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Wazat's page
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I took a splash of wizard (wizard 1, fighter 5, and I'll be starting soon into a prestige class that gives bonus spell levels like arcane archer or dragon disciple). The reason for this is it's basically a martial character with a bit of spells under his belt.
The spells can be useful, but I've been avoiding spells that are overly-vulnerable to saves or spell resistance, and I'm mostly focusing on self- and ally-enhancing effects. I'm only working with 12 or 14 in my casting stat and my caster level will be 2 (so I'm level 7 character casting as a weak level 2 wizard), so I suspect foes will have a fairly easy time shrugging off my spells. Poor DCs, damage, duration, range, etc are basically what you'd expect from someone who only dabbles in magic (and instead stays busy stabbing things like a fine, upstanding member of the soldiers'/thieves'/assassins' guild).
My core question here is... should I be avoiding spells like Flare, Burning Hands and Charm Person, or are they still reasonably effective even for a partial caster? I also struggle with short spell durations and ranges, but enhancing spells have served me pretty well as a part-wizard or -bard or -cleric.
I don't mean to limit this to the wizard above... I encounter this a lot when I splash a caster into a build, be it arcane or divine. I basically tend to avoid attack spells because they don't seem all that effective, and spells like Mage Armor and Fox's Cunning can be pretty short-lived.
Increasing Caster Level
I know there are a couple traits that could boost my caster level by ~2 for SR penetration, duration, etc, but I'm already pretty tapped out on trait slots. I seem to remember a D&D feat that gave +4 caster level (up to your character level, so it's for multiclassers), but can't find it in the pathfinder stuff. The spell penetration feats are always available, as is Spell Focus. But let's assume the build is feat-starved as well, because all my builds are. ;)
Metamagic can help with duration, but I don't have higher spell slots in spades.
Increasing DCs
I know I can wear equipment with bonuses to my casting stat, and level 2 spells can boost my stats as well (though for short durations if I cast them). That helps with DCs.
Are there other things I can do to make my part-caster's attack and boost spells less... flimsy? Do I need to do them, or is the problem only in my head?
Of course for attack spells, there's the occasional spell like acid arrow that's gloriously devoid of spell resistance or saving throws. Such a beautiful spell... even though I'm missing on some duration, that's fine; enemies and townspeople alike are still furious when I use it.
But I worry I can't use things like the occasional Charm Person or Flare effectively (even with the mandatory yelling of "I cast Flare!" as I make the unwarranted attack against whatever we meet), because my DCs are weak (low spell level and low caster stat), and any spell resistance critters just give me a sad, empathetic look before returning fire. ;)
Is this something I should remedy (feats, traits, etc), work around (careful spell selection), or ignore (those spells are still good)?

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I've been trying to find a comprehensive list of ways to pull off a sneak attack (particularly for a ranged rogue, who struggles to flank). I haven't found one, so I figured I'd post the list I have so far. Links to any list others have posted would be very helpful (sorry if this is duplicate information!). I'm trying to keep this list limited to core Paizo (no 3rd party), as that's my limit when playing.
You won't sneak attack all the time, but it helps to know your options.
Sneak Attack Limits
-Target must have some effect that denies his dexterity bonus to AC (see below)
-Ranged sneak-attack only works within 30'
-You must be able to see target well enough to pick out vitals. Enemy cannot be benefiting from concealment, for example.
-Enemies immune to precision damage are immune to sneak attacks. These include Elemental, Incorporeal (except vs Ghost Touch), Ooze and sometimes Protean (actually, 50% chance to ignore).
Target Is Denied Dexterity Bonus
-Hasn't acted yet in combat (surprise round, you have a higher initiative, etc)
-Flanked (typically melee only, rare exceptions e.g. Unwitting Ally).
--Creatures immune to flanking include Ooze, Elemental and Swarm.
-Attacked by hidden/invisible sneak-attacker
--NOTE: Once you're spotted or no longer invisible, no more sneak-attacking. This means a full attack only gets 1 sneak attack in if the invisibility spell wears off after the attack or you fail the stealth check to stay hidden.
-Certain status effects, including: Stunned, Blinded, Cowering, Pinned
-Otherwise Helpless/Unconscious (sleeping, tied up, etc)
-Running (without Run feat)
-Squeezing through a space half its size
-Targeted by a successful Feint (typically melee only)
-Balancing (Grease spell, awkward catwalk or platform, etc)
That's not getting into any specific strategies for creating these opportunities (a list which is long indeed, and generally involves your party), but it hopefully covers the general bases. Am I missing any critical scenarios?

I'm playing a fighter-archer with a level of Wizard. Around level 8-ish I'm expecting to start into arcane archer levels. I'm primarily an archer who occasionally casts the odd spell, not a spellcaster who occasionally fires the odd arrow.
I realize I'm making un-optimized choices right out the door. I've noticed a lot of min-maxers say go full-caster or go home, and the idea of taking vital strike is heresy in these forums. DON'T BURN ME INTERNETS! ;)
THAT SAID, I'm playing with a GM that has banned Clustered Shot and a host of other "offensively over-powered" material, in his words. Anything that's considered even remotely powerful on these forums will come under fervent suspicion and result in another banned option (I've proven talented at finding them in our game). We also won't be getting any "stat on a stick" gear like Dex+2, nor "munchkin" materials like darksteel or mithral etc (again, GM hates it). A lot of the default recommendations for an optimized character won't be accepted in our campaign. So I'm not here to ask for min-max help, just to get advice on whether I'll realistically get much use out of a specific feat combo.
Also, we're playing a highly customized campaign. For example, my human gets +1 AC, Ref, Will, & Fortitude instead of a bonus feat and skill points. I mention this just in case people are wondering about the missing feat. ;)
I chose a shortbow because I try to be mounted all the time. I have the mount spell, but sadly that takes a round of preparation at the start of combat to get going. I had a light combat-trained horse, but became separated from it during a (fairly unavoidable) story event, which sucks. I don't think I'll ever find it again. Other players have sustained comparable losses. I don't think I can ever depend on gear, pets, or other material possessions sticking around, ever... so I may not buy another horse.
I'm currently at Level 6:
Str: 14 (15 with wizard Transmutation boon)
Con: 11
Dex: 20
Int: 14
Wis: 10
Cha: 7
Initiative is +11 (5 dex mod + 2 from Reactionary trait + 4 from familiar), allowing me to act early in combat. I don't wear armor for fear of a spell failing, though maybe I should. My other trait prevents being flat-footed when I'm not aware in combat (Defensive Strategist).
Feats:
F1: Point Blank Shot, Precise Shot
W1: Rapid Shot, transmutation spell school, green scorpion familiar
F2: Weapon Focus (shortbow)
F3:
F4: Weapon Specialization, Deadly Aim
F5:
I'll be picking up Many Shot and one other feat on my next level, and Arcane Archer on the level after that. To deal with the DR that seems to play a central role in this campaign, I have one of my few spell slots devoted to Abundant Ammunition so I can get the most use of the cold iron and alchemical silver arrows, among other custom campaign materials I find.
At level 8, my damage bonuses will be:
2 (weapon specialization) + 2 (composite bow 2) + 1 (point blank shot) + 1 (fighter weapon training) + 1 (arcane archer enhancement) + 6 (optional Deadly Aim).
So a +7 damage base, with the option of going up to +13 with Deadly Aim (at a -3 attack penalty).
With some spare feat slots coming up, I'm thinking of taking Vital Shot and Bullseye Shot. Maybe later I would even pick up the Improved and Greater Vital Shot, though the feat cost at that point is prohibitive. Stupid non-scaling feats.
Unfortunately, I'm using a shortbow because I was planning to be mounted all the time (longbows and horses do not mix gracefully). That reduces the potency of a vital shot. Also, part of the advantage of being an archer is that I can get off a full attack fairly often because I don't necessarily need to move to be in range. This further reduces the need for vital strike.
However, full attacks come with some pretty severe accuracy penalties with each additional shot. Sure at level 12 I'll be making 5 attacks thanks to rapid/manyshot, but with rapid shot's penalty and the reduced BAB per attack, the shots are made at a -2/-2/-2/-7/-12 penalty, which can be ineffective against a high-AC foe (correct me if I'm getting my numbers wrong). Employing the aim penalty of Deadly Aim here could be a bad idea (-5/-5/-5/-10/-15). Plus, if I'm not able to use Abundant Ammunition, that's spending a lot of (potentially valuable or limited) arrows to deal with DR (because of the absence of Clustered Shots).
Thus:
I'm assuming there will be non-rare times where it will be more valuable to make one heavy and accurate shot than many inaccurate ones. A shot at +4 attack and doing +1d6 damage may not be a bad idea in that case. Bullseye Shot also combines nicely with Seeker Arrow (though vital strike might not -- I'll have to check the text).
Assuming only 2 of my arrows in a full attack will hit on average, I'd be looking at 2x 1d6 + 7 damage (or 2x 1d6 + 13 with deadly aim). Instead I could simply vital strike for 2d6 + 7 or 2d6 + 13 damage with a lot more accuracy and DR-penetration.
Unfortunately, I'm not a T-Rex and I can't depend on Gravity Bow or other effects to make my weapon die more ominous. I have very few spells per day, and a low duration on each spell. And if I did find a clever way of boosting the damage die, I'm pretty sure I'd get nixed by the munchkin-hating GM. ;)
So here's my question:
1) Is Bullseye Shot worth taking in this case?
2) Is Vital Strike worth taking?
3) If so, are the other Vital feats worthwhile?
4) Am I completely misunderstanding the full-round attack rolls and expected AC of my targets?
Thanks all!

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I'm looking at pairing Vital Strike with Felling Smash. I know there are a lot of very strong opinions on this forum about Vital Strike, but rather than start a war on whether it's a good feat, I just want to solicit advice. I want to know how many other effects can be reasonably and effectively wielded on the same "attack action to make a single melee attack".
Are there many out there that are worth piling into the same build?
I'm thinking these are good picks:
*Vital Strike
*Felling Smash
*Furious Focus: Power Attack still hurts OAs, but since we're making only one attack on rounds where we use vital strike, we might as well enjoy full accuracy.
*Fury's Fall: More accuracy with Trip.
*Greater Trip: If the trip is successful, I and my flanking friends get to murder the foe with OAs.
*Dazing Assault: If I'm feeling super-confident in my accuracy and trip CMB, I can make sure the target stays prone for another round. Though the -5 to attack affects my attack before the trip, the trip, the OA after the trip, etc until my next turn.
I'm sure people are itching to point out that no single-attack combo will ever begin to touch the majestic glory that is the common full attack, but humor me and let's think of some neat effects to pile onto our hapless foe. The full attack vs single attack war has been fought to death in other threads already, and we don't need to duplicate their efforts.
I'm more attached to Felling Smash than to Vital Strike, btw, so if there's a conflict, Vital can go first. Of course, this is assuming I'm fighting enemies that are not effectively immune to combat maneuvers. Our gaming group has found that there are generally two types of enemies: those with lots of abilities, and those with lots of great stats. If your foe has lots of abilities, combat maneuvers will be stupid-effective against him; if he has few or no abilities, never try a combat maneuver because you will fail. So maybe the trip focus is misguided...?

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Hello all,
I'm building a mounted Arcane Archer, and I'm trying to decide whether I'll be better off focusing in rapid attacks (Rapid Shot + Many Shot), or in heavy & accurate single attacks (Bullseye Shot + Vital Strike + Deadly Aim). Or taking both. I'm not allowed to take Clustered Shots (GM banned that one with ferver).
Here's the core dilemma: Rapid shots make the most of any damage bonuses added to each attack, but they are less accurate and more vulnerable to DR. Vital Strike and Bullseye Shot will hit more often and get past DR more easily.
I'm mounted on a Heavy Horse with Chain Shirt barding (plus the Mounted Combat feat to mitigate some of the damage it would take). One of my traits is Rich Parents, to afford starting mounted at level 1. He should hopefully survive a while, and using a full-attack or move+attack each round while the horse moves its speed and/or 5-foot steps away from foes is my intent. This will give me some nice mobility. Later flying mounts would be fun.
Other feats I plan on taking include:
*Point Blank Shot, Precise Shot, Weapon Focus (Arcane archer requirements, and just all-around useful)
*Weapon Specialization
*Deadly Aim
*Improved Precise Shot
*Pinpoint Targeting
*Mounted Combat
*Mounted Archery
*Hammer the Gap?
This character is starting at level 1, so it will be a long time before he hits his stride around level 7 or 8. I have 6 levels of fighter and 1 level of bard before I can start into arcane archer levels (level 8 is the earliest I can figure out for taking AA), and Many Shot and Vital Shot are both BAB6 feats. So I'll need to be moderately competent in the mean time too. I'm planning on 1 level of fighter, 1 level of bard, 5 more fighter levels, then all 10 Arcane Archer levels. Maybe follow up with more fighter at the end of my career.
[u]Notes about the campaign:[/u]
We get a 20 point buy, but the races are all changed from normal. For example, only a couple of races can be Fighters; most haven't developed organized martial warfare and weapons training to the necessary point the specialize the way a fighter does. The variant of human I'm taking (that can be a fighter) doesn't get a bonus feat: instead he gets +1 to AC and +1 to all saves. The bonus to defenses is very nice, but note that I'll be 1 feat behind for a human.
Also, some feats like Clustered Shots have been banned as way over-powered. Sad days. :( I'm wary of many third-party feats for that reason.
[u]Notes on DR:[/u]
I plan on casting Abundant Ammunition with Bard on a quiver holding one of each type of non-magical ammunition that interests me (and that I can afford at the time). These include Cold Iron, Alchemical Silver, Blunt, Raining, and Adamantine arrows. And I'll have spares of each for when I run out of spells per day to do that. Eventually Arcane Archer will add Magic to all my arrows, bypassing that DR too. But I'll still have some DR to deal with on occasion, I'm sure. Especially on long days when I run out of spells and special arrows before I can rest or buy/build more. Or we meet those foes that simply have DR 5/-.
Damage Bonuses I plan on having at level 8 (apply to both single shots and rapid):
Point-Blank: 1
Weapon Spec: 2
Composite Bow: 2
Arcane Archer enhancement: 1
Fighter Weapon Training: 1
Deadly Aim: 6
My Guesstimates
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Rapid
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At level 8, a full-round attack grants 4 shots (2 from BAB, and another 2 from rapid shot + multi shot) using 3 attack rolls (multi shot puts 2 on one attack).
Rapid shots will be made at +11 to attack for the first 3 arrows (2 arrows with first attack using multi shot, 1 arrow from second attack with rapid shot), or +14 without Deadly Aim.
(BAB 7 + 5 dex + 1 wpn focus + 1 point-blank + 1 arcane archer enhancement + 1 weapon training - 2 rapid shot - 3 deadly aim)
The 4th arrow will be at -5 to attack, so +6 (or +9 without deadly aim).
End Result: +11x2, +11, +6 or +14x2, +14, +9
Each arrow that hits will deal 1d8 + 13 damage when using Deadly Aim (or 1d8 + 7 without). This gives a damage range of about 14-84 per round, assuming at least one arrow always hits and there's no DR reducing the damage.
Single
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At level 8, a bullseye shot will have +17 to attack, or +20 without Deadly Aim.
The arrow's damage is 2d8 + 13, or about 15-29 damage each round (I assume this would hit reasonably often).
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Damage-wise, rapid wins out big-time. By spamming shots like that, at least 1 or 2 arrows should hit each round, easily out-pacing single shots.
However, against enemies with high AC, or DR I can't trivially bypass, the single shot method starts to look good too. I'm thinking I should take feats for both paths (rapid shot, many shot, vital strike, bullseye shot, and deadly aim), though maybe I don't need to take Improved and Greater Vital Strike.
Am I figuring this right? What's your take on this?
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