
Grizzly the Archer |

Can you put oils on arrows? Thought you couldn't. As for sleep arrow, it has it's uses. It being a magical arrow, I would use a Lunt arrow as the base arrow, then make it into the sleep arrow. Now I have the perfect knockout arrow, for low will save, but whatever.
Also, can't heightened being cast with the spell used for the magic arrow make it go up a +2 or +3 on the DC score? Searing arrow, slaying arrow, and others have this applied. New hushing arrow as well uses this. Maybe you can get the sleep arrow up to a DC13, for a little extra money. Or,myou craft the arrow and have party caster do the spells, than its WAY cheap.

3.5 Loyalist |

For new players, a Legolas archery build can take away so much headache.
Hmm so I can shoot. Okay, my round, I shoot.
Been doing some archery of late, and learning more about bows, this led to some changes for my games. I actually brought both the longbow and shortbow down to d6, but the ammunition matters more, and longbow has better range, but isn't suitable for tight spaces. Just some changes I made since archery is less of a big deal in the world my games are set in (thrown is more common), and wanted to make it more of a choice rather than longbow is so best, why u not take longbow?

Gauss |

Grizzly:
Why couldnt you put an Oil on an arrow? You can put an oil on any object the spell can be placed upon. An arrow is a viable target for a silence spell. Thus, it is a viable target for an oil of silence.
No, you cannot heighten a magic arrow that way to increase the DC. Heighten works on spells. While you can place metamagicked spells into magic items you cannot increase the DC of an item this way without going into the custom magic item section. Even then it would require an item that exactly duplicates the spell. The arrows you listed do not exactly mimic the spells that are used in their construction.
- Gauss

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Did pathfinder become PVP oriented? I never knew you had to 1v1 pc's against other pcs so often...
yeah archer vs wizard might be adventitious for the wizard... Then again, what can a rogue do solo against most pcs? I know you're not upset about the balance between classes so much as the ability to perform specific roles in a group that's ya know, not a WoW PvP death fest...

Grizzly the Archer |

Well if the sleep spell is used for the sleep arrow, why can't ou use heightened sleep acted on the arrow to buff the DC? The spell doesn't have to mimic, as long as you have the result of what the spell is trying to do, it should be fine.
Either way, new arrows are ok, I still prefer elves of Golarion and kobold quarterly arrows included with the core ones.

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Is there an archer guide or thread that compares the various builds of archers? Bard, ranger, fighter... Maybe comparing DPR versus versatility.
No but studying the classes should drill it into you. Fighter is going to be the uber dps archer because he can outfeat everyone else. The Bard is going to be fill in damage because his main function is utility and buffs unless he's sacrificing most of that to get a more martial build. He'll still be in third place, only not as distantly so.
The Ranger is assumed to be an archery combat style ranger. He'll be a bit behind the Fighter in damage, and more squishy, but he'll have stealth and utility to balance that out.
The thing is all these characters are viable in their own context. You're not picking a Bard solely because of archery, you're picking a Bard for the other things brought to the table. You take the Ranger because you want more archery but still a fair amount of utility.
You take the Archer Fighter to stroke your DPS epeen while others do the work of covering you.

concerro |

Well if the sleep spell is used for the sleep arrow, why can't ou use heightened sleep acted on the arrow to buff the DC? The spell doesn't have to mimic, as long as you have the result of what the spell is trying to do, it should be fine.
Either way, new arrows are ok, I still prefer elves of Golarion and kobold quarterly arrows included with the core ones.
By the rules the feat only works on spells. They don't on magic items that duplicate spells. As an example you can't use empower on a necklace of fireballs to make it do more damage.

ClintOfTheEasternWood |
A fighter is a valid archer just like and ranger or bard. Just because a class might be considered the best dps (which may not be true in all situations) does not make it a bad choice. Fighter's plethora of feats means that it can choose to sink feats into things other builds would be too feat starved to do.
If you were in a game with only the CRB allowed you might decide to grab something like the cleave feat tree to allow you to get right side by side with the barbarian when you get rushed in a tunnel.
In addition its easy enough to get and int of 12 and w/either the human skilled trait or favored class get anywhere from 4-5 skill points on a fighter. That's nothing to scoff at considering you could use armor training to allow yourself to break limitations most other classes have. And with the right traits there is no reason you can't fill in a few gaps in your class skill list.
Consider spells like instant enemy and features like smite evil when you arbitrarily decide fighter is somehow the best. Fighter gets the ability to acquire feats faster (which may mean earlier) then other classes. For this they trade away nearly any other class features. Other then capstones they get armor training, bravery, and weapon training. Now compare that to the paladin that is immune to various things, has spells, lay on hands, divine bond, smite evil...
A fighter is what you make it. You are only a mindless stupid damage machine if you choose to play one that way.

Yosarian |
Ok, now I KNOW this is a joke post! No hp? Wizard's 2nd best stat is Con, it will be 14-16 in a 20 point buy game. No AC? Mithral buckler = what spell failure?
You know what I mean. A wizard will generally have less AC and less HP then any other PC on the battlefield, period. He is the easiest person to kill with physical attacks. Anyway, you didn't actually answer the question. If you are an archer, and you see an enemy wizard casting spells, do you target him or do you target the heavily armored fighter?
A level 4 wizard will die in about 2-3 turns to an archer of equal level. This is really the wizard's biggest danger, especially at lower levels; his high saving throws don't help, and the typical "hide behind the meatshield" strategy that usually keeps him alive is useless.
Of course, a real wizard doesn't rely on AC to protect him. That's what miss chance % and mirror images are for!
Yes. Mirror image is a great defense. It is a second level spell, and it's always useful. This is a third level spell that only protect against arrows coming at you from a certain direction in some situations. Calling it it "overpowered" is silly.
You...don't seem to understand the magnitude of the situation. 5th level wizard using one of his 2-3 highest level spells per day to completely shut down level 5 archers? Ok, that's still kind of overpowered, but not too bad. Flash forward to level 15 wizard vs. level 15 archers. His spell is STILL shutting down these archers EXACTLY AS WELL as it did at level 5. Except now it's a drop in the freaking bucket for him to cast!
News flash: at 15th level, wizards are powerful. Also, the sky is blue.
Seriously, at 15th level, a wizard usually will have better options then this spell. It's quite narrow and situational; it won't even always be useful if you happen to be fighting archers, only in certain tactical situations. Also, if you're a 15th level fighter and for some reason arrows won't be useful in this fight, I would hope you have other options. Go around the wall, or over it, or through it, fly above it (if you're a level 15 fighter you should probably have some magical item that lets you fly), or if all else fails just pull out your sword; yeah, you can't use all your fancy archery deeds, but you're still a level 15 fighter and he's still a squishy wizard. Frankly casting this spell at 15th level is pretty likely to just be a wasted round for the wizard.
I mean, again, you can just WALK THROUGH it. Why isn't the 15th level wizard just dropping a wall of stone in front of you instead at this level? It's not broken, it's honestly not even that great of a spell most of the time. I understand that it annoys you because it is situationally useful against your build, but that doesn't make it a great spell.

Gauss |

Yosarian:
If wizards are really worried about it two words: Fickle Winds. They can have a potion of Fickle Winds (Ranger 3 potion, 1500gp) or a scroll of it (Wizard 5, 1125gp). Automatically kills an archer's attacks at a wizard. If archers are so dangerous to wizards (not something I completely buy) then this fixes that problem.
- Gauss

Grizzly the Archer |

You can increase the DC for the spell effect from the arrow, by customizing it in its creation. You'd make a new item technically, but it's just a duped up version of what arrow your making, just more powerful. As such, it will be more expensive.
As for destroyed arrows, mending can repair destroyed or broken condition items. Is there a spell that can fix broken arrows that have spells in them for their creation, including repairing the spell as well when repairing the arrow? Like a bane arrow? Or slaying arrow?
Mending says it can restore the item, arrow, whatever, but not the magic in it.

concerro |

Concerro: strictly speaking an Empowered spell could be used to create an item as per the custom item rules if that custom item exactly duplicates a spell. It would just change the pricing.
- Gauss
I think he was saying he wanted to use the feat while using the item. At least that is how I read it.

concerro |

... I was saying I wanted to create the arrow using the feat and spell to make the arrow more powerful, which is possible.
Myself and the other poster completely misread your intentions. In that case you can do it if the GM allows it. I would allow it, but the price of the arrow would increase.

Yosarian |
Yosarian:
If wizards are really worried about it two words: Fickle Winds. They can have a potion of Fickle Winds (Ranger 3 potion, 1500gp) or a scroll of it (Wizard 5, 1125gp). Automatically kills an archer's attacks at a wizard. If archers are so dangerous to wizards (not something I completely buy) then this fixes that problem.
- Gauss
My initial point was "wizards have good anti-archer spells because archers are very dangerous to wizards". So, yes; if you prepare or carry a magic item that has one of those spells, then you're in better shape.
I guess a better way to put it would be "archers are very dangerous for wizards that aren't specifically prepared to deal with archers that day." Wizards can deal with almost anything if they have the right spells prepared, though, sure.

Shuriken Nekogami |

the wizard with the 14-16 con did the following to achieve it on a 20 point buy.
he dumped, strength, wisdom, and charisma to 7, so he could also grab a 14 dex and 20 int.
-2 to will saves, -2 all social skills, a low carrying capacity, are a fairly huge price to pay.
when you can barely carry 20 pounds without being slowed, it will hurt. most outfits weigh 5-10 pounds on their own. a backpack weighs 2 pounds and a spellbook and component pouch have a predetermined weight per item.
a handy haversack weighs 5 pounds and doesn't have much weight capacity compared to the other bags. the others would automatically encumber you. and muleback cords eat up your cloak slot.
pack animals might seem a good solution at the low levels, but they die rather easily when you get to mid levels onward. and even the fighter can only hold so much before he tires of carrying around your stuff.
the fighter who carries your stuff probably expects buffs in return as payment for having to cart those books you are too weak to carry.
and heavier loads impact your flight. both in speed, and in bonus.
the reason wizards are percieved to be so powerful is that encumbrance and other resources are frequently handwaved, such as how many of a given spell are prepared.
scrolls cost money and have weight.

Shuriken Nekogami |

In v3.5, your first set of clothes didn't apply against your weight and cost. Our group continues to play this way, making 7-strength wizards much more viable.
i like that idea. even though it removes a shortcoming of 7 STR wizards, it also helps oracles, bards, rogues, sorcerers, and magi of the i dumped STR variety.
i play with that rule too. but the first set has to actually be worn upon your body.
another rule i encourage playing with is that your free starting outfit can be described however you wish, even if it violates the setting's feel; as long as it doesn't provide a mechanical bonus without an expenditure of resources to justify it.
but yet another i encourage is, not restricting published items to thier tied chakra-esque slots. if you want gauntlets of ogre power +2 instead of a belt of giant strength +2, it's 4,000 GP either way. if you want an undertunic of resistance +3 instead of a cloak of resistance +3, still 9,000 either way. though it's recommended that the slot somehow make sense for the item or at least have a past precedent. a dress of persuasion costs just as much as a circlet of persuasion, only it takes the body slot instead.
i also recommend using the 50% markup to add a cheaper property to an existing item and the following transfer rule that Weekly William used the last 4 campaigns.
for a cost in material components equal to 50% of the materials required to craft the item (generally 1/4 of the item's market price), assuming you have the feat required to craft it. you may make a DC 20 spellcraft check to extract the properties of the item into a crystallized state commonly referred to as a mana crystal or soul gem. the gem can be applied to any other item with a DC 20 spellcraft check, consuming the gem's properties and adding them to the base item. this process adds additional powers to the item, but bonuses of the same type do not stack, instead using the higher of the two. for example, a +1 flaming gem would turn a +3 frost greatsword into a +3 flaming frost greatsword, but a +1 gem added to a +1 longsword would have no effect. this may also be used to transfer specific properties from very highly specific items, but the item's powers must be transferred whole sale. limitations on properties are at DM discretion.

Saint Bernard |

at most, fighter archers get 6 attacks ( 4 base + haste + rapidshot), with 7 arrows (babysit gives extra arrow, not an extra attack... remember that. , not 15. the extra attacks are from AoO.
high cmd doesn't mean they can't be disarmed or sundered, just that its harder to do.
as for fog, mist, cloud, and such-> goz mask. problem solved. now, need to get a way to overcome windwall. ..... large arrows + goz mask maybe, or maybe just large arrows + seeking bow.
Now if archers or ranged attackers could get Dex to damage= broken I know. :)
protection from arrows is if your not using a magic bow. the moment you get a +1 blue, PfA means nothing.
Arcane strike would also bypass it.

Serisan |

Melee with power attack, cleave , great Cleave BaB + 4 can as many targets as long as he is lucky to keep hiting and in reach and they suck -2 AC.
To get 3 attacks. Full BaB
PF changed Great Cleave. You need to be a Dwarf to use the feat anymore, and sink a couple feats to go with it. There's an adjacency requirement for targets of the GC. It largely kills it in many encounters on top of being situational in the first place.

voska66 |

For archery my only complaint is Clustered Shot. A good feat in concept but I find that once you have you clustered shot everything. why not? No penalty for doing so. I think there should a -2 to hit with Clustered shot, I mean you put all of your arrows into the same tiny target on bad guy. That should be harder to do than just firing arrows normally. This is how I'm house ruling it when I run my next AP.

Tels |

If I were to even allow Clustered Shot, I'd houserule a -2 penalty to hit and additional -2 penalty to hit on each successive shot. Kind of like a reverse of Hammer the Gap. The first shot has a -2 to hit, the second has -4 to hit, the third has -6 to hit etc. Clustered Shot allows players to just cakewalk any DR in the game, regardless if they could bypass it or not. A creature with DR 40/- only gets 40 points reduced from the incoming 7 arrows fired by a pure archer.
One feat should not be able to almost completely nullify a creatures defenses.

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If I were to even allow Clustered Shot, I'd houserule a -2 penalty to hit and additional -2 penalty to hit on each successive shot. Kind of like a reverse of Hammer the Gap. The first shot has a -2 to hit, the second has -4 to hit, the third has -6 to hit etc. Clustered Shot allows players to just cakewalk any DR in the game, regardless if they could bypass it or not. A creature with DR 40/- only gets 40 points reduced from the incoming 7 arrows fired by a pure archer.
One feat should not be able to almost completely nullify a creatures defenses.
But do you add the STR bonus (if any) to each arrow or one modifier after all shots have been fired?

StreamOfTheSky |

Clustered Shots isn't overpowered. You want to make it higher level? Fine. Want to force the archer to pick who he's shooting and how many arrows to each before rolling? Fine. But that's about all it might "need" to be "balanced." My DM did the latter houserule, and it has definitely caused me to waste a lot of attacks, having to declare in advance. (I'd rather overkill than leave someone at 1 hp and still w/ 100% the offensive capacity he had at 200 hp...gotta love the injury rules)

Umbranus |

What I really think is too good about archery builds it that it by far overshines every other form of ranged combat.
You not only have to compare it to melee but to slings and x-bows as well.
Most nice things for ranged builds only really works with bows (sometimes xbows, too). And they need not feat to reload as a free action and reloading doesn't provoke.
And before that comes up: I know that bows are not reloaded.

Chengar Qordath |

What I really think is too good about archery builds it that it by far overshines every other form of ranged combat.
You not only have to compare it to melee but to slings and x-bows as well.
Most nice things for ranged builds only really works with bows (sometimes xbows, too). And they need not feat to reload as a free action and reloading doesn't provoke.And before that comes up: I know that bows are not reloaded.
Very much agreed there. Every other ranged weapon ends up being so overshadowed by the longbow that there's really no point in using them. I'd really like to have a crossbow or sling-focused character some day, but the rules just don't give you a way to make them remotely competitive with the longbow, and you usually end up paying a heavy feat tax just to make them semi-viable.

StreamOfTheSky |

Slings and crossbows are simple weapons. Do people cry foul over the falchion and guisarme being better than the morningstar and longspear?
Why is it only bows that catch all the flak for doing what they're supposed to do: Be superior to a lower category of weapons?
And...they're not even as good necessarily. If you have poor or below 10 str, crossbow is plainly better. And cheaper. And has a nicer crit range. And can be fired prone. You can't full attack w/o Rapid Reload, but until you get Rapid Shot, that's not even an issue.
And the Sling? It's FREE! And it adds full str bonus to damage! Right from level 1! It "auto-adjusts" for you all on its own! Any high str character (ie, melee) looking for a ranged option can't go wrong w/ the humble sling.

see |

Don't forget that with the falcon bracers and improved critical crossbows can now get a 17-20/x3 crit range. I think that's worth the reloading feat tax.
The bracers give the effect of the spell. The spell says:
"the critical multiplier for your bows and crossbows becomes 19–20/×3. This effect does not stack with any other effect that expands the threat range of a weapon, such as the Improved Critical feat or a keen weapon."
And since it works for bows as well as crossbows, it doesn't give crossbows any advantage.

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You know, the one thing I don't remember seeing in here... one easy way to slow down the archer... if they are on a long adventure, how many arrows have they used, and how many can they carry? A quiver holds 20, and an efficient quiver holds 60 if I recall... Making them keep track of how many arrows they have can also shut down an archer when they run low/out.

Tels |

You know, the one thing I don't remember seeing in here... one easy way to slow down the archer... if they are on a long adventure, how many arrows have they used, and how many can they carry? A quiver holds 20, and an efficient quiver holds 60 if I recall... Making them keep track of how many arrows they have can also shut down an archer when they run low/out.
A quiver of 20 arrows is actually pretty small. I've got a quiver (that I no longer use) that holds 60 in and of itself, no magical items necessary. Most of my players usually carry about 100 arrows on them at any time if they play an archer. As long as they make frequent visits to town and back (and mark off gold for arrows) I don't pay attention to the number of arrows they've got. The exception is, of course, when they're in the wilderness for weeks on end.
Besides, the Efficient Quiver has three slots and each slot holds larger objects. There is nothing that stops you from filling all three slots with arrows. Either that, or you could do things like put several quivers inside a bag of holding, and switch them out as you start running dry.
At higher levels, the number of arrows does become a problem in an extended battle. The longest battle our group ever had was 47 rounds, and in that situation, the Archer actually did run out of arrows. But that's a rarity.

Grizzly the Archer |

..... 4....7....47! $@*#% rounds !?!? Are you serious?! ... Like, I'm in complete shock over that. Most I've been in is like the mid teens, for round amount.
...
Back to normal.
As for arrow quantity, my fighter archer had 3 quivers on him, 2 of them efficient, with one using all 3 slots for arrows, for a total of 180 for that one quiver, and the other normal quiver held 60 without magical enhancement.
He'd reload in between battles, and I typically kept count and of which ones were destroyed and which we're able to be recovered. Mending cantrip works wonders, but only for non-magical arrows, or the party crafter, or yourself as with craft bows, to fix the damaged arrows, but at a slight cost, better off with the cantrip.
On top of this, abbundant ammunition made permanent on the efficient quiver is just devastatingly good. Forget the endless ammunition enh. for a +2 weapon enh. Just to fire non-magical arrows whenever you want. Your better off getting the EXACT arrow you want the next round and not some plain arrow.

Tels |

Well, there was this underground lake with a boat on the edge of it. They got in the boat, and started paddling across. In the middle of the lake, a Water Elemental capsized the boat, and then a Black Dragon started grappling people and tried to drown them.
It was a big long fight with the Dragon dragging people under, and them escaping, then dragging them back, and them escaping. I play with a large group (usually about 7 PCs) so it took like 6 hours just to settle that one fight. Thing is, on the previous session, we stopped when the party got to the shore of the lake. So our entire session was just that fight with the Dragon.
It was a bit of a mistake on my part, the Party went into the fight at half spell casting power, and I forgot about that. I honestly thought they'd steam-roll that dragon, but the fight ended up killing two PCs.
Anyone who recognizes the dungeon I used, they were all 10-11th level when they went in there. That was actually my third kill for the dungeon.