Callarek |
6 people marked this as a favorite. |
In no particular order:
Feats:
Point Blank Shot
Precise Shot (archers need to hit, and all-too-often are firing into melee)
Deadly Aim
Rapid Shot
Manyshot
Weapon Focus
Weapon Specialization (if you qualify)
Point-Blank Master (if you can qualify, let's you focus on one weapon)
Snap Shot (AoOs with a bow? Score!)
Improved Snap Shot (AoOs without being next to the target)
Improved Critical
Clustered Shots
Hammer the Gap
Arrows:
Normal Arrows
Blunt Arrows
Cold Iron Arrows
Silvered Arrows
Adamantine Arrows (blanched is a possibility)
Weapon Blanch (Ghost Salt) (only way to get full damage with a ranged weapon on incorporeal undead)
Weapon enhancements:
Seeking (removes miss chances, if you hit the right square)
Holy/Anarchic/Axiomatic/etc.
Magical Items:
Efficient Quiver(s)
Belt of Incredible Dexterity
Bracers of Archery (Greater is the target)
Manual of Quickness of Action (Dex bonus)
Ring of Invisibility
Consumables:
Oil of Bless Weapon
Oil of Daylight
Oil of Flame Arrow
Oil of Magic Weapon
Potion of Cat's Grace
Potion of Darkvision
Potion of Haste
Classes:
Ranger (favored enemy)
Fighter (more feats, access to additional feats)
Paladin (smite is ugly)
Monk (Zen Archer, IUS)
Spells:
Gravity Bow
See Invisibility (or anything similar)
Daylight
Don't forget other Dex-based attacks, like Alchemist's Fire (swarms) & Tanglefoot Bags (sometimes it seems nastier if the target saves)
Hope this helps
AZhobbit |
In all honesty, Archer's that are built for destruction(which isn't that hard) are table breakers. I know this because I have a level 11 fighter which is just wrong. On and average round of combat I do around 60 to 80 points of damage and can bypas most DR aside from adamantine. I do not know if the ultimate combat is sanction, but the snapshot feats are just horrible game breakers, the idea of threatening with a bow is just silly. Very soon you may not see many melee fighters and instead mostly dedicated archers.
Rene Ayala |
In all honesty, Archer's that are built for destruction(which isn't that hard) are table breakers. I know this because I have a level 11 fighter which is just wrong. On and average round of combat I do around 60 to 80 points of damage and can bypas most DR aside from adamantine. I do not know if the ultimate combat is sanction, but the snapshot feats are just horrible game breakers, the idea of threatening with a bow is just silly. Very soon you may not see many melee fighters and instead mostly dedicated archers.
Great, all we need is another Karl out there to break a combat in less than a round. Somehow the creatures now always end up with 1hp left after your full attack. Weird how that happens. :)
Jason S |
A well built archer already does too much damage. To do it, they often don't have to move, so they don't lose damage by charging / closing the distance. Given how many scenarios now make it harder to close the gap, it's a big deal.
In addition, most GMs don't even enforce the basic rules of ranged combat (or bother checking for feats people sometimes don't have). So yeah.
Callarek |
A well built archer already does too much damage. To do it, they often don't have to move, so they don't lose damage by charging / closing the distance. Given how many scenarios now make it harder to close the gap, it's a big deal.
In addition, most GMs don't even enforce the basic rules of ranged combat (or bother checking for feats people sometimes don't have). So yeah.
Hmmm. As a GM, I check on the feats, and enforce the various penalties. As a player, whose primary character is an archer, I take the feats, and keep track of the penalties very closely.
As a GM, I also try to keep an eye on any PC who is being oddball in some way or other, whether it is how the Paladin's Detect Evil works, or a Magus' spell strike.
And, IMO, an archer, even with the feats and equipment I listed, is no where near the damage output that a dedicated meleeist can do.
james maissen |
In all honesty, Archer's that are built for destruction(which isn't that hard) are table breakers. I know this because I have a level 11 fighter which is just wrong. On and average round of combat I do around 60 to 80 points of damage and can bypas most DR aside from adamantine. I do not know if the ultimate combat is sanction, but the snapshot feats are just horrible game breakers, the idea of threatening with a bow is just silly. Very soon you may not see many melee fighters and instead mostly dedicated archers.
First, at 11th level dealing 60-80 in a round is not all that impressive.. its under half what a melee fighter can deliver with a full attack.
Consider an 11th level fighter with a great sword (not even a falchion, etc).. he can deal:
3d6+31 (+12STR+9PA+4training+4magic+2feat) per hit with a +29 (11BAB+8STR-1size-3PA+2feats+4training+4magic+1comp+1haste+2morale) to hit on it.
So with a +29/+29/+24/+19 against AC 27 (a 'typical' CR 12 monster) you're looking at slightly over 4 hits on average (after factoring in critical hits on a 17-20). In other words you are going to see an average of 166 damage or so in a round.
Second, when an archer attempts to tank something invariably decides to attempt to sunder that bow of his...
-James
Mok |
1 person marked this as a favorite. |
Callarek gave a great list. To highlight some of it...
Being an Inquisitor is going to hamper damage output. Medium BAB plus a bunch of other class features that aren't funneling directly into the archer theme are holding you up. Consistent damage requires lots of feats (like Fighter), or class abilities (like the Zen Archer Monk out of the APG).
One key concept with archer damage output is that it involves quantity, not quality. The system does really support 'sniping' a target with a single shot. Instead you have to think of the archer as a machine gunner, who blasts a target with many arrows.
If you want to max out damage as quickly as possible then you need to be human so you can grab as many feats as possible.
At a fundamental level you need these feats to boost damage and increase rate of fire:
Point Blank Shot
Precise Shot (absolutely needed for to-hit purposes)
Deadly Aim
Rapid Shot
Manyshot
An archer's turn should almost always involve using a full attack to take advantage of the Rapid Shot feat, along with any iterative attacks from higher BAB. You set up your machinegun nest and then begin to concentrate fire on a target.
If you want consistent "always on" damage output then Fighter is the way to go. The other good classes for the archer tend to spike damage Ranger uses spells, Paladin uses Smite, and Monk uses Ki. All of those are great, but they do have a daily shelf life. The Fighter has Weapon Training, which stays on all day for every shot, and the damage bonus compounds as you go through the levels.
As for the potency of the optimized Archer. It has a real effect. Our 8th level Fighter Archer is doing 80 points a round, and I'm not sure he's even maxed out. A two-handed fighter will do more damage in a full-attack, however in any given combat the Archer will likely deliver more full-attacks than a two-handed specialist. If the GM isn't just clumping the enemy into one little group then the Archer is likely to get twice the number of full-attacks in a combat.
Another leg up that the archer has is that their "golf-bag" of weapons is smaller and cheaper. The Archer can have specialized arrows that deal with most versions of DR, and because they are ammo are vastly cheaper to buy than a regular weapon. No other approach is going to get you adamantine weapons as quickly. Plus, drawing your choice DR busting option is automatically a free action due to be ammo. With a two-handed fighter they are going to spend huge sums of gold to get the diversity of weapons needed for different DR, and they'd need to pick up Quick Draw to get them in hand, with the additional factor of possibly needing to drop another weapon.
In our PFS group we've got someone playing an optimized Archer and it's drawing the ire of a lot of the players, basically because the character almost solos adventures, with the rest of the party just running interference for the character. This is especially the case with encounters with enemy spellcasters. The player who runs this character knows his stuff, so as soon as he has a whiff that there is an enemy spellcaster about he's readying actions, or just coating the target in arrows to ensure that spells don't even go off. Typically an encounter with this particular character lasts two rounds. The times when people don't mind the character being use are in those rare instances where the table has the choice of playing up a tier. Then it's "cha-ching!" because everyone's confident that the optimized archer is going to lay waste to the module and give everyone piles of gold without any fuss.
Oh, and get a cleric with the luck domain to tap an optimized Archer before the character full-attacks... rolling two d20s for every attack pretty much guarantees the whole suite of attacks will hit. That combo truly becomes a machinegun nest.
One last thing... Boots of Speed when you can afford it. Lets you haste yourself, giving you yet another attack, and in the rare situation that you really need to be mobile, you're moving at +30 speed.
Eben TheQuiet |
I think an Archer Fighter could do nearly as much damage, but bring a whole crap load of tactical versatility that your 2handed Fighter can't.
Using your same build guidelines, you could deal around 20.5 damage per hit with a progression of around +27/+27/+27/+22/+17.
damage: 1d8 + 16 (4enh + 2feat + 2 training + 2str + 6deadlyaim)
Assuming the same target of AC 27, that comes out to averaging 6 hits per round (assuming Manyshot). Crits are rare with bows, so that's around 123 damage per round.
(Let me know if my averaging and assumed hits is off, but I think it's good - I'm not usually a numbers-cruncher.)
Now, take into account that this guy can do this damage at 125ft without penalty (and he has the feats to shoot into melee without penalty) this is just ridiculous.
Now, also consider the Archer Fighter's Trick shot ability:
- At 3rd level, an archer can choose one of the following combat maneuvers or actions: disarm, feint, or sunder. He can perform this action with a bow against any target within 30 feet, with a –4 penalty to his CMB. Every four levels beyond 3rd, he may choose an additional trick shot to learn. These maneuvers use up arrows as normal.
At 11th level, he may also choose from the following combat maneuvers: bull rush, grapple, trip. A target grappled by an arrow can break free by destroying the archer's arrow (hardness 5, hit points 1, break DC 13) or with an Escape Artist or CMB check (against the archer's CMD –4). This ability replaces armor training 1, 2, 3, and 4.
So fi you combine that with Snap Shot, Imp. Snap shot,and potentially Combat Patrol, this could get obscene because the guy can set up a killing field of about 25ft around him, using AoO's to shoo incoming targets - and able to trip/grapple them with those AoO's if need be - it just gets sick.
Not as much damage on average, but his versatility is ridiculous. (Again, let me know if I've misguessed on my numbers or feat set-up, but I believe it's solid.)
james maissen |
Using your same build guidelines, you could deal around 20.5 damage per hit with a progression of around +27/+27/+27/+22/+17.damage: 1d8 + 16 (4enh + 2feat + 2 training + 2str + 6deadlyaim)
Assuming the same target of AC 27, that comes out to averaging 6 hits per round (assuming Manyshot). Crits are rare with bows, so that's around 123 damage per round.
(Let me know if my averaging and assumed hits is off, but I think it's good - I'm not usually a numbers-cruncher.)
Well first your to hit is off. The attack roll will be: +25 (11BAB +7DEX +4magic +2feats +2 training +1comp +2morale +1haste -2rapid shot -3DAim)
So the attack routine will be +25(x2)/+25/+25/+20/+15.
Against AC 27 you will get about 5 and 1/2 hits (with the 27 you get slightly closer to 6 hits, but certainly not 6 hits on average) so you will do, on average, 113 damage.
Now, take into account that this guy can do this damage at 125ft without penalty (and he has the feats to shoot into melee without penalty) this is just ridiculous.
Range is an archer's friend. Being in melee is not. A tripped archer is an archer that is provoking to fire one arrow. An archer with a sundered bow is one that's crying for mommy.
But let's talk about feats: PBS(Hu), Precise Shot (1st), Rapid Shot (F1), WF: bow (F2), Deadly Aim (3rd), WSpec: bow (4th), FEAT(5th), ManyShot (6th), FEAT (7th), GWF: Bow (8th), Imp Crit: Bow(9th), FEAT(10th), Improved Precise Shot (11th).
You've got 3 feats to play with here, and we haven't touched on the nice UC bow feats nor have you taken Iron Will & Improved Iron Will. At least you've decided to go Archer so you can sub out Point Blank Master when you hit 9th.
So fi you combine that with Snap Shot, Imp. Snap shot,and potentially Combat Patrol, this could get obscene because the guy can set up a killing field of about 25ft around him, using AoO's to shoo incoming targets - and able to trip/grapple them with those AoO's if need be - it just gets sick.Not as much damage on average, but his versatility is ridiculous. (Again, let me know if I've misguessed on my numbers or feat set-up, but I believe it's solid.)
Okay You cannot afford those 6 feats that you want to have (as you'll need Dodge, Mobility & Combat Reflexes for Combat Patrol). You could take Snap Shot, Imp Snap Shot & Combat Reflexes but then you wouldn't have Iron Will. Archers should draw WILL saves in general (perhaps unless they aren't wearing armor and can convince the enemy that they are Zen Archers).
In any event, while you can perform those maneuvers they still take the normal actions that they require. Grapple is not an attack substitute. There are feats for being able to do that with some normally standard action maneuvers, but you are 3 feats over as it is (meaning to do this you'd have to give up 3 archery feats for them).
---
Now don't get me wrong, an archer can do things and do them well. But it's not over-the-top obsoleting a front line fighter.
-James
Callarek |
I suspect Clustered Shots will move into the nearly essential group, since DR/- is an Archer's worse enemy, and this feat means you only have to deal with the DR once per combat sequence...
And Snap Shot, at even the basic level, means that the enemy spellcaster that you have based will get a nasty surprise, since he starts casting normally, since he shouldn't need to worry about getting hit with an AoO from an archer, "Ranged weapons don't threaten." Heh.
I am a sad panda, though, since it takes 3 feats to simulate what is a single feat for a more open 3.5 campaign, Iron Kingdom's Ranged Threat, I think is the source and name.
james maissen |
And Snap Shot, at even the basic level, means that the enemy spellcaster that you have based will get a nasty surprise, since he starts casting normally, since he shouldn't need to worry about getting hit with an AoO from an archer, "Ranged weapons don't threaten." Heh.
Count your feats, and see what's worth giving up here.
Even with a human fighter there are more feats than slots by 12th level.
-James
hogarth |
Callarek wrote:
And Snap Shot, at even the basic level, means that the enemy spellcaster that you have based will get a nasty surprise, since he starts casting normally, since he shouldn't need to worry about getting hit with an AoO from an archer, "Ranged weapons don't threaten." Heh.
Count your feats, and see what's worth giving up here.
Even with a human fighter there are more feats than slots by 12th level.
A Zen Archer should have enough feats, although I don't know the prerequisites for the Ultimate Combat feats; I'm guessing the BAB requirement would be too high for a monk to take them all.
james maissen |
A Zen Archer should have enough feats, although I don't know the prerequisites for the Ultimate Combat feats; I'm guessing the BAB requirement would be too high for a monk to take them all.
A Zen Archer doesn't really need snap shot, unless they want to take all those feats to extend their threat range by 5'... and that requires BAB 9 so unless you are multiclassing with fighter it's out of contention.
Now Clustered shots (and of course deadly aim) will be a decent feat choice for one (it has a BAB of 6 and requires PBS, which a Zen Archer might elect to do without) but could be taken at level 9.
-James
Tharg The Pirate King |
For my archer I am using the Zen Archer variant with tiefling monk, My build for feats is as follows:
1st-Point Blank
1st monk bonus- Precise shot
1st monk free- Perfect strike (roll 2 d20s take best)
2nd level monk free- weapon focus
2nd level monk bonus- rapid shot
3rd -deadly aim
3rd monk free- Point black master (do not threaten AOO in melee)
5th - Elven accuracy (gm allowed for storybackground)
6th monk free- weapon specialization
6th monk bonus- improved precise strike (ignore most cover)
I have 16 str 20dex and 18wis and took trait Heirloom Weapin (+1 attack with weapon). using alternate Ki powers I have access to True strike for 1ki point. and with darkness/dark vision/ resists I have ways to keep self protected. I also have bought Magical +1 Mighty Composite Bow (+4) Bane undead weapon.
For arrows the Book Elves of Golarion is the best because of options of Blunt arrows (pesky undead), broad arrows (great with spell gravity bow (2d8 dmg arrows) and durable arrows (no breaking). Can get Efficiant Quiver and thats all you need.
level 6 with flurry and deadly within 30ft im doing 3 attacks 1d8+11 dmg each attack and if I use gravity bow thats 2d8+11 on all 3 attacks (broad arrows are 1d10 base). and my to hits are +11/+11/+6
I have taken out mobs with 1 hit (crit and max dmg while under affects gravity bow - 81dmg) and even if its not crit if I hit with all 3 attacks its a min dmg of 36dmg or 39under spell effect. that in itself is well worth it. and this is not attacking and undead.
and all this is level 6 and before UC.. now with UC I can make this better. Archers are really nasty.
But I have seen other builds that are just as nasty.
Argus The Slayer |
Has anybody seen a good comparison (link??) of a fighter-based archer versus a Zen Archer? I would guess that (much like a melee fighter) the fighter version would lay down more smack in combat, but be very limited outside of combat, where the monk version would have more skills and more flexibility in combat.
James: just FYI, the numbers that were posted above show the THF getting +4/+4 form Weapon Training, where the archer is only showing +2/+2. The "extra" +2/+2 won't change the fact that the THF is the king of melee/ranged single-target damage, but it does help close the gap a bit.
mdt |
I find Zen Archer is a great build. You get the better feats at lower levels. I'm running a multiclassed half-elf Zen Archer/Empyreal sorcerer right now.
1st : Monk - Point Blank Shot, IUS, Skill Focus (Perception), Flurry, Perfect Strike, Dodge
2nd : Sorcerer - 1d4 heal at range, Mage Armor, Eschew Materials
3rd : Monk - Weapon Focus, Mobility, Precise Shot
4th : Monk - Zen Archery (WIS with bows), Point Blank Master, Fast Movement
5th : Sorcerer - Combat Reflexes, Gravity Bow
Took a trait to give me +2 CL with sorcerer. It's a really decent build so far. Not maxed out for damage (Although I'm currently doing 2d8+2 with gravity bow pumped, and doing 2 attacks per round at a +9 to hit), but I have a 25 AC on demand (mage armor), can crank the gravity bow, can heal my good companions at 30 feet for 1d4 up to 8 times a day (which really helps for stablizing if needed). I can move 40 feet, I can threaten 5 feet, and I can run up into the middle of the melee, flank with the fighter (since I still threaten) and flurry a pair of arrows into someone's face without provoking. Shocked the fighter player when the monk flanked with him using a bow. He forgot I threatened with my body. :)
Joes Pizza |
So, i have a couple questions.
Reflexive Shot (Ex)
At 9th level, a zen archer can make attacks of opportunity with arrows from his bow. The monk still threatens squares he could reach with unarmed strikes, and can still only make one attack of opportunity per round (unless he has Combat Reflexes).
This ability replaces improved evasion.
Is the above ability something that will be changed to snap shot?
Also, what armor class will both the monk and the fighter have at higher levels?
The armor thing can be important because the fighter will need a high dex for his feat progression, but will be limited to medium armors just to take advantage of his high dex.
Also please remember that the fighter can take advantage of gloves of the duelist that gives a bonus to resist disarm and sunder and also a +2 to his weapon training.
hogarth |
Tharg The Pirate King wrote:
2nd level monk bonus- rapid shotWhy would you want rapid shot?
You can't use it with a flurry and your flurry is strictly better.
-James
In theory, Rapid Shot + Manyshot could be better than Flurry (without Rapid Shot + Manyshot) in some circumstances, couldn't it? It's a bit of a stretch, I admit.
Joes Pizza |
james maissen wrote:In theory, Rapid Shot + Manyshot could be better than Flurry (without Rapid Shot + Manyshot) in some circumstances, couldn't it? It's a bit of a stretch, I admit.Tharg The Pirate King wrote:
2nd level monk bonus- rapid shotWhy would you want rapid shot?
You can't use it with a flurry and your flurry is strictly better.
-James
Well, rapid shot gives you +1 attack at a -2 to all attacks that round and manyshot adds an extra arrow to your first attack.
Flurry and the rapid shot/manyshot combo is basically the same thing as flurry uses your monk level as BAB and adds extra attacks.
They look to be the same on a base level.
Just the fighter adds things like greater weapon spec and greater weapon focus as well as weapon training and duelist gloves.
So, the fighter does more consistant damage while the monk has other cool tricks and skills.
mdt |
Flurry and the rapid shot/manyshot combo is basically the same thing as flurry uses your monk level as BAB and adds extra attacks.
They look to be the same on a base level.
Not even close (sorry). You're losing -2 to hit. But your monk uses his level as BAB on the flurry. Same number of attacks (usually, roughly), but a much better chance to hit on the flurry. You don't use the monk advanced BAB on the rapid/many attack. So an 8th level monk has +6 BAB for the Rapid/Many attack (+4 with penalties to start off). For a flurry he has +8 to start off. That's double the BAB (and a 20% greater chance to hit).
At 20th level, the numbers are bigger, +13 vs +20 to start.
Joes Pizza |
Joes Pizza wrote:
Flurry and the rapid shot/manyshot combo is basically the same thing as flurry uses your monk level as BAB and adds extra attacks.
They look to be the same on a base level.
Not even close (sorry). You're losing -2 to hit. But your monk uses his level as BAB on the flurry. Same number of attacks (usually, roughly), but a much better chance to hit on the flurry. You don't use the monk advanced BAB on the rapid/many attack. So an 8th level monk has +6 BAB for the Rapid/Many attack (+4 with penalties to start off). For a flurry he has +8 to start off. That's double the BAB (and a 20% greater chance to hit).
At 20th level, the numbers are bigger, +13 vs +20 to start.
Maybe i misunderstood the question. i was thinking we were comparing a fighter with rapid/many to a monk with flurry, hence the same thing.
james maissen |
James: just FYI, the numbers that were posted above show the THF getting +4/+4 form Weapon Training, where the archer is only showing +2/+2. The "extra" +2/+2 won't change the fact that the THF is the king of melee/ranged single-target damage, but it does help close the gap a bit.
The archer archetype doesn't have weapon training instead it has expert archer.
Dueling gloves works with weapon training, so the normal fighter can use those to have +4 weapon training, while the archer has a +2 expert archer going.
Likely most DMs will let this slide, but even RAI does seem to go towards it NOT working (why not just list weapon training 1 and say that archers must take the bow group otherwise..).
That the archer archetype loses armor training is something I dislike as they of all fighters will be able to capitalize on the higher DEX mod from armor.
Decide which works for you, but archers have been given a lot of feats and even a human fighter archer is hard pressed to afford them all.
-James
mdt |
Maybe i misunderstood the question. i was thinking we were comparing a fighter with rapid/many to a monk with flurry, hence the same thing.
Ah, no, if I followed the thread correctly, it was why would a Monk take Rapid/Many, even if they are in his bonus feat list, since they aren't as good as Flurry. I guess I could have misread the thread.
james maissen |
Joes Pizza wrote:Ah, no, if I followed the thread correctly, it was why would a Monk take Rapid/Many, even if they are in his bonus feat list, since they aren't as good as Flurry. I guess I could have misread the thread.
Maybe i misunderstood the question. i was thinking we were comparing a fighter with rapid/many to a monk with flurry, hence the same thing.
You didn't misread mdt, there's a poster above who's taken rapid shot with his Zen Archer Monk and I was wondering why.
-James
mdt |
You didn't misread mdt, there's a poster above who's taken rapid shot with his Zen Archer Monk and I was wondering why.-James
Ah, ok. Yeah, I can't honestly think of any reason to take it.
On a separate quandary...
Ki Arrows (Su): At 5th level, a zen archer may spend 1 point from his ki pool as a swift action to change the damage dice of arrows he shoots to that of his unarmed strikes. This lasts until the start of his next turn. For example, a Medium zen archer's short bow normally deals 1d6 damage; using this ability, his arrows deal 1d8 damage until the start of his next turn. This ability replaces purity of body.
Gravity bow significantly increases the weight and density of arrows or bolts fired from your bow or crossbow the instant before they strike their target and then return them to normal a few moments later. Any arrow fired from a bow or crossbow you are carrying when the spell is cast deals damage as if one size larger than it actually is. For instance, an arrow fired from a Medium longbow normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if fired from a gravity bow. Only you can benefit from this spell. If anyone else uses your bow to make an attack the arrows deal damage as normal for their size.
Wondering how the two interact. My gut instinct is that they don't Ki Arrows would override the gravity bow spell, since it's a supernatural ability that explicitly states what his arrows do for damage, thus override their base damage, whatever it might be.
Ravennus |
Range is an archer's friend. Being in melee is not. A tripped archer is an archer that is provoking to fire one arrow. An archer with a sundered bow is one that's crying for mommy.
Sorry, just have to pipe in here...
The same could be said of any melee fighter.
They get tripped, and they are provoking to stand up and get that one attack.
They can also get their shiny new +3 Keen NoDachi sundered as well... and trust me, they would cry just as much.
You are right about range being an archer's friend though. But in this instance it's a huge advantage over the melee guy as melee range provides pretty much the same penalties to either one.
Heh, the only cheese archers are missing now is a feat that lets them add their dex to damage. :)
TarkXT |
james maissen wrote:
Range is an archer's friend. Being in melee is not. A tripped archer is an archer that is provoking to fire one arrow. An archer with a sundered bow is one that's crying for mommy.
Sorry, just have to pipe in here...
The same could be said of any melee fighter.
They get tripped, and they are provoking to stand up and get that one attack.
They can also get their shiny new +3 Keen NoDachi sundered as well... and trust me, they would cry just as much.You are right about range being an archer's friend though. But in this instance it's a huge advantage over the melee guy as melee range provides pretty much the same penalties to either one.
Heh, the only cheese archers are missing now is a feat that lets them add their dex to damage. :)
This is a cheese they quite frankly dont need with Mighty Composite bows.
Ravennus |
Ravennus wrote:This is a cheese they quite frankly dont need with Mighty Composite bows.james maissen wrote:
Range is an archer's friend. Being in melee is not. A tripped archer is an archer that is provoking to fire one arrow. An archer with a sundered bow is one that's crying for mommy.
Sorry, just have to pipe in here...
The same could be said of any melee fighter.
They get tripped, and they are provoking to stand up and get that one attack.
They can also get their shiny new +3 Keen NoDachi sundered as well... and trust me, they would cry just as much.You are right about range being an archer's friend though. But in this instance it's a huge advantage over the melee guy as melee range provides pretty much the same penalties to either one.
Heh, the only cheese archers are missing now is a feat that lets them add their dex to damage. :)
Completely agreed!
james maissen |
james maissen wrote:
Range is an archer's friend. Being in melee is not. A tripped archer is an archer that is provoking to fire one arrow. An archer with a sundered bow is one that's crying for mommy.
Sorry, just have to pipe in here...
The same could be said of any melee fighter.
They get tripped, and they are provoking to stand up and get that one attack.
They can elect to fight from prone in order to get a full attack. An archer cannot.
-James
Joes Pizza |
Hehe ACTUALLY, there is this new feat in ultimate combat...
It looks like this:
Prone Shooter (Combat)
While prone, you use the ground to stabilize your aim
while using a crossbow or firearm.
Prerequisites: Weapon Focus (crossbow or firearm), base
attack bonus +1.
Benefit: If you have been prone since the end of your
last turn, you can ignore the penalty the prone condition
imposes on ranged attack rolls you make using a crossbow
or firearm with which you have Weapon Focus.
Special: If you have the Prone Slinger feat, Weapon Focus
(sling) satisfies this feat’s Weapon Focus prerequisite, and
you can apply this feat’s benefit to attack rolls you make
using a sling with which you have Weapon Focus.
So, a crossbow archer is starting to look a little better all the time.
Add some critical feats, some pepper and yeah, you get the point.
Sylvanite |
Just to throw a little fuel on the fire, I prefer Eldritch Knight archers over either Zen Archers OR straight up Fighter archers.
If we're talking 11th level, then we're talking +8 BAB and 5th level sorc/wizard spells. Adding Arcane Strike helps with damage, as does Greater Magic Weapon (since you can load your weapon with damage enhancers instead of enhancement bonus...in addition to being able to craft your own weapon). Spells like Flame Arrow and Heroism also help out and last a good long time.
Anyhow, one of the reasons maxed out archers tend to do extremely well is that they get their full attack almost all the time, and they also tend to have a pretty darn high initiative. I've seen it happen many times that the archer goes first, full attacks, does a boatload of damage, then the melee guys go, spend their moves to get into position (often getting AoO'd in the process), hit once for a pretty nice amount of damage, then the archers get another full attack...and the melee guys tend to have to move again to the next target at that point. Many combats I've seen, the melee guys only ever get to move/charge and attack once each round, especially with archers going before them in most rounds.
mdt |
Just to throw a little fuel on the fire, I prefer Eldritch Knight archers over either Zen Archers OR straight up Fighter archers.
I've been seriously thinking about going Arcane Archer with my monk. I I've got it figured right, if I go all Monk from where I am, I'll have a +6 BAB at level 9. So level 10 start Arcane Archer. At level 11 I'd have a +7 BAB (+8 BAB with Flurry), a 3rd level sorcerer (caster level 5 due to trait). Not too shabby.
Sylvanite |
Sylvanite wrote:I've been seriously thinking about going Arcane Archer with my monk. I I've got it figured right, if I go all Monk from where I am, I'll have a +6 BAB at level 9. So level 10 start Arcane Archer. At level 11 I'd have a +7 BAB (+8 BAB with Flurry), a 3rd level sorcerer (caster level 5 due to trait). Not too shabby.Just to throw a little fuel on the fire, I prefer Eldritch Knight archers over either Zen Archers OR straight up Fighter archers.
That sounds like it would be really fun to play. I really think Eldritch Knight is better than Arcane Archer for caster archers, but if you're doing it for purely flavor reasons, more power to you. Either way, it should be a grand old time.
Atarlost |
Just to throw a little fuel on the fire, I prefer Eldritch Knight archers over either Zen Archers OR straight up Fighter archers.
If we're talking 11th level, then we're talking +8 BAB and 5th level sorc/wizard spells. Adding Arcane Strike helps with damage, as does Greater Magic Weapon (since you can load your weapon with damage enhancers instead of enhancement bonus...in addition to being able to craft your own weapon). Spells like Flame Arrow and Heroism also help out and last a good long time.
Anyhow, one of the reasons maxed out archers tend to do extremely well is that they get their full attack almost all the time, and they also tend to have a pretty darn high initiative. I've seen it happen many times that the archer goes first, full attacks, does a boatload of damage, then the melee guys go, spend their moves to get into position (often getting AoO'd in the process), hit once for a pretty nice amount of damage, then the archers get another full attack...and the melee guys tend to have to move again to the next target at that point. Many combats I've seen, the melee guys only ever get to move/charge and attack once each round, especially with archers going before them in most rounds.
Bard would do probably better as an archer. Bard 8 gives you enough BAB to get martial proficiency off of AA. Take two levels so you can imbue arrows and move to EK. You'll have 9 BAB at level 11 and the same caster level as your wizard EK. You have heroism, good hope, and haste. You can wear light armor or mithril medium armor for better survivability. 8d8+2d10 is also slightly better than 5d6+5d10 hit dice. No Fire Arrow or Gravity Bow, but Inspire Courage is nice. If you don't feel the need to lay down silence or the few other area spells you have with a bow's range you could dip 1 fighter for your martial proficiency just like the wizard EK and get a feat instead, or take three AA if elementally enhancing arrows looks worth delaying the bonus feat progression of EK and the access to weapon specialization it gives. You don't get to be 80% of a wizard though, which is a downside that has nothing to do with archery.
hogarth |
hogarth wrote:In theory, Rapid Shot + Manyshot could be better than Flurry (without Rapid Shot + Manyshot) in some circumstances, couldn't it? It's a bit of a stretch, I admit.Well, rapid shot gives you +1 attack at a -2 to all attacks that round and manyshot adds an extra arrow to your first attack.
Flurry and the rapid shot/manyshot combo is basically the same thing as flurry uses your monk level as BAB and adds extra attacks.
They look to be the same on a base level.
I did the math and there's basically no point where rapid shot + manyshot is better than flurry (although they're close at level 6 & 7). So I retract my previous remark. :-)