Fighter Archer Build- Help Please!


Advice


Ok, im playing my first campaign of pathfinder ever. I have a level 4 fighter that im making into an archer because i dont like rangers with spells, pets, favored enemy, and junk. I just want a pure marksman type character. I would like some help in optimizing him though. I have been working on a build thats not finished and im sure the order i took feats in might not be optimal or there may be some i havent included. Any help or advice would be appreciated.

-Starting stats- (20 point buy system)

Strength: 14
Dexterity: 18
Constitution: 12
Intelligence: 8
Wisdom: 10
Charisma: 8

-Feats-
1. Weapon Focus (Longbow), Point-blank Shot, Precise Shot
2. Rapid Shot
3. Deadly Aim
4. Weapon Specialization (Longbow)
5. Combat Reflexes
6. Manyshot
7. Point-Blank Master
8. Snap Shot
9. Greater Weapon Focus (Longbow)
10. Improved Snap Shot
11. Clustered Shot
12. Improved Precise Shot
13. Greater Weapon Specialization (Longbow)
14. Pin Down
15.
16.
17.
18.
19.
20.

-possible feats to use-

Snap Shot, Improved Snap Shot, Greater Snap Shot, Pin Down
Hammer the gap
Improved Critical, Impact Critical Shot
Point-Blank Master

Silver Crusade

Actually looks perfectly fine to me. You have all of the important feats and nothing is put off too far after it becomes available.

Wait, move Snap Shot ahead of Combat Reflexes. You don't even really get to make AoOs until you have Snap Shot.


Are you going with the actual Archer archetype? Because they get some fun disabling stuff through their ranged maneuvers. While an archery fighter will be the king of pure damage output, I'm actually a fan of capitalizing on that ability, and grabbing stuff like the Called Shots feats, potentially tack on extra debuffs and the like. I like the thematic idea of the pro archer shooting the legs out from under his foes or shooting the weapons out of their hands, and the fighter class gives the feats and built-in accuracy to give you that kind of flexibility while still dealing respectable damage when outright killing something is your priority.


I would pick up Point Blank Master at level 5: not provoking when using a bow is really nice, and it lets you take advantage of Point Blank Shot more.

And I agree with Bigdaddyjug: put off Combat Reflexes until after you have Snap Shot.

Any other advice I have is dependent on circumstances.

1) If your GM will let you use a cestus on your string hand, use that for AoOs until you get Snap Shot.

2) If you can get weapon blanches, use those to overcome DR and you can put off getting Clustered Shot a bit. If you can't get weapon blanches and/or you run into a lot of DR creatures, pick up Clustered Shot before Snap Shot.

3) I'm not a big fan of Hammer the Gap. It requires consecutive hits, so if you miss in the middle of a sequence, you have to start over.

4) If you find yourself running out of archery feats, pick up Power Attack to boost your melee options.

For items:

A) If you GM will let you, check out the "Alchemical Archery" section of the Elves of Golarion book (otherwise known as "Hawkeye's shopping list"). My favorites are durable arrows (you can always recover them), tanglefoot arrows, and pheremone arrows (if someone in the group has a pet with scent).

B) If you can't get durable arrows, you will want to pick up an Efficient Quiver.

C) If your GM will let you get Bracers of Falcon's Aim, snap those up as soon as you can find them! If you get those, you won't need Improved Critical.

D) Once you have a +1 bow, get Adaptive on it (1000 gp). If you get hit with strength damage or drain, you won't take attack penalties. And if someone can buff your strength, you can do extra damage without switching weapons.


@SunsetPsychosis - Im not using the archery archetype. im just a plain jane fighter.

@Gwen Smith - Yea, i didnt really like the sound of hammer the gap either. I do use the arrows from Alchemical Archery. I currently have a few trip arrows and tangle arrows. What is a weapon blanche? i did asearch for it and it didnt turn up anything.

Also, is there a way to get a bows crit range larger than 19-20? i dont really see that making much of a difference.

Another thing is what are your thoughts on vital strike?


My personal advice would be:

-Feats-
1. Weapon Focus (Longbow), Point-blank Shot, Precise Shot
2. Rapid Shot
3. Deadly Aim
4. Weapon Specialization (Longbow)
5. Point-Blank Master
6. Manyshot
7. Clustered Shot
8. Improved Critical
9. Greater Weapon Focus (Longbow)
10. Critical Focus
11. Snap Shot
12. Greater Weapon Specialization (Longbow)
13. Staggering Critical
14. Combat Reflexes
15. Improved Snap Shot
16.
17. Stunning Critical
18.
19.
20.

I'm not a big fan of the snap shot line. I've seen lots of people use them in PFS, and they rarely get a lot of value for such a heavy feat investment, and DR tends to hurt archers more than like a two-handed fighter, which is part of the reason for clustered shots anyway. On the other hand an archer loosing 5-6 arrows a round will crit once every other round.

Gwens advice is pretty good otherwise. Bracers of falcons aim are op as heck, so get those asap if possible.


Vital Strike is a bad option for an archer, because bows have relatively low damage dice, and being ranged gives you many more opportunities to full attack with a lot of iteratives through Rapid Shot/Manyshot/Haste, as well as BAB.

Silver Crusade

Under a Bleeding Sun, you forgot Imp Precise Shot at 11.


I don't know if you had traits in mind yet, but one of the "drawbacks" to going Fighter archer instead of Zen Archer or Ranger archer is that they have to wait to get Improved Precise Shot, which is important because there will almost always be an ally between you and your target.

There is a trait that lets you ignore the soft cover bonus if there is only one ally between you and your target (can't remember the name). It will be a waste of a trait once you acquire Improved Precise Shot, but traits are normally small enough bonuses that they don't matter as much by that point anyway, and it basically lets you ignore that cover bonus from level 1.

Other than that, and what everyone else has already suggested, I would point out that there are enough archetypes for Ranger that you could get rid of the spellcasting, favored enemy, animal companion, and most of the other stuff that requires extra book-keeping of the Ranger. I was in the same boat when I was looking into a Robin Hood build, and was tempted to go Fighter, but ended up deciding on Ranger once I found the right combination of archetypes that I liked. Of course, our group allows anything on the SRD, which includes 3pp stuff, so that leaves my options more open than the usual board-goer. Also, the few foresty things that remained after I applied all of the archetypes fit my Robin Hood build. For your build, if all you want is pure stand-and-shoot DPR output, then Fighter will probably be better for you in the long run. Just wanted to make sure you knew there were options out there for those of us who like their Rangers more simple.

Shadow Lodge

A mother option you could try is a sohei/fighter it doesn't have any spell casting and it's a slightly superior archer, the best non caster archer IMO.

It's sohei 6 fighter 14 (or ranger). You can get. The most attacks per round possible with this build at full bab and dex as your primary stat. A brutally effective character for DPR.


@Under A Bleeding Sun - Thats awfully crit focused.... I mean unless you can get a bow pass 19-20 crit range those feats dont seem that effective. unless im wrong and in that case please explain to me why its good and whatnot. I see it as... those feats only benefit me 10% of the time and thats if i confirm the crit everytime.

@TheSideKick - Not sure about that sohei. It looked cool at first and i was all in but then i noticed all the cool stuff the monk would get is negated by the things you get as a sohei. i loved the idea of having an awsome mount but seeing as how i spend most of my time in caves/dungeons/castles/tombs/you get the idea i wouldnt get much benefit out of it. i would have also lost fast movement in addition to not having what the fighter would have given me for those levels.

Silver Crusade

Vylent wrote:
@Under A Bleeding Sun - Thats awfully crit focused.... I mean unless you can get a bow pass 19-20 crit range those feats dont seem that effective. unless im wrong and in that case please explain to me why its good and whatnot. I see it as... those feats only benefit me 10% of the time and thats if i confirm the crit everytime.

Well Critical Focus helps to make sure you confirm those criticals by giving you +4 on the confirmation rolls. I don't particularly care for Staggering or Stunning Critical myself, I feel there are better things you could do with those feats, like pick up Weapon Finesse (and a rapier) and be a dual threat. Or heck, even Weapon Finesse and Dervish Dance and be a true dual threat.


It looks like you'll have a terrible Will save. There's a good chance that at some point in the campaign someone will cast a mind control spell on you, and you'll start massacring your allies with your optimal damage output.


Vylent wrote:

@SunsetPsychosis - Im not using the archery archetype. im just a plain jane fighter.

@Gwen Smith - Yea, i didnt really like the sound of hammer the gap either. I do use the arrows from Alchemical Archery. I currently have a few trip arrows and tangle arrows. What is a weapon blanche? i did asearch for it and it didnt turn up anything.

Also, is there a way to get a bows crit range larger than 19-20? i dont really see that making much of a difference.

Another thing is what are your thoughts on vital strike?

Arrow questions:

The main arrows you want from Alchemical Archery are the Durable Arrows. Normal arrows are destroyed when they hit and have a 50% chance of being destroyed when they miss. Durable arrows can be recovered nearly 100% of the time whether they hit or not. (If you shoot it into the ocean, over a cliff, into a fire, etc., your GM can rule that it's destroyed.)

By 6th level, you're going to be throwing out 4 arrows a round, potentially emptying your whole quiver in each combat. If you're usually in a big town or city, you'll be buying new arrows once or twice a week. If not, your character would have to spend some crafting time to repair the broken arrows or making new ones. With durable arrows, this isn't a problem.

Durable arrows also make it cost-effective to get special material arrow heads. My archers start with 50 durable cold iron arrows, and I haven't had to buy a new batch for any of them yet. I coat them in silver, adamantine, and ghost touch weapon blanch (10 arrows of each).

You'll probably also want to pick up some blunt arrows in case you run into skeletons or just want the option to do non-lethal damage.

Crit Range:
I'm not aware of any way to get any weapon's crit range increased more than doubled (but I usually only play up through 14th level, so there might be something after that). Bracer's of Falcon's Aim give you the increased crit threat for only 4000 gp, and they give you other benefits as well. Since these are a wrist slot, you can wear them along with Gloves of Dueling, which are my go-to item for any fighter. (If you want to get other feats that require Improved Critical, then skip the bracers or maybe sell them when you pick up Improved Crit. The crit threat range won't stack.)

Even though the crit threat only doubles, the multiplier is x3, so you will be getting a nice damage increase for this. (19-20/x3 does as much damage as 18-20/x2, which is your increased crit threat on a long sword).

Vital strike:
Statistically, you are better off getting more attacks a round than using Vital Strike on any weapon unless you have no strength bonus at all. Now, you can build for Vital Strike specifically, and I've seen some effective melee ones. (There's a barbarian feat Furious Finish that lets you end your rage to automatically deal max damage on a Vital Strike--that gets really ugly, really fast.)

To build for Vital Strike with a bow, you would trade out Rapid Shot, Manyshot, and Clustered Shot in favor of the Vital Strike tree, maybe Far Shot and Focused Shot. To really make this build work, though, you would want to get the spell Gravity Bow (increase the damage dice of your bow), Enlarge Person with oversized arrows, and probably get Deep Sight for 120 feet of darkvision. The idea there is you increase you bow damage to 2d6 (Gravity Bow) or 3d6 (Gravity Bow + Enlarge Person with large arrow shenanigans), then do sniper shots at long distance with Vital Strike, doing 4d6 or 6d6 a round with one shot at a time. Far Shot increases your range increment, and Focused shot lets you add your Int mod to damage. I suppose you go with an Urban Barbarian (rage to increase your dex) and pick up Furious Finish...

This is a very situational build, though, where a campaign allows for spotting enemies 150 or 200 feet away. And the "automatic weapon" version of the archer will still do more damage and have a lot more flexibility than the "long range sniper" version.

Silver Crusade

Durable arrows are not that big of a deal seeing as a quiver (20) of cold iron arrows only costs 2g. It's not like you're a gunslinger spending 6g each on alchemical paper cartridges. Also, weapon blanches are only good for 1 shot, so if you were to weapon blanch durable cold iron arrows, after the first shot, they would just be normal cold iron arrows and you would have to blanch them again. I do recommend keeping as quiver each of ghost salt, silver, and adamantine blanched arrows on hand for those times you will need them.

A longsword with Improved Critical, or keen weapon enchantment, will have a threat range of 17-20. A bow with a 19-20/x2 does the same amount of average damage as a katana without Imp Crit or keen (18-20/x2).

Shadow Lodge

Vylent wrote:

@Under A Bleeding Sun - Thats awfully crit focused.... I mean unless you can get a bow pass 19-20 crit range those feats dont seem that effective. unless im wrong and in that case please explain to me why its good and whatnot. I see it as... those feats only benefit me 10% of the time and thats if i confirm the crit everytime.

@TheSideKick - Not sure about that sohei. It looked cool at first and i was all in but then i noticed all the cool stuff the monk would get is negated by the things you get as a sohei. i loved the idea of having an awsome mount but seeing as how i spend most of my time in caves/dungeons/castles/tombs/you get the idea i wouldnt get much benefit out of it. i would have also lost fast movement in addition to not having what the fighter would have given me for those levels.

The mount is just icing on the cake, ignore the mount aspect and notice that you get to act in surprise round... Every time, you get weapon training and the ability to flurry while wearing armor. Rapid shot and many shot stack. A 15 sohei/5 weapon master fighter gets 3 more attacks then a normal fighter on a full attack, Then ki pool to make that 4 more.

And half your level to initiative, monk saves, and true strike,bark skin,restoration, or any other qinggong abilities you like.

Not trying to convince you to play a character you don't want to play, I'm just showing you that their is more then 1 or 2 benefits to playing a sohei.


Bigdaddyjug wrote:
Durable arrows are not that big of a deal seeing as a quiver (20) of cold iron arrows only costs 2g. It's not like you're a gunslinger spending 6g each on alchemical paper cartridges. Also, weapon blanches are only good for 1 shot, so if you were to weapon blanch durable cold iron arrows, after the first shot, they would just be normal cold iron arrows and you would have to blanch them again. I do recommend keeping as quiver each of ghost salt, silver, and adamantine blanched arrows on hand for those times you will need them.

It's availability, not cost.

The main advantage of durable arrows is the you don't have to carry 5 or 6 quivers of them or worry about running out. This is completely campaign dependent, though. If your character is always near a town (or in PFS, where you can buy between scenarios), running out of arrows isn't a problem at all.

On the other hand, I had a Zen Archer in an AP who used up over 100 arrows from levels 1 though 4 (before she got her iterative attack). Without Craft(Bows) and some lucky scavenging (bow-using bad guys that she could loot arrows from), she would have been completely out of arrows for about 4 combats during that time (since they weren't always near a place she could buy more). Once she managed to get a set of durable arrows, she's only lost a total of 3 arrows from levels 5 through 7. More importantly, with the durable arrows, she hasn't been in any danger of facing a combat with no ammunition.

For special materials:
You are completely correct that cold iron is cheap enough to just get regular arrows. It's the adamantine ammunition that will make you go broke. At higher levels, you will probably want some adamantine arrows (since adamantine weapon blanches only overcome DR, not hardness--there's some question whether Clustered Shot works against hardness, also). Once you start buying adamantine arrows, you will want to get durable ones. (Side note: Unless your GM says otherwise, you have to buy special-material ammunition in batches of 50.)

Also, durable arrows maximize the use of weapon blanches. Weapon blanch "remains effective until the weapon makes a successful attack". If you miss with a blanched durable arrow, you pick it up and put it back in your quiver. If you miss with a blanched regular arrow, you only have a 50% chance of recovering the blanched arrow.

Bigdaddyjug wrote:
A longsword with Improved Critical, or keen weapon enchantment, will have a threat range of 17-20. A bow with a 19-20/x2 does the same amount of average damage as a katana without Imp Crit or keen (18-20/x2).

See, that's what I get for posting before I had my coffee... Here's what I was trying to say:

Assuming the same attack and damage bonus, a 1d8/19-20 weapon does exact same amount of damage as a 1d8/20x3 weapon. Improved crit on both these weapons keeps the damage exactly the same (1d8/17-20 = 1d8/19-20x3). (The game designers did a really good job of balancing the crit threat/multipliers across different weapons.)

But this is probably a more useful comparison:
Improved Crit/Keen on a longbow (1d8/19-20x3) averages about 0.5 points per shot more than a regular longbow (with your current stats/feats, assuming an AC of 18). When you start firing 3 or 4 times a round, that will add up.

Now, Bracers of Falcon's Aim give you the improved crit threat range AND +1 to attack. That increases your average damage by about 1.1 points per shot. Which adds up faster.

Silver Crusade

A note on the bracers of falcon's aim, they are illegal for PFS play and a lot of GMs may not realize that they are woefully underpriced for their power level. Consider that keen on any weapon costs at least 6,000g and lesser bracers of archery cost 5,000g, and the bracers of falcon's aim do both of those things and grant you +3 on one of the most important skills. Don't expect your GM to let you get away with them for 4,000g.


Bigdaddyjug wrote:
A note on the bracers of falcon's aim, they are illegal for PFS play and a lot of GMs may not realize that they are woefully underpriced for their power level. Consider that keen on any weapon costs at least 6,000g and lesser bracers of archery cost 5,000g, and the bracers of falcon's aim do both of those things and grant you +3 on one of the most important skills. Don't expect your GM to let you get away with them for 4,000g.

Yeah, Aspect of the Falcon is just such an amazing 1st-level spell.

(I didn't think the OP was talking about PFS, or else I wouldn't have suggested them.)


I would really consider getting Iron Will at around level 10, unless you got a good buffer in your team. Other than that, everything everyone else has said is good.
If you ever plan to go with an Archetype, go Weapon Master instead of Archer... and if you go Archer, make the most of it and get a highish Int.

Silver Crusade

Gwen Smith wrote:
Bigdaddyjug wrote:
A note on the bracers of falcon's aim, they are illegal for PFS play and a lot of GMs may not realize that they are woefully underpriced for their power level. Consider that keen on any weapon costs at least 6,000g and lesser bracers of archery cost 5,000g, and the bracers of falcon's aim do both of those things and grant you +3 on one of the most important skills. Don't expect your GM to let you get away with them for 4,000g.

Yeah, Aspect of the Falcon is just such an amazing 1st-level spell.

(I didn't think the OP was talking about PFS, or else I wouldn't have suggested them.)

I don't think he is, I was just throwing it out there just in case.

Silver Crusade

Get Clustered Shots as early as possible. Grab Iron Will in the lvl 3-7 range.

My experience with my lvl 16 fighter archer (started at lvl 1) has been that damage output is never a problem, so it's been a good decision for me to delay pure-damage options when necessary to grab defensive choices (Iron Will) or choices that help me do my thing in situations I wouldn't be able to otherwise (Clustered Shots).


@ Gwen Smith @ Bigdaddyjug - No, there arent really any restrictions. except for no third party stuff. peoples frankenstein creations can get a little out of hand.


Joe M. wrote:

Get Clustered Shots as early as possible. Grab Iron Will in the lvl 3-7 range.

My experience with my lvl 16 fighter archer (started at lvl 1) has been that damage output is never a problem, so it's been a good decision for me to delay pure-damage options when necessary to grab defensive choices (Iron Will) or choices that help me do my thing in situations I wouldn't be able to otherwise (Clustered Shots).

Actually, that's some good overall build advice:

Adjust your plan according to how the campaign goes.

If you aren't having any trouble doing damage, don't worry about picking up the next "increase your damage" feat. If there's a weakness in your party somewhere, see if you can change your build to help shore it up. (I find Additional Traits is a great way to patch holes in a build or help fill a role in a party.)


Gwen Smith wrote:

I would pick up Point Blank Master at level 5: not provoking when using a bow is really nice, and it lets you take advantage of Point Blank Shot more.

Point Blank Master is nice, but Archer's get an ability at level 9, where they do not provoke.

Do you burn a feat on something at a lower level, that will be a class ability later on?

This is an honest dilemma I have with the Archer Archetype and I really do not know a good answer.

************************

As far as stats go (a bit generic):

Str 12 Pts 2
Dex 16 Pts 10 (+2 racial)=18 total for the stat
Con 12 Pts 2
Int 12 Pts 2
Wis 12 Pts 2
Cha 12 Pts 2

The +1 to damage from 14 Str can be made up for at later levels, with magical gear. At lower levels you can't afford a compound bow anyway.

If you have to fight with melee weapons the +1 bonus from a 14 str versus a 12 Str is not huge.

I find fighters to be starved for skill ranks. 2 skill ranks per level, with a low intelligence build is rough. Dropping 1 skill rank per level with an 8 Int is making it rougher.

Without skill ranks you will only be shooting things.

Sometimes a Knowledge Engineering check can be handy or a Survival check.

12 Int gives you 4 skill ranks per level (2-class, 1-Int, 1-Human Racial Feature), so you can contribute to your party during non-combat time.

You can min-max the above numbers a bit, if you want, but if you are going to have a dump stat I'd choose Charisma. You can dial it down to 7, since even with a 12 CHA you won't be the party face.

Silver Crusade

I agree with MGV about the ability scores. That extra +1 from Str isn't a big deal for a fighter that gets Weapon Spec and Greater Weapon Spec. I'd go with an ability spread something like:

Str: 12
Dex: 18 (16 +2 racial)
Con: 12
Int: 14
Wis: 14
Cha: 7

As he said, you're not going to be the party face unless you sink a lot of resources into diplomacy, so leave that job to someone else. A 14 Int and 14 Wis mean you get 5 skill ranks per level and you can spend two of them in Perception and Survival and be the lookout/tracker for your squad.

The only reason you might consider putting some points into Cha is if you want to take the Dangerously Curious trait to make Use Magic Device a class skill. There are some very nice level 1 wands an archer could want to use. Gravity bow, aspect of the falcon and shield are all very handy wands for an archer to have access to. If you want to do that, then consider:

Str: 12
Dex: 17 (15 +2 racial)
Con: 12
Int: 12
Wis: 12
Cha: 14

You can afford to not have an 18 in Dex as a fighter since you're full BAB. With this and the Dangerously Curious trait, you'll be at +7 UMD at level 1. Throw in a Skill Focus feat to it and you get to +10. By level 10 you'll be able to automatically activate any wand.

Dark Archive

Str: 12
Dex: 18 (16 +2 racial)
Con: 12
Int: 14
Wis: 14
Cha: 7

This is a good fighter archer stat block.

Look to the Weapon Master archetype: I think it makes a better archer than the archer-specific type. You get weapon training earlier than other types, and you give up heavier armors, which you won;t need anyway. Bonuses to CMD versus sunder and disarm are pretty useful, especially if you DM likes to disarm archers (although it still leaves you vulnerable to trip...).

Rangers just don't have the consistent damage that a fighter archer can put out. Sure, they will e a little bit better against their favored enemy, but a lot behind everywhere else. Zen Archers are nasty, but a good fighter archer will do equivalent damage. Defenses and especially saves are where the monk shines.

You should take improved precise shot when it is available, but a fighter with greater weapon focus, weapon training and gloves of dueling has much higher attack bonuses than any other archer out there: the penalties won't really hurt that bad.


Mad Gene Vane wrote:
Gwen Smith wrote:

I would pick up Point Blank Master at level 5: not provoking when using a bow is really nice, and it lets you take advantage of Point Blank Shot more.

Point Blank Master is nice, but Archer's get an ability at level 9, where they do not provoke.

Do you burn a feat on something at a lower level, that will be a class ability later on?

This is an honest dilemma I have with the Archer Archetype and I really do not know a good answer.

The Archer Archetype trades out both weapon training and armor training for weak combat maneuvers and increased range increments. This is a terrible trade-off for a fighter. (I run three different ranged fighters between levels 4 and 10, and I have yet to run into a situation where I take any range penalties--not even on my Halfling warslinger. And both distance arrows and flight arrows are cheap, anyway.)

Weapon training is a major contributor to your DPR after 5th level, especially when you get Gloves of Dueling. I always recommend people away from any fighter archetype that trades out weapon training. If you want an archetype for a bow specialist, go with Weapon Master.

Armor training is less important; lots of people say it's worthless but I personally love it. Armor training lets you wear heavy armor without movement penalty and increases your max dex from the armor. You save a bunch of money for not needing mithral medium armor to accommodate your higher dex (or mithral heavy armor at higher levels). By 11th level, it nets you a bump of +4 AC for a total of less than 2000 gp, which is the cheapest AC increase I've ever found.

So for me, the answer is "Archer is a genuinely awful archetype overall--go with Point Blank Master."


In PFS I have a 12th level Dwarf Archer...started out with both Str and Dex at 14.
I took the Bullseye shot feat and went with Vital Strike, etc.
I also walk around in Full Plate with an Adamantine greataxe for the times when you have to go melee.
At 12th Level with Bulleys shot, Deadly Aim, and Improved Vital Strike he can plant his feet and shoot once per round at a +28 doing 3d8+14 damage, or shoot 3 times at +24/19/14 doing 1d8+14
Not in the same realm as a Zen Archer but he's also much more durable and can melee as needed..he has Wpn Focus and Spec with the greataxe as well.
He has been a fun character to play as well...the only stat I tanked was Charisma...he'll never be the face but with a 14 Int and 14 Wis he has decent skills and saves. He's best at archery but can hold his own when archery may not be the only option.
I find that with Fighters you do not need to max out either Str or Dex depending on build as you will have enough static bonuses from BAB, Feats, Wpn Training, Items, etc to ensure reliable hits and still have decent stats and skills for OOC stuff

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