Kingmaker Archer Archetype Fighter Build Advice


Advice

Scarab Sages

I did a search for some other posts around archer builds 1-20 and I didnt see what I was looking for so here goes:

Human archer: I counted 22 feats. My plan is weapon focus/spec chain. Point blank, precise, cluster, rapid, many, snapshot (all three), deadly aim and combat reflexes.

This should leave me with 7 feats I have no clue what to do with so thats my question. Did I miss any vital combat feats? Can I use the rest on iron will and skill boosting feats?


Iron will is always worth it for a fighter. Improved initiative comes to mind as well. Depending on your Con you may pick up Toughness as well.
If you are going with the snap shot chain, get combat reflexes to maximize its effect.
Being human, if you are considering skill focus feats, better take the focused study alternate racial feat for a total of 3 extra feats. If you invest in Charisma you could take a look at the Eldritch heritage chain and gain bloodline powers.
But really, by level 12 you have everything you need as an archer, so you could multiclass or consider some prestige class. Chevalier and Horizon Walker are easy ones to access and worth it for a few levels dip.
In any case, for an Archer Fighter is better to take the vanilla version, as the capabilities that the archer archetype offer are worse than the regular fighter. I would say, Mutation warrior will fit great and offers good stuff like the mutagen and thing like wings.
If you ditch the archer archetype, you should pick up point-blank master to replicate the Safe Shot feature.
More or less, that's what first comes to mind.


I personally don't used the Called Shot Rules, however, if your GM would allow it, you could look into using Trick Shooter, Ranged Disarm and Ranged Trip. I believe they need the called shot rules to work, and every GM is different on which rules they allow in their games. I find the called shot rules a bit broken, bit I do feel that a trip and disarm with a bow should be feasible. Just a thought.


Kingmaker favors characters with a few skills and those who can nova IME; a fighter is the antithesis of both. Also it helps to have an idea of something you might do relating to the new kingdom.

That said, if you do this anyway you aredefinitely going to want iron will.


avr wrote:

Kingmaker favors characters with a few skills and those who can nova IME; a fighter is the antithesis of both. Also it helps to have an idea of something you might do relating to the new kingdom.

That said, if you do this anyway you aredefinitely going to want iron will.

Yeah I agree. We are on book 2 and my 20 int slayer died. So I had skills covered before, but we play on roll20 and sometimes the only shows are me and arcanist a bard and the gm. So when half the party is missing I need to handle combat. Iron will seems to be a mandatory suggestion. So good call.


OldRolero wrote:

Iron will is always worth it for a fighter. Improved initiative comes to mind as well. Depending on your Con you may pick up Toughness as well.

If you are going with the snap shot chain, get combat reflexes to maximize its effect.
Being human, if you are considering skill focus feats, better take the focused study alternate racial feat for a total of 3 extra feats. If you invest in Charisma you could take a look at the Eldritch heritage chain and gain bloodline powers.
But really, by level 12 you have everything you need as an archer, so you could multiclass or consider some prestige class. Chevalier and Horizon Walker are easy ones to access and worth it for a few levels dip.
In any case, for an Archer Fighter is better to take the vanilla version, as the capabilities that the archer archetype offer are worse than the regular fighter. I would say, Mutation warrior will fit great and offers good stuff like the mutagen and thing like wings.
If you ditch the archer archetype, you should pick up point-blank master to replicate the Safe Shot feature.
More or less, that's what first comes to mind.

Oh good calls I will have to check those out. I glad my napkin math was correct in about 10-12 levels of archery feats.

Scarab Sages

I would highly recommend not taking the Archer archetype. If you want to be a fighter archer, a Lore Warden, Tactician, Eldritch Guardian, or even Core fighter is more effective at archery. The ranged maneuvers are not that useful and certainly not worth giving up armor training and the ability to use gloves of dueling.

However, a Ranger, Slayer, or Zen Archer Monk would be almost as good at DPR as the fighter, and be much more useful on the skills front too.


Relentless Shot is a great way to lock down foes


You probably also want to take some melee combat feats so that you can switch hit in case you get stuck in melee )especially early when you haven't gotten all the archery stuff yet, but also in case you get stuck without your bow).

By the way, the Lore Warden and Tactician archetypes help you out a bit on the skills front. Not sure if I missed any other Fighter archetypes that give more skill points (Fighter has a TON of archetypes -- I wish Fighter Unchained, if it ever comes out, would condense most of these into Martial Paths or something).


avr wrote:

Kingmaker favors characters with a few skills and those who can nova IME; a fighter is the antithesis of both. Also it helps to have an idea of something you might do relating to the new kingdom.

That said, if you do this anyway you aredefinitely going to want iron will.

I've GMed the whole campaign for a couple full-caster and can tell you under no circumstances should you build a nova character expecting to beat this campaign. While this works well in Book 1 and most of Book 2 it swiftly falls off by the end of Book 2. You need more martial types with less expendable resources, and since combats can often start at range in the hills / plains / mountain terrain an Archer should do fine.

Don't forget to bring a melee Weapon though - some encounters have very enclosed spaces and until you have Point-Blank Master you'll need a backup plan. Consider Weapon Finesse if your STR isn't that high, and you can retrain it at level 4 or 8 if you picked it as a bonus feat.

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