Darklone said:
Ranger17/Scout3 with Swift Hunter, Improved Skirmish and Greater Manyshot tops 100 points of damage per round easily.
Actually Ranger 16 / Scout 4 grants you a bonus feat and 1 extra point of base Reflex save, in exchange for HiPS. It's worth a try, I'd say.
Andras said:
Elf Generalist Wizard 10
Thaumaturgist 5 (entry requirements completely overlapped by Archmage)
Arcane Archer 2
Archmage 3
You don't shoot people, you drop nuclear bombs on them.
Why not simply go spellcaster then? You got a BAB of +10 with this build, crappy skill points, hit points, and saves... wow, impressive for an archer.
Thaumaturgist requires Spell focus (Conj.)
AA requiers Weapon Focus, Point Blank Shot, and Precise Shot
Archmage requires another Spell Focus, and Skill Mastery (Spellcraft)
Meaning you only got your 18th level feat slot left to actually start taking useful feats... compared to a Ftr/Ranger/Scout this kinda sucks.
My suggestion for an archer is Ftr 4/Scout 3/Rgr 13. The reason you take Ftr 4 and thus sacrifice 1d6 worth of Skirmish is Weapon Specialization, which gives you access to Ranged Weapon Mastery. Both feats together mean +2 to hit and +4 to damage, IMO beating the extra 1d6 skirmish.