Feats for a Ranged Fighter after lvl 13?


Advice


Playing a Lvl 4 fighter, one of the three campaigns I'm in because my friends enjoy Pathfinder. I'm trying to think of what feats I could get after lvl 13, and so far here are the feats in order.

1- Point-Blank Shot, Rapid Shot, Precise Shot
2- Deadly Aim
3- Weapon Focus (Longbow)
4- Weapon Specialization (Longbow)
5- Point Blank Master
6- Clustered Shots
7- Manyshot
8- Greater Weapon Focus (Longbow)
9- Combat Reflexes
10- Snapshot
11- Improved Snapshot
12- Greater Weapon Specialization (Longbow)
13- Improved Precise Shot

Basic idea is to maximize damage through arrows!
A good question is, how do I compensate for the -2 with Rapid Shot and the increasing negatives from Deadly Aim?


Improved Critical and the Critical Focus feat tree, and use a Speed bow instead of Rapid Shot


Improved crit. Though after that you can pick anything for fluff because you have what you need and more than most others.


Mkay, so Improved Critical, Critical Focus, Tiring Critical, Critical Versatility, and Critical Mastery.


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I will just mention that I don't believe a speed bow is a great option to replace Rapid Shot, or in general

It gives you 1 extra attack that doesn't stack with similar effects like haste and costs +3 enhancement to your weapon.

At high levels you will generally have haste, either from the party caster, or boots of speed, so you are paying a ton for almost no gain. Also Speed weapon should stack with Rapid Shot, it isn't a similar effect. Finally, you have to weigh the opportunity cost of adding a +3 enhancement to your weapon costing at least 30000g (assuming adding to a +1 weapon). Better to just get the +4 weapon instead, or get something else that will help offset those penalties.


You could go voice of the wild bard for a level, take gravity bow.

Then take arcane strike.

Jump you up 2d6 and one since you've got a swift action to waste.

Plus... bard! And some skill points.


I'm already putting points into UMD to be able to use scrolls and wands. I'm gonna end up having to shell out a lot to get a wand of gravity bow. Besides that, I really want to work on making arrows with different damage types, like bludgeoning arrows, and slashing arrows.

What about Weapon Versatility, I could basically shift my aim and have my arrows viciously graze my enemies to do slashing damage, unless it doesn't apply to arrows used with a bow.

The Exchange

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Pathfinder Adventure Path, Rulebook Subscriber

Iron will and improved iron will. This character failing a will save would mean death to the party. Shoring up your weaknesses is probably going to be the way to go.


BlingerBunny wrote:

I'm already putting points into UMD to be able to use scrolls and wands. I'm gonna end up having to shell out a lot to get a wand of gravity bow. Besides that, I really want to work on making arrows with different damage types, like bludgeoning arrows, and slashing arrows.

What about Weapon Versatility, I could basically shift my aim and have my arrows viciously graze my enemies to do slashing damage, unless it doesn't apply to arrows used with a bow.

Why a Wand of Gravity bow is 750 GP same as wand Cure Light?


Hammer the Gap and Vital Strike Chain for the Rounds that you have to move.


Improved Critical honestly isn't very useful on a bow. Besides which, if this isn't for PFS you should be using Bracer's of Falcon's Aim. And the critical effects just don't work out well enough when your crit range is 19-20. You're just not going to see a lot of return from that investment.

Shoring up your weaknesses is a solid way to go. Things like Iron Will and Improved Iron Will could be great for your character.

Here is favorite of mine though. Nature Soul -> Animal Ally -> Boon Companion. Now you have an animal companion at your full level. Why is this good? Because now you have a mount. And a mount can move up to it's speed without causing you to take any penalties to your attacks, and you can still make a full attack. It's glorious. You get to be mobile and make full attacks. But focus on making the mount defensive. 1, you're already offensive enough you don't need the mount for extra damage. It is the bottom half of your mobile turret. 2, at high levels animal companions just don't have the stats to really provide good damage without sinking a significant amount of WBL into them. Being able to move and full attack is pretty damn awesome. Don't underestimate it.

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