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Best / Strongest Archery Build


Advice

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Sorry to resurrect this thread, but this is the #1 result when searching Google for "pathfinder archer build" and want to toss my build in here for the consideration of future archer players.

I went for a multiclass build that puts out stupid amounts of damage while having a lot of skill points and some spell casting. It adds WISmod to initiative, AC, attack and damage with the longbow ≤30'. If you took the Conversion Inquisition, you'd add WISmod instead of CHAmod to Bluff, Diplomacy and Intimidate rolls as well.

Zen Archer Monk 3 / Sanctified Slayer Cloaked Wolf Inquisitor 2 / Evangelist (Inquisitor, Erastil) 10 / Prowler at the World's End Bloodrager 1
After Tengu racials 12/14/12/12/19/7

I took the levels in the order listed above. I'd most likely continue with Inquisitor after level 16.

1: Point-Blank Shot, Monk 1: Precise Shot, Zen Archer 1: Perfect Strike, Monk 1: Improved Unarmed Strike
2: Monk 2: Combat Reflexes, Zen Archer 2: Weapon Focus (longbow)
3: Deadly Aim, Zen Archer 3: Point Blank Master (longbow)
4:
5: Deific Obedience (Erastil)
6:
7: Rapid Shot, Cloaked Wolf 3: Quick Draw
8:
9: Manyshot
10: Cloaked Wolf 6: Dodge
11: Snap Shot
12: Sanctified Slayer 8: Combat Trick (Improved Snap Shot)
13: Clustered Shots, Cloaked Wolf 9: Mobility
14:
15: Combat Patrol
16:

In most campaigns, you wouldn't use Combat Patrol much, so you could replace Dodge / Mobility with Improved Initiative / Alertness and Combat Patrol with Improved Critical.

My unbuffed full attack at level 16 puts out 5 arrows: +42/+42/+37/+32 for 1d8+36 (+3d6 Sneak Attack, if applicable)


@Fezbot Can you break down the math for that attack routine? Seems awful high for a class setup with a BAB of +11 at level 16. Not that it isn't possible given PF's math, just that I'm not seeing it.


I have a feeling he stacks Zen Archery with Faithful Archer.


Ok looking over these builds I have to add my build. There seems to be a pretty good chance that most GM's will allow an Unchained Monk Zen Archer (Zen archers cause normal monks to loose maneuver training and Diamond body which Unchained do not get (however they replaced with Ki Power so remove Ki Power at level 4 and 10 to correspond to original abilities)

Human Point buy 20

base

str=14 +5 Book 19(+4) +6 Enhancement = 25(+7)

dex=12 +6 Enhancement = 18(+4)

con=10 +6 Enhancement = 16(+3)

int=10

wis=18+2(human) +5 (level increases) = 25(+7) +5 Book 30(+10) +6 Enhancement = 36(+13)

cha7

Traits Reactionary (+2 Initative) and Dangerously Curious (+1 UMD and always class skill)

Level 1 Human Feat:Deadly Aim

Level 1 feat: Point Blank

Level 1 Zen Archer Free Feat: Perfect Strike

Level 1 Monk Bonus: Precise Shot

Level 2 Monk Bonus: Rapid Shot

Level 2 Zen Archer Free Feat: Weapon Focus

Level 3 Zen Archer Free Feat: Point Blank Master

Level 3 Feat: Empty Quiver Style

Level 5 Feat:Stabbing Shot
Level 6 Monk Bonus:Improved Precise Shot

Level 6 Zen Archer Free Feat: Weapon Specilization

Level 7 Feat Clustered Shot

Level 9 Feat Vital Strike

Level 9 Zen Archer ability: Reflexive Shot (EX)

Level 10 Monk Bonus:Improved Critical

Level 11 Feat Improved Vital Strike

Level 11 Zen Archer Ability: Trick Shot (SU)

Level 13 Feat Devastating Strike

Level 14 Monk Bonus:Pinpoint Targeting

Level 15 Feat Empty Quiver Flexibility

Level 17 Feat Greater Vital Strike

Level 18 Monk Bonus:Shot in the Run

Level 19 Feat Hammer the Gap

Ki Power (7)Taken at levels 6,8,12,14,16,18,20

Qinggong Power (Su)Standard action 1 Ki(True Strike as spell) 6 level

Elemental Fury (Su) Swift Action 1 Ki (natural attaks 1d6 acid for 11 rouds) 8th

Wind Jump (Su) move action 1 Ki(Fly speed = Base Move for 1 minute) 12th

Diamond Soul (Ex)Swift Action 2 Ki (SR 22 for 22 rounds) 14th

Qinggong Power (Su): Bloodcrow Strike Standard action 1 Ki 16th

Ki Volley (Su) Immediate action 2 Ki (spell turning on spells or spell like abilitys that fail overcome SR of Diamond Soul) 18th

Elemental Burst (Su) 4Ki (30ft Cone 20d6 Acid Ref save DC34 for half) 20th

Level 20 Gear
Bow Magical (+5weapon, Second Chance or Endless Ammunition)
Belt of Physical Perfection (+6 all melee stats)
Headband of wisdom (+6)
Bracers of Archery Major (+2 competance to attack and +1 comp damg)
Ioun Stone Flawed Pale Green (+1 Morale Bonus Attack)
With str and wis tomes (+5 Str and Wis)
Monks Robe
Item with Command word or Use activated Gravity Bow
Item with Enlarge Person Command Word

---Plenty of other gear could get as well.

Base Movement: (30 base + 70 Enhancement +30Haste)=130ft

Saves:
Fort-23
Ref-22
Will-24
Ac 52 = 10+6(Monk bonus)+5(dex)+5NA+5Deflection+13Wis+8Armor
Touch AC=47 Flatfoot AC=47
CMD=63
Init=6

Since Enlarge person will work with Bows (if you bring your own Large arrows that are not increased with spell) and Gravity Bow stacks with it, you will be dealing on average 3d6 per arrow on normal attack. However if Use Ki Arrows (swift action) to change Base damage of Bow's arrows to 2d10. 2d10 is increased to 4d8 with Enlarge. 4d8 is again increased to 6d8 with Gravity Bow

So you are looking at several options for attacks (going to go ahead and consider Enlarged/Gravity Bow and Haste in effect and within 30ft)

Greater Vital Strike -- +43 (+37 if Deadly Aim) = deal 12d6+17dmg (12d6+29dmg if deadly aim)
Greater Vital Strike w/ Ki arrows -- +43 (+37 if Deadly Aim) = deal 24d8+17 (24d8+29 if deadly aim)

Flurry -- 43/43/43/43/38/33/28 = deal 3d6+17 dmg per arrow
Flurry w/ Ki arrows -- 43/43/43/43/38/33/28 = 6d8+17 dmg per arrow

Full attack w/ Rapid Shot + Many Shot --41/41/41/41/36/31/26 = deal 3d6+17 dmg per arrow
Full attack w/ Rapid Shot + Many Shot w / Ki arrows -41/41/41/41/36/31/26 =6d8+17 dmg per arrow


Tharg The Pirate King wrote:

Ok looking over these builds I have to add my build. There seems to be a pretty good chance that most GM's will allow an Unchained Monk Zen Archer (Zen archers cause normal monks to loose maneuver training and Diamond body which Unchained do not get (however they replaced with Ki Power so remove Ki Power at level 4 and 10 to correspond to original abilities)

Human Point buy 20

base

str=14 +5 Book 19(+4) +6 Enhancement = 25(+7)

dex=12 +6 Enhancement = 18(+4)

con=10 +6 Enhancement = 16(+3)

int=10

wis=18+2(human) +5 (level increases) = 25(+7) +5 Book 30(+10) +6 Enhancement = 36(+13)

cha7

Traits Reactionary (+2 Initative) and Dangerously Curious (+1 UMD and always class skill)

Level 1 Human Feat:Deadly Aim

Level 1 feat: Point Blank

Level 1 Zen Archer Free Feat: Perfect Strike

Level 1 Monk Bonus: Precise Shot

Level 2 Monk Bonus: Rapid Shot

Level 2 Zen Archer Free Feat: Weapon Focus

Level 3 Zen Archer Free Feat: Point Blank Master

Level 3 Feat: Empty Quiver Style

Level 5 Feat:Stabbing Shot
Level 6 Monk Bonus:Improved Precise Shot

Level 6 Zen Archer Free Feat: Weapon Specilization

Level 7 Feat Clustered Shot

Level 9 Feat Vital Strike

Level 9 Zen Archer ability: Reflexive Shot (EX)

Level 10 Monk Bonus:Improved Critical

Level 11 Feat Improved Vital Strike

Level 11 Zen Archer Ability: Trick Shot (SU)

Level 13 Feat Devastating Strike

Level 14 Monk Bonus:Pinpoint Targeting

Level 15 Feat Empty Quiver Flexibility

Level 17 Feat Greater Vital Strike

Level 18 Monk Bonus:Shot in the Run

Level 19 Feat Hammer the Gap

Now of course this build requires Unchained Monk. If you dont get to do Unchained there is not much you have to change except you have to take Improved Vital Strike at level 15 and Empty Quiver style taken at Level 11 instead. You also loose Greater Vital Strike as you will not have Base attack high enough to take. So you can switch that out (I would add Deific Obedience)


Without looking super closely at your build, I can already tell you I wouldn't allow it as you've got it Tharg.

The original Zen-Archer loses the ability to combine flurry of blows and rapid shot or many shot.

Your version probably shouldn't be able to use those while flurrying either.


Claxon wrote:

Without looking super closely at your build, I can already tell you I wouldn't allow it as you've got it Tharg.

The original Zen-Archer loses the ability to combine flurry of blows and rapid shot or many shot.

Your version probably shouldn't be able to use those while flurrying either.

I don't believe he's combining them.


He is in his full attack routine at the bottom of the post.


There is the third party book Everyman Unchained: Monk Archetypes.
In it is the ZAM:

1 Flurry (alters flurry of blows)
1Perfect Strike (replaces Stunning Fist)
1Bonus feats (bonus feats)
2Way of the Bow (replaces evasion)
3KI Pool (alters KI pool)
4Zen Archery (replaces 4th level KI Power)
4Point Blank Mastery (replaces Still Mind)
5KI Arrows (replaces Purity of Body)
5Maneuver Shots (maneuvers replace Style Strikes)
9Reflexive Shot (replaces Improved Evasion)
12Trick Shot (replaces 12th level KI Power)
13KI Focus Bow (replaces Tongue of the sun and moon)

KI pool starts earlier than standard monk
Zen Archery and Point Blank Master start one level later.
Trick Shot starts one level later than standard Monk.
KI Focus Bow Starts 4 levels earlier.


Most people don't bother including third party stuff in discussions like this because there is so much variation in the balance levels of third party material, and it seems that most tables don't allow very much third party material, anyway.


BadBird wrote:
A Battle Spirit Shaman is another interesting candidate, since with the Weapon Specialization and Enemies' Bane abilities it becomes comparable to Inquisitor buffing. Probably a bit less overall power, but a ton of spell-levels and tricks to play with; including using Speaker for the Past to gain the Temporal Celerity Revelation, and using Guided Hand with a longbow...

How do you. Get guided hand ? Shaman lack channel unless life spirit , which lose all the battle bonuses


I like arrow song bard x with 3 arcane archer .


Claxon wrote:

Without looking super closely at your build, I can already tell you I wouldn't allow it as you've got it Tharg.

The original Zen-Archer loses the ability to combine flurry of blows and rapid shot or many shot.

Your version probably shouldn't be able to use those while flurrying either.

I do not combine flurry and rapidshot/manyshot. When I posted at the bottom the different forms of attacks I posted the Full attack Flurry.... but you can instead of doing a flurry can do a rapidshot/manyshot full attack (non Flurry)... if I had tried to argue flurry+rapid/manyshot then you would have seen me trying to argue for 10 attacks a round...


I did a Level 6 comparison one day for majority of classes. It still needs a few more classes added but its good to see how early on what you can get.

Human Ranger (Archery Combat Style:Divine Marksman Archtype)

Traits: Reactionary and Indomitable Faith

Level 1 Human Feat:Point Blank
Level 1 Feat: Precise Shot
Level 1 Bullseye Shot Divne archer Free Feat
Level 2 Combat Style Feat: rapid shot
Level 3 Feat: weapon focus (bow)
Level 4 Vicious Aim Divine Archer Bonus
Level 5 Feat: Deadly Aim
Level 6 Combat Style Feat: Improved precise strike

Vs

Human Fighter (Archer Archtype)

Traits Reactionary and Indomitable Faith

Level 1 Point Blank Shot,
Level 1 Rapid Shot,
Level 1 Precise Shot
Level 2 Deadly Aim
Level 2 Hawkeye (EX)
Level 3 Weapon Focus (longbow)
Level 3 Trickshot (ex)
Level 4 Weapon Specialization (longbow)
Level 5 Iron Will
level 5 Expert Archer (EX)
Level 6 Manyshot

vs

Human Monk (Zen archer archtype)

Traits Reactionary and Indomitable Faith

Level 1 Human Feat:Precise Shot
Level 1 feat: Point Blank
Level 1 Zen Archer Free Feat: Perfect Strike
Level 1 Monk Bonus: Far shot
Level 2 Monk Bonus: Dodge
Level 2 Zen Archer Free Feat: Weapon Focus
Level 3 Zen Archer Free Feat: Point Blank Master
Level 3 Feat:Mobility
Level 5 Feat:Deadly Aim or Shot on the Run
Level 6 Monk Bonus:Improved Precise Shot
Level 6 Zen Archer Free Feat: Weapon Specilization

vs Human Barbarian (Urban Barbarian and Invulnerable Rager archtypes)

Traits) Reactionary and Dangerously Curious

1st Human Feat Point Blank Shot
1st Feat Precise Shot
2nd Rage Power ?
3rd Feat Deadly Aim
3rd Rage Power Reckless Abandon
5th Feat Weapon Focus
6th Rage Power Superstitious

vs Human Rogue (Archetype: Sniper)

Traits) Reactionary, Magical Knack

1st Human Feat Point Blank Shot
1st Feat Precise Shot
1st Sniper Ability Accuracy
2nd Rogue Talent Feat Deadly Aim
3rd Feat Weapon Focus (Longbow Comp)
3rd Sniper Ability Deadly Range
4th Rogue Talent feat Minor Magic (Read Magic)
5th Feat Arcane Strike
6th Rogue Talent Feat Major Magic (Gravity Bow)
(Level 6 SA is +3d6)

Vs Human Paladin (Archtype Divine Hunter)

Traits) Reactionary and Dangerous Curiosity

1st Human Feat Point Blank Shot
1st Feat Rapid Shot
1st Dvine Hunter Free Feat Precise Shot
3rd feat Deadly Aim
3rd Divine Hunter Ability Shared Precision
5th Feat Weapon Focus (Longbow)
5th Divine Hunter Ability Divine Bond

vs Human Bard (archtype Arcane Duelist)

Traits Reactionary and Magical Knack

Feats:
1st Human feat: Point blank
1st Feat precise shot
1st Bard Free feat arcane strike
2nd Bard Free feat combat casting
3rd feat rapid shot
5th feat deadly aim
6th Bard Free Feat at disruptive

vs Human Slayer (Vanguard Archtype)

Traits Reactionary and Indomitable Faith

1 Lookout (Vanguard ability) (add 1/2 level to Initiative is nice)
1 Human feat Point Blank Shot
1 Feat Precise Shot
2 Tactician (Vanguard ability)take Covering Fire or Friendly Fire
3 Feat Deadly aim
4 Vanguard's Bond (not archery related saddly)
5 Feat Combat Reflexes (for Snap Shot later on)
6 Slayer Talent (Ranger Combat Style) Rapid Shot
6 Slayer Talent (Ranger Combat Style) Improved Precise Shot
(at level 6 you have Sneak Attack +2d6 and +2hit and Dmg studied targets)


Saldiven wrote:
Most people don't bother including third party stuff in discussions like this because there is so much variation in the balance levels of third party material, and it seems that most tables don't allow very much third party material, anyway.

The review I read about this Everyman book was good. They said it was well balanced and the Grammar was better than other books that Everyman has come out with.

As far as Table Allowance, it really depends on the table. I sure don't expect it at a PFS table, but I think my home game has a good chance of allowing it. I have read different threads where Third party books were allowed.

To me this book is well thought out and should be considered. Most everything is in line where it should be anyway. It's not all that different from what Tharg The Pirate posted.

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