harpy
2010-05-15, 09:27 AM
As as kind of reference point for the Halfling mounted archer build I was working on I worked out an optimized human Archer build, mainly intended for Pathfinder Society, but really applicable to any campaign.
I've got most of it worked out but there are two feat slots still open, plus if I'm off on anything then I'm all ears...
STATS (Human)
Str 20, Dex 17, Con 12, Int 7, Wis 7, Cha 7
Dex gets increased at 4th, 8th and 12th
TRAITS
Indomitable Faith (+1 Will)
Reactionary (+2 Initiative)
FEATS
Fighter 1: Weapon Focus, Point Blank Shot, Precise Shot
Fighter 2: Rapid Shot
Fighter 3: Deadly Aim
Fighter 4: Weapon Specialization
Fighter 5: (General ?)
Fighter 6: Many Shot
Fighter 7: Vital Strike
Fighter 8: Improved Critical
Fighter 9: Critical Focus
Fighter 10: (Combat ?)
Fighter 11: Sickening Critical
Fighter 12: Improved Precise Shot
At 5th level a general feat can be taken. One option is Iron Will to help plug the Will Save liability some more. Another option would be Nimble Moves so that you can 5-foot step even in difficult terrain. 5-foot steps for an archer are important as they want to be full attacking as much as possible.
The 10th level feat is a combat feat and is in an awkward position. It's just out of reach of a lot of the higher tier feats, and so it just comes down to what lower level feats might get picked up. Some options might be Power Attack, Agile Maneuvers, or Quick Draw. Quick Draw has the most synergy with the archery, while others are more of just backup options for when archery isn't really possible.
TO HIT
Fighter 1: (BAB +1, WF +1, PB +1, Dex +3) = +6 to hit
Fighter 2: (BAB +2, WF +1, PB +1, Dex +3, RS -2) = +5/+5 to hit
Fighter 3: (BAB +3, WF +1, PB +1, Dex +3, RS -2, DA -1) = +5/+5 to hit
Fighter 4: (BAB +4, WF +1, PB +1, Dex +4, RS -2, DA -2) = +6/+6 to hit
Fighter 5: (BAB +5, WF +1, PB +1, Dex +4, RS -2, DA -2, WT +1) = +9/+9 to hit
Fighter 6: (BAB +6/+1, WF +1, PB +1, Dex +4, RS -2, DA -2, WT +1) = +10[x2]/+10/+5 to hit
Fighter 7: (BAB +7/+2, WF +1, PB +1, Dex +4, RS -2, DA -2, WT +1) = +11[x2]/+11/+6 to hit
Fighter 8: (BAB +8/+3, WF +1, PB +1, Dex +4, RS -2, DA -3, WT +1) = +11[x2]/+11/+6 to hit
Fighter 9: (BAB +9/+4, WF +1, PB +1, Dex +4, RS -2, DA -3, WT +2) = +13[x2]/+13/+8 to hit
Fighter 10: (BAB +10/+5, WF +1, PB +1, Dex +4, RS -2, DA -3, WT +2) = +14[x2]/+14/+9 to hit
Fighter 11: (BAB +11/+6/+1, WF +1, PB +1, Dex +4, RS -2, DA -3, WT +2) = +15[x2]/+15/+10/+5 to hit
Fighter 12: (BAB +12/+7/+2, WF +1, PB +1, Dex +5, RS -2, DA -4, WT +2) = +17[x2]/+17/+12/+7 to hit
DAMAGE
Fighter 1: (Str +5, PB +1) = +6 damage
Fighter 2: (Str +5, PB +1) = +6 damage
Fighter 3: (Str +5, PB +1, DA +2) = +8 damage
Fighter 4: (Str +5, PB +1, DA +4, WS +2) = +12 damage
Fighter 5: (Str +5, PB +1, DA +4, WS +2, WT +1) = +13 damage
Fighter 6: (Str +5, PB +1, DA +4, WS +2, WT +1) = +13 damage
Fighter 7: (Str +5, PB +1, DA +4, WS +2, WT +1) = +13 damage
Fighter 8: (Str +5, PB +1, DA +6, WS +2, WT +1) = +15 damage
Fighter 9: (Str +5, PB +1, DA +6, WS +2, WT +2) = +16 damage
Fighter 10: (Str +5, PB +1, DA +6, WS +2, WT +2) = +16 damage
Fighter 11: (Str +5, PB +1, DA +6, WS +2, WT +2) = +16 damage
Fighter 12: (Str +5, PB +1, DA +8, WS +2, WT +2) = +18 damage
I'm watching a similar build to this in Pathfinder Society right now. A friend is playing something along these lines and he's cleaning up the place with it. He's around 6th level now and just mowing down the opposition. If a couple of people all took this build at the same time I suspect the modules would be a joke.
It should be noted that equipment isn't factored into any of this, beyond gaining as quickly as possible a +5 strength composite longbow.
Still, for the sake of the record, how else can this build get more squeezed out of it? What else can be done with it?
I've got most of it worked out but there are two feat slots still open, plus if I'm off on anything then I'm all ears...
STATS (Human)
Str 20, Dex 17, Con 12, Int 7, Wis 7, Cha 7
Dex gets increased at 4th, 8th and 12th
TRAITS
Indomitable Faith (+1 Will)
Reactionary (+2 Initiative)
FEATS
Fighter 1: Weapon Focus, Point Blank Shot, Precise Shot
Fighter 2: Rapid Shot
Fighter 3: Deadly Aim
Fighter 4: Weapon Specialization
Fighter 5: (General ?)
Fighter 6: Many Shot
Fighter 7: Vital Strike
Fighter 8: Improved Critical
Fighter 9: Critical Focus
Fighter 10: (Combat ?)
Fighter 11: Sickening Critical
Fighter 12: Improved Precise Shot
At 5th level a general feat can be taken. One option is Iron Will to help plug the Will Save liability some more. Another option would be Nimble Moves so that you can 5-foot step even in difficult terrain. 5-foot steps for an archer are important as they want to be full attacking as much as possible.
The 10th level feat is a combat feat and is in an awkward position. It's just out of reach of a lot of the higher tier feats, and so it just comes down to what lower level feats might get picked up. Some options might be Power Attack, Agile Maneuvers, or Quick Draw. Quick Draw has the most synergy with the archery, while others are more of just backup options for when archery isn't really possible.
TO HIT
Fighter 1: (BAB +1, WF +1, PB +1, Dex +3) = +6 to hit
Fighter 2: (BAB +2, WF +1, PB +1, Dex +3, RS -2) = +5/+5 to hit
Fighter 3: (BAB +3, WF +1, PB +1, Dex +3, RS -2, DA -1) = +5/+5 to hit
Fighter 4: (BAB +4, WF +1, PB +1, Dex +4, RS -2, DA -2) = +6/+6 to hit
Fighter 5: (BAB +5, WF +1, PB +1, Dex +4, RS -2, DA -2, WT +1) = +9/+9 to hit
Fighter 6: (BAB +6/+1, WF +1, PB +1, Dex +4, RS -2, DA -2, WT +1) = +10[x2]/+10/+5 to hit
Fighter 7: (BAB +7/+2, WF +1, PB +1, Dex +4, RS -2, DA -2, WT +1) = +11[x2]/+11/+6 to hit
Fighter 8: (BAB +8/+3, WF +1, PB +1, Dex +4, RS -2, DA -3, WT +1) = +11[x2]/+11/+6 to hit
Fighter 9: (BAB +9/+4, WF +1, PB +1, Dex +4, RS -2, DA -3, WT +2) = +13[x2]/+13/+8 to hit
Fighter 10: (BAB +10/+5, WF +1, PB +1, Dex +4, RS -2, DA -3, WT +2) = +14[x2]/+14/+9 to hit
Fighter 11: (BAB +11/+6/+1, WF +1, PB +1, Dex +4, RS -2, DA -3, WT +2) = +15[x2]/+15/+10/+5 to hit
Fighter 12: (BAB +12/+7/+2, WF +1, PB +1, Dex +5, RS -2, DA -4, WT +2) = +17[x2]/+17/+12/+7 to hit
DAMAGE
Fighter 1: (Str +5, PB +1) = +6 damage
Fighter 2: (Str +5, PB +1) = +6 damage
Fighter 3: (Str +5, PB +1, DA +2) = +8 damage
Fighter 4: (Str +5, PB +1, DA +4, WS +2) = +12 damage
Fighter 5: (Str +5, PB +1, DA +4, WS +2, WT +1) = +13 damage
Fighter 6: (Str +5, PB +1, DA +4, WS +2, WT +1) = +13 damage
Fighter 7: (Str +5, PB +1, DA +4, WS +2, WT +1) = +13 damage
Fighter 8: (Str +5, PB +1, DA +6, WS +2, WT +1) = +15 damage
Fighter 9: (Str +5, PB +1, DA +6, WS +2, WT +2) = +16 damage
Fighter 10: (Str +5, PB +1, DA +6, WS +2, WT +2) = +16 damage
Fighter 11: (Str +5, PB +1, DA +6, WS +2, WT +2) = +16 damage
Fighter 12: (Str +5, PB +1, DA +8, WS +2, WT +2) = +18 damage
I'm watching a similar build to this in Pathfinder Society right now. A friend is playing something along these lines and he's cleaning up the place with it. He's around 6th level now and just mowing down the opposition. If a couple of people all took this build at the same time I suspect the modules would be a joke.
It should be noted that equipment isn't factored into any of this, beyond gaining as quickly as possible a +5 strength composite longbow.
Still, for the sake of the record, how else can this build get more squeezed out of it? What else can be done with it?