Fighter - Paladin Archer help


Advice


Guys,

I'm rejoining my gaming group after a moderate hiatus, and I've been researching a Paladin Archer build(*snore*). I've been playing with a number of different build types, and I think I've settled on this one, but would love some help fine tuning it. The character wasn't a paladin to begin with, he was later recruited, which is one reason for the early multi-classing. I had initially went with Ranger/Paladin, but thought the fighter might fit better, what do y'all think?

Jorun Ronne
Male Human (Varisian) Fighter (Archer) 4/Paladin 8 (Pathfinder RPG Advanced Player's Guide 0)
LG Medium humanoid (human)
Init +7; Senses low-light vision; Perception +12
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Defense
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AC 26, touch 17, flat-footed 19 (+9 armor, +7 Dex)
hp 88 (12d10+12)
Fort +17, Ref +16, Will +13
Immune charm, disease, fear
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Offense
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Speed 30 ft.
Melee adamantine battleaxe +15/+10/+5 (1d8+2/×3)
Ranged +2 darkwood composite longbow +17/+17/+12/+7 (1d8+15/×3)
Special Attacks channel positive energy 4/day (DC 18, 4d6), smite evil
Spell-Like Abilities (CL 12th; concentration +16)
. . At will—detect evil
Paladin Spells Prepared (CL 5th; concentration +9):
. . 2nd—fire of entanglement[APG] (DC 16), weapon of awe[APG] (DC 16)
. . 1st—divine favor, grace[APG]
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Statistics
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Str 14, Dex 25, Con 12, Int 16, Wis 8, Cha 18
Base Atk +12; CMB +14; CMD 31
Feats Deadly Aim, Improved Precise Shot, Improved Snap Shot[UC], Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Snap Shot[UC], Weapon Focus (longbow), Weapon Specialization (longbow)
Traits indomitable faith, monster hunter
Skills Acrobatics +18, Climb +5, Diplomacy +19, Handle Animal +8, Knowledge (dungeoneering) +7, Knowledge (religion) +7, Perception +12, Ride +10, Sense Motive +3, Spellcraft +7, Stealth +18, Survival +14, Swim +5, Use Magic Device +16
Languages Common, Elven, Giant, Goblin, Varisian
SQ aura of courage, aura of good, aura of resolve, divine bonds (weapon [1/day] 1/day), lay on hands, mercies (mercy [fatigued], mercy [sickened]), trick shots (trick shot: disarm)
Combat Gear wand of abundant ammunition (50 charges), wand of air bubble (50 charges), wand of cure light wounds, wand of expeditious retreat (50 charges), wand of gravity bow (50 charges), wand of invisibility (15 charges); Other Gear celestial armor, +2 darkwood composite longbow, adamantine battleaxe, belt of incredible dexterity +4, cloak of resistance +2, efficient quiver, eyes of the owl, handy haversack, headband of mental prowess +4 (Int, Cha), shaving kit, spelunking kit, 884 gp, 5 sp
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Special Abilities
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Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Aura of Resolve +4 (10' radius) (Su) You are immune to charm. Allies within aura gain a morale bonus to saves vs charm.
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +2, 8 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Improved Snap Shot You threaten an additional 10 feet with Snap Shot
Lay on Hands (4d6, 8/day) (Su) You can heal 4d6 damage, 8/day
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Monster Hunter +1 attack & damage against aberrations & magical beasts.
Paladin Channel Positive Energy 4d6 (4/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Smite Evil (3/day) (Su) +4 to hit, +8 to damage, +4 deflection bonus to AC when used.
Snap Shot Threaten squares within 5 feet of you when wielding a ranged weapon
Trick Shot: Disarm Disarm with a bow at 30' and -4 CMB.

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