Advice of Core-Campaign Arcane Archer


Advice

Scarab Sages

I am building an Arcane Archer for PFS-CORE. This means Core Rulebook only, along with the web traits. I want to make sure I got all the key archery feats I can, and see what other peoples opinion of my build is.
Ill be a Human Fighter 5/Scor 2/Arcane Archer 4 at level 11.

First the Feat/Class Option Selections:

Feat selections:
Level 1: Point Blank Shot
Fighter 1: Precise Shot
Human 1: Rapid Shot

Level 3: Weapon Focus (Longbow)
Fighter 2: Deadly Aim

Level 5: Arcane Armor Training

Fighter 4: Weapon Specialization (Longbow)

Fighter 5: Weapon Training (Bows)
Level 7: Manyshot

Level 9: Magical Aptitude

Level 11: Arcane Armor Mastery

The Full Stat Block, with Equipment I might get and rapid shot and deadly aim turned on:

Stat Block:
Unnamed Hero
Human arcane archer 5/fighter 5/sorcerer 2
CG Medium humanoid (human)
Init +4; Senses Perception +0
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Defense
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AC 25, touch 16, flat-footed 21 (+9 armor, +2 deflection, +4 Dex)
hp 101 (12 HD; 2d6+10d10+29)
Fort +11, Ref +10, Will +8 (+1 vs. fear)
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Offense
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Speed 30 ft.
Ranged +1 shocking burst darkwood composite longbow +15/+15/+10/+5 (1d8+13/×3 plus 1d6 electricity)
Special Attacks enhance arrows (distance), enhance arrows (elemental), enhance arrows (magic), imbue arrow, seeker arrow, weapon training (bows +1)
Bloodline Spell-Like Abilities (CL 7th; concentration +9)
5/day—elemental ray (1d6+1 cold)
Sorcerer Spells Known (CL 7th; concentration +9)
2nd (5/day)—acid arrow, scorching ray
1st (7/day)—animate rope, enlarge person (DC 13), expeditious retreat, mage armor
0 (at will)—acid splash, detect magic, detect poison, disrupt undead, prestidigitation, read magic
Bloodline Elemental
--------------------
Statistics
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Str 15, Dex 18, Con 14, Int 10, Wis 10, Cha 14
Base Atk +11; CMB +13; CMD 29
Feats Arcane Armor Mastery, Arcane Armor Training, Deadly Aim, Eschew Materials, Magical Aptitude, Manyshot, Point-blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow), Weapon Specialization (longbow)
Traits ancient historian, magical knack
Skills Appraise +11, Diplomacy +10, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Spellcraft +19, Use Magic Device +21
Languages Common, Osiriani, Ancient
SQ armor training 1, bloodline arcana (change energy damage spells to match bloodline energy)
Other Gear +3 mithral breastplate, +1 shocking burst darkwood composite longbow (+2 Str), boots of speed, bracers of archery, greater, cloak of resistance +2, efficient quiver, ring of protection +2, 150 gp
--------------------
Special Abilities
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Arcane Armor Mastery Swift action: -20% arcane spell failure due to armor.
Bloodline Arcana: Elemental (Ex) You may change any energy spell to use Cold energy.
Boots of speed (10 rounds/day) Affected by haste
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elemental Ray (1d6+1 cold, 5/day) (Sp) As a standard action, ranged touch attack deals damage to foe.
Enhance Arrows (Cold, Cold) (Su) Every nonmagical arrow you fire adds elemental energy.
Enhance Arrows (distance) (Su) Every nonmagical arrow you fire has the distance special ability.
Enhance Arrows (magic) (Su) Every nonmagical arrow you fire has a +1 enhancement bonus.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Imbue Arrow (At will) (Su) You can cast an area effect spell on an arrow before firing it.
Magical Knack (Sorcerer) +2 CL for a specific class, to a max of your HD.
Manyshot You can shoot two arrows as the first attack of a full attack action.
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.
Seeker Arrow (1/day) (Su) Fire an arrow that ignores cover and concealment modifiers.
Weapon Training (Bows) +1 (Ex) +1 Attack, Damage, CMB, CMD with Bows

Any Feat you guys suggest i replace? Different Weapon enchants?


Arcane strike might be better to get before Deadly Aim, depending on where your Sorc level lands. If you pick it up at lvl 3, that could work well.

I'd get deadly aim a bit later to keep your to-hits high early on. Otherwise looks solid.

Grand Lodge

Burning hands should be on your list to Imbue with your arrows since it adds a 15 foot cone spray of fire damage.

What is mage armor on the list for? You are wearing a breastplate.

I'm also a fan of truestrike. Also you should pick up some Scrolls. Scrolls of Fly really give an archer an advantage. Scrolls of See Invisibility and Invisibility would also surely Help you accomplish things in and out of combat. Invest in a scroll library since you have access to the entire Wizard/Sorcerer list of Buffs you could have on scrolls. Cat's Grace, Flame Arrow, ect ect are nice buffs. Heroism scrolls are quiet nice as well lasting entire dungeons.

Trade the ring of protection +2 for a Necklace of Nat armor +1 and a ring of Protection +1. This will help you to have a little extra gold. Like 4,000 gold to be exact.

Same is true about +2 Mithral and a +2 belt of Dex versus +3 Mithral Armor. It is a 1k savings for Expendables.

On the weapon....Holy over Bursts. Holy nets you more damage consistently. Since a majority of what you fight will be Evil anyways.

What are you using Magic device on? Divine Scrolls? You can activate anything on a wizard list without the Skill....I think you can find better places to put the skill points. Same goes for Appraise. I wouldn't invest so heavily. Perception...even not as a class skill is the most valuable skill in the game.

Trade out Magical Aptitude for Arcane Strike. Sure it is going to interfere from time to time with Arcane Armor Training...But it shouldn't overlap too much at all.

So there are some options.

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