Archer with ONE shot per round - recommended feats?


Advice


Let's say that you have an archer than is limited to firing their bow once per round, with a single attack action (or rather, assume that they do not have access to a full round action, and must use their move action every round).

How would you go about selecting feats, abilities, items, etc to increase the viability of this kind of character? Serious/productive answers only, please. I REALLY do not want to hear about this crippling what an archer is supposed to be doing. This is a thought experiment that might eventually turn into a character concept if I find it meets a certain level of expectation on my end.

Thanks


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Use an orc horn bow and the vital strike line of feats.


Combat Expertise or Dirty Fighting, Improved/Greater Called Shot.

And yes, absolutely, Vital Strike feats with an Orc HornBow...


This would basically be a Rifle build. Because the fastest loading out there is a swift action, you kinda only do one shot per round.

Sniping as a Rogue, Vital Striking or Shot on the Run are all good options.


Secret Wizard wrote:

This would basically be a Rifle build. Because the fastest loading out there is a swift action, you kinda only do one shot per round.

Sniping as a Rogue, Vital Striking or Shot on the Run are all good options.

Rogue/Slayer with Shot on the Run, the Fast Getaway Talent, and a Decoy Ring is pretty legit.

Not sure if it works for this particular build, but it is a sound tactic.


Overwatch Tactician? Two shots for one standard action.


Thanks for the tips so far. I am hoping for more suggestions that are not class-specific, so that I have a wider range of abilities to draw from in the event that archery is not viable for certain encounters.


Vital strike is one of the best ways to do a switch hitter. It leads to a kind of silly flavor, but it allows for both decent melee and ranged. You can do it pretty viably with any class that has full bab.


baggageboy wrote:
Vital strike is one of the best ways to do a switch hitter. It leads to a kind of silly flavor, but it allows for both decent melee and ranged. You can do it pretty viably with any class that has full bab.

Very true, unless you are also looking at classes with 3/4 BAB. I have a certain predisposition towards playing the 3/4 BAB classes with a healthy dose of spellcasting. Vital Strike is certainly on the list for pickup when it can be taken. What about with the lower levels? Precise shot and Point-Blank shot are obvious necessities.


DeathlessOne wrote:
baggageboy wrote:
Vital strike is one of the best ways to do a switch hitter. It leads to a kind of silly flavor, but it allows for both decent melee and ranged. You can do it pretty viably with any class that has full bab.
Very true, unless you are also looking at classes with 3/4 BAB. I have a certain predisposition towards playing the 3/4 BAB classes with a healthy dose of spellcasting. Vital Strike is certainly on the list for pickup when it can be taken. What about with the lower levels? Precise shot and Point-Blank shot are obvious necessities.

Vital Strike is particularly good with 3/4 class with access to Ranger Style Feats or easy access to Vital Strike – namely Nature Fang Druids, Warpriests, Vital Punishment for Vigilantes, anyone with the Mortal Usher PrC


I would avoid crit feats. Most crit builds depend on using a weapon with a large crit range, doubling it and spamming out multiple attacks. Archery builds can put out a lot of attacks, so they work with crit feats.

You plan on putting out a single attack, with a weapon that crits on a 20. It isn't worth investing feats into improving your crit.


Deadly aim is a possibility. Aiming for stealth and getting relevant feats is another. Getting a mount and relevant feats might work. If the 3/4 BAB class is a spellcaster there are more possibilities. It's kind of hard to guess what might be useful without more details though.


avr wrote:
Deadly aim is a possibility. Aiming for stealth and getting relevant feats is another. Getting a mount and relevant feats might work. If the 3/4 BAB class is a spellcaster there are more possibilities. It's kind of hard to guess what might be useful without more details though.

Well, its not a guessing game. Im just looking for general feats or combinations that are more-or-less non-class specific. Any ideas you have are fine to offer, I'll just get more benefit from them if they can fit multiple classes as, in the end, it is up to me to decide which class I will get the most enjoyment out of.

I've been eye-balling Shot on the Run, and was wondering if it was possible to get Vital Strike working with it. If that's an option, I've got an idea on feat progression.


Stealth: skill focus (stealth), hellcat stealth, expert sniper are worth a look.

If you want a mount then animal ally & boon companion work. To ride and shoot look at mounted archery. To use a companion as a blocker look at beastmaster style.

Spellcasting options are really specific. True strike, metamagic reduction traits and quicken spell may work, but the equivalent as a rogue is quicken spell-like ability and no traits are required or useful. Infused spell cartridges is something to aim for if you use a gun and are not an eldritch archer magus (but are some kind of spellcaster). There are feats for the eldritch knight PrC, or for crossbow-wielding Abadarites, or for any number of niche cases. This is why some sort of concept is needed to narrow things down.

Shot on the run or spring attack never work with anything, it's a rule. Certainly not vital strike. Flyby attack does work though.


Be a Strix, take Flyby Attack, and you can use Vital Strike with it all you want. Strix can take Hover, as well. Which has its obvious advantages to an archer. The Strix has low-light vision and darkvision, also advantageous to an archer.

For one good shot a round I would use a heavy crossbow. It has a higher damage die, a better crit range, and longer range increment than a longbow. Plus, it can be shot while you are Prone... which may, or may not, come in handy. You can forego a lot of the reloading feats if you're just focusing on one shot per round.

I advise that you start with one level of Crossbow Maven Gunslinger to get a masterwork heavy crank crossbow for free, with free proficiency with said crank crossbow, and some Grit that allows you to target Touch AC out to your first range increment.


One shot a round could mean an alchemist focused on delivering a big bang every round, a mesmerist using ranged feint with cheap throwing weapons as a setup for their expensive returning weapon, a rogue sniper, a sorcerer aiming for named bullet, a poison darter ranger with expensive poisons, a gunslinger using fancy expensive ammo, or VoodistMonk's bolt ace gunslinger - and all those want different feats. Few feats are one size fits all.


VoodistMonk wrote:
Combat Expertise or Dirty Fighting, Improved/Greater Called Shot. And yes, absolutely, Vital Strike feats with an Orc HornBow...

Called Shots (note: "optional rules") are a full-round action, and hence can't qualify for Vital Strike.


Ok...always

Deadly aim
Bullseye shot
Precise shot
Point blank shot

Doesn't matter the class doesn't matter the bab....always those four feats (if you're looking at the whole 1 attack per round thing)

Potentially

Overwatch style unless you're absolutely wedded to only 1 shot no matter what, basically lets you ready up to 4 shots, each with a different trigger.

Vital strike borders on always, im iffy on it with a 3/4 bab class but warpriest gets a pseudo full bab so it gains some value there, as it would in any other 3/4 bab class that has some pseudo full bab clause.

Anything that improves sniping if you're playing a class with sneak attack. stealth boosters, penalty reducers, bonus damage etc etc etc.

I'm pretty sure the abadar and erastil divine fighting styles offer some options for standard action attacks with a bow.

Other than that, not much, by the time you get vital strike and the four must haves you're pretty much done and its in the hand of magic and equipment. Most archery feats and builds are based around lots of shots, not one big one.


DeathlessOne wrote:
Let's say that you have an archer than is limited to firing their bow once per round, with a single attack action (or rather, assume that they do not have access to a full round action, and must use their move action every round). How would you go about selecting feats, abilities, items, etc to increase the viability of this kind of character?

To make it even more interesting, let's imagine this character deliberately builds for this tactic (i.e., it's their preferred M.O., not just what they do when they can't loose a volley):

~ ~ ~ ~ ~

STR: 14
DEX+ 17 (raise 4th, 12th+Manual)
CON- 12
INT+ 17 (raise 8th)
WIS: 10
CHA: 7 (Elf, 15,15,14,14,10,7 20pt array)

racial alternative: Fey Thoughts (Fly and UMD are class skills)
traits: Underlying Principles (UMD is Int), Unshackled (Escape+1 is class)
01 Slayer1 [ST+1][Track], Deadly Aim
02 Slayer2 [Talent:Ranger Style:Archery:Focused Shot]
03 Slayer3 [SA+2d6] Accomplished Sneak Attacker
04 Slayer4 [Talent:Rogue Talent:Snap Shot]
05 Slayer5 [ST+2], Extra Slayer Talent:Deadly Range(SA=40')
06 Slayer6 [SA+3d6][Talent:Ranger Style:Archery:Manyshot]
07 Slayer7 [Stalker][ST:swift], Vital Strike
08 Slayer8 TALENT retrain to Advanced Rogue Talent:Quick Shot @10th
09 Slayer9 [SA+4d6], FEAT retrain to EST:RS:Arch:Imp Precise Shot @10th
10 Slayer10 [Advanced Talent:Marksman’s Shot]
11 Slayer11 [Swift tracker], Improved Vital Strike
12 Slayer12 [SA+5d6], TALENT ...etc.

Maxed skills: Acrobatics, Escape Artist, Fly, Perception, Sense Motive, Stealth, Survival, Use Magic Device

Gear: Lenses of the Predator's Gaze, Slayer's Robe, 5x5 Carpet of Flying, blingy hornbow (note: we do not need Seeking on this)

*Take a shot while rolling for initiative (Quick Shot).--Even though the build emphasis is on standard-action shooting, this is a one-time freebie worth taking.
* Init = 20 for the surprise round (Snap Shot).
* INT to damage (Focused Shot; range regrettably limited to 30).
* Avoids Point Blank Shot, Precise Shot, and Rapid Shot tax-feats.
* Double sneak-attack dice (or versus Studied Targets (Marksman’s Shot).
* UMD wands of Gravity bow and Enlarge Person.

Standard action damage versus target 30':
* 16d6 (hornbow, Gravity bow + Enlarged + Improved Vital Strike)
* 10d6 (doubled sneak-attack versus swift-Studied Target)
* 4d6 (Manyshot arrow)
* Manyshot 2x (Int + Str + 8[Deadly Aim] + ST + Enh + additional numerics)

= ~30d6+35ish = ~140 or thereabouts (not counting Quick Shot, crits, or added dice, e.g. Bane, etc.)

(Such a concept would obviously emphasize snipe & hide tactics, and probably not cram pure damage into all available slots as above. E.g., you'll want the ability to shoot halfway through your move, the ability to full-move stealth, etc.)


DeathlessOne wrote:

Let's say that you have an archer than is limited to firing their bow once per round, with a single attack action (or rather, assume that they do not have access to a full round action, and must use their move action every round).

How would you go about selecting feats, abilities, items, etc to increase the viability of this kind of character? Serious/productive answers only, please. I REALLY do not want to hear about this crippling what an archer is supposed to be doing. This is a thought experiment that might eventually turn into a character concept if I find it meets a certain level of expectation on my end.

Thanks

This for starters:

baggageboy wrote:
Use an orc horn bow and the vital strike line of feats.

If magic items are generally available in your game like they are in Pathfinder Society, I'd dip at least 1 level in Ranger and use a Wand of Gravity Bow. The Base Damage from the arrows will go from 3d6 to 4d6. I like Freebooters. As a Move Action, you designate a single opponent, and the whole party gets +1 Attack and Damage.

I would also dip a level in Living Monolith. You will be able to Enlarge Person as a Swift Action, increasing the Damage from your Arrows from 3d6 to 4d6. Normally arrows shrink back down when you shoot them, but the game designer Mark Seifter created a workaround: you carry around a quiver of Size Large arrows. Drop them as a Free Action. Enlarge as a Swift Action, then pick them up as a Move Action, then fire a shot as a Standard Action.

My favorite starting place for a character like this would be

Half Elf, Arcane Training, Ancestral Arms

Arcane Training can give you the ability to use any Sorcerer or Wizard wand. Ancestral Arms gives you an Exotic Weapon Proficiency, and now you can use that Orc Hornbow.

Level 1, Fighter 1: Point Blank Shot, Precise Shot

Precise Shot is the essential Feat for any ranged combatant. You've just got to get that at level 1 if you can.

From here, there are 1 of 2 directions I might go in in.

2F1Ninja1: Sneak Attack 1d6
3F1N2: Ki Pool, Ninja Vanishing Trick, Extra Rogue Talent: False Attacker

Ninja Vanishing Trick lets you turn Invisible for 1 Round as a Swift Action. Your opponents can't see you, so they don't get their Dex Mods to AC, and that means you get your Sneak Attack Damage.

False Attacker lets you make a Bluff Check as an Immediate Action after you Attack someone from hiding. Success means your target thinks your attack came from somewhere else, and you stay hidden and can play this trick again, scoring Sneak Attack Damage every round. So on round1, you'd turn Invisible and find a hidy hole to snipe from, then every round after, you pick off your opponents 1-by-1 with your great, big, well-placed arrows.

Secret Wizard wrote:
This would basically be a Rifle build. Because the fastest loading out there is a swift action, you kinda only do one shot per round.

You could do what I'm doing here with a firearm, making Ranged Touch Attacks vs. Flatfooted AC that lock in Sneak Attack Damage. You could also, because you took Arcane Training, use a Magic Wand such as a Wand of Scorching Ray or a Ranged Touch Attack Cantrip wand for a similar effect.

From here, I'd have this character accumulate Sneak Attack Damage as fast as possible: another level in Ninja, a level in Snake Bite Striker Brawler, more levels in Ninja. You could work in that level in Ranger and Living Monolith at any time.

The other direction I would go in is to jump in with that level in Ranger I mentioned, then take levels in Alchemist. Grenadier if you really want to go with that Orc Hornbow, otherwise Gunchemist if you want to use a firearm like what Secret Wizard was suggesting. Grenadiers at level 2 get to put Alchemal Weapons such as Alchemist Fire on their arrows starting at level 2 Alchemist, and the essential Discovery for this is Explosive Missile at level 2 Alchemist because exploding arrows are cool. I'd strongly consider playing a Goblin, well, because Goblin! There is the Goblin Feat Goblin Gunslinger which lets them use a firearm that's 1 size bigger, and there is the Feat Burn! Burn! Burn! which gives them an extra 1d4 Damage from normal Fire attacks such as that Alchemist Fire your Grenadier attached to your Exploding Arrows. Gunchemists essentially get Explosive Missile at level 1 Alchemist, and they can actually take Explosive Missile proper which increases their rate of fire to 1/round as a Standard Action even for larger firearms and lets them put 2 Bombs into each bullet instead of just 1. Exploding Bullets are cool.

And in case: ninja-sniper, Grenadier, or Gunchemist, gun or bow, Goblin or Half Elf, there's no reason not to work in Vital Strike, Living Monolith, Freebooter's Bane, and Gravity Bow (for your bow, Gravity Bow doesn't work with guns).

So, by like level 9 or so, we got you up to like 8d6 Base Damage +1d6 every other level through Sneak Attack, Exploding arrows or bullets, or some combination of the 2 with extra damage thrown in either through Gunchemist or Grenadier. Also with the option of each attack being a Ranged Touch Attack vs. Flatfooted AC.


Slim Jim wrote:

* 4d6 (Manyshot arrow)

* Manyshot 2x (Int + Str + 8[Deadly Aim] + ST + Enh + additional numerics)

Unless I'm missing something obvious, there's a bunch of feats here that simply doesn't stack.

Manyshot only triggers on a full-attack, which means that you can't combine it with Vital Strike or Focused Shot. Focused Shot is its own standard action, which means you can't combine it with Vital Strike either.

I get that you're trying to cheese Manyshot by starting a full-attack and then interrupting it after the first attack, which isn't allowed, but even then you couldn't use Vital Strike/Focused Shot since those are standard actions.

Slim Jim wrote:
16d6 (hornbow, Gravity bow + Enlarged + Improved Vital Strike)

Improved Vital Strike triples your damage dice. So a 16d6 sounds... improbable. Guess you confused it for Greater Vital Strike?

All in all, I'd wager the real damage is below 100.


I blame 5:30 in the morning posting time.

<Bronx cheer>

(Still, somewhat less than a hundred is comparable to, say, a Sap Master build single-shot slam, and with better range due to using a bow.)


Someone should at least mention double crossbows. I have no clue about most rules interactions, and you probably will feel like you’d be better off with a double barreled gun, but those things do like standard actions.


Slim Jim wrote:

Standard action damage versus target 30':

* 16d6 (hornbow, Gravity bow + Enlarged + Improved Vital Strike)
* 10d6 (doubled sneak-attack versus swift-Studied Target)
* Int + Str + 8[Deadly Aim] + ST + Enh + additional numerics

Focuses Shot is a standard action, and thus doesn't work with Vital Strike.

Enlarge person does not work for projectile weapons: "Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage."

I don't see a means to actually enforce Sneak Attack after the first round, am I missing something?

* 3d6 damage base, +6d6 from ImpVS
* 10d6 Sneak Attack presuming you can actually SA the target
* 2+8+4+4 bonus damage

Presuming the target is flat-footed or something, 83 average damage against a CR12 enemy, for just over half its HP.


The workaround to the enlarged progectile projectile weapon problem is to carry a quiver of larger arrows. You drop them before being enlarged, then pick them back up. They are large, you are large, so no penalties, also they don't shrink back down.


baggageboy wrote:
The workaround to the enlarged progectile projectile weapon problem is to carry a quiver of larger arrows. You drop them before being enlarged, then pick them back up. They are large, you are large, so no penalties, also they don't shrink back down.

Yup, like I said:

I wrote:
I would also dip a level in Living Monolith. You will be able to Enlarge Person as a Swift Action, increasing the Damage from your Arrows from 3d6 to 4d6. Normally arrows shrink back down when you shoot them, but the game designer Mark Seifter created a workaround: you carry around a quiver of Size Large arrows. Drop them as a Free Action. Enlarge as a Swift Action, then pick them up as a Move Action, then fire a shot as a Standard Action.

Grand Lodge

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I would go with a grenadier alchemist with explosive missile.

First, the you get to add bombs to a ranged attack each round, you can also strap on an alchemist fire for another d6 and int damage. You also get splash damage which means more total damage per round (though not the most efficient way to do damage). The key here is that you can pick you bomb to target the weakest save and pile on a debilitating effect. Trade splash for more single target damage with targeted Bomb admixture.

I would likely also grab a mauler familiar and pump it full of extracts so I had more to do.


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Slim Jim wrote:
I blame 5:30 in the morning posting time. <Bronx cheer> (Still, somewhat less than a hundred is comparable to, say, a Sap Master build single-shot slam, and with better range due to using a bow.)

Take #2 at the howitzer build:

STR- 5
DEX+ 19
CON: 12 (halfling, 17,14,12,12,12,7 20pt array)
INT: 12
WIS: 12
CHA+ 16

alignment: LG; worship Erastil
racial alternative: Fleet of Foot
traits: Always Threatening, (Skillful, or Chance Encounter)

01 Slayer1 [ST+1], Bludgeoner (retrain to Quick Draw w/purchase of +1/Merciful/Training dagger)
02 uRogue1 [Bandit/Knife Master][Weapon Finesse][SA+1d8]
03 uRogue2 [Weapon Focus:Dagger], Extra Rogue Talent: Underhanded
04 uRogue3 [SA+2d8][dexterity damage to weapon* in melee], DEX>20
05 uRogue4 [Ambush][Combat Trick:Sap Adept][SA+3d8], Accomplished Sneak Attacker
06 Slayer2 [Talent:Trapfinding]
07 Slayer3 [SA+4d8], Sap Master
08 Slayer4 [Talent:Ranger Style:Archery:Far Shot]
09 Slayer5 [ST+2], Signature Skill (Stealth)
10 Slayer6 [SA+4d8][Talent retrained to Ranger:Arch:Imp Precise Shot @14th]
11 Slayer7 [Stalker][ST:swift], Extra Rogue Talent:Snap Shot
12 Slayer8 [Talent retrained to Advanced Rogue Talent:Quick Shot @14th]
13 Slayer9 [SA+5d8], FEAT(g)
14 Slayer10 [Advanced Talent:Marksman’s Shot]

(*Initially this will be dagger, but at leisure retrain to something else after upgrading the dagger to the Agile enhancement that it'll need to contribute dexterity damage to throws.)

Relevant gear: Concealing Pocket, Stag's Helm, Lenses of the Predator’s Gaze, Slayer's Robe, Merciful/Agile/Training(Weapon Versatility) dueling dagger of doubling

Exploits:
* Reroll a failed Bluff or Stealth check 1/day. (Skillful, or Chance Encounter)
* Quick Draw a concealed weapon as a free action. (Always Threatening)
* Shift grip as a free action to change damage type. (Weapon Versatility)
* Free-action make opponent flat-footed ranged attack 3/day. (Stag's Helm)
* Non-lethal bludgeoning for Sap Master (Bludgeoner, or Merciful + Weapon Versatility)
* Sneak-attack dice are d8s. (Knife Master rogue)
* Double #SA dice as an attack action versus ST. (Marksman’s Shot)
* Roll SA dice twice if SA flat-foot w/bludgeoning non-lethal. (Sap Master)
* +(#SA dice rolled) damage w/bludgeoning non-lethal SA. (Sap Adept)
* SA dice are maximized if SA w/concealed in surprise round. (Underhanded)
* Initiative is 20 for the surprise-round. (Snap Shot talent)
* Take a ranged attack coincident with rolling Init. (Quick Shot Adv. talent)
* Take swift+move+standard actions in surprise round. (Bandit rogue 4th)
* Throw the same weapon repeatedly without retrieval. (Dagger of Doubling)
* Gaseous Form 5min/day in 1min increments. (Slayer's Robe)

Character appearance: gregarious halfling wearing a comfortable sweater with "hand-warmer" style pockets in the front. The pockets are joined together inside, and represent the Concealing Pocket sewn into the garment; the Dagger of Doubling is stored in a sheath inside, and a split-off dagger can be drawn and thrown from either side. OCD behavior: we always have one hand on that thing.

Action economy: Pre-combat will see us in various ongoing buffs such as Invisibility, etc. Ideally we're able to Study potential opponents before fighting breaks out.

Combat: roll Init, and d20 result will be 20 for this phase regardless of the die roll
- All opponents lacking Uncanny Dodge are flat-footed for the moment.
- free action: split Dagger of Doubling.
- swift action: throw a dagger as a Quick Shot coincident with the Initiative check.
- free action: activate Lenses of the Predator’s Gaze (if not done already)
- free action: Study target (if not already Studied) if sneak successful.
...The initiative check is now over, and the surprise round begins.

Ambush (surprise) round (our Init roll is still treated as a nat-20):
- free action: activate Stag's Helm (if necessary)
- standard: out zings another split dagger.
- move: Stealth into hiding after snipping, rerolling if necessary.
- swift: Study a new target, or do something else requiring a swift; otherwise might not be used.

Since the "kept" portion of the Dagger of Doubling never leaves its place of concealment, no action-wasting checks need be made to keep it that way. (That thing is phenomenal value for the money given that it obviates the necessity of a Blinkback belt, thereby freeing that slot up for the dex belt we really want.)

Round #1 (Same as Ambush round, but our Init count is now whatever we actually rolled.)

Standard-action damage:
d3 (small dagger)
d6 (merciful)
20 (Sap Adept tabulating 5 sneak-attack dice, their count doubled, then rolled twice)
160 (those 20 d8s are maximized by Underhanded)
= ...almost 200 just from that. (Each original sneak-attack die is worth 36pts.)

The Quick Shot doesn't qualify for Marksman's Shot, so only ten d8s are rolled for that, generating 10 from Sap Adept, and 80 from Underhanded.

Combined, it'll be deep into mid-300s damage when all other numeric and additional dice are factored. Rounds after the surprise lose Underhanded, dropping the maximized d8s back to 4.5 average, so 70 less damage without it on a Sap Master Marksman’s Shot.


I have a Geomancer occultist who I run as an "Int-based Druid." He uses his bow as a backup. He's transmutation and evocation focused. Since I'm 3/4 BAB I decided to focus on a single shot.

Point Blank Shot
Precise Shot
Bullseye Shot
Focused Shot
Deadly Aim

Conductive on the bow lets me channel his Energy Ray focus power through a single shot when I'm choosing to not cast a spell otherwise or take some other action. I've usually identified the threat and will try to use an element to maximize the effect. If I've had time to buff, I'm going to put Bane against my target on the bow and boost it's effective enhancement bonus to get better accuracy.

It's never going to out damage a full-attacking dedicated archer, but it's a reasonable use of a single attack action.


cavernshark, that sounds pretty cool.

Also, it reminds me of another option: Arcane Archer. I was thinking about Arcane Archer builds back in the day when the PDT said it was legal to use Spell-like Abilities as if they were spells in order to qualify for taking levels in Prestige Classes. I was thinking something like

Aasimar get to cast a level 3 Wizard Spell as a Spell-like Ability at level 1, so

1Fighter 1: Precise Shot, BAB+1
2F1Wizard1: Caster Level 1
3F1W1Eldritch Knight1: Feat, BAB+2
4F1W1E2, CL2, BAB+3
5F1W1E3, CL3, BAB+4
6F1W1E4, CL4, BAB+5
7F1W1E5, CL5, BAB+6
8F1W1E5Arcane Archer 1: BAB+7
9F1W1E5A2: CL6, Imbue Arrows

You start taking levels in Arcane archer at level 8, which is on par with the traditional route: 6 levels in Fighter, 1 level in Wizard, then take levels in Eldritch Knight, but by level 8, your caster level will be much higher if you can use that Aasimar route. CL 7 by the time you get Imbue Arrows instead of CL 3 via the traditional route.

I was thinking this still might be a good idea if you are in a Core Rulebook Only Campaign. Some Pathfinder Society Campaigns have been Core Rulebook Only.

1Fighter1, BAB+1
2F1Wizard1, CL1
3F1W2, CL2, BAB+2
4F1W3: CL3
5F1W4, CL4, BAB+3
6F1W5: CL5
7F1W5Eldritch Knight1, BAB+4
8F1W5E2, CL6, BAB+5
9F1W5E3, CL7, BAB+6
10F1W5E3, Arcane Archer1
11F1W5E3A2: CL8, Imbue Arrows

In this one, you wait more levels before your first level in Arcane Archer, but you are mostly advancing as a Wizard, losing 3 Caster levels altogether: 1 for Fighter, 1 for your 1st level in Eldritch Knight, and 1 for your first level in Arcane Archer. But you are a Wizard with a high BAB and HP, and you can cast your spells through your arrows, and that seems cool. An Arcane Archer is just about the only character I know of, for instance, that can cast Antimagic Field at Range.

I guess another way to become an Arcane Archer is to start out a Magus. Your BAB gets to +6 at level 8, then you can take some levels in Arcane Archer to get Imbue Arrows, I guess. But I'm not sure why you would want to be a Magus/Arcane Archer when you can just be an Eldritch Archer Magus, which also seems like a reasonable way to go for an archer that is very effective and only takes 1 shot/round.

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