennon- Battle- 4,500g

Just out of curiosity, how are you using the Knight's Pennon with a longbow?

PRD wrote:
This narrow cloth flag is made to attach to the end a knight's lance, though it can be flown from a spear, polearm, or even a staff. It has no effect if not mounted appropriately.

As a GM (and an ex-SCA archer), I wouldn't let you attach that to a bow--it would seriously get in your way. Most GMs I've had would at the very least give you a partial cover or soft cover penalty.

Is there some way you can wield a pennon when your hands are otherwise occupied?

Grand Lodge

Have you seen the pf iconic cavalier? He flys a banner on a spear on his back. And weilds a sword.

Same principle.

How I dislike too much logic in a magical world where you can create planes of existance.

Shadow Lodge

Kwauss wrote:


Spirit ranger - not per day, per level, just per day.

You are absolutely right. I mixed it up with Nirmathi Irregular.

I have a Ranger that uses both.

So...Nirmathi Irregular helps you get more spells per day, which will help you use Instant Enemy more often.

If you take both, you can get two more uses of that spell per day than usual.

I believe that archer Rangers are superior to archer Fighters in many ways.
It may be easier to boost damage with an archer Fighter, but I think Rangers are more fun to play and are much more flexible.

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