Advice on half-orc archer / TWF with Eastern flavor


Advice


Hello all.

I am working on building a half-orc who will start (level 1) with an orc horn bow and eventually add TWF with a combination of wakizashi/kukri/katana,(Eastern Flavor)etc. as the adventure progresses (he levels up).
I am torn between Ranger(yay gravity bow spell!), Slayer,Hunter or Fighter builds to accomplish this. Keeping in mind I am starting at level 1 multiclassing is an option I suppose.

Thanks for any thoughts, ideas and/or pointing me to a guide,etc.


Trying to keep 3 different magic weapons up to scratch is probably unaffordable. Also if you invest a lot in your bow then the point blank master feat (or similar effects) keeps you able to shoot in melee, which removes the point of using the melee weapons. If you carry a katana and wakizashi but seldom use them there may not be much reason to spend feats or money on them.

Ranger, slayer, fighter and warpriest can all pick up point blank master. Hunter can't but then they have a pet they can hopefully put between them and the enemy.


avr wrote:

Trying to keep 3 different magic weapons up to scratch is probably unaffordable. Also if you invest a lot in your bow then the point blank master feat (or similar effects) keeps you able to shoot in melee, which removes the point of using the melee weapons. If you carry a katana and wakizashi but seldom use them there may not be much reason to spend feats or money on them.

Ranger, slayer, fighter and warpriest can all pick up point blank master. Hunter can't but then they have a pet they can hopefully put between them and the enemy.

Great points, something for me to consider. Thanks!


Choose all of them!

At level 1, be a Fighter so you can get Precise Shot from the getgo.

Then take a level in Ranger so you can use a Wand of Gravity Bow.

Sovereign Court

avr wrote:
Ranger, slayer, fighter and warpriest can all pick up point blank master. Hunter can't but then they have a pet they can hopefully put between them and the enemy.

Nature Fang Druid too.

Arrow Champion Swashbuckler is close as a switch-hitter, but you would lose out on Precise Strike damage while dual-wielding.


With the number of feats you're going to need fighter is probably your only option.

Bow Feats I usually see touted as "required"

Point blank shot
Precise shot
Rapid shot
clustered shot
multishot
improved precise shot

Two weapon fighting feats I usually see touted as "required"

TWF
Double slice
ITWF
TW rend

Then because you're switch hitting you're going to want quick draw

So before you do anything fancy at all, you're 11 feats deep. Might i recommend instead a two handed weapon instead of twf? The only feat you need realistically to make a two hander a strong sidearm for a primarily archer character is power attack.


I don't think all of those are "required" to be a decent archer.

Prrecise Shot, Deadly Aim, and Rapid Shot should do it. You could skip Deadly Aim if you're switch-hitting because you can get into melee as well (provided the other members of your party cooperate).

For TWF you probably don't "need" Rend.

Then you're probably going to want Weapon Finesse.

This still leaves you with 6-7 feats (assuming you go Ranger to skip prerequisites), so the point still stands. Add to that the point avr made about the weapons all needing to be enchanted.

It's doable - it should even be playable. You likely won't be the strongest member of your party, but you should be able to make yourself useful enough that people want you around. You'll probably end up with one fighting style being noticibly better than the other, but if you like the flavour you can go with it.


Jay Ellingson wrote:
I am working on building a half-orc who will start (level 1) with an orc horn bow and eventually add TWF with a combination of wakizashi/kukri/katana,(Eastern Flavor)etc. as the adventure progresses (he levels up).

The advice I have to give here is "don't".

Pathfinder heavily rewards specialization for combat, at least when it comes to non-spellcasting (big part of why spellcasters are so crazy powerful). Due to tax- and prereq feats and conflicting ability scores, the concept of a switch hitter, i.e. one who switches between ranged and melee weapons depending on the circumstances, doesn't really work in Pathfinder, with the possible exception of something like E5.
The problem is not to make it work on a basic level, but rather to make it good. On one hand, you need either a pretty large amount of feats or some feats and some other source(s) of bonuses for archery to be good, because the initial damage per shot is pretty low. On the other hand, when you have no ability to move and full attack, you need to invest quite a lot to make melee worth loosing that round it takes to close the gap. Now, you could opt for focussing mainly on a bow and switching to melee when the enemy is adjacent, avoiding two of a melee fighter's biggest problems at the same time, but the issue is that as avr mentioned, Point Blank Master would basically do the same, only many times easier.

Switch hitters are already struggeling at best times, but you have the additional problem that you want to use a melee style that's rather weak, and that needs a lot of investment.


Yeah and thats 6 to 7 feats with basically no tricks, no cool combat options with either of the fighting styles, no maneuvers.

Actually if you're potentially willing to give up on katana/wakizashi....what about a single fighter level dip to get that hornbow, then brawler? Its got a ton of bonus feats, and martial flexibility will let you bump further up into the feat chain of either fighting style depending on what your current situation needs?


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For an archer/melee switch-hitter, I'd echo the other people on this thread and recommend ditching the TWF part of the concept. To keep the eastern flavor, you could instead go with the hornbow and either a nodachi or naginata.

Ranger would probably be a good choice to pick up Combat Style bonus feats, plus aspect of the falcon, gravity bow, and lead blades. Alternately, a fighter 1/warsighted oracle with the Ancestor mystery could also work pretty well, using the Ancestral Weapon revelation to summon a melee weapon when needed.


Wow! Thank you all for all the great advice and ideas. I will research them all a bit more.

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