Fighter Archer Build Suggestions


Pathfinder First Edition General Discussion


I'm thinking about creating a Fighter/Archer and was trying to figure it out and get some ideas. I saw a build that said to pump up the dex, but then they used Comp. Long Bows, which confused me because this are strength based.

What I'm thinking is a character who can get higher ground, whether it be a tree, hill, or roof, and rain arrows with precision.

It will be starting at level 8.

Any suggestions or builds would be appreciated.


zerojjc wrote:

I'm thinking about creating a Fighter/Archer and was trying to figure it out and get some ideas. I saw a build that said to pump up the dex, but then they used Comp. Long Bows, which confused me because this are strength based.

What I'm thinking is a character who can get higher ground, whether it be a tree, hill, or roof, and rain arrows with precision.

It will be starting at level 8.

Any suggestions or builds would be appreciated.

The two best archers I have seen are the Zen Archer Monk and The Eldrich Archer Hexcrafter Magus (Eldrich Archer and Hexcrafter are two archetypes that stack for the Magus).

Zen Archer gets early access to a ton of great feats that can help out your build.

The Eldrich Archer Hexcrafter Magus can use the flight hex a number of times per day equal to their level, so raining arrows from above is easy to accomplish in most encounters. You can also add on touch attack spells for added fun.

General feats you should look to getting for any archer build:
Point-Blank Shot, Precise Shot, Improved Precise Shot, Rapid Shot, Many Shot, Clustered Shot, Deadly Aim, Weapon Focus, Bullseye Shot, Snap Shot, Weapon Specialization and Point Blank Master.

You should focus on maxing out your Dex (Wis for Zen Archer) as hitting as often as possible is important. Getting some Str to damage with a comp bow is secondary as your main source of damage will be full attacking with Many Shot nearly every round. Also if you don't have a +3 bow, make sure to pick up cold iron and silver arrows to overcome DR. All of your arrows should be durable in order to be able to reuse them.

The Fighter/Archer is a possibility but look at the other options I mentioned to see if they would fit your style.

Here is a level 8 sheet for one of my characters. 4 levels of Fighter (Archer) and 4 levels of Magus (Eldrich Archer and Hexcrafter)


Whatever you do, don't use the Archer (archtype) for the Fighter. It's terrible.

As for being dex based, yes you want to primarily pump your dex but you will also have some strength. Also a composite bow is useful if you have any strength modifier at all, as is adding the adaptable quality.


Claxon wrote:

Whatever you do, don't use the Archer (archtype) for the Fighter. It's terrible.

I would agree with this, I ended up retraining out of my Fighter (Archer) levels.


The below gives you a character that can fly, has access to mutagen (not included in ststs below, but can be used to boost strength or dex depend on situation). It has good will saves thanks to Armed Bravery. Don't forget the first shot you make actually fires two arrows, so if all your arrows hit you would do 4x(1d8+14).

Unnamed Hero
Human fighter (mutation warrior) 8 (Pathfinder RPG Advanced Class Guide 93)
N Medium humanoid (human)
Init +7; Senses Perception +10
--------------------
Defense
--------------------
AC 22, touch 15, flat-footed 18 (+6 armor, +1 deflection, +4 Dex, +1 natural)
hp 60 (8d10+8)
Fort +9, Ref +11, Will +10 (+2 vs. fear); +4 vs. effects that cause you to lose your grip on weapons
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Ranged +1 adaptive composite longbow +16/+16/+11 (1d8+14/×3)
Special Attacks weapon training (bows +3)
--------------------
Statistics
--------------------
Str 13, Dex 24, Con 12, Int 10, Wis 14, Cha 7
Base Atk +8; CMB +9; CMD 27 (31 vs. disarm, 31 vs. sunder)
Feats Advanced Weapon Training, Clustered Shots[UC], Deadly Aim, Manyshot, Point Blank Master[APG], Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow), Weapon Specialization (longbow)
Skills Acrobatics +12 (+8 to jump), Fly +12, Perception +10, Stealth +12
Languages Common
SQ mutagen (+4/-2, +2 natural armor, 80 minutes), mutagen discovery (wings[UM])
Other Gear +1 kikko armor[UC], +1 adaptive composite longbow, gloves of dueling[APG], 300 gp
--------------------
Tracked Resources
--------------------
Armor Attunement (1/day) - 0/1
Weapon Attunement (1/day) - 0/1
Wings (8 minutes/day) - 0/8
--------------------
Special Abilities
--------------------
Advanced Weapon Training You are specially trained to use your weapon skills in new ways.

Prerequisites: Fighter level 5th, weapon training class feature.

Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you h
Armed Bravery (+4/+8) (Ex) Add bravery bonus to will save, Intim. DC to demoralize you increases by amount shown.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Mutagen (DC 14) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 80 minutes.
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.
Weapon Training (Bows) +3 (Ex) +3 Attack, Damage, CMB, CMD with Bows
Wings (8 minutes/day) The alchemist gains batlike, birdlike, or insectlike functional wings, allowing him to fly as the fly spell for a number of minutes per day equal to his caster level. These minutes do not need to be consecutive, but they must be spent in 1-min

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Also, once you get another discovery from mutation warrior you can pick up a vestigial arm and that will allow you to use a shield for extra AC.

Also, I want to mention that having a character "who can get higher ground, whether it be a tree, hill, or roof, and rain arrows with precision" may sound nice but isn't actually any good.

You'll waste rounds trying to climb up something when you could be doing damage, and it doesn't give you bonus damage or range or anything else for being above your opponent.

However, being able to fly with wings will get you out of the way of melee attacks and is nice.


Gallant Armor wrote:

The two best archers I have seen are the Zen Archer Monk and The Eldrich Archer Hexcrafter Magus (Eldrich Archer and Hexcrafter are two archetypes that stack for the Magus).

Zen Archer gets early access to a ton of great feats that can help out your build.

The Eldrich Archer Hexcrafter Magus can use the flight hex a number of times per day equal to their level, so raining arrows from above is easy to accomplish in most encounters. You can also add on touch attack spells for added fun.

General feats you should look to getting for any archer build:
Point-Blank Shot, Precise Shot, Improved Precise Shot, Rapid Shot, Many Shot, Clustered Shot, Deadly Aim, Weapon Focus, Bullseye Shot, Snap Shot, Weapon Specialization and Point Blank Master.

You should focus on maxing out your Dex (Wis for Zen Archer) as hitting as often as possible is important. Getting some Str to damage with a comp bow is secondary as your main source of damage will be full attacking with Many Shot nearly every round. Also if you don't have a +3 bow, make sure to pick up cold iron and silver arrows to overcome DR. All of your arrows should be durable in order to be able to reuse them.

The Fighter/Archer is a possibility but look at the other options I mentioned to see if they would fit your style.

Here is a level 8 sheet for one of my characters. 4 levels of Fighter (Archer) and 4 levels of Magus (Eldrich Archer and Hexcrafter)

Thank you, I'll check these out!


Claxon wrote:

The below gives you a character that can fly, has access to mutagen (not included in ststs below, but can be used to boost strength or dex depend on situation). It has good will saves thanks to Armed Bravery. Don't forget the first shot you make actually fires two arrows, so if all your arrows hit you would do 4x(1d8+14).

Unnamed Hero
Human fighter (mutation warrior) 8 (Pathfinder RPG Advanced Class Guide 93)
N Medium humanoid (human)
Init +7; Senses Perception +10
--------------------
Defense
--------------------
AC 22, touch 15, flat-footed 18 (+6 armor, +1 deflection, +4 Dex, +1 natural)
hp 60 (8d10+8)
Fort +9, Ref +11, Will +10 (+2 vs. fear); +4 vs. effects that cause you to lose your grip on weapons
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Ranged +1 adaptive composite longbow +16/+16/+11 (1d8+14/×3)
Special Attacks weapon training (bows +3)
--------------------
Statistics
--------------------
Str 13, Dex 24, Con 12, Int 10, Wis 14, Cha 7
Base Atk +8; CMB +9; CMD 27 (31 vs. disarm, 31 vs. sunder)
Feats Advanced Weapon Training, Clustered Shots[UC], Deadly Aim, Manyshot, Point Blank Master[APG], Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow), Weapon Specialization (longbow)
Skills Acrobatics +12 (+8 to jump), Fly +12, Perception +10, Stealth +12
Languages Common
SQ mutagen (+4/-2, +2 natural armor, 80 minutes), mutagen discovery (wings[UM])
Other Gear +1 kikko armor[UC], +1 adaptive composite longbow, gloves of dueling[APG], 300 gp
--------------------
Tracked Resources
--------------------
Armor Attunement (1/day) - 0/1
Weapon Attunement (1/day) - 0/1
Wings (8 minutes/day) - 0/8
--------------------
Special Abilities
--------------------
Advanced Weapon Training You are specially trained to use your weapon skills in new ways.

Prerequisites: Fighter level 5th, weapon training class feature.

Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you h
Armed Bravery...

This sounds pretty awesome! So the Mutagen Warrior is based on the Alchemist Class?


Claxon wrote:

Also, once you get another discovery from mutation warrior you can pick up a vestigial arm and that will allow you to use a shield for extra AC.

Also, I want to mention that having a character "who can get higher ground, whether it be a tree, hill, or roof, and rain arrows with precision" may sound nice but isn't actually any good.

You'll waste rounds trying to climb up something when you could be doing damage, and it doesn't give you bonus damage or range or anything else for being above your opponent.

However, being able to fly with wings will get you out of the way of melee attacks and is nice.

Our DM usually gives us a bonus to Att with ranged weapons from higher ground, plus I'd be out of melee range, but flying as you mentioned is a much better idea :-D


zerojjc wrote:
This sounds pretty awesome! So the Mutagen Warrior is based on the Alchemist Class?

It's a Fighter who replaces Armor Training with the Alchemist's Mutagen class feature, plus a selection of discoveries. It's a bit of the default fighter archetypes because even with Advanced Armor Training, the trade is a really good one.

Edit: Mutation Warrior, nor Mutagen Warrior.

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