Ultimate Archer


Advice

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@Wiggz:

I strongly recommend building as an Archer first, and a caster second. Get as much damage as you can, and rely on your spellcasting for buffs and out of combat versatility/in combat absolute emergency (such as Disintegrate later on to counter Wall of Force). You don't really want to bother trying to cast spells with DCs as that will lead to tons of MAD in the build. You only need a starting Int of 13 to get 9th level spells (if you eventually have a +6 Int headband).

Taking the 3 levels in AA before finishing EK works fine if you want that +1d6 elemental damage, but keep in mind it pushes you back a spell level in terms of when you gain access to spells. I personally think you're better off going all the way through EK and nabbing an orange ioun stone at high levels when you finally lose that third caster level to AA.

Focused Shot is a trap. It's a standard action for one attack. As an archer you do all of your damage by full attacking things.

Note on Clustered Shots: This can be good, however, you can use Cold Iron arrows as your base arrows from level 1 (they're super inexpensive), plus Weapon Blanch (from the APG) covers your other needs when they come up (which is fairly infrequent as I've seen). Also, Blunt arrows are cheap, you should have a bunch of those from level 1 as well. Where it does help is with your elemental adders, but...it's up to you if that is worth the feat or not.

Note on Deadly Aim: Many times you will not want to suffer the loss of accuracy....but there will also be many times where it doesn't hurt and the damage boost is HUGE. For instance...when you fight giants. Or anything that relies more on having tons of HP than a high AC. Trust me, you want this.

As for the Transmutation thing, that is based on your wizard level. At 5th level you will get a +2 enhancement bonus to one score. It's up to you how you use it. You'll want items for Dex eventually, but it can add a HP per level in Con or get you another point of damage (though you'll need a new Mighty Composite Longbow) in Str.

Here's how I do it, but you are welcome to customize any way you want, as it's your character and your fun is the most important thing:

1 - Fighter 1(Lore Warden): Point Blank Shot, Precise Shot, Weapon Focus
2 - Wizard 1(Transmuter): Scribe Scroll
3 - Wizard 2: Rapid Shot
4 - Wizard 3
5 - Wizard 4: Arcane Strike
6 - Wizard 5: Craft Wondrous Item/Craft Magical Arms and Armor
7 - Eldritch Knight 1: Deadly Aim, Improved Initiative (or the other craft feat not taken at 6 if you're the only crafter and your campaign allows crafting)
8 - Eldritch Knight 2
9 - Eldritch Knight 3: Manyshot
10 - Eldritch Knight 4
11 - Eldritch Knight 5: Weapon Focus, Point Blank Master or Clustered Shots
12 - Eldritch Knight 6
13 - Eldritch Knight 7: Greater Weapon Focus
14 - Eldritch Knight 8
15 - Eldritch Knight 9: Improved Precise Shot, XXXX
16 - Eldritch Knight 10
17 - Arcane Archer 1: XXXX
18 - Arcane Archer 2
19 - Arcane Archer 3: XXXX
20 - Arcane Archer 4


truesidekick wrote:


my favorite archer is sohei monk with sorcerer and arcane archer

6 monk/2 sorcerer/4 arcane archer

hits like a truck and has acess to the wizard spell list, level 12 nets
7 attacks, each attack hits for about 60 damage. very consistant damage and has very good surviveability.

I, for one, would love to see more details about this level 12 build that can do "consistent" 400+ damage per round.


Adamantine Dragon wrote:
truesidekick wrote:


my favorite archer is sohei monk with sorcerer and arcane archer

6 monk/2 sorcerer/4 arcane archer

hits like a truck and has acess to the wizard spell list, level 12 nets
7 attacks, each attack hits for about 60 damage. very consistant damage and has very good surviveability.

I, for one, would love to see more details about this level 12 build that can do "consistent" 400+ damage per round.

I'm curious about that one as well.


if i can find the character sheet i will post it.


@Sylvanite

Some good advice there. I actually hadn't noticed that aspect of Focused Shot, its definitely a trap and has to go. I'll probably swap Deadly Aim out there.

Following the philosophy of Archer first, caster second was why I didn't worry about a little (a very little) delayed gratification with regards to spell casting. Later on in the build though, I'll be looking for spells that can compliment my role as a flying archer, particularly things that can foil the limited threats that can make my life miserable. Also I have to keep in mind that all it'll take is a Dispel Magic to ground me.

A quick question about one of the Arcane Archer abilities - Imbue Arrow RAW:

At 2nd level, an arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell's area is centered where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow's range rather than the spell's range. A spell cast in this way uses its standard casting time and the arcane archer can fire the arrow as part of the casting. The arrow must be fired during the round that the casting is completed or the spell is wasted. If the arrow misses, the spell is wasted.

Is there a reason why a square couldn't be targeted? Most area spells don't target individuals...


Wiggz wrote:

@Sylvanite

Some good advice there. I actually hadn't noticed that aspect of Focused Shot, its definitely a trap and has to go. I'll probably swap Deadly Aim out there.

Following the philosophy of Archer first, caster second was why I didn't worry about a little (a very little) delayed gratification with regards to spell casting. Later on in the build though, I'll be looking for spells that can compliment my role as a flying archer, particularly things that can foil the limited threats that can make my life miserable. Also I have to keep in mind that all it'll take is a Dispel Magic to ground me.

A quick question about one of the Arcane Archer abilities - Imbue Arrow RAW:

At 2nd level, an arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell's area is centered where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow's range rather than the spell's range. A spell cast in this way uses its standard casting time and the arcane archer can fire the arrow as part of the casting. The arrow must be fired during the round that the casting is completed or the spell is wasted. If the arrow misses, the spell is wasted.

Is there a reason why a square couldn't be targeted? Most area spells don't target individuals...

The Imbue Arrow ability can be used on a square. That's generally the way to do it. It's worth noting, however, that there aren't that many good spells for Imbue arrow. In almost all situations you're better off killing the threat than trying to put an AoE spell out there. Just be forewarned.

Also, just invest in a ring of counterspells or greater counterspells and load it with Dispel Magic/greater Dispel Magic. That way, it takes two separate Dispels to actually do anything to you, and that is HIGHLY unlikely in any encounter except one a DM has designed to specifically foil your character (not to mention if you're tying the opposing caster down for two whole rounds as they do nothing to anyone else...you're winning). For that matter, avoiding Sunder is as easy as a Glove of Storing. Just put your bow away when it's not your turn.


Sylvanite wrote:

The Imbue Arrow ability can be used on a square. That's generally the way to do it. It's worth noting, however, that there aren't that many good spells for Imbue arrow. In almost all situations you're better off killing the threat than trying to put an AoE spell out there. Just be forewarned.

Also, just invest in a ring of counterspells or greater counterspells and load it with Dispel Magic/greater Dispel Magic. That way, it takes two separate Dispels to actually do anything to you, and that is HIGHLY unlikely in any encounter except one a DM has designed to specifically foil your character (not to mention if you're tying the opposing caster down for two whole rounds as they do nothing to anyone else...you're winning). For that matter, avoiding Sunder is as easy as a Glove of Storing. Just put your bow away when it's not your turn.

I generally try very hard not to put too much dependence on magical items when working on a build - we play in a fairly low-magic environment - but I'll definitely keep in mind that idea regarding counterspells. It would certainly seem as if your elevation is your strongest defense, especially if there are far more tasty looking meatshields on the ground to occupy the bad guys attentions.


Mike Schneider wrote:
Quote:
A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or ALTER the same class feature....
It's pretty cut-n-dried to me: Qinggong will not stack with all other monk archetypes.

I'm sorry can you explain why you feel this way? If you choose not to switch it out, the ability in question is in no way altered or replaced.


truesidekick wrote:
if i can find the character sheet i will post it.

I can't see how what you claim is possible. Even if you can't find the character sheet, please post a rough outline of how you achieved such high damage numbers. I'm sure I'm not the only one intrigued by your claims.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Sah wrote:
Mike Schneider wrote:
Quote:
A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or ALTER the same class feature....
It's pretty cut-n-dried to me: Qinggong will not stack with all other monk archetypes.
I'm sorry can you explain why you feel this way? If you choose not to switch it out, the ability in question is in no way altered or replaced.

The ability to switch it out is in itself an altering.


DΗ wrote:
Lightbulb wrote:

I think the number one this to take out of this is that you need to think about RAI not just look at the RAW.

However if you DO decide on a RAI interpretation be prepared that others will not agree with you and that you are both equally right - unless someone is quoting RAW in which case they are 'right' in a very narrow (and unimportant) sense.

Unimportant depends on who you're talking to. I know many people whose games are run by RAW, and RAW is what matters if you're in PFS.

RAI Doesn't necessarily matter.

Lightbulb wrote:
TOTALLY OFF TOPIC - I stopped playing Magic about 2 years ago except on an off. Mana burn I have no problem with but maximum life? *sigh*
You cant go above 50, IIRC.

Whoever told you couldn't go above any amount of life was pulling a fast one. There has never been a maximum life rule in any sanctioned or otherwise well-known format. (Or any format I've ever heard of, period.) It's a shame to see that a rule that has never existed apperantly caused multiple people to leave the game.


16 weapon (gravity bow/large size bow),5 generic enchant,*6 weapon training,6 firy,5 composite,5 hammer the gap,6 deadly aim,2 WS, missing something here... total = 51 max
at 14 you would have acess to arcane archer for an aditional +1d6 and +1 generic i think, the rules on that are very wierd. knocking total damage to 58. average damage is 40 but i did this quickly and cant find the sheet yet so im missing things.
to hit:
11/6/1 +5+6+1+6(29) -( rapid, flurry, deadly aim, miss sized(-8) total to hit) = 21 @6 attacks, 16 @1, 11 @1.

if you take sohei and weapon master fighter you get weapon training two times, gloves of dueling apply to both class features since they have different sources. i have yet to find a rule to the contrary.

sohei 8/ WM fighter 3/ sorcerer 1.


truesidekick wrote:

16 weapon (gravity bow/large size bow),5 generic enchant,*6 weapon training,6 firy,5 composite,5 hammer the gap,6 deadly aim,2 WS, missing something here... total = 51 max

at 14 you would have acess to arcane archer for an aditional +1d6 and +1 generic i think, the rules on that are very wierd. knocking total damage to 58. average damage is 40 but i did this quickly and cant find the sheet yet so im missing things.
to hit:
11/6/1 +5+6+1+6(29) -( rapid, flurry, deadly aim, miss sized(-8) total to hit) = 21 @6 attacks, 16 @1, 11 @1.

if you take sohei and weapon master fighter you get weapon training two times, gloves of dueling apply to both class features since they have different sources. i have yet to find a rule to the contrary.

sohei 8/ WM fighter 3/ sorcerer 1.

A couple nit picks here, but it's still impressive

1. You are using a +5 weapon at level 12(50k is half your WBL on one item, and you can't craft it due to your caster level of 1)
2. with gloves of dueling applying twice(the class feature is the same as the one for fighters, including the same name, I don't believe most people would let that stack but okay)- this drops both your hit/dmg by 2
3. with gravity bow up that is still only 3d6 damage, which averages out to 11.5 not 16.
4. Hammer the gap assumes that you hit every time, and gives its best bonuses on your last two attacks, which are at +14/+9... by no means a sure thing, but even if it works, 1+2+3+4+5+6+7= 28/8 attacks= 2.5 per attack, not 5.
5. You don't have four levels of fighter, so you don't qualify for weapon specialization. Its not on the monk bonus list, and sohei doesn't add it either, but I could be missing something.
6. Fiery weapon I assume means flaming weapon, which just adds 1d6 damage, which averages out to 3.5. (I'm assuming that you get this from a buff spell, because otherwise you would need a +6 weapon, which seems even less likely)

So, you lose 2 accuracy and your actual routine looks like this.
To hit: 11/6/1 BAB + 5 ench + 6 dex + 1 WF + 4 Weapon Training = 27/22/17.

Now we add up penalties: Mis-Sized -2 + Rapid -2 + FOB -2 + Deadly Aim -3 (you're only getting 2:1 so you have to sacrifice three to get 6 damage) = -9 total. So your final Attack bonuses are 18/13/8.

So your attacks go like this 18/13/8- base + 18/13 FOB(they aren't both at best bonus) +18 RS +18(damage not attack roll) Manyshot +18 Ki attack (I'm assuming you're burning a ki point here)

That gives you +18(five)/+13(two)/+8- still a huge number of attacks, but much more reasonable.

Now, for damage
13.5(3d6 bow) +5 ench + 4 weapon training + 3.5 flaming + 5 composite + 3.5 hammer the gap (optimal) + 6 deadly aim = 39.5 damage average.

Against an AC 26 your attacks hit on a 8/13/18. This gives you 134.3 DPR excluding crits, though I might need my math checked. That's solid DPR for level 12, but the big thing is that your to hit is your weak point. if you dropped the mis-sized bow that would up your DPR to 151.2 (again excluding crits). Against foes with lower ACs you will absolutely destroy them, but then, that's how monks usually are. Overall looks good but not broken.

Scarab Sages

Early in this thread there were a couple mentions of luring cavaliers, then they were dropped from discussion. I can't relly tell what the tone was about them. One post seemed to think they were overpowered, another seemed to dismiss them as a joke.
So, i'm confused. Are they worth concidering or were they ignored in the discussion for a reason?

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber
Ravingdork wrote:
Sah wrote:
Mike Schneider wrote:
Quote:
A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or ALTER the same class feature....
It's pretty cut-n-dried to me: Qinggong will not stack with all other monk archetypes.
I'm sorry can you explain why you feel this way? If you choose not to switch it out, the ability in question is in no way altered or replaced.
The ability to switch it out is in itself an altering.

The fact that I could smash a vase with a hammer does not mean I have altered the vase.


No love for the luring cavalier?


Choon wrote:

Early in this thread there were a couple mentions of luring cavaliers, then they were dropped from discussion. I can't relly tell what the tone was about them. One post seemed to think they were overpowered, another seemed to dismiss them as a joke.

So, i'm confused. Are they worth concidering or were they ignored in the discussion for a reason?

Well they explode faces. Even better, hen they don't explode faces the face to be exploded runs at them in a straight line, no save, no rolls other then attack rolls. And gets exploded again. Imagine how impotent the other guy feels while you are looking fabulous on your pegasus monk raining death from above.


Ravingdork wrote:
Sah wrote:
Mike Schneider wrote:
Quote:
A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or ALTER the same class feature....
It's pretty cut-n-dried to me: Qinggong will not stack with all other monk archetypes.
I'm sorry can you explain why you feel this way? If you choose not to switch it out, the ability in question is in no way altered or replaced.
The ability to switch it out is in itself an altering.

It seems fairly obvious to me that that is not the case. The ability states

Quote:
Ki Power: A qinggong monk can select a ki power (see below) for which she qualifies in place of the following monk class abilities: slow fall (4th), high jump (5th), wholeness of body (7th), diamond body (11th), abundant step (12th), diamond soul (13th), quivering palm (15th), timeless body (17th), tongue of the sun and moon (17th), empty body (19th), and perfect self (20th). This replaces the monk class ability the qinggong monk gives up for this ki power.

If you choose not to give it up, then you have not replaced or altered it. It is only replaced if you choose to.


Excellent fisking there ashern...


ashern wrote:

[

A couple nit picks here, but it's still impressive
1. You are using a +5 weapon at level 12(50k is half your WBL on one item, and you can't craft it due to your caster level of 1)
2. with gloves of dueling applying twice(the class feature is the same as the one for fighters, including the same name, I don't believe most people would let that stack but okay)- this drops both your hit/dmg by 2
3. with gravity bow up that is still only 3d6 damage, which averages out to 11.5 not 16.
4. Hammer the gap assumes that you hit every time, and gives its best bonuses on your last two attacks, which are at +14/+9... by no means a sure thing, but even if it works, 1+2+3+4+5+6+7= 28/8 attacks= 2.5 per attack, not 5.
5. You don't have four levels of fighter, so you don't qualify for weapon specialization. Its not on the monk bonus list, and sohei doesn't add it either, but I could be missing something.
6. Fiery weapon I assume means flaming weapon, which just adds 1d6 damage, which averages out to 3.5. (I'm assuming that you get this from a buff spell, because otherwise you would need a +6 weapon, which seems even less likely)

So, you lose 2 accuracy and your actual routine looks like this.
To hit: 11/6/1 BAB + 5...

thats not the actual character, i made that off memory in 10 minutes to sate Adamantine dragon and the others who asked about it. the actualcharacter is somewhere in my stack of crap so when i find him i will post the actual character. also i didnt have time to check my numbers before i went to sleep.

ill find it and then ill post it. thanks for taking the time to check my work.


Truesidekick- gotcha, I look forward to seeing the character actually built out, it looks like a really good build. Did you plan on adding anything besides Arcane Archer to it?

I think Sohei is great, but the trick is stacking as many to hit bonuses as possible. That's why one of my favorite things is to add in Urban Barbarian for burst stuff. You maintain full BAB, take no penalties, and can bump your dex by 4, giving you 2 more to hit and to AC, all for one level. Also, if you want to run it out to level 4, pick up some rage powers, like reckless abandon (+2 right there). It's not terribly better than Weapon Master fighter, but it's another option. Really, the big thing is that you need some sort of other bump to really bring you into the higher accuracy/damage brackets, where you can get the best synergy from your ridiculous number of attacks.

I agree that breaking at 8 is the smart move, since your tertiary FOB attack is pretty useless. FOB is your big deal here, so a lot of monk stuff isn't worth as much to you. Honestly, it really depends on when you want the build to come into its own. If you need something that's awesome from 1-20 I'd personally go with a Guide ranger, Weapon Master Fighter, or Zen Archer. However, if you want something stupid good at certain break points mixing and matching with Sohei can probably give you slightly better returns, at least on the damage front.

Edit: clarity

Liberty's Edge

Ravingdork wrote:
Sah wrote:
Mike Schneider wrote:
Quote:
A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or ALTER the same class feature....
It's pretty cut-n-dried to me: Qinggong will not stack with all other monk archetypes.
I'm sorry can you explain why you feel this way? If you choose not to switch it out, the ability in question is in no way altered or replaced.
The ability to switch it out is in itself an altering.

If an archetype even lists an ability in boldface, it's altering it in some way.

Shadow Lodge

2 people marked this as a favorite.

O.o


TriOmegaZero wrote:
Ravingdork wrote:
Sah wrote:
Mike Schneider wrote:
Quote:
A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or ALTER the same class feature....
It's pretty cut-n-dried to me: Qinggong will not stack with all other monk archetypes.
I'm sorry can you explain why you feel this way? If you choose not to switch it out, the ability in question is in no way altered or replaced.
The ability to switch it out is in itself an altering.
The fact that I could smash a vase with a hammer does not mean I have altered the vase.

Flawed logic, since nothing was physically stopping you from smashing said vase in the first place.


Tels wrote:
I think this is the first archer that I've seen posted that can hit hard, but still retain out of combat viability. I like it. Consider it borrowed-without-intent-to-return.

Obviously you have never seen a ranger archer. Or a bard.

That one is the first archer that I've seen posted that can hit hard the corpses of the enemies his buddies killed while he was buffing.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber
Neo2151 wrote:
TriOmegaZero wrote:
Ravingdork wrote:
Sah wrote:
Mike Schneider wrote:
Quote:
A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or ALTER the same class feature....
It's pretty cut-n-dried to me: Qinggong will not stack with all other monk archetypes.
I'm sorry can you explain why you feel this way? If you choose not to switch it out, the ability in question is in no way altered or replaced.
The ability to switch it out is in itself an altering.
The fact that I could smash a vase with a hammer does not mean I have altered the vase.
Flawed logic, since nothing was physically stopping you from smashing said vase in the first place.

In either case, nothing about the vase has changed.


Mike Schneider wrote:
Ravingdork wrote:
Sah wrote:
Mike Schneider wrote:
Quote:
A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or ALTER the same class feature....
It's pretty cut-n-dried to me: Qinggong will not stack with all other monk archetypes.
I'm sorry can you explain why you feel this way? If you choose not to switch it out, the ability in question is in no way altered or replaced.
The ability to switch it out is in itself an altering.
If an archetype even lists an ability in boldface, it's altering it in some way.

I don't have the book on hand at the moment, but on the PRD and the SRD, none of the abilities in question are listed in boldface.

I can see why you would argue that it does alter it, but it is in my opinion that because the ability itself is not altered, and you will still get it at the same level nothing stops you from taking Qinggong and another archetype as long as you don't remove the ability that the other archetype needs.

I feel that this is something that should be faq'd.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

Something similar has been FAQ'd before.

As you can see in that thread, just because the Qinggong Monk can take a substitution ki power, does not mean he has to. As such, we can draw the conclusion that the class feature is not altered until the character choses to trade the power. Seeker put forth that every class feature is automatically altered, much like Mike has here, and the staff responded that this was not the case.

Sean explains what 'no reply required' means, when it was still 'not an error', here.


Crysknife wrote:
Tels wrote:
I think this is the first archer that I've seen posted that can hit hard, but still retain out of combat viability. I like it. Consider it borrowed-without-intent-to-return.

Obviously you have never seen a ranger archer. Or a bard.

That one is the first archer that I've seen posted that can hit hard the corpses of the enemies his buddies killed while he was buffing.

Ranger Archers are awesome. Bard archers are pretty solid. Though hilarious that you include bard archers and then knock a build for needing buffs.

Anyhow, most important buffs in that build last a long time, ten minutes/level or more. They're also almost all low enough level that lesser rods of extend work on them. Really only Overland Flight is beyond a third level spell....and that lasts an hour/level.

And a ranger's out of combat viability doesn't usually include being able to fly around and teleport the party :p Though he might be ok at making climb checks.

As I already mentioned, in campaigns where you have multiple encounters per day where they happen hours and hours apart...he might not be the best choice. For anything that is remotely dungeon-crawly he is awesome. He doesn't normally need minute buffs (notice he doesn't even use round/level buffs), but he has a few good ones for when there are encounters that he knows are coming.
Edit: OK, he has greater invis and vanish. Sorry. Those are basically for emergency use. Better to have them then not, though.


Sah wrote:
Mike Schneider wrote:
Ravingdork wrote:
Sah wrote:
Mike Schneider wrote:
Quote:
A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or ALTER the same class feature....
It's pretty cut-n-dried to me: Qinggong will not stack with all other monk archetypes.
I'm sorry can you explain why you feel this way? If you choose not to switch it out, the ability in question is in no way altered or replaced.
The ability to switch it out is in itself an altering.
If an archetype even lists an ability in boldface, it's altering it in some way.

I don't have the book on hand at the moment, but on the PRD and the SRD, none of the abilities in question are listed in boldface.

I can see why you would argue that it does alter it, but it is in my opinion that because the ability itself is not altered, and you will still get it at the same level nothing stops you from taking Qinggong and another archetype as long as you don't remove the ability that the other archetype needs.

I feel that this is something that should be faq'd.

Actually, the Qinggong Monk has the option to replace the conflicting ability the level after Zen Archer gains it. Qinggong Monk can't replace Diamond Body until 12th level, while Zen Archer gains Trick Shot at 11th. It's a similar scenario for Tongue of the Sun and Moon and Ki Focus Bow, except 18th level for the Qinggong Monk.

Liberty's Edge

A sohei 6 / Sorcerer 2 only has a BAB of 5, it doesn't qualify for arcane archer.


TriOmegaZero wrote:

Something similar has been FAQ'd before.

As you can see in that thread, just because the Qinggong Monk can take a substitution ki power, does not mean he has to. As such, we can draw the conclusion that the class feature is not altered until the character choses to trade the power. Seeker put forth that every class feature is automatically altered, much like Mike has here, and the staff responded that this was not the case.

Sean explains what 'no reply required' means, when it was still 'not an error', here.

ok im not going to lie... im confused. does "no reply required" mean that the OP is correct? or that the OP was wrong.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber
Sean K Reynolds wrote:
Look at the text next to the number of people who have marked this thread for a FAQ response: "Not an error." That means that a developer has used the FAQ interface to mark the FAQness of this thread as closed. It doesn't need a developer response because you're reading something into the spell that clearly isn't there.

Scarab Sages

TarkXT wrote:
Choon wrote:

Early in this thread there were a couple mentions of luring cavaliers, then they were dropped from discussion. I can't relly tell what the tone was about them. One post seemed to think they were overpowered, another seemed to dismiss them as a joke.

So, i'm confused. Are they worth concidering or were they ignored in the discussion for a reason?
Well they explode faces. Even better, hen they don't explode faces the face to be exploded runs at them in a straight line, no save, no rolls other then attack rolls. And gets exploded again. Imagine how impotent the other guy feels while you are looking fabulous on your pegasus monk raining death from above.

Pretty impotent I guess, but then why is the luring cavalier getting left out so pointedly? There are all these explodie face builds flying about and yet no comparison with the cavalier.

The reason I'm so interested is I'm playing one (lvl 1 now) and I was trying to glean advice from this thread. For starters I was planning a 2 lvl dip into fighter at lvl 2 and 4 (for the feats, possibly 4 lvls for specialization+boon companion), but is there anything specific that alters when one builds a luring cavalier, or do you just run down the normal archer feat tree and laugh as your mount Imp. Overruns everything that stands in your way?


Choon wrote:
do you just run down the normal archer feat tree and laugh as your mount Imp. Overruns everything that stands in your way?

Pretty much, yes. But you actually want to spend a lot of time not overrunning people if you can since your challenge reverts to normal if you are hit. This isn't a massive problem though since if you go Order of the Lion you can still get a dodge bonus to AC if that unfortuantely event occurs. Plus later on you'll be able to switch back and forth essentially at will.

The only other thing you may want to consider is the possibility of going Beast Rider so you can basically play Pseudo-Ranger.


I'd love to see how the Cavalier based archers stack up to the others. I'll suggest two builds:

1) Small (halfling?) mounted archer built using Luring Cavalier and possibly Order of the Sword (challenge has +1 to AT when astride his mount plus another +1 for every four levels).

2) A combination Musketeer/Luring Cavalier (still haven't figured out which order is best with this one).

Also, how does the latter build stack up against the Gunslinger?

I'm thinking that the Cavalier builds are going to behave a lot like Paladin archer builds (ho-hum when not challenging but rockstar when he goes nova).


Crysknife wrote:

Obviously you have never seen a ranger archer. Or a bard.

That one is the first archer that I've seen posted that can hit hard the corpses of the enemies his buddies killed while he was buffing.

Heh - I've never seen a Bard cast Disentegrate as a swift action to follow up a critical hit or follow up a combat-opening Quickened Selective Fireball with a Dazing Selective Fireball in the same round... but I hear they sing pretty good.

"Kill, kill, kill, kill the baddie..."


synthesist. Dual-wield bows from level 1.


Rasmus Wagner wrote:
synthesist. Dual-wield bows from level 1.

Dng ding ding. We have a winner.


Ravingdork wrote:

Perhaps my two archer brothers will help you find your way?

Dayer is a master archer optimized for high attack and damage. Every arrow that lands promises more damage to the next, and he rarely misses. He laughs in the face of high hit points, high AC, and high damage reduction.

Deacon is a trick archer optimized for versatility and trick shots (such as bouncing arrows off a wall to bypass cover). He is a highly effective battlefield controller that can also perform a variety of useful combat maneuvers at range. He can disarm or trip an entire platoon of enemies as they attempt to charge into melee.

Enjoy!

Do they have any archetypes?

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber
Tiny Coffee Golem wrote:
Rasmus Wagner wrote:
synthesist. Dual-wield bows from level 1.
Dng ding ding. We have a winner.

But can he dual-wield his dual-wield?


Humphey Boggard wrote:

I'd love to see how the Cavalier based archers stack up to the others. I'll suggest two builds:

1) Small (halfling?) mounted archer built using Luring Cavalier and possibly Order of the Sword (challenge has +1 to AT when astride his mount plus another +1 for every four levels).

2) A combination Musketeer/Luring Cavalier (still haven't figured out which order is best with this one).

Also, how does the latter build stack up against the Gunslinger?

I'm thinking that the Cavalier builds are going to behave a lot like Paladin archer builds (ho-hum when not challenging but rockstar when he goes nova).

1. Far challenge doesn't include your order challenge ability therefore there's no real reason to get order of the sword. Lion is good because of it's various abilities not requiring melee attacks or threatening your target. You can also go with tome if you want to provide some magical support. Dragon and Star are another interesting cases but overall I prefer lion.

2. Again, lion, but you can make a case for cockatrice. The luring cavalier tends to be much closer range so expect to be doing a lot of switch hitting.

As for against a gunslinger? Not very well. You have more support abilities than a gunslinger but he'll be way better with firearms.


Synthesist(or alchemist with extra arms) gunslinger who wields four revolvers!


my first opinion is the Ranger or spirit ranger

my second I look forward to playing a skirmisher Rogue.

without worrying about unreasonable multiclasses and level dips those two classes seem like the most versatile classes to play. granted I like being a skill monkey, versatility over one trick pony and am not a great fan of overspecialization so that may schew my opinion.

Scarab Sages

If a cavalir melée attacks from his mount can he use higher ground Bonuses?
Also, I kinda like order of the black damio (spelling?) for the survivability.

Is the target of far challenge really compelled to attack you or is it that you look soft and squishy, but its a DM call if the enemy takes the opening? It seems like if it's required that the target chase you then you become the ultimate kiter. Challenge melée enemy, run and fire rearward 'til dead, rinse and repeat.


blue_the_wolf wrote:

my first opinion is the Ranger or spirit ranger

my second I look forward to playing a skirmisher Rogue.

without worrying about unreasonable multiclasses and level dips those two classes seem like the most versatile classes to play. granted I like being a skill monkey, versatility over one trick pony and am not a great fan of overspecialization so that may schew my opinion.

We have to keep in mind that there are different kinds of versatility. A Ranger Archer can climb, an Eldritch Archer can fly. A Ranger Archer can move with stealth, an Eldritch Archer can move invisibly. A Ranger Archer can use Diplomacy, an Eldritch Archer use Charm Person etc...

The Eldritch Archer


Mercurial wrote:
Crysknife wrote:

Obviously you have never seen a ranger archer. Or a bard.

That one is the first archer that I've seen posted that can hit hard the corpses of the enemies his buddies killed while he was buffing.

Heh - I've never seen a Bard cast Disentegrate as a swift action to follow up a critical hit or follow up a combat-opening Quickened Selective Fireball with a Dazing Selective Fireball in the same round... but I hear they sing pretty good.

"Kill, kill, kill, kill the baddie..."

Well, I'm not too impressed by bard archers, but even with this build I'd rather not spend so many metamagical feats to try to land some spells with petty DC. At least I would not do so if there is another (true) wizard in the group who start laughing anytime I declare what the DC is. Of course if you need to cover some bases this build could be useful, but if you already have a real wizard in your group I think you should concentrate on doing your stuff: if you really like a "Quickened Selective Fireball with a Dazing Selective Fireball in the same round" why do you need to play an arcane archer? Wizard will serve you much better.

I'd probably rather use the feats for something else, keep the spells and use my swift action for arcane strike.

Now, I'm not saying that the arcane archer is useless, I actually kind of like the idea: I was just pointing out that this is hardly the first effective archer that can do stuff outside of combat. Especially if you consider the rest of the group, chances are that you have other guys that can do the same things of this build, only better: a bard or a ranger can instead contribute in unique ways, which may or may not be as impressive in solo play, but which are better if you play an RPG with other people. Which, I assume, is what most of us do.


Look for treatmonk's guide to ranger, switch hitter. You get pretty much the idea of an awesome ranger archer build.
Well the nice thing is that it's a very good archer, and when unaware enemies approach to engage him in melee, he's even better as a two-handed swinger. Sweet!


Crysknife wrote:
Mercurial wrote:
Crysknife wrote:

Obviously you have never seen a ranger archer. Or a bard.

That one is the first archer that I've seen posted that can hit hard the corpses of the enemies his buddies killed while he was buffing.

Heh - I've never seen a Bard cast Disentegrate as a swift action to follow up a critical hit or follow up a combat-opening Quickened Selective Fireball with a Dazing Selective Fireball in the same round... but I hear they sing pretty good.

"Kill, kill, kill, kill the baddie..."

Well, I'm not too impressed by bard archers, but even with this build I'd rather not spend so many metamagical feats to try to land some spells with petty DC. At least I would not do so if there is another (true) wizard in the group who start laughing anytime I declare what the DC is. Of course if you need to cover some bases this build could be useful, but if you already have a real wizard in your group I think you should concentrate on doing your stuff: if you really like a "Quickened Selective Fireball with a Dazing Selective Fireball in the same round" why do you need to play an arcane archer? Wizard will serve you much better.

I'd probably rather use the feats for something else, keep the spells and use my swift action for arcane strike.

Now, I'm not saying that the arcane archer is useless, I actually kind of like the idea: I was just pointing out that this is hardly the first effective archer that can do stuff outside of combat. Especially if you consider the rest of the group, chances are that you have other guys that can do the same things of this build, only better: a bard or a ranger can instead contribute in unique ways, which may or may not be as impressive in solo play, but which are better if you play an RPG with other people. Which, I assume, is what most of us do.

With regards to the DC, I've found that higher up bad guys (the bigger they are) tend to have lower Reflex saves (the harder they fall), but as I said, that would just be an opener for combat when its appropriate. The entire concept of the Eldritch Archer (to my mind) is being able to buff before combat, toss off a big spell or two to soften the enemy up and then to spend the rest of the encounter taking down already injured foes at a dramatic pace. The character ultimately has more or less the equivalent of 17 Wizard levels (CL 19) and 17 Fighter levels - I'd be foolish not to make full use of both.

Those enhanced fireballs and other effects don't really come into play until much later in the game for him, giving him something to complement all the pew-pewing he's been doing for 15 levels or so. By the time metamagic feats are selected, all of his archery feats have long since been taken care of and they become just another tool in his box.

If you want to make a fair comparison of the characters as they were meant to be, compare them at 12th level with an understanding that as you progress beyond that, the Eldritch Archer's ceiling keeps getting higher and higher, and you can really take that in any direction you want to go. Me, I like adding in some AoE damage and a little battlefield control. What else am I going to do with all of those spell slots?

Liberty's Edge

Rasmus Wagner wrote:
synthesist. Dual-wield bows from level 1.

Okay....it's a more expensive way to do Rapid Shot....

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