Monday, June 11, 2012

Arcane Archer Guide Fighter/Sorcerer 11-20

Part 2 of the adventures in arcane archer starting with a fighter/sorcerer build.



We Last left our character at level 10 (Fighter 6/ Sorcerer 1/Arcane Archer 3)
Feats: Point blank shot, Precise shot, Rapid shot, Deadly Aim, Weapon Focus, Weapon Specialization, Clustered Shots, Point Blank Master, and Snap Shot.
Gear: +3 seeking composite longbow with +2 str mod, A cloak of resistance +2, belt of incredible dex +2, +1 ring of protection, and Gloves of Dueling.
Stats: 14 str,18 dex (after belt),12 con,10 int,10 wis,15 cha
AC: 20 (10 +4 dex, +1 small + 4 armor, +1 deflection)
Attack: +16/+16/+11 (9 BAB, +4 dex, +3 bow, +1 small, +1 weapon focus, +3 weapon training, -3 deadly aim, -2 rapid shot)
Damage: 23 (1d6, +1d6 elem, +2 str, +3 bow, +2 weapon spec, +3 weapon training +6 deadly aim)

Level 11: Fighter6 / Sorcerer 1/ Arcane 4
We gain the ability of Seeker arrow, which is a fine ability but quite situational as we can't use it with a full attack.
Feat:  Improved Snap Shot- Now we threaten out to 15 foot range, This means if someone charges us we can put an arrow into them on their way. Also bad guys have to be very careful to avoid provoking attacks of opportunity from us.
Spells: At this point we gain access to level 2 spells.
Equipment: 82k minus 32k on our weapon, 4k cloak, 2k ring, 4k belt, and 15k gloves, we have 25k to spend.  We need to start thinking about whether we want to remove our armor or take a feat to be able to wear it without spell casting failure. Our next feat we want is combat reflexes, after that we are fairly open for our level 15/17/19 feats. I suggest we get armor and take Arcane Armor Training at 15. This means we can get a +4 Mithril Chain Shirt for 17k (8ac, no armor check failure, max dex 6, arcane fail chance of 10%). The other 8k spent on consumables.
Ac: 24 (10 +4 dex +8armor, +1 small +1 deflection)
Attack: +17/+17+12 (+1 BAB from last level)
Damage: 23

Level 12: Fighter6 / Sorcerer 1/ Arcane Archer 5
Stat bonus goes to cha: The other choice is to put it into dex and get multishot earlier. That option is fine, but for this guide I'll put it into cha.
We gain the distance ability. While we are normally going to be up close with this build this is a great option to have.
Gear: 26k to spend going from 11 to 12. This leaves the 8k spent on consumables. Upgrading to the cloak of resistance +4 should cost 12k. This gives us another 10% chance to save any savings throw. A necklace of natural armor +2 would cost 8k. Save the remaining 6k to spend next level.
AC: 26 (10 +4dex +8ac +2natural +1deflection +1 small)
Attack: +18/+18/+13/+8 (11 BAB + 4 dex, +3 bow, +1 small, +1 weapon focus, +3 weapon training, -3 deadly aim, -2 rapid shot)
Damage: 23

Level 13: Fighter 6/ Sorcerer 1/ Arcane Archer 6
Feat: Combat Reflexes. We should be getting our 1 Attack of Opportunity per round easy, now lets get more.
We now have the phase arrow trick, another situational attack, can be key if you decide to assassinate someone who is in a building somehow...
Gear: 32k difference between 12-13, so 38 to spend with the 6k from last level. Our upgrade- Belt of physical might (+4 dex/str). This costs 36k. We also need to upgrade our bow to a +4 str bow. 2k should cover that easily and pay for some more consumables.
AC: 27 (10 +5dex +8armor +2natural +1deflection +1 small)
Attack: +19/+19/+14/+9 (12 BAB + 5 dex, +3 bow, +1 small, +1 weapon focus, +3 weapon training, -4 deadly aim, -2 rapid shot)
Damage: 27 (1d6, +1d6 elem, +4 str, +3 bow, +2 weapon spec, +3 weapon training +8 deadly aim)
Reminder: don't forget that within 30 feet you get +1 attack and damage which you should be often at this point.

14: Fighter 6/ Sorcerer 1/ Arcane Archer 7
At 7th level AA we get elemental burst. So our crits do an extra 11 ave elemental damage then they were last level. With an average crit doing 74 damage at 13 this takes us up to 85 damage on a crit. Shooting 4 arrows a round you should see a crit about 1/5 rounds or 1 in 4 rounds if you have a haste buff.
Level 3 spells now available.
Gear: 45k to spend this level. I truly feel that between 1/4 and 1/2 of your overall gold should be spent on your weapon. Thus at this point I suggest getting our bow an upgrade to a +6 weapon. The cost of this upgrade should be about 40k. Weapon +4 Holy Composite Bow with +4 str mod.
AC: 27
Attack: +21/+21/+16/+11(13 BAB + 5 dex, +4 bow, +1 small, +1 weapon focus, +3 weapon training, -4 deadly aim, -2 rapid shot)
Damage: 28 (1d6, +1d6 elem, +4 str, +4 bow, +2 weapon spec, +3 weapon training +8 deadly aim)
Damage to evil: 35 (damage +2d6 holy)
15: Fighter 6/ Sorcerer 1/ Arcane Archer 8
Hail of arrows. Neat ability that lets us fire arrows up to our arcane archer level, at this point 8 capping at 10, in one round. One really cool thing is you can fire any type of arrows. If you are allowed to make fireball arrows if your game this could make for some insane AoE damage (fireball arrows probably use the same creation process as a necklace of fireball, in fact thats how I suggest they are made). If you can't it is still a viable trick.
15, now with level 3 spells usable and 4th and 5th levels on their way we may want to use spells in combat. so Feat= arcane armor training.
Gear: 55k to spend this level. Ring of protection 4 costs 30k, so lets upgrade that. Necklace of natural armor can be upgraded to a +3 for 10k. 9k upgrading the cloak to a +5 resistance. The other 6k spent on consumables again.
AC:  31 (10+5dex +8armor +3natural +4deflection +1 small)
Attack +22/+22+17+11 (14BAB rest the same as last level)
Damage: 28  or  35 to evil

16 Fighter 6/ Sorcerer 1/ Arcane Archer 9
9th level gives us Alignment enhanced arrows. Since we already have holy we just pick anarchic or axiomatic depending on our alignment. If we chose to be neutral we can pick either at the start of the day depending on what we plan to hunt.
Stat bonus needs to go to dex to qualify for the multishot feat we have been missing.
Gear: 75k to spend. Adding a +1 to our bow would cost 26k and make it a +5 holy composite bow with +4 str. Our natural armor neck can be made +5 with 32k. We can upgrade our armor to a +5 and spend the rest on consumables.
AC: 34 (10+5dex +9armor +5natural +4deflection +1 small)
Attack: +24/+24/+19/+14 (15 BAB + 5 dex, +5 bow, +1 small, +1 weapon focus, +3 weapon training, -4 deadly aim, -2 rapid shot)
Damage 29 (1d6, +1d6 elem, +4 str, +5 bow, +2 weapon spec, +3 weapon training +8 deadly aim)
Damage to evil or law/chaos opposing: 36 (damage +2d6 aligned)
Damage to evil and law/chaos opposing: 43 (damage +2d6 holy +2d6 aligned)

damage stacking at this point gets confusing. A weapon can not go above 10 enhancement points spent including enhancements from your classes. But the question on wether the enhancements from the bow count against the arrows is not confirmed. If you can not go above a +10 on the arrows then we will upgrade our bow to a speed/seeking/holy bow and use it as a +2holy, +2anarchic/axiomatic +1elemental +5 bow for damage, speed and seeking don't need to affect the arrows. Ignore granting the arrows a burst effect. But if it is allowed by your GM that arrows and bows count differently, we will be upgrading our bow at some point and adding more effects, like a second element.

17 Fighter 6/ Sorcerer 1/ Arcane Archer 10
Yay last level of arcane archer: we get instakill arrow.
Our feat choice for this is many shot. finally getting our extra arrow on our first attack.
4th level spells
Gear:  95k to spend. I would suggest spending this on something that is fun. Alternatively you can get a slaying bow, or some other kind of back up weapon.
AC: 34 (10+5dex +9armor +5natural +4deflection +1 small)
Attack: +24/+24/+19/+14 (16 BAB + 5 dex, +5 bow, +1 small, +1 weapon focus, +3 weapon training, -5 deadly aim, -2 rapid shot)
Damage 31 (1d6, +1d6 elem, +4 str, +5 bow, +2 weapon spec, +3 weapon training +10 deadly aim)
Damage to evil or law/chaos opposing: 38 (damage +2d6 aligned)
Damage to evil and law/chaos opposing: 45 (damage +2d6 holy +2d6 aligned)

Ok, we have options for our next 3 levels. 3 Levels of fighter gives us 3 base attack an extra feat, armor training and weapon training, but no more spell levels. 3 Levels of sorcerer gives us 2 Base attack, 3 levels of spell casting, a bloodline feat and gives us access to 5th level spells. 3 Levels of Eldritch knight gives us 3 base attack, 1 bonus feat, 2 levels of spell casting, access to 5th level spells. The extra feat and +1 attack gives the eldritch knight the win for this build.

18 Fighter 6/ Sorcerer 1/ Arcane Archer 10/ Eldritch knight 1
Bonus feat: Greater Snap Shot +4 damage to all your attacks of opportunity, also a +4 to confirm crits on attacks of opportunity. - anything you prefer can take place of this feat.
Gear: 120k First we upgrade our ring to a +5 this costs 18k. Belt of physical protection +6 costs a little over 100k upgrade (if we can't afford it we upgrade the ring next level). This gives us +6 to each str dex and con. At level 17 this is an extra 51 health. Also make the bow +5 str.
AC: 36 (10+6dex +9armor +5natural +5deflection +1 small)
Attack: +26/+26/+21/+16 (17 BAB + 6 dex, +5 bow, +1 small, +1 weapon focus, +3 weapon training, -5 deadly aim, -2 rapid shot)
Damage 32 (1d6, +1d6 elem, +5 str, +5 bow, +2 weapon spec, +3 weapon training +10 deadly aim)
Damage to evil or law/chaos opposing: 39 (damage +2d6 aligned)
Damage to evil and law/chaos opposing: 46 (damage +2d6 holy +2d6 aligned)

19 Fighter 6/ Sorcerer 1/ Arcane Archer 10/ Eldritch knight 2
Feat: Improved precise shot? -It's really up to the player.
Gear: 155k to spend. Manual of quickness of action +5 costing 137k spend the other 18 on consumables or random fluff. This takes our dex from 17 base to 22 base, +6 from the belt takes it to 28 dex or a +9 dex mod. We currently only have a +7 dex mod on our armor so we probably need to trade out our armor for +8 bracers of armor.
AC: 38 (10+9dex +8armor +5natural +5deflection +1 small)
Attack: +30/+30/+25/+20 (18 BAB + 9 dex, +5 bow, +1 small, +1 weapon focus, +3 weapon training, -5 deadly aim, -2 rapid shot)
Damage 32 (1d6, +1d6 elem, +5 str, +5 bow, +2 weapon spec, +3 weapon training +10 deadly aim)
Damage to evil or law/chaos opposing: 39 (damage +2d6 aligned)
Damage to evil and law/chaos opposing: 46 (damage +2d6 holy +2d6 aligned)

20 Fighter 6/ Sorcerer 1/ Arcane Archer 10/ Eldritch knight 3
Stat: str putting base str at 15
Gear: 195 k: Manual of gainful exercise still leaves me with about 60k to spend on fluff. +str takes us to 20 base str, 26 after the belt giving us a +8 str mod. Lets make the bow match.
Level 5 spells
AC: 38
Attack +31/+31/+26/+21 (first shot shoots 2 arrows, haste adds another arrow) (19 BAB + 9 dex, +5 bow, +1 small, +1 weapon focus, +3 weapon training, -5 deadly aim, -2 rapid shot)
Damage 35 (1d6, +1d6 elem, +8 str, +5 bow, +2 weapon spec, +3 weapon training +10 deadly aim)
Damage to evil or law/chaos opposing: 42 (damage +2d6 aligned)
Damage to evil and law/chaos opposing: 49 (damage +2d6 holy +2d6 aligned)
+ 1 within 30, +4 more on attacks of opportunity.



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