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  1. - Top - End - #1
    Bugbear in the Playground
     
    Mauril Everleaf's Avatar

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    Nov 2006

    Default [PF] Help with an Arcane Archer Build

    So a friend is joining my gaming group and wants to ultimately play an arcane archer. We have waived the (half-)elf requirement on the class and I think he wants to play a human. However, I'm not sure the best way to build it.

    We are working with Pathfinder core almost exclusively, with things from the various Complete books being allowed in on a case by case basis.

    So here is my request: Arcane Archer build playable from level 5-20 using Pathfinder core. Help?

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    Titan in the Playground
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    Default Re: [PF] Help with an Arcane Archer Build

    It's looking like Wiz 2/Ftr 5/Arcane Archer 10/Wiz +3 would be alright. That's casting as a Wizard 12 at the end, with a BAB of 17. Your spells are STUPID delayed, but that happens. It'd be a decently fun build too, IMO.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Eldritch Horror in the Playground Moderator
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    Default Re: [PF] Help with an Arcane Archer Build

    Does the Arcane Archer in PF no longer suck horribly?

  4. - Top - End - #4
    Titan in the Playground
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    Default Re: [PF] Help with an Arcane Archer Build

    Quote Originally Posted by The_Glyphstone View Post
    Does the Arcane Archer in PF no longer suck horribly?
    See for yourself. Also, no, not that awful. It gets casting progression at a reasonable rate, lightens the load of magical bonuses, letting you buy things like Splitting, and still has the randomly useful special abilities. It's alright, nothing earth-shattering though.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Dwarf in the Playground
     
    Devil

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    Default Re: [PF] Help with an Arcane Archer Build

    One thing to note is that the Arrow of Death is 20 + Cha, not 20 + casting stat.

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    Colossus in the Playground
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    Default Re: [PF] Help with an Arcane Archer Build

    In other words, it suggests a Sorcerer-entry in spite of Elven tendencies towards Wizardy. But yeah, the class doesn't suck THAT bad, but it still has the "Once per day"-abilities. At least Enhance Arrow and Arrow of Death are now somewhat useful. Imbue Arrow is still the real selling point of the class. I'm assuming this fellow isn't interested in a mere AA dip tho?

    I suppose Ranger 1/Wizard 6/Eldritch Knight 2/Arcane Archer 10 is about the best you'll get in PF Core. Unfortunately it's losing CLs left and right and still uses Wizard, not the Sorcerer that would enable better use of Arcane Archer, but I simply cannot with good conscience suggest the Yet Another Level-slower spell progression (why the **** wasn't that fixed in PF, btw?).


    So yeah, Ranger 1/Wizard (or Sorc) 6/Eldritch Knight 2/Arcane Archer 10/Eldritch Knight ->. You still get...umm...level 7-8 spells (depending on your class; CL 15) and 17 BAB or something. And you can cry when real gishes have their Time Stops and you have...yeah.
    Campaign Journal: Uncovering the Lost World - A Player's Diary in Low-Magic D&D (Latest Update: 8.3.2014)
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  7. - Top - End - #7
    Bugbear in the Playground
     
    Mauril Everleaf's Avatar

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    Default Re: [PF] Help with an Arcane Archer Build

    I am pretty much the only one at the table that puts optimization near the top of the character priority list. Hence this build getting handed to me. (I've also built most of the items/artifacts/villains in this campaign.)

    I had to convince our party wizard to actually take grease. He thought it was pretty useless. He wanted to spec evocation.

    I was wondering if (should I go with ranger and sorcerer) I should take Eldritch Knight for the last 3 levels. For fighter/wizard, it's kind of a no brainer. For ranger/sorc is it worth it?

    I was planning to have him focus on Imbue Arrow and rays (to take advantage of the very nice Dex he'll have). Suggestions on spell selection?

  8. - Top - End - #8
    Colossus in the Playground
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    Default Re: [PF] Help with an Arcane Archer Build

    Eldritch Knight, yes. Doesn't matter whether you're a Fighter/Wizard or Ranger/Sorc. Though by my math there's only 1 level after AA. And optimization is one thing, but just plain being multiple spell levels aside really cuts into your options.

    For stuff to imbue, AMF is a must and you'll probably want some area damage spell (such as...Iono, Pathfinder Core doesn't really have any good ones). You could also consider Solid Fog or the like; they're as excellent with Imbue Arrow as ever. Prismatic Sphere is amusing with Imbue Arrow, but alas, the whole "level 9 spells; you have none"-thingy kinda cuts that celebration short. Reverse Gravity might be amusing.
    Campaign Journal: Uncovering the Lost World - A Player's Diary in Low-Magic D&D (Latest Update: 8.3.2014)
    Being Bane: A Guide to Barbarians Cracking Small Men - Ever Been Angry?! Then this is for you!
    SRD Averages - An aggregation of all the key stats of all the monster entries on SRD arranged by CR.

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    Bugbear in the Playground
     
    Chrono22's Avatar

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    Default Re: [PF] Help with an Arcane Archer Build

    This is a custom base class I made using the 3.5 rules. It's a bit on the powerful side (as it is heavily based on the duskblade), but it is well in line with pathfinder classes. You can port it directly into pathfinder.
    http://kingdoms-of-illuria.googlegro...jzbYnpnkpmxcWg

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    Barbarian in the Playground
     
    Pluto's Avatar

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    Default Re: [PF] Help with an Arcane Archer Build

    Is Fighter 1/Wizard 5/Eldritch Knight 10/Arcane Archer 4 an option?
    (levels staggered to F1/W5/EK3/AA2/whatever)

    17 BA and CL, Imbue Arrow, Divination ridiculousness, five bonus feats, and +1 and 1d6 Elemental to each arrow.

    It misses out on some of the gimmick arrows, but brings more to the table with extra casting than straight AA gains through shooting through a wall a couple more times per day.

    Spells should focus on area spells, buffs and mobility spells.
    Stuff like ANTIMAGIC FIELD, Teleport, Flight, Fear, Web, Greater Invisibility, Greater Magic Weapon, Blink, etc.

    Also, I find archers benefit greatly from Craft Magic Weapon (the DM may or may not make arrows available with the versatility you look for). Have the spells needed for whatever arrow enhancements you can conceive of using.
    (Actually, I don't know if the PF arrow/bow enhancement-stacking thing still works... or if the crafting rules are the same.)
    Last edited by Pluto; 2009-12-07 at 02:34 AM.

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