
Joshua Sutton |
I'm looking for advice on my build. I would like to optimize my hit and then damage as much as possible, even though the Archer archetype was used for roleplaying purposes. I am also looking for suggestions on:
1. Feats for levels 10-20
2. Weapons and ideal special abilities for them
3. Magic Items
4. Armor and ideal special abilities for them
Current Fighter Archer Stat Block:
Male elf fighter (archer) 9 (Pathfinder RPG Advanced Player's Guide 104)
NG Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +15
--------------------
Defense
--------------------
AC 21, touch 13, flat-footed 18 (+5 armor, +3 Dex, +3 shield)
hp 90 (9d10+18)
Fort +11, Ref +12, Will +8; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Ranged +2 composite longbow (str +2) +20/+20/+15 (1d8+9/×3 plus 1d6 cold)
--------------------
Statistics
--------------------
Str 15, Dex 23, Con 14, Int 16, Wis 14, Cha 13
Base Atk +9; CMB +11; CMD 27
Feats Clustered Shots[UC], Deadly Aim, Greater Weapon Focus (longbow), Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Snap Shot[UC], Weapon Focus (longbow), Weapon Specialization (longbow)
Skills Acrobatics +11 (+15 to move through a threatened square or enemy's space, +7 to jump), Bluff +6, Climb +3, Diplomacy +4, Disguise +7, Fly +4, Intimidate +5, Perception +15, Ride +11 (+13 to stay in the saddle), Stealth +17, Survival +6, Swim +7; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Draconic, Elven, Goblin, Orc
SQ elven magic, safe shot, trick shots (trick shot: disarm[APG], trick shot: feint[APG])
Combat Gear potion of cure light wounds, potion of gaseous form, potion of neutralize poison, potion of water walk, caltrops, drow poison, sassone leaf residue; Other Gear +1 chain shirt, +2 arrow catching buckler, mwk buckler, +2 composite longbow (str +2), arrows, blunt arrows[APG] (20), sap, whistling arrow[UC] (2), bag of holding iii, belt of tumbling[UE], bracers of falcon's aim[UE], cloak of elvenkind, efficient quiver, immovable rod, poisoner's jacket (lesser)[UE], backpack, flint and steel, light horse (combat trained), military saddle, saddlebags, 1 pp, 4,178 gp, 7 sp, 1 cp
--------------------
Special Abilities
--------------------
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.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
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.
Safe Shot (Ex) You do not provoke attacks of opportunity when making ranged attacks with your Archetype's focused weapon (Bows or Crossbows). This ability replaces weapon training 2 for the Archer archetype, or weapon training 3 for the Crossbowman archetype.
Snap Shot Threaten squares within 5 feet of you when wielding a ranged weapon
Trick Shot: Disarm Disarm with a bow at 30' and -4 CMB.
Trick Shot: Feint Feint with a bow at 30' and -4 CMB.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Ryze Kuja |

Imp Snap Shot + Combat Reflexes = Legolas
This also synergizes nicely with Ranged Trip and Relentless Shot. Talk your party members into getting feats that provoke AO's, like Greater Bull Rush.
Edit: You can also get Swift Drinker as a feat and maximize your action economy with potions. If you have the Adaptive enchant on your bow and you down a Potion of Bull's Strength, that can beef up your damage pretty well.

Joshua Sutton |
Imp Snap Shot + Combat Reflexes = Legolas
This also synergizes nicely with Ranged Trip and Relentless Shot. Talk your party members into getting feats that provoke AO's, like Greater Bull Rush.
Edit: You can also get Swift Drinker as a feat and maximize your action economy with potions. If you have the Adaptive enchant on your bow and you down a Potion of Bull's Strength, that can beef up your damage pretty well.
To your point my next feats were going to be:
Combat Reflexes -> Imp. Snap Shot -> Greater Weapon Spec (Comp Longbow)Aside from Swift Drinker any other feat suggestions?
For my bow, I don't have adaptive, but would like to get it. I only have Frost on my bow at the moment. Aside from adaptive and upgrading the base item enchantment (+2->+3, etc.) any Special Abilities that you consider must have? Second Chance seems nice, but is it worth the +4 bonus, considering 10 is the max?

Ryze Kuja |

You've already got all the good stuff you need for an Archer, any more archery feats is just icing on the cake or further carving yourself a niche of how you like to play (i.e. Relentless Shot if you like to trip from range, etc.). You may want to consider getting Improved Precise Shot though. That's always handy. Anything and everything you shoot at will instinctively run for cover, and with Imp Precise Shot, you don't care :D
As far as other feats you might want aside from archery feats, you could focus on mobility and sneakiness. Shot on the Run can be helpful (but it's situational); the feat Run (5x movement speed as full-round) can be really nice for getting into position quicker and just flat-out outrunning a pursuer; Hellcat Stealth, Fast Stealth, & Ledge Walker can make you pretty sneaky.
.
Edit: As far as enchants, Adaptive is always solid, even if you have a base 10 in Str (because you can boost Str with items/consumables or party buffs). Speed (+3) is a must-have enchant because Rapid Shot and Speed both affect Full-Round Attacks and stack with each other since they're different styles of Full-Round Attack bonuses. Seeking, Bane or Distance could be nice too.

![]() |
1 person marked this as a favorite. |

I'm looking for advice on my build. I would like to optimize my hit and then damage as much as possible, even though the Archer archetype was used for roleplaying purposes.
If you wish to optimize attack and damage, don't use the Archer archetype.
Go straight up fighter.
Why? Cos the Archer archetype losses access to the Gloves of Dueling
These wonderful gloves -
1) Up your attack and dmg by a flat +2 each.
2) Prevents you from losing or dropping your bow, which is death sentence in combat for an archer.
3) Give you A LOT more out of the Advanced Weapon Training options.
Archer's Expert Archer (Ex) does not work with Gloves of Dueling (as per the faq)
Also the normal fighter can wear up to heavy armor and still be an archer.
If you are playing a homebrew and your GM allows Gloves of Dueling to work with the Archer Archetype, then go with the Archer. Otherwise a normal fighter would make you a more damaging and tanker character.

Athaleon |

Even if you get the Gloves of Dueling, Advanced Weapon Training alone makes the baseline Fighter better than the Archer. Item Mastery tricks, Armed Bravery to shore up that weak Will save, Warrior Spirit for useful weapon enhancements on demand (Current-enemy Bane, Seeking, Holy, Phase Locking, etc), Versatile Training to get you more skills, etc. makes you much more useful in and out of combat. There should be no need to use the Archer archetype "for roleplaying purposes", just roleplay a Fighter who's an archer.

Lady-J |
well to optimize i would say drop the archetype stick with base fighter, switch the 16 to str the 15 to cha and the 13 to int, pick up eldritch heritage abyssal drop the chain shirt and bulkers get mythril platemail drop the poisons get gloves of dueling, a belt of +str/dex, cloak of resistance, headband of wisdom, get armed bravery and the one were you get a shield bonus based on you weapon training bonus