Killing from Miles Away


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The other day I dug into the Arcane Archer Prestige class after reading some of the commentary regarding the recent SLA FAQ.

I noticed something that looks pretty phenomenal when combined with some particular mythic abilities (yeah, surprisingly, something in mythic adventures can be used for something really strong. I know you're all shocked)

For reference:

Seeker Arrow:
Seeker Arrow (Su): At 4th level, an arcane archer can launch an arrow at a target known to him within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow's range prevents the arrow's flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action). An arcane archer can use this ability once per day at 4th level, and one additional time per day for every two levels beyond 4th, to a maximum of four times per day at 10th level.

Phase Arrow:
Phase Arrow (Su): At 6th level, an arcane archer can launch an arrow once per day at a target known to him within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (Any magical barrier stops the arrow.) This ability negates cover, concealment, armor, and shield modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action). An arcane archer can use this ability once per day at 6th level, and one additional time per day for every two levels beyond 6th, to a maximum of three times per day at 10th level.

Limitless Range:
Limitless Range (Ex): Multiply the range increment on all of your ranged and thrown weapons by 5 feet, and these weapons no longer have a maximum range increment for you. You can throw any melee weapon as if it had a range increment of 20 feet—this increment isn't multiplied by 5, but the weapon doesn't have a maximum range increment.

Mythic Far Shot:
As a swift action, you can expend one use of mythic power to ignore all range increment penalties for your ranged attacks until the end of your turn.

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With a Seeker Arrow with a mythic feat and mythic ability, you can hit any known opponent on the same plane of existence as you (with an attack roll), so long as there is a physical path linking the two of you. You don't need to know where they are, so this will apply to Undetectable opponents as well (take that! OP legendary item ability)

With a Phase Arrow, the same is true -- but now only magical barriers interfere.

I opened a thread concerning what "at a target known to him within range" means -- I ask that long discussions concerning that aspect be directed there

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My questions for opening discussion: is there something I've missed?

If not, what are the most synergistic abilities that you think would go well with such a trick? Bear in mind that the required investment for this trick set is pretty lean (Arcane Archer Pre-Reqs, at least one Mythic Tier)

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Oh, if only you could shoot through Gates


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And for fun shenanigans, convince your GM that the arrows should not instantaneously appear at their destination, but have to travel. This can take a lot of time from Deep into the Solar System.

Teleport out fire arrows. Hop skip teleporting and firing arrows in so that any number will hit target around the same time.


The bad guys better start sleeping in boxes and later in magic boxes:) Sadly 4 arrows a Day wont kill that many relevant foes. But with named bullet and pehaps poison it Can be quite fun.


See, this is how Cthulhu gets called in when this happens.


Cap. Darling wrote:
The bad guys better start sleeping in boxes and later in magic boxes:) Sadly 4 arrows a Day wont kill that many relevant foes. But with named bullet and pehaps poison it Can be quite fun.

Arrows of Slaying, with like a Disintegrate attached since you're an Arcane Archer.


Ha! I just got the Mythic book recently and this was like the first thing I noticed skimming through it.


You could also fire Ephemeral arrows into someone and then fist pump them into oblivion :)
You can also use the feat Empowered shot instead of mythic far shot.
Then make it a power storing weapon for a lvl 3 or lower power.
Now to get crazy, if you are a 20th lvl Finesse marksman you can basically attack every and any creature on the planet 5-10 times :p
Well, until you miss anyways, and there should be a way to reroll your failed attacks somehow or somewhere.


I at least Think i Will play a archer next time we go mythic. If ever.


Imbued Spells have to be AoE, so no Disintegrate, but there are several good options for imbuing

Yeah, at best (level 10 Arcane Archer) you're going to have 4 seeking arrows and 3 phase arrows. These also can't be used with vital strike or as a full attack, so I don't think the usual one-round kill methods work. <- this is probably a good thing

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Greater Named Bullet will net you +40 ish damage and turn any first attack roll into a critical threat. That's pretty fantastic.

A couple of legendary item abilities (Unstoppable Strike, Foebiting) will allow the archer to:
Target Touch AC without Deflection Bonus (Unstoppable Strike)
Double the entire physical/special ability damage of the arrow (Foebiting)

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I believe that Phantom Ammunition is pretty much a requirement for any character with this set up

Phantom Ammunition:

This special ability can be placed only on ammunition. Ammunition with this weapon special ability dissolves 1 round after it is fired. Additionally, if the projectile strikes true, the wound closes after the ammunition disintegrates. The weapon deals normal damage, but leaves behind no visible trace of foul play.

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