Alright so Ive posted about this character before but now that we have started the campain the DM has thrown some new stuff at us... mostly good stuff.
First lets go over his House Rules:
Pathfinder Rules: We are using all Pathfinder rules, classes, skills, feats, spells, items, ect unless there isnt an update at which point it defaults to 3.5.
Its a savage game so most of the classes have a savage flavour... No wizards, Savage Bards, Battle sorc, ect. The one exeption is a Paladin he allowed but he has a savage type of background... but anyways. Untill last game it was medium magic, low gold, ect. We have reached a mecha city and our gold and items are back on par with our lvl as of right now but who knows in the future.
So mostly spontanous caster classes, though we do have a druid. The only Metamagic's allows are a version of Sudden metamagic (3/day can use without an increased casting time).
And the coolest part:
We are using the Recharge Magic mechanic. Now at first I wasnt too keen on the idea but after going over the rules and using it for a game or two now Im in love with it. Im playing a Battle Sorc/Abj Champion going Arcane Archer and the recharge magic is the best thing since Quickened, Twinned, Maximized Conjure Sliced Bread. But I will get to that later. On to my build...
One item to note. The requirements for Abj Champ where lowered to +4 BAB as of right now... the DM is mulling over it but because I screwed up and we have played 2 games he will more than likely take pitty on me and allow the mistake.
Current Character
[spoiler]
Arcane Archer
Class Feats
(1) Ranger(1) Point Blank Shot, Precise Shot (flaw), Rapid Shot(flaw) Farshot
(2) Battle Sorc(1)
(3) Battle Sorc(2) Combat casting
(4) Battle Sorc(3)
(5) Battle Sorc(4) Weapon Focus (Longbow)
(6) Abj Champ(1)
(7) Abj Champ(2) Manyshot
Human ( 2 Flaws)
Stats as rolled:
Str 16
Dex 25 (18 + 2 Racial + 1 level + 4 Cats Grace)
Con 14
Int 12
Wis 14
Cha 16
AC: 28(32) = 10 + 6 (MageArmor) +6 (Shield) + 7 (Dex) + 4(Prot from bla)- 1 (Flaw)
Touch: 16(20)
Flat Footed: 22
Saves: Protection from Bla in ()
F 5(7)
R 10(12)
W 11(13)
Init : +12 = 7(Dex) + 5(Nerveskitter)
BAB: +6
Attacks: +15 (+16 within 30 ft) = 6 (BAB) + 7 (Dex) + 1 (Weapon Focus) + 1 (Magic) (+1 (Point Blank))
+1 Splitting Composite Longbow (+3)
ATTACK Point Blank in () DAMAGE
Single Attack: Splitting
+15 /15(16/16) 1D10 + 4(5)
Full Attack: Manyshot, Rapid Shot, Splitting
+14/14/14/14/14/14/9/9 (+1 if within 30 ft) 1D10 + 4(5)
ITEMS OF NOTE
+1 Splitting Composite Longbow (+3 Str)
Runestaff
Quiver of Ehlonna
Broad Arrow X 200
Durable Arrows X 40
Truestrike Potion X 10
Cure Light Potion X 10
Runestaff1st lvl spellsEbon Eyes
2nd lvl spellsGlitterdust
Rope Trick
Darkness
3rd lvl spellsExtend and Persist became pretty much useless. Any Metamagic added to a spell doubles the Cool Down... wait so if Im a 6th lvl caster and I extend say Mage armor it goes from being a 6 hour buff with a 6 hour CD to a 12 hour buff and a 12 hour CD.... and I had to use a higher lvl spell slot.... hmmmm. Same goes for Persist. While it might have a nich most spells have a CD that is shorter then the duration after you reach 6th lvl. There are a few exeptions but most your buffs dont need either meta.
Some spells that are meh become the pwn with recharge magic. An example... I always thought that Invis was just an ok spell... I mean sure you can use it to sneak around but its one of those things you hesitate on using... or at least I do... that goes out the window with recharge. 5 minute CD with a 1min/caster lvl means your party doesnt ever see you.... ever .... untill you get into a fight. Fly... ok ok so its the pwn anyways... but with recharge! 1min/lvl and a 5 min CD means that at 5th lvl your fly all the time... did i mention your always invisible. Wraithstrike... its again situational and used when you need that one big attack to hit... with recharge... after you get 5th lvl spells you use it every round... who needs to persist it when you just use it whenever you want. Out of combat healing becomes a breaze. Detect thoughts ... all the time. The list just goes on and on.
Some spells really become limited. Teleport ... 4 hour recharge. ouch. Planar Binding 24 hours... double ouch. These are rare though. Most of the spells with large recharge timers are your divination spells that let you cheat at dnd.
[/spoiler]
Sources:
[spoiler]
Pathfinder rules:
http://www.pathfindersrd.com/Battle Sorc - UA
Abjurant Champion - Complet Mage
Arcane Archer - Pathfinder
Recharge Magic - UA
Runestaff - Magic item Comp
Flaws - UA
Spells - Players Handbook, Pathfinder, Spell Comp
Splitting enhancement- Champions of Ruin
[/spoiler]
Alright so here are some questions.
1. I have my feats pretty much nailed down for my current lvl but after that I got no clue what to take. Metamagic is almost a waste at this point between Recharge Magic and the House rule.
2. Are there easy ways to gain more swift actions in a round other than the Belt of Battle?
3. With recharge magic are there any spells anyone would suggest for my character. He is mainly going to be using spellcasting to augement his archer ability but anthing is open as of right now. I have access to pretty much all books with DM approval.
4. In general is there anything I can do to improve my build. Im pretty solid on the class breakdown. But other than that Im open to ideas. I have access to pretty much all books with DM approval.
Thanks for taking the time to review this post and thanks in advance for any advice.
*Updated AC... Thanks Matt_Mons for the heads up.