Dwarven archer


Advice


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

For a while now I've been considering making a dwarven archer build concept that is reminiscent of the deadly dwarven marksmen of Narnia. I have some ideas on how to do this, but I wanted to get the thoughts and advice of my fellow community members first before settling on anything in particular.

I'm not too concerned with class, Rarity, or character level, but it would be better if the character came together by level 10 or thereabouts and didn't make use of any 3rd-party content.

Any help you can give with this brainstorming would be most appreciated.


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Is there anything in particular about narnian dwarven archery that requires special consideration, or are you just looking for a generic archer build on a dwarf?


gesalt wrote:
Is there anything in particular about narnian dwarven archery that requires special consideration, or are you just looking for a generic archer build on a dwarf?

Right?

Because otherwise it's a straightforward build. The speed and charisma penalties hardly matter and one could get 18/14/14 in one's saves w/ room for a 14 Str (switch-hitter) or 14 Int (surprise source of skills/Lore/Crafting) w/ zero issues.


So... con/wis/dex. Movement not so hot.

There's... not but so much there? I mean, you could go Fighter or Ranger, no problem. There's nothing about "dwarf" that makes you bad at "generic archer" but nothing particularly useful to draw on either. The only thing that "Narnian Marksman" brings to it that I can see is "probably not using magic". That doesn't do a lot to distinguish it either.


I mean the generic build is simple enough.

Ancestry: Dwarf (Aasimar)
Class: Fighter

12/18/16/10/14/8 baseline

Ancestry feats:
1. Free space (probably Unburdened iron for plate AC)
5. Defy the darkness
9. Celestial wings

Skill feats:
X. Trick magic item (divine or primal)

Class feats:
01. Point blank shot
02. Free space (typically an archetype)
04. Parting shot or continue archetype
06. Advantageous Assault or continue archetype
08. Blind fight or felling strike or rogue archetype dread striker
10. Debilitating shot

Pretty basic stuff. Dwarf heritages are meh so we take aasimar for limited flight at 9. The archery feats are pretty straightforward, but you might want rogue archetype for that sweet sweet dread striker flatfoot and sneak attack damage. That doesn't seem very C.S. Lewis though so maybe not.


Pathfinder Lost Omens, Rulebook Subscriber

I was gonna say an Inventor Dwarf Archer might be interesting, so you could apply your dwarf craftiness to the ever popular composite shortbow/longbow, however it appears Inventors need a whole lot more weapon modifications. There's basically nothing of interest.


Pathfinder Rulebook Subscriber
WatersLethe wrote:
I was gonna say an Inventor Dwarf Archer might be interesting, so you could apply your dwarf craftiness to the ever popular composite shortbow/longbow, however it appears Inventors need a whole lot more weapon modifications. There's basically nothing of interest.

Even sands modifications, I feel like Overdrive seems really good with a bow.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

LOL. Seems many of you are running into the same problem as I: Not a lot to work with.

I guess Narnian dwarves, particularly the archers, are shown to be spry, lightly-armored, and quick of foot. They are almost always seen with shortbows, long knives, and helmets, and are renowned for their marksmanship. They are less broad than other dwarves. Some demonstrate a quick wit and biting tongue as well.


Ravingdork wrote:
I guess Narnian dwarves, particularly the archers, are shown to be spry, lightly-armored, and quick of foot. They are almost always seen with shortbows, long knives, and helmets, and are renowned for their marksmanship. They are less broad than other dwarves. Some demonstrate a quick wit and biting tongue as well.

So... Dwarf Swashbuckler (braggart) that uses a bow for some reason.

An interesting character, but the build doesn't synergize well. A Rouge would probably be a better class to start with.

If you were using a crossbow, I would say Gunslinger - either pistolero or drifter. But those don't really work with shortbows.


Ravingdork wrote:

LOL. Seems many of you are running into the same problem as I: Not a lot to work with.

I guess Narnian dwarves, particularly the archers, are shown to be spry, lightly-armored, and quick of foot. They are almost always seen with shortbows, long knives, and helmets, and are renowned for their marksmanship. They are less broad than other dwarves. Some demonstrate a quick wit and biting tongue as well.

Eh, that sounds like you have too much to work with. The equipment and martial skills are basic. It's the wit & biting tongue (assuming they're adept!) that might take some effort in the case of PF Dwarfs, as will being quick.

You could finagle a Dwarf into being all these things (w/ Rogue likely the best bet, though a Ranger has enough skills too), but you'd be going against the grain re: Cha/movement. I'd recommend going instead with a Gnome if the label doesn't matter, then you aren't hindered on speed and have some wit by stat and also by culture.
After that pick Diplomacy, Bon Mot, Fleet, and you're good to go.
Halfling might work better w/ Cultural Adaptability to Elf to get +5' speed. If not interested in a Gnome's feats that is and if either suit your imagery for your PC.

ETA:
It dawned on me that this build shouldn't be so tough, and you're a veteran so what is it that I'm missing? Is it that archers are too vanilla for your usual odd builds? Sounds like the PC's personality would be odd enough, even if the mechanics on paper are simple (and w/ Charisma and/or Rogue there's a lot of room avoid simplicity too).


Pathfinder Rulebook Subscriber

Taking it piece by piece:

Spellcasters are out, since the build is martial focused and doesn't really sound all that magical.
You want to be an archer, so Swashbuckler, Barbarian, and Gunslinger are out since they don't really work with bows.

That brings us down to Champion, Fighter, Inventor, Investigator, Monk, Ranger, and Rogue.

You mentioned using a bow and knives, so switch hitting. That's a point against Fighters, who get bonuses with only one weapon group, Inventors, who have one main innovation, and Monks, who need to drop out of archery stance to use melee weapons.

The Investigator also doesn't seem like a great fit, since your description is mostly about combat options, which isn't really where Investigators shine the most. Champion doesn't seem like the best fit flavor wise, but maybe something to look back at if you're still indecisive.

So Ranger or Rogue feels like the best fit here.

Personally I kind of like Rogue. The extra skill increases will make it easier to invest in that sharp tongue without letting other skills lag behind. Archer Dedication can let you pick up some of the stuff you're missing from not being a fighter, leaving you still very capable in combat while also playing into those other traits.


Pathfinder Rulebook Subscriber

Maybe we need to realise that narnian dwarves aren't actually best represented by the dwarves pf2 ancestry. Sounds like gnome or halfling would be better fits.

Sovereign Court

Ravingdork wrote:

LOL. Seems many of you are running into the same problem as I: Not a lot to work with.

I guess Narnian dwarves, particularly the archers, are shown to be spry, lightly-armored, and quick of foot. They are almost always seen with shortbows, long knives, and helmets, and are renowned for their marksmanship. They are less broad than other dwarves. Some demonstrate a quick wit and biting tongue as well.

This does sound a bit more like gnomes or halflings. The strength penalty isn't a huge concern since your to-hit will be dex-based anyway.

As a dwarf it could still work though, you could go monk with archery to get the quick of foot part down. And just because you have a biting tongue doesn't mean you have to be charismatic.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Since there isn't much to focus on, maybe we could add one? In a couple threads I've seen a few people make mention of snare-builds working well with archery. Maybe we could do something like that? Luring enemies into traps and then sniping them seems like a good way to come off as cunning and sneaky.


Ravingdork wrote:
Since there isn't much to focus on, maybe we could add one? In a couple threads I've seen a few people make mention of snare-builds working well with archery. Maybe we could do something like that? Luring enemies into traps and then sniping them seems like a good way to come off as cunning and sneaky.

Archery + snares sounds like a Ranger to me.


Hmm, after looking up narnia dwarfs, you are probably getting it closer if you make a halfling adopted by dwarfs. Just ignore all the halfling luck feats.


Ravingdork wrote:
Since there isn't much to focus on, maybe we could add one? In a couple threads I've seen a few people make mention of snare-builds working well with archery. Maybe we could do something like that? Luring enemies into traps and then sniping them seems like a good way to come off as cunning and sneaky.

That's definitely Ranger, and there's even a bit of synergy. No dwarf is ever going to match a kobold as a traplayer, but Boulder Roll is a pretty solid for pushing enemies into traps if they managed to get around them the first time.


Ravingdork wrote:

LOL. Seems many of you are running into the same problem as I: Not a lot to work with.

I guess Narnian dwarves, particularly the archers, are shown to be spry, lightly-armored, and quick of foot. They are almost always seen with shortbows, long knives, and helmets, and are renowned for their marksmanship. They are less broad than other dwarves. Some demonstrate a quick wit and biting tongue as well.

Ok. Ranger (precision). Aim for twin shot and then penetrating shot.

When using twin shot for single target damage, you will have plenty of actions left over to maneuver. And while penetrating shot requires more actions, it also gives you even more reason to maneuver since you are aiming for multiple hits.

Maybe grab an animal companion, and you'll do fine for damage. Precision archery builds tend to have a lot of wiggle room for that.


Pathfinder Adventure Path Subscriber

An ancient-blooded dwarven Mastermind rogue with these feats seems like it would fit the bill pretty well and be a very versatile.

1 You’re Next
2 quick draw
4 dread striker
6 Light step
8 Blind Fight
10 Sneak Savant
12 Felling Shot
14 Instant Opening

A lot of these feats are not flashy, but this dwarf is very well suited to take advantage of the battlefield, stay nimble, and waste enemy actions all combat long. I would probably go trap finder instead of quick draw personally, but if the dagger is important, being able to draw it and strike makes for an effective 2nd action after a shot from hiding.

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