Fighter Ranged skirmisher


Advice


Hey, so recently me and my friends finished our campaign and we are now looking to create a new campaign

About the World
Magic is a No-go

Therefore i thought about making a ranged figther using a bow, and to get more skill ranks maybe take the skirmisher archetype..

What are your opinions and any advice?


Skirmisher is a ranger archetype not a fighter.

If you are talking about a ranger you want to choose your favored enemies wisely. A ranger going up against his favored enemy can be incredibly deadly. Check with the GM to see what types of creatures you will be going against. Is this a totally no magical world were even magic beast don’t exist? What about other races? If the main thing you are going to be fighting is humans favored enemy human is always a good choice. Since you will not be getting spell instant enemy is not an option.


No i mean the fighter one, fighters also have a skirmisher archetype


And about the magic, Its a World were magic is unstable (spells, Spell like abilites and superordinary and everything magic) which means that by using magic there is a huge chance something bad happens


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Consider the Slayer instead of Fighter if skill-based archer is your jam. More skills, better saves, Sneak Attack, and combat style bonus feats.

Quote:
What are your opinions and any advice?

'

1: Healing and condition removal are for the most part out of your reach.
Make sure your GM understands this and doesn't throw Blindness or Ability Drain at you. Also be prepared for the "one encounter per week" slog if you're forced to depend on resting for healing.
Be on the lookout for Fast Healing (Ex).

2: Everything worth buying is magical (except Alchemical items).
After you have your Mithral Armor and MWK Weapon of every special material, cash rewards becomes a purely roleplaying aspect of the game.

3: A large chunk of martial options are supernatural.
Playing in a totally No-Magic campaign means that everyone is playing half of a martial. Or less than that since martials are even more dependent on gear than casters.

4: If the GM introduces casters that somehow ignores the unstable magic mechanic, then accept that you're now playing a peasant simulator.
Especially if it's a GMPC.


I'd look into the Midnight 3.5 campaign setting tbh. It does low magic better than almost any other campaign ive seen, with a logical reason why, and non handwavium consequences for magic use in game.


At least one lv of Warrior Poet might be good if you want Shoot on the Run. Specially early on, when it's more useful.


I have thought about either going half elf Or human,

My ability scores would either be
Str 14
Dex 19
Con 12
Wis 10
Int 12
cha 8

Or

Str 14
Dex 18
Con 12
Wis 10
Int 14
Cha 8


I'd drop Str and Cha even further, and take the Student of Philosophy social trait to use Intelligence for Diplomacy/Bluff. So if we compare it to your second spread, it would look like this.

Str 14-> 12
Dex 18-> 18
Con 12-> 14
Int 14-> 14
Wis 10-> 12
Cha 8-> 7

Total changes:
+1 to Will/Fort Saves and more HP in exchange for -1 dmg per arrow.

You'd want the Fey Thoughts and Ancestral Arms alternate racial half-elf traits to get Diplomacy as a class skill and EWP: Orc Hornbow.

==============

Example Build, lv 7:
Slayer
1 PB Shot, EWP (Racial)
2 Ranger Combat Style: Rapid Shot (B)
3 Precise Shot
4 Rogue Talent (Combat Trick): Deadly Aim (B)
5 Master Alchemist
6 Imp Precise Shot (B)
7 Manyshot

(FCB would result in another Slayer Talent at lv 7 if that's your choice)

****

By level six you could take 10 on the craft check to make Troll Styptics, which is the most useful alchemical creation you'd need to know of. Troll Styptic gives you Fast Healing 2 for 2d4 rounds, which will probably be the only way your party can heal between encounters.
Master Alchemist cuts down the time spent by 90%, so you'd be able to churn out six of those bad boys in a week. If you can convince your party members to pick up the Cooperative Crafting feat they'd get just as many.

Other useful alchemical items:

Antitoxin/Antiplague - Bonus vs Poison/Disease
Meditation Tea - Reroll against mind-affecting effects
Smelling Salts - Multiple rerolls against unconsciousness and stagger
Twitch Tonic - Rerolls against sleep, paralysis and staggered

****

Very useful, but your GM will prob veto it:

Numerian/Strange Fluids - Immortality, Fly Speed, the Mutant Template, ETC

***


You could just leave it at Str 12, Con 13, and Cha 8; I mean sure it's not min maxed, but there isnt much reason to dump stats either (odd staring scores are better in the long run due to 4th lv increase, etc.).


Make a "bowbarian". (Especially recommended in point-buy, and if the GM permits the Savage-Technologist archetype, which is really just the absolute nuts for this sort of thing. 20pt array: 15,15,14,14,10,7, with racial bump to dex. -- You'll do crazy damage raging with an Adaptive bow, and are barely any worse than an all-in-str barbarian in melee. Feats: Quick Draw and Combat Reflexes to cycle bows and polearms -- because a bow is often the wrong tool, and pulling a different whackwidget is much easier than typecasting yourself with a half-dozen, slowly-accumulating feats into making a single bowhammer jack-all-nails.)

Race: half-orc, so you can grab a hornbow (and also pick up the Sacred Tattoo racial trait).

Side-bonus: your saves will be a lot better than most archers dream of.


No-one seems to have suggested Zen Archer Monk for a skills archer.

Fairly sure there is also a ranged cavalier build or two around.

Edit: more thoughts

If you are set on fighter Lore Warden gives 4 skills per level at the cost of armor feats an archer is less likely to use anyway.

Also consider asking your gm about using the optional background skills rules.


Many of you suggest options which use SU or any kind of magic, which i Said earlier was kind of prohibited.

Anyway Im looking into all your advice and tips Thnx!


Ok monk does dip a bit into the SU abilities but even without them is still a solid choice.

Cavalier (luring is the ranged one I think) is all EX

Lore warden fighters are also completely free of Evil SU and Magic influences :D

I suppose I should mention bolt ace gunslinger as an option too


Skirmished fighter is ok here.

Maybe consider Divine Marksman ranger? Completely lacking anything but Ex abilities (trades away spellcasting), you get better saving throws, better skill points, an animal companion (giant gecko maybe, plan accordingly), and half your favored enemy bonus to every attack and damage roll with a bow.


Magdyyret wrote:

I have thought about either going half elf Or human,

My ability scores would either be
Str 14
Dex 19
Con 12
Wis 10
Int 12
cha 8

Or

Str 14
Dex 18
Con 12
Wis 10
Int 14
Cha 8

Alright so which of these two ability scores are Best? I Think i like the top one better


Magdyyret wrote:
Many of you suggest options which use SU or any kind of magic, which i Said earlier was kind of prohibited.

Don't think anyone suggested anything SU-based, with the exception of the monk.

Magdyyret wrote:
Alright so which of these two ability scores are Best? I Think i like the top one better

Depends on what you prioritize.

+0.5 to Attack/AC/Initiative and many useful skills, or more skill ranks. Might be worth to take the top one since you're not gonna be able to boost any ability scores through items.
Any reason to leave that Charisma at 8?

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