Okay, there are way too many of these - and I have too short a time available - for me to attempt to come up with something witty for each one. Sorry about that.

Quote Originally Posted by Scruffy the Fuglimancer
Scruffy, the NE Azurin Fuglimancer

Scruffy was born to an Azurin community on the border region between warring human and demihuman factions. At a young age, relatively poor, Scruffy entered the mercenary trade and was predominantly employed by a local half-elf freedom fighter force trying to eke out territory for misfits in other societies. Taking to the bow almost immediately, Scruffy saw the worst that war could bring and it tainted Scruffy’s soul: a taint that scruffy enjoys inflicting on the world around themself; often using arrows as the great equalizer.


CRUNCH
STR: 10 DEX: 14 CON: 14 INT: 16 WIS: 14 CHA: 10: all stat bonuses go to dexterity.

This build uses the Order of the Bow initiate’s precision shot ability to inflict as massive of an amount of charisma damage with no saving throw; as much as your DM is comfortable allowing. The two feats that this build really pivot upon are: maiming strike from Exemplars of Evil and Craven from Champions of Ruin. The idea comes from a couple key pieces of text in the OOtBI’s ranged precision power and the craven feat. “Unlike with a rogue's sneak attack, the initiate's target does not have to be flat-footed or denied its Dexterity bonus, but if it is, the initiate's extra precision damage stacks with sneak attack damage. Treat the initiate's ranged precision attack as a sneak attack in all other ways.”
This text supports the idea that ambush feats that allow you to trade sneak attack dice for alternative effects is permissible. Few DMs would put the kibosh on that understanding, but the fact that some sneak attack feats specify a specific number of d6s to remove. OOtBI uses D8s and a strict reading would confer an inability to supplement a feat like Disembowling strike into the OOtBI’s ranged precision attack. However:

Maiming strike’s text reads: “Whenever you make a successful sneak attack on a target creature, you can reduce your extra damage and deal Charisma damage instead. For every 2 dice of extra damage that you sacrifice, your attack deals 1 point of Charisma damage.”
The fortunate wording of this feat is that it doesn’t tell you to specifically drop d6s, any two sneak attack extra damage dice can be replaced for a single point of charisma damage. This leads me to believe that the die size is irrelevant to the use of the feat, therefor making it legal for use in OOtBI’s ranged precision attack.

The real capstone of the build happens at first level, with the inclusion of the Craven feat from Champion’s of Ruin. The text reads: “when making a sneak attack, you deal an extra 1 point of damage per character level.” It doesn’t specify HP damage. This ability only activates during a sneak attack, so it is in the precision damage category and isn’t doubled on a critical hit. It therefor should apply equally to the 1 or 2 charisma damage substitution offered by maiming strike.

Seeing as how ability damage is considered damage, all you are left with overcoming is the balance and clarity issues around this build. If you do absolutely no precision hp damage and commute ALL precision HP damage to charisma damage, craven’s ability to increase the damage per sneak attack has a single choice for where it is applied: stacking with the charisma damage. Notice how the language says nothing about a damage roll, this will be important for adjudicating whether or not to take indigo strike from (MoI).

The final barrier to implementation therefor is handling odd numbers of sneak attack damage dice, which is accommodated by either of the feats arterial strike (and others like it) or precise strike. Arterial strike specifically requires the suspension of a d6, where precise strike does not. Ask your DM if the OOtBI clause can include d8s as well as d6’s to get arterial strike, then ask if the damage per turn is charisma or traditional damage ;), (it should be, seeing as how it doesn’t modify a “die roll” and therefor, all of the precision damage comes out of the targets charisma score in subsequent rounds. If you can’t replace the d6 clause of arterial strike, take precise strike because it gets rid of the muddy waters pertaining to what damage craven modifies and tells you to remove a single die of sneak attack damage.

Fuglimancy with a permissive DM
Indigo strike allows you to commit essentia to the feat for a +2 damage bonus on your sneak attack damage roll per essentia invested. The text reads: “You gain an insight bonus on damage rolls made when delivering attacks with the skirmish, sneak attack, or sudden strike class feature equal to twice the invested essentia.” The problem here is the inclusion of the term “damage roll” which most DMs would say applies to the precision damage rolled. Maiming strike + arterial strike(or precise strike) totally removes the act rolling damage for precision damage. I know that I, as a DM, having already bought the maiming strike craven combo, would stick to the RAW for indigo strike and have it only modify a die roll, not a single damage amount. Other DMs, however, could allow it, seeing as how it modifies precision damage and that die roll is a term of art in the case of typical sneak attack damage. This build assumes a permissive DM because OOtBI blows. Otherwise, replace your race with human for some extra skill points and replace indigo strike with improved diversion.



1 At first level, Scruffy is your typical rogue with point blank shot. Flank with your buddies and stab the baddies in-between the shoulder blades. At this point, scruffy has spent years scrounging on the out side of society and has picked up a wide smattering of skills.
5 At level 5, Scruffy is just your standard archer. Scruffy has a 30’ranged sneak attack on top of the typical pointblank shot rapid shot mix of a normal archer build. Favored enemy undead helps with the rapid shooting of crit immune undeads.
10 At level 10, most of the abilities are online: maiming strike replaces 2 dice of sneak attack damage, and arterial (or precise) strike replaces another. With craven calculated in, you will be dealing 1+10 charisma damage per standard action. That is enough to fell most barbarians and to halve the spell list of many a sorcerer. At this point, you are limited to employing this maneuver during sneak attack conditions. Scruffy has a couple of spells from his dip into assassin and JWaW that all advance his sniping, notably a once per day full range extension of his sneak attack with sniper’s shot. He also can employ poisons without harming himself. And he has a death attack. When he isn’t using skills to prep his pre-requisites, he should be maxxing out spot so that he can death attack from a distance. This is likely the sweet point of the build. Scruffy won’t be encountering too many iron golems, but may have undead to deal with. Aberrations will just need to be full iterative rapid shotted to death. The beautiful thing about fuglimancy is that it isn’t magical, it offers no saving throw, and your BAB is huge, so you are unlikely to miss often.
13: sweet spot: This is the level where you can maiming strike anything that isn’t an abomination, contruct, plant, or undead for at least 14 charisma damage per round. No flat feet or flanking necessary.
15 At level 15, the build is fully online. Your stacked precision damage is 4d6+3d8 for a sneak attackable opponent. Which is 3+15 charisma damage with craven (and another +4 for indigo strike). Plus bleeding for an additional point of hp or CHA per round (DMs call). If they aren’t sneak attackable, but they are ranged precision-able this is reduced to 1+15 (+4?) charisma damage every turn. Seeing as how at this level damage reduction is in full swing, it would take an equivalent number of rounds for Scruffy to knock out an opponent through cha damage as it would for him to volley rapid shots.

Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
1st Rogue 0 +0 +2 +0 Bluff, 4, UMD 4, Disguise 4, Craft bowmaking 4, knowledge (religion 2cc, hide 4, move silently 4 Craven, Point Blank Shot(b) sneak attack +1d6,
2nd Ranger +1 +2 +4 +0 survival 5, knowledge nature 4 Track(b) favored enemy (undead), wild empathy
3rd Fighter +2 +4 +4 +0 move silently 6 precise shot, quick draw(b)
4th Fighter +3 +5 +4 +0 spot 3 Weapon focus (longbow)(b)
5th Ranger +4 +5 +4 +0 survival 8, hide 8, move silently 8, rapid shot (b) Combat style
6th Assassin (DMG) +5 +5 +6 +0 craft bowmaking 9 maiming strike (EoE) sneak attack +1d6, poison use, spells, death attack
7th Order of the Bow Initiate (CW) +6 +5 +8 +2 craft bowmaking 10 ranged precision +1d8
8th Justice of Weald and Woe (CoR) +6 +8 +11 +2 spot 11 Spells
9th Justice of Weald and Woe(CoR) +7 +8 +11 +3 spot 12, spot the weakspot skilltrick Arterial Strike(CW) or Precise Strike (DrComp) see CRUNCH, far shot (b) Bonus feat
10th Justice of Weald and Woe(CoR) +8 +9 +12 +3 Skills ranged sneak attack +1d6
11th Peerless Archer (SM) +9 +11 +12 +3 Skills Expert Bowyer, ranged sneak attack +1d6
12th Order of the Bow Initiate +10 +11 +12 +4 Skills indigo strike(MoI) or Improved Diversion (CompAdv) Close combat shot
13th Order of the Bow Initiate +11 +12 +12 +4 Skills ranged precision +2d8
14th Order of the Bow Initiate +12 +12 +13 +5 Skills greater weapon focus (longbow)(b) greater weapon focus
15th Order of the Bow Initiate +13 +12 +13 +5 Skills telling blow ranged precision +3d8
16th Order of the Bow Initiate +14 +13 +14 +6 Skills sharpshooting (b) sharpshooting
17th Order of the Bow Initiate +15 +13 +14 +6 Skills ranged precision +4d8
18th Order of the Bow Initiate +16 +13 +15 +7 Skills woodland archer
19th Order of the Bow Initiate +17 +14 +15 +7 Skills ranged precision +5d8
20th Order of the Bow Initiate +18 +14 +16 +8 Skills extended precision

Spells
Assassin
Level 6: 1st level spells known (2)+ int bonus: sniper’s shot, ebon eyes.
0 (+1 ability bonus) arcane assassin spell per day: 1

JWoW
Level 8: 1st level spells known (2)+wis bonus: wood wisp arrow, long strider, camouflage
0 (+1 ability bonus) divine 1st level JWoW spell per day: 1

Level 9: 1st level spells known (3)+wis bonus: obscuring mist
1 (+1 ability bonus) divine 1st level JWoW spell per day: 2

Level 10: 2nd level spells known (2)+wis bonus: brilliant energy arrow, spell slayer arrow, spider climb
2 (+1 ability bonus) divine 1st level JWoW spell per day: 3
0 (+1 ability bonus) divine 2nd level JWoW spell per day: 1