More Switch-Hitter feats


Advice


While I love Treantmonk's Ranger Guide, it was made with only Core. I've been looking for more up to date advice on switch-hitters, and couldn't find any, so I decided to search through the list of feats for anything non-core that's suitable for switch-hitters.

Here's what I found so far (with the book it's from). Not all of them may be good, but if they suck for a switch-hitter, they probably suck for anyone. I've written down my thoughts on them and would love other opinions.

Opening Volley (UC): This has got to be the ultimate switch-hitter feat. Your ranged attack gives you a bonus on your next melee attack. No idea who would use this other than a switch-hitter. Of course you're only going to get this bonus once in most combats. Unless you've got a back up ranged weapon.

Furious Focus (APG): Makes your first Power Attack easier, which is always nice. You're all about doing damage, after all.

Ammo Drop (HoG): The advantage of the sling, on top of it being ridiculously cheap, is that you get to add your Strength bonus to damage, which makes it an excellent backup weapon for any switch-hitter, and a very likely starting weapon for a 1st level switch hitter. What I didn't know until I saw this feat, is that apparently it takes more time to reload a sling than it does to reload a bow. This advantage changes that. Well, not entirely; apparently you'd also need Juggle Load (HoG) to really reload as fast as a bow. Worth it for a crappy beginner's weapon? Maybe not. Although you do get to add your Strength, and if your Strength is variable (rage, spells, str boosting item you just acquired), that could make a sling more damaging than your composite bow.

Dazing Assault (APG): Not switch-hitter specific, but dazing people is nice, and this builds on a feat you already have. Melee only, though. Feats that work both ranged and melee are better.

Stunning Assault (APG): If dazing is cool, Stunning is even better.

Pushing Assault (APG): Builds on Power Attack. Pushes the target away, which might help to disengage, so you can switch to ranged again, so you can get the bonus from Opening Volley more than once per combat. Is that really worth it? No idea, but it might be worth consideration. And you can still do other tactical stuff by pushing your opponents around.

Focused Shot (APG): Makes me wonder if I should have taken higher Int, but that would make the switch-hitter a bit too MAD. This feat builds on Precise Shot, which is one of the archery feats that we skip, but we can take this as archery style feat, which means we get to ignore that prerequisite. So if you happen to have high Int, this might be a decent choice.

Shield of Swings (APG): You're sometimes a bit short on AC for a true front line fighter, so +4 AC is definitely nice, but sacrificing half your damage? Aren't we about doing tons of damage? Still, when your HP gets low and you can't withdraw, this could be a life saver.

Devastating Strike (UC): Builds on Vital Strike which Treantmonk recommended, but many here think is a bit of a trap. Works both melee and ranged. Could be nice if you use Vital Strike a lot, but is particularly nice if you also have Improved Vital Strike.

Sliding Axe Throw (DoG): Throwing axes? That wasn't our plan. But you get your Strength bonus, and a ranged trip is certainly nice.

Death or Glory (UC): If you really need that finishing blow now, and don't care what happens if you fail. Risky choice, but builds on Power Attack. Melee only.

Desperate Battler (ISWG): You're not a tank, so you shouldn't really be in melee on your own. But you're mobile, and as the group's scout, stuff like that can happen. Melee only, though.

Stabbing Shot (APG): Aren't you supposed to be Aragorn rather than Legolas? This is totally something Legolas does all the time in the movie, but I thought we'd agreed you'd have a sword in your hand by now. This feat is not you, cool though it may seem.

Monkey Lunge (Sargava): If you're going to take Lunge, this makes it seemingly better. But not really; it takes a standard action, which means you can't attack, which means this is only for attack of opportunity monsters.

Reckless Aim (BoF): Man, if only this was a combat style feat. An extra to hit bonus to offset the penalties from Rapid Shot and Deadly Aim would certainly be nice, but alas, we'd have to take feats we intend to skip, so this is not for us.

That's everything that came to mind, ordered roughly from good to "looks nice but isn't". It's a quick write-up, so I must have missed a lot, and I'm sure others have better insights.

Shadow Lodge

Sorta just skimmed this, but Monkey Lunge is actually a terrible feat. It takes a standard action, and lunge ends at the end of your turn, so it doesn't work for Attacks of Opportunity.

Grand Lodge

No to most of those feats.
Furious Focus is the only good feat on the list and even that is kind of wasted on a switch hitter.

Try Boon Companion

Other then that there is not much outside of core that is better. Tho I disagree with a few of the level choices of the switch hitter it is still a good idea on a ranger.

Shadow Lodge

If you are in a Firearm-heavy campaign, or have gunslinger levels for coolness, then the Gun-Twirling Feat is great for switch-hitters, if you can afford it. Lots of ifs, but it lets you not need to drop ranged weapons to 2-hand melee.

Grand Lodge

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I've personally played the switch hitter that Treantmonk suggests in his guide. The idea was very brilliant to start your attacks early from range and after the enemy closes switch over to a 2 handed weapon and chopping them down the rest of the way. The strategy is a good one as Offense is better then defense in Pathfinder. Starting the damage as soon as possible is what every hammer/DPR member wants to be doing. But what I do not agree with is some of the feat choices. Mainly because the difficulty to hit with the ranged attacks. If your picking up feats you might as well be using them is my understanding. Missing attacks is lost Damage Per Round. So I tweeked the Switch hitter build to my own liking where the person actually can hit with the bow and still be effective in combat. Here is what I came up with:

Fruian's Switch Hitter ranger:

1-Power attack, Quick Draw
2-ranger-Precise Shot (if the target decides to wrestle with your wolf your not missing...also if in combat with summoned creatures...you don't have to wade into melee and give them better targets...just keep shooting.)
3-Deadly Aim (power attack on a composite bow)
5-Boon Companion (This guy is more Damage..make him = your HD)
6-ranger-Many Shot (no Pre-reqs, an extra arrow, and no negatives to hit)
7- Big Game Hunter (DM approval my group counts it as a feat)
9-Critical Focus
10-Ranger-Improved Precise Shot
11- Free- (Improved Critical for one weapon is nice to have.)
13-Tiring Critical (no save works on both weapons)
14-Ranger- Rapid Shot (your BaB and Magic weapons can now support Rapid shot and deadly aim. Now the feat can actually hit with good consistency)
15-Exhausting Critical (no save and works on both weapons)
17- Free-
18- Free- Parting Shot or Point Blank shot or Far Shot (take your favorite)
19- Free-
Stats: I recommend this array for a human 20 point buy +2 to strength:

Str: 18 Dex: 14 Con: 14 Int: 10 Wis: 12 Cha: 8

Main buys: Good Falchion, Good composite Longbow, +2 Wis headband, Highest +STR belt

Main spells: Gravity Bow and Lead Blades - they take your weapons up to 2d6.
Rest of your spells go to increasing your animal companion's ability in battle. Make him a heavy hitter too. He is part of your DPR.


I've always wondered about the Quick Draw feat on a Switch Hitter - how useful is it? The only really big advantage I can see is being able to get a full attack (at level 6+) if an enemy decides to melee you. If you're moving to them then you can use the combined move/draw as a move action. Furious Focus is a very tempting feat to take in place of Quick Draw early on.

Shadow Lodge

Corvino wrote:
I've always wondered about the Quick Draw feat on a Switch Hitter - how useful is it? The only really big advantage I can see is being able to get a full attack (at level 6+) if an enemy decides to melee you. If you're moving to them then you can use the combined move/draw as a move action. Furious Focus is a very tempting feat to take in place of Quick Draw early on.

I imagine it makes the transition easier. In addition to being an overall nice feat for all melee, it means if the guy you are next to drops in melee, and you can't 5ft step to someone else, you can drop your weapon and draw your bow as free actions, and rain death from a distance. Also, it opens up Quickdraw Light Shield [ab]use.

@Fruian:I'd switch Good Falchion for Good Nodachi. More damage [d10], same crit range, and more damage types for versatility. But its a small difference overall. Also I suggest Iron Will as one of the free feats, as its a poor save for rangers, and it sucks to fail them.


mcv wrote:
Opening Volley (UC): This has got to be the ultimate switch-hitter feat. Your ranged attack gives you a bonus on your next melee attack. No idea who would use this other than a switch-hitter. Of course you're only going to get this bonus once in most combats. Unless you've got a back up ranged weapon.

Opening Volley is a really cool and flavorful feat concept, which to my mind doesn’t quite work out in practice.

The feat provides:

Whenever you deal damage with a ranged attack, you gain a +4 circumstance bonus on the next melee attack roll you make against the opponent. This attack must occur before the end of your next turn.

Sounds cool! But consider the myriad of very common circumstances when you won’t be able to pull it off:

1. Your initial ranged attack misses the foe.

2. Your initial ranged attack kills the foe.

3. Someone else in your party kills the opponent off before you can make that melee attack.

4. You can’t reach the foe to strike with a melee attack before the end of your next turn.

5. You can’t reach the foe without drawing an attack of opportunity and you’re not prepared to risk it (the route is not clear or perhaps you are based by another foe in the intervening period).

I do think this feat concept was on the right track, but I’d like to see it re-worked so that it has more practical use before I'd select it over another available option. Perhaps conferring the melee attack bonus whether the ranged attack hits or not, or have the bonus last longer removing the “end of next turn” requirement. Those suggestions might cause the feat to become overpowered rather quickly though.

As an aside, one of the reasons I dig this feat is it's one of the few combat feats that has no prerequisites. I don’t know why, but I always find that cool. That should happen more often.

Grand Lodge

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I've always wondered about the Quick Draw feat on a Switch Hitter - how useful is it? The only really big advantage I can see is being able to get a full attack (at level 6+) if an enemy decides to melee you.

That is the reason of Quickdraw. The switch hitter is typically about full attacks. You want to be doing it as much as possible with either Bow or sword.

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If you're moving to them then you can use the combined move/draw as a move action.

Ideally you don't want to have to move. Typically your in front of the group and you have hit it with a full attack from a bow...Hopefully they will come to you and allow you to keep full attacking with your sword after the quickdraw. IF you have to move you would use the combined move/draw...but you are hoping for the above scenario. But this is also why Treantmonk praises Vital strike as if you have to move...Vital strike is adding more damage that would not normally be there from the move...Moving is actually bad play for the switch hitter.

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Furious Focus is a very tempting feat to take in place of Quick Draw early on.

No it isn't considering it only works on the Melee weapon and the switch hitter is designed to be full-attacking as much as possible with both BOW and SWORD. Furious focus is completely unfocused in a switch hitter build because your only applying it to 1 weapon which means it will not see nearly as much use as a melee focused character who HAS to move to be doing any sort of damage. As a switch hitter your not falling into the same trap as move to them and take a full attack to your face...your trying to not offer them the full attack if it can be helped...typically a full round of archery and a full round melee attack brings a lot of Creatures down...especially when you add in the rest of your groups effort.

Grand Lodge

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@Fruian:I'd switch Good Falchion for Good Nodachi. More damage [d10], same crit range, and more damage types for versatility. But its a small difference overall. Also I suggest Iron Will as one of the free feats, as its a poor save for rangers, and it sucks to fail them.

I would agree. I never look to a nodachi because of them being exotic. But the Iron will suggestion is spot on as I typically take it myself to help stay alive. As well as getting a wayfinder + clear spindle to avoid being mind controlled.

Shadow Lodge

Fruian Thistlefoot wrote:
Quote:
@Fruian:I'd switch Good Falchion for Good Nodachi. More damage [d10], same crit range, and more damage types for versatility. But its a small difference overall. Also I suggest Iron Will as one of the free feats, as its a poor save for rangers, and it sucks to fail them.
I would agree. I never look to a nodachi because of them being exotic. But the Iron will suggestion is spot on as I typically take it myself to help stay alive. As well as getting a wayfinder + clear spindle to avoid being mind controlled.

Nodachi's are martial weapons.

Grand Lodge

Yeah my bad...I always stay away from eastern weapons. But this is good to know for PFS reasons. My homegroup however hardly uses rarer weapons because of the likelihood of dropping is so much lower and my Homegroup GM isn't as nice as PFS when it comes to buying whatever you need.

Also the eastern weapons never made sense to me as a martial artist. I find a wakazashi being exotic yet butterfly swords are not... I will be honest the Butterfly swords are harder to use then the Wakazashi. Same is true for a 3 section staff verses a tetsubo. I can swing a baseball bat which is rather easy verses trying not to knock myself out with a 3 section staff.


Here is an idea for opening volley to work.

Gun in one hand sword in the other. You shoot then hit with the sword while two weapon fighting.

I am planning on trying this out with the cavalier archetype that gets a gun

Edit: Add in lunge and use a lance while mounted to get a 15' reach and avoid AoO's

Shadow Lodge

Fruian Thistlefoot wrote:

Yeah my bad...I always stay away from eastern weapons. But this is good to know for PFS reasons. My homegroup however hardly uses rarer weapons because of the likelihood of dropping is so much lower and my Homegroup GM isn't as nice as PFS when it comes to buying whatever you need.

Also the eastern weapons never made sense to me as a martial artist. I find a wakazashi being exotic yet butterfly swords are not... I will be honest the Butterfly swords are harder to use then the Wakazashi. Same is true for a 3 section staff verses a tetsubo. I can swing a baseball bat which is rather easy verses trying not to knock myself out with a 3 section staff.

Ah, sorry misunderstood "exotic" there I suppose. I tend to stay away from weapon focusing spells outside of PFS myself. Generally makes it better when treasure is dropped.

Grand Lodge

Yeah I shouldn't have used Exotic as a word anyways. Truely they are exotic as not many people see them in their entire life...but Not exotic when it comes to Pathfinder rules.

Like I've been a martial artist for 10 years and have seen many of the weapons Pathfinder uses. A Kerambit is actually one of my preferred conceal and carry weapons apart from a pistol. Most people when they ask what it is have never seen one in their entire life and wonder how the hell you use it. Yet in pathfinder it is a eastern "Martial" Weapon and yet a Sai, Nunchaku, or Katana is an Eastern "Exotic" weapon. More people know what a Sai, Nunchaku, or Katana is compared to a Kerambit. Hell they have seen that on Ninja turtles, Power rangers, Karate Movies, action movies...yet they are considered more Exotic then a Kerambit. The eastern weapons in Pathfinder have never really made sense to me how they classified them.

Like sure A kerambit can be used to eviscerate....but it can also be used as a grappling and submission weapon as well. Not many people know you can use them to lock someone's limb up and pin them with a Kerambit. I know pathfinder doesn't have rules for it to be used as such so its partial why I'm displeased by the category they put it in.


EvilPaladin wrote:
Sorta just skimmed this, but Monkey Lunge is actually a terrible feat. It takes a standard action, and lunge ends at the end of your turn, so it doesn't work for Attacks of Opportunity.

I thought it would work for Attacks of Opportunity. Otherwise it does absolutely nothing, and that can't be right.

But I agree it's terrible. I listed all the feats that seemed appropriate, and ordered them from "probably pretty good" to "looks good until you read more carefully". Monkey Lunge is near the bottom.

Fruian Thistlefoot wrote:

No to most of those feats.

Furious Focus is the only good feat on the list and even that is kind of wasted on a switch hitter.

Why is it wasted? Power Attack isn't wasted on a switch hitter, is it? Furious Focus makes you hit more with Power Attack. Although it's still only a +1, and only on one of your iterative attacks. Would Weapon Focus be better? That's only a +1, and for only one of your many weapons, but at least it is a +1 with all attacks with that weapon. When I compare it to that, I guess Furious Focus isn't so great after all.

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Try Boon Companion

Good one. No idea how I missed that one. Not switch-hitter specific, but definitely ranger-specific.

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Other then that there is not much outside of core that is better.

Apparently. I admit I expected to find more useful feats than I did.

How is it possible that a super versatile multi-weapon specialist has trouble filling out his feat slots?

Fruian Thistlefoot wrote:
But what I do not agree with is some of the feat choices. Mainly because the difficulty to hit with the ranged attacks. If your picking up feats you might as well be using them is my understanding. Missing attacks is lost Damage Per Round. So I tweeked the Switch hitter build to my own liking where the person actually can hit with the bow and still be effective in combat. Here is what I came up with:

Yeah, Precise Shot, but isn't the point of the switch-hitter that when there's melee, you're in it? So you shouldn't need Precise Shot.

It looks like your philosophy is slightly different from Treantmonk's. He wants to shoot until he can get into melee, and then he gets into melee. Possibly through a charge. You want to maximize the number of attacks, so even if the melee is 10 foot away, you'll shoot. But isn't an attack with a greatsword better than an attack with bow? Isn't it worth sacrificing a few attacks in order to melee sooner?

If you're against moving, you're probably also totally opposed to Vital Strike. Personally I like more dynamic fights. It's not just about crunching numbers. I'm not terribly experienced with switch-hitters yet, but my ranger/barbarian (suboptimal, I guess) recently had a fight where he was scouting, encountered a dire boar that could smell him, which started a bit of a running fight: first bow, then greatsword, then withdraw because I couldn't take another hit, then I threw a javelin, and finally charged again to finish it off. Of course it's different when you don't have your extra attacks yet, but this kind of creative, mobile battle is a lot more interesting to me than simply standing still and doing full attacks every turn.

Grand Lodge

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If you're against moving, you're probably also totally opposed to Vital Strike.

Actually I'm not against it. In my Switch hitter build I have 4 open feats as well as critical focus (which can be pushed back to level 11.) You can add it to the build if you find it to your liking and want to play a style more mobile then just trying to get as many full-attacks as possible.

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It looks like your philosophy is slightly different from Treantmonk's. He wants to shoot until he can get into melee, and then he gets into melee. Possibly through a charge.

Slightly different. As I know the Switch hitter ranger has a lower AC being in Medium armor. I tend to not want to get into melee until I am FORCED to get into melee. Sure I put myself out there to look like a prime target tho. So I typically do not have a problem for when Melee comes to me. I think staying Alive is a good strategy.

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... recently had a fight where he was scouting, encountered a dire boar that could smell him, which started a bit of a running fight: first bow, then greatsword, then withdraw because I couldn't take another hit, then I threw a javelin, and finally charged again to finish it off.

with a 1v1 fight that is how they typically go. But a switch hitter ranger has his tools as well as a group. If the group plays right and you are playing smart then the fights won't have to be between 2 targets and playing the game of rocket tag with each other.

Lets just add in the animal companion. Wolfie we will call him.

Your first turn should have been Bow and sic wolfie on him. wolfie charges and attampts a Bite/trip. Bite works...trip fails...damn 4 legs... Now the Boar will have 2 options...Fight with Wolfie or Provoke the AoO to move to you...either way Wolfie is now blocking his charge lane and he can not do a Charge.

Boars turn: He decides screw Wolfie I want the barbarian. He provokes a AoO and then moves to you. He gets a single attack. Little damage done to you or wolfie at this point.

Your turn: Wolfie closes distance and provides flank as well as landing the trip and bite combo this time. (lucky nat 20 on trip attempt). You Quickdraw your Melee weapon and smack him good.

Boars turn: He trys to fight the grapple and wins... stands up...stupid Pig...provokes AoO. You gladly hit him and your wolf misses...darn.

Your turn: You finish the smack down on him with full attack from you and wolfie.

You were hit 1 time during all that and not really sweating.

Now lets do it over again but this time the Boar focus is on Wolfie.

You continue to shoot him while wolfie bites and attempts to trip him every round. You then heal wolfie up after combat with a wand of cure light wounds. Still you the ranger was not near death.

You can also sub Wolfie for a summoned creature or another front line type of character like a paladin.

Staying completely mobile is another strategy all together. But you will loose against a pounce creature or in a room where you are backed into a corner and they have reach. Also you provoke AoO unless it is a full withdraw in which case they just charge you down.

Also you need to think about the max range of a Bow...start combat early and as far away from you as possible for maximum effects.

There is also certain times when a switch hitter is a bad choice. Like your other melee type is a flanking 2wf rogue...not the best partner for a Switch hitter because your not running right up to them and trying to set flank like a melee paladin would do.

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Yeah, Precise Shot, but isn't the point of the switch-hitter that when there's melee, you're in it? So you shouldn't need Precise Shot.

Depends on what it is in melee with. If it is busy with a summoned creature I'm not going to charge in and provide the DM with a new target that is meaningful and can die. Or if your wolf is currently Got something on Trip lock-down...you can still shoot them without the major penalties. You can take rapid shot tho if you like and wait till Improved Precise Shot to not incur penalties that way but 10 levels is a long wait. You can also retrain at that point if you follow retraining rules.


Fruian Thistlefoot wrote:


Quote:
It looks like your philosophy is slightly different from Treantmonk's. He wants to shoot until he can get into melee, and then he gets into melee. Possibly through a charge.
Slightly different. As I know the Switch hitter ranger has a lower AC being in Medium armor. I tend to not want to get into melee until I am FORCED to get into melee.

I consider someone in charge range as forcing me into melee. If I don't charge him, he charges me. So either I charge, or I shoot once and move out of charge range.

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... recently had a fight where he was scouting, encountered a dire boar that could smell him, which started a bit of a running fight: first bow, then greatsword, then withdraw because I couldn't take another hit, then I threw a javelin, and finally charged again to finish it off.
with a 1v1 fight that is how they typically go. But a switch hitter ranger has his tools as well as a group. If the group plays right and you are playing smart then the fights won't have to be between 2 targets and playing the game of rocket tag with each other.

The rest of the group was present, but not quite as close as I'd liked, and the tank was slow in his heavy armour. So I had to survive on my own for a few rounds. And when the boar hit, it took out 80% of my hit points, so that was time to withdraw.

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Staying completely mobile is another strategy all together. But you will loose against a pounce creature or in a room where you are backed into a corner and they have reach. Also you provoke AoO unless it is a full withdraw in which case they just charge you down.

That depends on the terrain. As far as I understand, a charge has to be in a straight line, but a withdrawal doesn't. I had to cross some open space to get to my buddies, though, so I spent one turn hitting him in melee before he gored me and I had to run again.

In any case, I think this tactical running makes combat a lot more fun than simple attrition.

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Depends on what it is in melee with. If it is busy with a summoned creature I'm not going to charge in and provide the DM with a new target that is meaningful and can die. Or if your wolf is currently Got something on Trip lock-down...you can still shoot them without the major penalties. You can take rapid shot tho if you like and wait till Improved Precise Shot to not incur penalties that way but 10 levels is a long wait. You can also retrain at that point if you follow retraining rules.

I'm not sure if I want my animal companion to handle the melee alone. If it's our tank (a paladin) it'd be a different matter.

I guess another big difference between your and Treantmonk's switch-hitter is that he intends to get into melee, and is basically geared towards that, whereas you intend to stay out of melee because it's too dangerous.

The danger is absolutely an issue. I've been wondering if it makes more sense to get a polearm so I can stay behind the tank in a fight.

Grand Lodge

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I consider someone in charge range as forcing me into melee. If I don't charge him, he charges me. So either I charge, or I shoot once and move out of charge range.

I would rather he charge me...He takes the -2 to Ac and provides me with the full attack option. Full round attacks do more damage then a single charge attack. Also remember you can not vital strike on a charge...it is still a move and a swing.

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I'm not sure if I want my animal companion to handle the melee alone. If it's our tank (a paladin) it'd be a different matter.

Well in the AC case some can grapple, some can trip, and other ways to cause disruption. Tankier people are pre-mo but a wolf can be replaced without paying a Resurrection cost.

But lets look at it from a smart enemies perspective...Last round he swung at the paladin and missed cause of his Obnoxious AC...You on your turn moved in and hit him pretty hard...he noticed you have lighter armor....Logically who you think he is going to be swinging at next?

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I guess another big difference between your and Treantmonk's switch-hitter is that he intends to get into melee, and is basically geared towards that, whereas you intend to stay out of melee because it's too dangerous.

I don't intent to stay out of melee...I prefer to shoot you with the bow from a safe distance but I am still presenting myself as a target in-front of the squishier targets in the group. If melee comes to me so be it...I'm not going to waste my time running from it for better ranged options...I'll just switch my weapons....but if he doesn't come get me but stops at my tankier/disposiable friend I'm going to turn him into a pin cushion. Either way tho I am getting in full round attacks and pushing my DPR higher then trying to move about and taking single swings. I just know a D10 hit dice and medium armor only go so far. Switch hitter is the 2nd line melee type who can go melee and still be effective when he has to. But will still use superior range, tatics, and positioning to achieve victory.


Teamwork feats are worth looking into....especially if you have someone to do teamwork with.

Sovereign Court

Thanks Fruian for your insight and it aligned with some thoughts I've been having regarding this issue.

I'd be interested in hearing more opinions specifically regarding rapid shot versus precise shot at 2nd level. This Sunday I'll be playing at 2nd level in PFS for the first time with my switch hitter and will lock in my feat choice for the long haul.

I've heard people say that rapid shot loses it's appeal when you get deadly aim going as well, because using both is just too many negative modifiers to your to-hit roll and you should just roll with Deadly Aim/Manyshot.

If I did go with Precise shot, I'd may drop the cash for Inner Sea Gods and get the Deadeye Bowman trait as well. (When you are using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC) At level 1 I used a +1 will save trait. Worth the swap?

I sort of think having the option to stand and keep shooting while a melee is happening in front is preferable to ALWAYS having to run up to the melee no matter what. There may be many times where melee is preferable, and many times where back 20 feet and shooting is better. Options seems to be king in this game.


mcv wrote:


Opening Volley (UC): This has got to be the ultimate switch-hitter feat. Your ranged attack gives you a bonus on your next melee attack. No idea who would use this other than a switch-hitter. Of course you're only going to get this bonus once in most combats. Unless you've got a back up ranged weapon.

Great feat, especially if you're making ranged touch attacks then switching to a reach weapon.

mcv wrote:
Ammo Drop (HoG): Worth it for a crappy beginner's weapon? Maybe not. Although you do get to add your Strength, and if your Strength is variable (rage, spells, str boosting item you just acquired), that could make a sling more damaging than your composite bow.

"Variable" costs 1.000 gold. That's a lot less than "2 feats, 2 die steps, and the option of Manyshot". Also, if we're talking switch-hitting slingers, the feat you're looking for is called Sling Flail (or maybe Flail Sling, I forget). Because you're playing a Warslinger Halfling.

mcv wrote:
Focused Shot (APG): Makes me wonder if I should have taken higher Int, but that would make the switch-hitter a bit too MAD. This feat builds on Precise Shot, which is one of the archery feats that we skip, but we can take this as archery style feat, which means we get to ignore that prerequisite. So if you happen to have high Int, this might be a decent choice.

Or you could take Rapid Shot or Manyshot and do more damage and synergize better with everything that provides more damage. This terrible, terrible feat should have NO prereqs and serve as a buff for Wizards or Alchemists who plink crossbows as a hobby.

mcv wrote:
Shield of Swings (APG): You're sometimes a bit short on AC for a true front line fighter, so +4 AC is definitely nice, but sacrificing half your damage? Aren't we about doing tons of damage? Still, when your HP gets low and you can't withdraw, this could be a life saver.

...no.

mcv wrote:
Sliding Axe Throw (DoG): Throwing axes? That wasn't our plan. But you get your Strength bonus, and a ranged trip is certainly nice.

That's a surprisingly good feat.

mcv wrote:
Death or Glory (UC): If you really need that finishing blow now, and don't care what happens if you fail. Risky choice, but builds on Power Attack. Melee only.

No. Just f%*+ing no. This is one of the very worst feats in the game.

mcv wrote:
Monkey Lunge (Sargava): If you're going to take Lunge, this makes it seemingly better. But not really; it takes a standard action, which means you can't attack, which means this is only for attack of opportunity monsters.

Depends on how you count, this is another contender for worst feat in the game. Death or Glory does things you shouldn't voluntarily let happen, Monkey Lunge doesn't do anything (because Lunge only works on your own turn).


Ask a Shoanti wrote:
mcv wrote:
Opening Volley (UC): This has got to be the ultimate switch-hitter feat. Your ranged attack gives you a bonus on your next melee attack. No idea who would use this other than a switch-hitter. Of course you're only going to get this bonus once in most combats. Unless you've got a back up ranged weapon.

Opening Volley is a really cool and flavorful feat concept, which to my mind doesn’t quite work out in practice.

The feat provides:

Whenever you deal damage with a ranged attack, you gain a +4 circumstance bonus on the next melee attack roll you make against the opponent. This attack must occur before the end of your next turn.

Sounds cool! But consider the myriad of very common circumstances when you won’t be able to pull it off:

1. Your initial ranged attack misses the foe.

2. Your initial ranged attack kills the foe.

3. Someone else in your party kills the opponent off before you can make that melee attack.

4. You can’t reach the foe to strike with a melee attack before the end of your next turn.

5. You can’t reach the foe without drawing an attack of opportunity and you’re not prepared to risk it (the route is not clear or perhaps you are based by another foe in the intervening period).

Yeah, but in many of these cases, you can simply try again next turn. It's obviously not a bonus you're going to get every turn, or even every other turn. What I'm most afraid of is that you're only going to get the bonus once per combat, and that's really not much.

Well, I suppose after you've killed all adjacent opponents in melee, you could switch back to archery to get the bonus again. The real problem there is that you're always going to need a move action to put your previous weapon away. You can't afford to drop your weapons all over the battlefield. So maybe the switch-hitter needs a Quick Sheath feat. And the ability to quick draw a bow.

Quote:
I do think this feat concept was on the right track, but I’d like to see it re-worked so that it has more practical use before I'd select it over another available option. Perhaps conferring the melee attack bonus whether the ranged attack hits or not, or have the bonus last longer removing the “end of next turn” requirement. Those suggestions might cause the feat to become overpowered rather quickly though.

I don't think those changes will matter much. How many turns do you usually have between shooting and melee?

Quote:
As an aside, one of the reasons I dig this feat is it's one of the few combat feats that has no prerequisites. I don’t know why, but I always find that cool. That should happen more often.

I agree. Lots of feats are basically a commitment to a big feat tree. The thing that makes the switch-hitter so cool is that you can ignore prerequisites for all those archery feats.


Ask a Shoanti wrote:
mcv wrote:
Opening Volley (UC): This has got to be the ultimate switch-hitter feat. Your ranged attack gives you a bonus on your next melee attack. No idea who would use this other than a switch-hitter. Of course you're only going to get this bonus once in most combats. Unless you've got a back up ranged weapon.

Opening Volley is a really cool and flavorful feat concept, which to my mind doesn’t quite work out in practice.

The feat provides:

Whenever you deal damage with a ranged attack, you gain a +4 circumstance bonus on the next melee attack roll you make against the opponent. This attack must occur before the end of your next turn.

Sounds cool! But consider the myriad of very common circumstances when you won’t be able to pull it off:

1. Your initial ranged attack misses the foe.

2. Your initial ranged attack kills the foe.

3. Someone else in your party kills the opponent off before you can make that melee attack.

4. You can’t reach the foe to strike with a melee attack before the end of your next turn.

5. You can’t reach the foe without drawing an attack of opportunity and you’re not prepared to risk it (the route is not clear or perhaps you are based by another foe in the intervening period).

I do think this feat concept was on the right track, but I’d like to see it re-worked so that it has more practical use before I'd select it over another available option. Perhaps conferring the melee attack bonus whether the ranged attack hits or not, or have the bonus last longer removing the “end of next turn” requirement. Those suggestions might cause the feat to become overpowered rather quickly though.

As an aside, one of the reasons I dig this feat is it's one of the few combat feats that has no prerequisites. I don’t know why, but I always find that cool. That should happen more often.

resurrecting a slightly old thread (3 months)

Opening Volley, or at least my and my GM's interpretation of it, is much better than what you suggest.

Here is the wording for it:
Whenever you deal damage with a ranged attack, you gain a +4 circumstance bonus on the next melee attack roll you make against the opponent. This attack must occur before the end of your next turn.

Our interpretation, especially with the wording being how it is, is that that +4 bonus works for every ranged attack until the melee attack in the next round. So for a level 6 ranger with manyshot and rapidshot for instance, you would be shooting 4 arrows in the first round., If all of them hit/damage, you gain a +4 circumstance bonus on each one, thus a potential +16 since circumstance bonuses stack. On the next round (the one where you need to use your melee attack), you can then shoot manyshot and rapidshot again in your first attack for another potential +12 to melee, and for your second attack, switch to melee and attack with a potential +23 (+28) to your melee attack (-5 BAB since it is your second attack). Couple that with cleave and you are almost guaranteed to get that second blow with the melee.

The feat can continue as well. The third round you start in melee, so you hit like normal and take your 5 ft step back out of combat. You can then do it all over again

Another way of using it is all in one round with your 3 shots (manyshot/rapidshot) and taking your 5 ft step into melee for a potential +12 on your melee. This gives you the option though of staying out of melee if you don't do damage and instead using your fourth attack being archery, thus repeating option 1 again.

So that takes care of point 1. It isn't Just your initial shot - it is any damage done by ranged attack until your next melee attack (which must be done by the next turn).

point 2 is valid, however if you kill it anyway, most feats would be pointless in this circumstance unless they let you hit another enemy. Most feats concentrate on increasing your damage or attack rolls. On the other hand, you can always switch targets with your second attack and still get a potential +4 or +16 on the next melee attack if that opponent is still alive next round.

point 3 is also valid, but can be easily overcome with tactics. Don't go after enemies that are near death or will probably be dead next turn. If you are fighting in those circumstances then it really shouldn't matter what feats you have because everything died so easily.

point 4 is again a matter of tactics. Most feats require tactics to be able to maximize their potential. I'd say a good 50+ or more feats are circumstantial to varying degrees but many of them can be used in most circumstances with the appropriate tactics.

point 5: see points 3 and 4 - Tactics.

I see your point, but when I see the list of feats out there I primarily see a good chunk of them being circumstantial. It is a matter of putting yourself in a position to have the maximum potential. Look at power attack for instance - a feat that most people agree is almost a must have for a melee character. Even that is circumstantial because you are not always guaranteed to be in melee. What if your character can't get into melee? What if he is holding a throwing weapon and can't switch to melee? What if he is fighting an enemy with high AC and can't risk the negatives to attack? Again, the feat is circumstantial to a degree. You can make a list of whatifs for every feat out there.

Personally, I think it is an awesome feat with a huge potential if used correctly. Even just using normal bow attacks (no archery feats) you stull have a potential of a +12 melee attack with no negatives to your archery attacks.

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