So I want to do some magic archer of some type in Pathfinder Society. My regular table is full of guys I play with at other events, so I pretty much get a consistent part each time. This set of characters just hit level 2.
Gunslinger: This guy always plays a gunslinger.
Cleric: He's doing a channeling style build.
Magus: This guy always plays a magus.
Ninja: This guy would play a rogue, but they suck in PF.
It's probably a small chance that anyone here ever plays with the strict PFS rules, but I think it's worth a shot asking. The gunslinger is pretty much a melee character the way he fights, so I was thinking of filling in as an archer.
What I got right now for build ideas:
Aasimar Foresight Wizard1/Fighter1/EK5/Arcane Archer. Shoot Emergency Spheres at people. Gravity Bow + Keen Edge + Enlarge Person.
Bard. Maybe a detective to assist with trapfinding.
Can I get some help with this?
I would not go Foresight Diviner, the diviner features are more worth the cost (having to use your bonus slots for div. spells) if you go to higher levels for its capstone ability, I think a more front-loaded school like Teleport Conjuror would be better for someone who will have few actual wizard levels.
See if you can get
Esoteric Training. It's super-broken, it's not even a feat or trait, just a background. And in return for the zero cost, you get +3 to your CL up to HD, which will help with all the lost CL nicely. Except...it's even better than Magical Knack or 3E's Practiced Spellcaster. It not only boosts CL for spell parameters,
it actually advances your spells known and per day by three levels, too!
If it is PFS, does that mean you will cap at level 12? That makes it MUCH harder to get good use out of Arcane Archer's Imbue Arrow. In any case, EK is worth going all the way to 10 once you take the 1st level hit. AA should be entered when you can to go for level 2's imbue arrow. You can go up to 4 and not lose another CL (but I think I'd rather max out EK first before doing that), but you definitely don't want to take AA beyond 4th level.
If you want to do a Bard build and assist with trapfinding, you could make an Archaeologist. Their swift action activation for luck (their inspire courage replacement) plays nicely with Rapid Shotting and they get
better Trapdinfing. If you do so, spending a feat on Lingering Performance (so you can get 3 rounds of luck for each round spent) is basically mandatory to fix their horrible 4 + cha rounds per day (that NEVER increases). And getting the Fate's Favored trait is practically mandatory, too. The good thing about Archaeologist is it's less painful to ditch for a PrC than normal bard if you wanted to. Level 6 is a great breakpoint to leave after.