WIz13 / arcane archer 2. Spell perfection + true strike.


Advice


Anyone do one of these yet? Specializing in divination.

Quickened true strike shoot anti magic field into X. Sounds fun to me.

No?


Haven't tried it myself Always looks like fun, but another char. always grabs my attention. Note, however, that the whole 'antimagic arrow' concept is only really good against enemy spellcasters or high level humans (lots of magic items). Of course, if you're fighting high level nonmagical critters with lots of Su abilities, you can still imbue your arrow with a high level aoe damage/ save or die spell.

As for advice, I'd actually recommend the Magus instead of the Wizard. The Myrmidarch archetype gets a mini version of imbue arrow really early, and the BAB is better.


What stops the person from moving out of the antimagic field?


wraithstrike wrote:
What stops the person from moving out of the antimagic field?

Suppose if they could pull the arrow out of themselves, nothing?


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klevis69 wrote:
wraithstrike wrote:
What stops the person from moving out of the antimagic field?
Suppose if they could pull the arrow out of themselves, nothing?

According to some members of this forum, the arrow instantly winks out of existence once it hits.

I find them crazy.


Cheapy wrote:
klevis69 wrote:
wraithstrike wrote:
What stops the person from moving out of the antimagic field?
Suppose if they could pull the arrow out of themselves, nothing?

According to some members of this forum, the arrow instantly winks out of existence once it hits.

I find them crazy.

Oh, because it's magical? Hm..

Liberty's Edge

Arrows that hit their target are assumed destroyed IIRC.


ShadowcatX wrote:
Arrows that hit their target are assumed destroyed IIRC.

I should be more specific.

Some forum posters actually believe that by "destroyed", the rules mean "winks out of existence", not "not usable".


Cheapy wrote:
ShadowcatX wrote:
Arrows that hit their target are assumed destroyed IIRC.

I should be more specific.

Some forum posters actually believe that by "destroyed", the rules mean "winks out of existence", not "not usable".

So then does the AMF stay where it is, or is it stuck to the creature since it's point of origin is somewhere inside it?


Pathfinder Rulebook Subscriber
klevis69 wrote:
So then does the AMF stay where it is, or is it stuck to the creature since it's point of origin is somewhere inside it?

Sadly, I think the best answer to this question is "Ask your GM before you commit to this concept."

Shadow Lodge

klevis69 wrote:

Anyone do one of these yet? Specializing in divination.

Quickened true strike shoot anti magic field into X. Sounds fun to me.

No?

with that build? no

with a fighter 1/wizard 5/eldrich knight 10/ AA 4 build, yes

basically the same thing as what you want, and you get it at about the same level with a better bab, meaning a greater vital strike in addition to base damage + antimagic field. very fun for knocking the teeth out of a caster.

oh and a tanglefoot bag is still viable at level 13

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