Clustered Shots Too Powerful?


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"Clustered Shots Too Powerful?"

No, it's not.

Once pounce comes online and the casters are buffing the fighters w/ fly, the advantages of archery really start to seem non-freaking-existent. I guess it could be pushed up a few levels if you want; archery's got such a huge feat crunch early on I can't really see taking it at level 6/7 for 95% of the builds anyway. Just so many other things to get before it. PBS, Precise, Rapid, Manyshot (it's just plain better than Clustered unless EVERYTHING you fight has DR), Point Blank Master...


Havent tried clustered shots with a longbow based character, but i have to say its a necessity if you even want to consider using a crossbow(for role play reasons etc)


StreamOfTheSky wrote:

"Clustered Shots Too Powerful?"

No, it's not.

Once pounce comes online and the casters are buffing the fighters w/ fly, the advantages of archery really start to seem non-freaking-existent. I guess it could be pushed up a few levels if you want; archery's got such a huge feat crunch early on I can't really see taking it at level 6/7 for 95% of the builds anyway. Just so many other things to get before it. PBS, Precise, Rapid, Manyshot (it's just plain better than Clustered unless EVERYTHING you fight has DR), Point Blank Master...

Pounce is rare. Casters do buff, but they also do their own thing. I know as a wizard I usually look at "buff the fighter(s)" and decide my actions are more valuable doing something else. They can buy their own potions. But while they're chugging a potion, the archer gets a full round attack.

Clustered Shots as a feat concept isn't necessarily too powerful. The feat as it is, is too powerful. It can be picked up too early. If it had a BAB 11 or 12 requirement, it would be fine. As it is, it's too good. It is far more important than Point Blank Master, for sure.


Pounce isn't rare on Barbarians at level 10 (and it shouldn't be rare for anyone. Full Attack restrictions have always been a stupid design choice that punished melee, but another topic)

Given DR doesn't seem prominent outside of template undead and outsiders (who have alignment DR that a bow wielder doesn't have more problems than normal bypassing anyways) at CR 7, not sure how it could ever be broken then but not at 11 or 12.

THIS is broken at level 7

Spoiler:

Wizard could also grab a nice corpse (let's use the classic 12 headed Pyrohydra Skelton) and on an off day cast Animate Dead to instantaneously gain a beast with...

96 HP with 12 fast healing (FH is under HP and not defensive qualities according to the universal monster rules and thus retained when skeletonized. Stupid? Yes. RAW? Yes.)
24 AC
Immune to cold, DR 5/Bludgeoning and undead immunities
12 bites at +9 to hit WITH POUNCE and I think 1d8+6 damage each (Normal Hydra seems to have non-standard damage bonus on its bites, even if they are all secondaries it should be 12-5+2=9, not 4, not proficient on monster rules so may be missing something) for average 10.5 ea/126. If only half hit, the average CR 7 is still pretty dead.

For a mere 300 GP (even if he is paying for the corpse it is a pittance) AND he can have two of them (More if he uses Command Undead and or is a necromancer)! Spend 2500 on an Amulet of Mighty Fists and you kill the average CR 7 on average, 400 for leather armor puts your AC to the point the average CR7 can't out damage its fast healing and you made someone's character completely obsolete using a spell exactly as intended and spending l-i-t-t-l-e m-o-n-e-y (less than the price of their weapon alone, even less if you use your crafting powers) and a spell known. Also the wizard gets this spell LATE. Cleric has it as a 3rd level spell he doesn't even have to know and support to make it even better.


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An eidolon can have pounce at level 1.

At least half a dozen base classes can have pounce by level 10 or earlier. (Beastmorph Alchemist, beast totem barbarian; synthesist summoner; wild shaping druid; basically any caster than has acess to the Beast Shape spell line; any mounted character that takes Mounted Skirmisher feat effectively has it, too...)

Pounce is not rare. Nor should it be. Casters get save-or-lose spells; melee being able to move more than 5 ft and still full attack is pretty small potatos in comparison...


DR is found on: undead, lycanthropes, constructs, outsiders, magical beasts, fey, and some plants. If you mostly fight humanoids, dragons, and animals, DR is rare. The more "exotic" creatures have lots of DR though.

I don't want to get into whether pounce should be rare or not because that doesn't matter for this discussion. The point is that it is rare, especially before level 10. Yes, there are some ways to get it, but those tend to be on weaker melee classes who get pounce to make up for otherwise unacceptably low damage (shifter druids and especially other casters using beast shape), barbarians excepted. Barbarians get pounce because they have low defenses and even then it carries a fairly heavy opportunity cost in rage powers.

If your level 7 wizard and party beat a CR 13 pyrohydra with 12 heads, I'd say that wizard deserves his/her chance to animate it! It wouldn't have fast healing*, it loses its breath weapons, and it doesn't get pounce**, but it's still a total monstrosity for a 7th level party to have access to. Your point? That other classes have powerful and abusable things if a DM allows the PCs to abuse them in unintended ways?

The problem with Clustered Shots is it allows a low-level archer to effectively ignore DR in a way that no other physical damage archetype can. I see that as a significant problem.

*fast healing is "like natural healing", which undead do not get except in very rare situations. I'd argue that unless an undead specifically says it has fast healing, like vampires, it doesn't carry over from base monster. However, this point is arguable.
**skeletons lose all special attacks. Pounce is a special attack.


Eidolons and Synthesist Summoners are not weak melee attackers AT ALL, nor are druids...

Clustered Shots isn't available till 6, and for most archers, won't be feasible to take until later than that, due to feat load. That said, my DM nerfed it to force you to divide up your shots before rolling (normally on a full attack you have the luxury of picking a new target if you have attacks left and the one you were attacking drops) and it seems to balance it well. A lot of times I've ended up super overkilling a monster, rather than divide up my shots and risk not killing anything. Perhaps that houserule would fix it for you, too?


I don't see how it is overpowered, but... "mundanes can't have nice things", eh?


ImperatorK wrote:
I don't see how it is overpowered, but... "mundanes can't have nice things", eh?

Paizo does a very good job at playtesting and producing quality products, I have no reason to doubt anything put out in their core line.


*cough* Antagonize *cough*


Melissa Litwin wrote:


*fast healing is "like natural healing", which undead do not get except in very rare situations. I'd argue that unless an undead specifically says it has fast healing, like vampires, it doesn't carry over from base monster. However, this point is arguable.

Undead type says fast healing works normally right in the line you are referring to. I thought pounce was a special quality (and augments natural natural attacks and is thus kept), not a special attack. Weird (considering it augments a normal attack option) and my mistake.

When stating that Hydra out, I didn't realize at the start (and was too lazy to change it) that undead now lose energy immunities, so it is functionly the same as a normal Hydra, which is CR 11, rather within the range of CR 7 party.

Silver Crusade

Midnight_Angel wrote:
*cough* Antagonize *cough*

*sneeze*TitanMaulerragechemistcrossbowmanholygunsythesist*cough*

Edit : By the way, yep. Too powerful. And that's not the group's archer that will contradict me.


I play with 5 different GM in 5 differnet groups all that have banned. Do I realy need to say any thing more.


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deuxhero wrote:
Tell me something that can shut a wizard down instantly for a standard action (and no, "anti magic field" doesn't count, even without the number of tricks to avoid it, like shrink item giant hat to block LoE, because it gimps everyone, especially the person using it, requires being in range of the Wizard and comes late).

Silence and Grapple checks both spring instantaneously to mind.

Oh, and Feeblemind, but that one's just nasty.


And PF nerfed both! There are spells and abilities that work fine in silence or grapple, even without still/silent spell metamagic.

Feeblemind requires a save and melee touch attack. Good luck with that.

Scarab Sages

deuxhero wrote:

And PF nerfed both! There are spells and abilities that work fine in silence or grapple, even without still/silent spell metamagic.

Feeblemind requires a save and melee touch attack. Good luck with that.

Umm, which spells? And at what level? Casting while Silenced or Grappled is no fun. Unless you're the other guy.

Scarab Sages

On another note, I don't think Clustered Shots is too powerful at all, really. A barbarian/ battle oracle with a falchion can hit for 2d4+27 with a single hit at level 10, and crits 25% of the time. Your archer would have to land at least 3 attacks with a comparable weapon just to get back in the same ball park and only crits 5% of the time, more or less evening things out again.


Ssalarn wrote:
deuxhero wrote:

And PF nerfed both! There are spells and abilities that work fine in silence or grapple, even without still/silent spell metamagic.

Feeblemind requires a save and melee touch attack. Good luck with that.

Umm, which spells? And at what level? Casting while Silenced or Grappled is no fun. Unless you're the other guy.

Dimension Door (and by extension a Teleporation wizard's Shift) only has verbal components, so is a good choice to escape a grapple.


deuxhero wrote:
Dimension Door (and by extension a Teleporation wizard's Shift) only has verbal components, so is a good choice to escape a grapple.

PF made the concentration check for casting in a grapple harder than the concentration check to cast while a category 5 hurricane is destroying buildings with you. Dimension Door is a HORRIBLE choice for excaping a grapple.

Teleport wizard's shift (as you mentioned) is Su, that works. It has no verbal components, though, since it's not even a spell or spell-like...
Freedom of Movement / the ring of it works.
Any item (like cape of the mountebank), hell even a freaking wand of dim door works. Which makes the fact that the spell itself doesn't seem even more silly.


Sorry, Dimension Door derivatives then. Grapple rules are strange like that.

As for silence, it is only 20 feet wide ("walk away") and requires object be launched afterwards/going to the wizard in person and requires a will save (a caster's good save) if cast on a creature or their stuff.

Scarab Sages

Ssalarn wrote:
On another note, I don't think Clustered Shots is too powerful at all, really. A barbarian/ battle oracle with a falchion can hit for 2d4+27 with a single hit at level 10, and crits 25% of the time. Your archer would have to land at least 3 attacks with a comparable weapon just to get back in the same ball park and only crits 5% of the time, more or less evening things out again.

Just noticed my math was off, falchions crit 30% of the time with Imp. Crit or Keen.


Ssalarn wrote:
Ssalarn wrote:
On another note, I don't think Clustered Shots is too powerful at all, really. A barbarian/ battle oracle with a falchion can hit for 2d4+27 with a single hit at level 10, and crits 25% of the time. Your archer would have to land at least 3 attacks with a comparable weapon just to get back in the same ball park and only crits 5% of the time, more or less evening things out again.
Just noticed my math was off, falchions crit 30% of the time with Imp. Crit or Keen.

Archesr should crit 10% of the time (Improved Crit is available for archers too!). Using the numbers provided, a barbarian 1/oracle 9 falchion would crit for 4d4+54, or average of 64 damage. I figure the damage is from Str 30 (20 base, +4 belt, +4 rage, +2 stat bumps) for +15, +3 weapon, and Power Attack (7 BAB = -2 attack, +6 damage). That gets it up to +24 damage. I'm not sure where the other three points are from but I'm sure they're valid, as this is a quick-and-dirty guesstimate on my part. Maybe barbarian 2/oracle 8, for three more from Power Attack?

I'll use highest damage potential for archers: a fighter. A longbow crit would be Str 14 for +2, +3 weapon, Deadly Aim (10 BAB = -3 attack, +6 damage), Weapon Specialization for +2, Weapon Training for +2 (+4 if s/he has the fighter gloves, but I won't count that). That makes for 1d8+15 per shot, or 3d8+45 on a crit, which averages out to 58.5 damage.

In return for this lower damage per shot (and per crit, but not by much), archers get an effective two additional attacks per round. The barbarian oracle has two hits per round, maximum. The archer has four if the first shot hits: Rapid Shot and Manyshot. With no crits and everything hitting, the barbarian/oracle does 4d4+54 damage a round with a maximum potential of 8d4+108. The archer, if everything hits, does 4d8+60 with a maximum potential of 10d8+150.

Silver Crusade

Tom S 820 wrote:
I play with 5 different GM in 5 differnet groups all that have banned. Do I realy need to say any thing more.

Nope, it's pretty clear that you played with 5 groups unable to deal with a gunslinger, not that the class is overpowered.

Just because full spellcasters are allowed in every game doesn't mean they aren't way more broken than the gunslinger.


Clustered shots is a nice feat, but it's easy to disrupt an archer player, even if they decided to take a feat or archetype that allows them to fire attacks in melee range with AOO.

1. Wind Wall-negates arrow attacks
2. Any type of hold or weakness spell. Ray of Enfeeblement works nicely, as does Waves of Fatigue or fatiguing ray. Anything that does Dex damage also lowers the chance to hit.
3. Sunder the bow-Hard to fire without one.
4. Rush the player with fast moving grapple or engulf based monsters.
5. Teleporting outsiders work wonders, even with prot vs evil, especially if they get sleep or swarm attacks.
6. Blind him, her, it with blindness spells, flare, pyrotechnics.
7. Create Pit, and so on.
8. Engage the archer with archers of your own.
9. Pinning Shot
10. Whirlwind via Air elementals or djinn, or the whirlwind spell
11. Lantern Archon ray spam-works everytime on just about anything.

High AC is another method, which reduces the chance to hit overall.


there are ways for a caster to bypass silence or grapple.

the only way an archer can bypass wind based effects is to have their caster buddy dispel the wind wall.


stormcrow27 wrote:

Clustered shots is a nice feat, but it's easy to disrupt an archer player, even if they decided to take a feat or archetype that allows them to fire attacks in melee range with AOO.

1. Wind Wall-negates arrow attacks
2. Any type of hold or weakness spell. Ray of Enfeeblement works nicely, as does Waves of Fatigue or fatiguing ray. Anything that does Dex damage also lowers the chance to hit.
3. Sunder the bow-Hard to fire without one.
4. Rush the player with fast moving grapple or engulf based monsters.
5. Teleporting outsiders work wonders, even with prot vs evil, especially if they get sleep or swarm attacks.
6. Blind him, her, it with blindness spells, flare, pyrotechnics.
7. Create Pit, and so on.
8. Engage the archer with archers of your own.
9. Pinning Shot
10. Whirlwind via Air elementals or djinn, or the whirlwind spell
11. Lantern Archon ray spam-works everytime on just about anything.

High AC is another method, which reduces the chance to hit overall.

Most of those work just as well on melee or casters too. Wind wall is the only exception to that, and while it's a good buff it's also an in-combat buff, so that means a whole round for the PCs to do whatever they'd like to counter the caster. In other words, all of these are generally good tactics that make the game more challenging for players. They do not uniquely hurt archer characters, so there is no need for a feat like Clustered Shots to "fix" anything. So in answer to the list:

1. Yep, wind wall shuts down arrows and rays.
2. Holds and weakness spells are marvelous against melee types too. Anything that does Str damage hurts both hit and damage of melee types, while immobilization actually hurts melee more than ranged.
3. Sunder the weapon. Doesn't matter who you are, if you are weapon-dependent, you're in bad shape if it's sundered.
4. Archers are very unhappy to be grappled. Casters are also very unhappy to be grappled, and most melee aren't thrilled with it either. Grappling is just a very effective tactic in general but it doesn't uniquely hurt archers.
5. Teleporting outsiders, especially with sleep or swarm, are just nasty to everyone. Melee, ranged, or caster, no one is well off against them.
6. Blinding anyone is devastating.
7. Create Pit is even worse for melee, because they can't even do damage to anyone flying above it or at the lip of the pit.
8. Archer vs. archer is less bad for PCs than archer vs. melee. Again, it's an effective tactic but not uniquely good against archers.
9. See number 8.
10. You can still shoot in a whirlwind. You take some serious penalties to hit, more than a melee would, but you're still not as bad off as a caster (though the concentration check isn't super high, it's still not insignificant).
11. As you said, lantern archons work against everything.

High AC is just that; hard to hit. It's hard to hit for everyone, not just archers. Saying things can have high AC is like saying casters are weak because outsiders have high saves and SR, so they need better spells, feats, and/or abilities.


I think it should work more like 'hammer the gap' and 'hammer the gap' should work more like clustered shots, find some middle ground and apply it to both melee and ranged.

If clustered shots applies only to attacks that hit one after another, dealing +1 damage for each subsequent shot hitting and stacking for the purposes of DR I would get behind it. It will have great damage potential but misses are likely to disrupt your sequence, you still have to focus on one target and feats like deadly aim will seem less appealing to use.


If clustered shots worked like Hammer the Gap, clustered shots would never be worth taking. Far too easy for 1 miss to screw everything up, the d20 isn't exactly a small range of numbers.

And I already suggested designating who you're shooting before rolling as a possible nerf. That alone is a pretty big nerf. Being able to attack a new target immediately upon dropping the previosu one means no wasted attacks, and since enemies fight just as hard at 1 hp as at 300, you're severely disinclined to leave it to chance that the enemy might survive. I can't even count the number of attacks I've utterly wasted just because I wanted to err on the side of "someone's gonna die."

Scarab Sages

Melissa Litwin wrote:
Ssalarn wrote:
Melissa Litwin wrote:
On another note, I don't think Clustered Shots is too powerful at all, really. A barbarian/ battle oracle with a falchion can hit for 2d4+27 with a single hit at level 10, and crits 25% of the time. Your archer would have to land at least 3 attacks with a comparable weapon just to get back in the same ball park and only crits 5% of the time, more or less evening things out again.
Just noticed my math was off, falchions crit 30% of the time with Imp. Crit or Keen.

Archesr should crit 10% of the time (Improved Crit is available for archers too!). Using the numbers provided, a barbarian 1/oracle 9 falchion would crit for 4d4+54, or average of 64 damage. I figure the damage is from Str 30 (20 base, +4 belt, +4 rage, +2 stat bumps) for +15, +3 weapon, and Power Attack (7 BAB = -2 attack, +6 damage). That gets it up to +24 damage. I'm not sure where the other three points are from but I'm sure they're valid, as this is a quick-and-dirty guesstimate on my part. Maybe barbarian 2/oracle 8, for three more from Power Attack?

Snagged the character sheet I was referencing, I was including an extra +3 from Divine Favor :P


StreamOfTheSky wrote:

If clustered shots worked like Hammer the Gap, clustered shots would never be worth taking. Far too easy for 1 miss to screw everything up, the d20 isn't exactly a small range of numbers.

And I already suggested designating who you're shooting before rolling as a possible nerf. That alone is a pretty big nerf. Being able to attack a new target immediately upon dropping the previosu one means no wasted attacks, and since enemies fight just as hard at 1 hp as at 300, you're severely disinclined to leave it to chance that the enemy might survive. I can't even count the number of attacks I've utterly wasted just because I wanted to err on the side of "someone's gonna die."

I am not suggesting it works like hammer the gap, rather combining the two which in my opinion seem thematically similar feats with hammer the gap being too weak on it's own.

I disagree with your judgement, placing two hits after eachother would in many cases be worth it already, if you have rapid shot and many shot giving you 3 attacks at a 50% chance to hit and one more at 25% chance.

12.5% combining shot 1 and 2 - +1 dmg negate DR 1x
9.375% combining shot 2 and 3 - +1 dmg negate DR 1x
6.25% combining shot 3 and 4 - +1 dmg negate DR 1x
9.375% combining shot 1, 2 and 3 - +3 dmg negate DR 2x
3.125% combining shot 2, 3 and 4 - +3 dmg negate DR 2x
3.125% combining shot 1, 2, 3 and 4 - +6 dmg negate DR 3x

43.75%

9.375% missing all shots
9.375% just hitting shot 1
9.375% just hitting shot 2
9.375% just hitting shot 3
3.125% just hitting shot 4
9.375% just hitting shot 1 and 3
3.125% just hitting shot 2 and 4
3.125% just hitting shot 1 and 4

no benefit 57.75%

* I made an error in the sample table somewhere, cant seem to find where my % are off though, I assume it is quite close though.

Against targets with DR 5 it will play about even with specialization, though I am not taking into account crits here, it will beat specialization easily at DR 10 or higher. The relative DPR will increase significantly on lower AC targets or when haste or other buff spells are cast.

Basically it seems a fine feat that beats specialization agaisnt enemies with DR, it has some use when there are no enemies with DR that applies and in some cases really shines. I know specialization isn't considered a great feat but most people that can take it do take it and probably would again if they had the chance and feats to spare which makes feats with similar benefit viable.

Scarab Sages

Previous Post:
Melissa Litwin wrote:
Ssalarn wrote:
Ssalarn wrote:
On another note, I don't think Clustered Shots is too powerful at all, really. A barbarian/ battle oracle with a falchion can hit for 2d4+27 with a single hit at level 10, and crits 25% of the time. Your archer would have to land at least 3 attacks with a comparable weapon just to get back in the same ball park and only crits 5% of the time, more or less evening things out again.
Just noticed my math was off, falchions crit 30% of the time with Imp. Crit or Keen.

Archesr should crit 10% of the time (Improved Crit is available for archers too!). Using the numbers provided, a barbarian 1/oracle 9 falchion would crit for 4d4+54, or average of 64 damage. I figure the damage is from Str 30 (20 base, +4 belt, +4 rage, +2 stat bumps) for +15, +3 weapon, and Power Attack (7 BAB = -2 attack, +6 damage). That gets it up to +24 damage. I'm not sure where the other three points are from but I'm sure they're valid, as this is a quick-and-dirty guesstimate on my part. Maybe barbarian 2/oracle 8, for three more from Power Attack?

I'll use highest damage potential for archers: a fighter. A longbow crit would be Str 14 for +2, +3 weapon, Deadly Aim (10 BAB = -3 attack, +6 damage), Weapon Specialization for +2, Weapon Training for +2 (+4 if s/he has the fighter gloves, but I won't count that). That makes for 1d8+15 per shot, or 3d8+45 on a crit, which averages out to 58.5 damage.

In return for this lower damage per shot (and per crit, but not by much), archers get an effective two additional attacks per round. The barbarian oracle has two hits per round, maximum. The archer has four if the first shot hits: Rapid Shot and Manyshot. With no crits and everything hitting, the barbarian/oracle does 4d4+54 damage a round with a maximum potential of 8d4+108. The archer, if everything hits, does 4d8+60 with a maximum potential of 10d8+150.

Also noting, Imp. Crit is usually way down the list of necessary feats most archers take, since there are so many abilities that provide more consistent and steadier boosts to their damage potential. While the maximum damage potential in a round is correct, the odds are stacked pretty heavily in the melee characters favor for consistency of critical hits, since over the course of 5 rounds in a fight where both characters are making full attacks(we'll leave the likelihood of that happening aside for now) your archer will make 15 attacks, of which .75-1.5 will crit, as opposed to the 10 melee attacks which will statistically see 3 crits. So, your total average damage comes out to 323 for the archer, and a total average damage of 403 for the melee character.

Point is, I think Clustered Shot is fine since DR is a non-issue for most melee characters anyways, but archers are super good.


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Ssalarn wrote:

Also noting, Imp. Crit is usually way down the list of necessary feats most archers take, since there are so many abilities that provide more consistent and steadier boosts to their damage potential. While the maximum damage potential in a round is correct, the odds are stacked pretty heavily in the melee characters favor for consistency of critical hits, since over the course of 5 rounds in a fight where both characters are making full attacks(we'll leave the likelihood of that happening aside for now) your archer will make 15 attacks, of which .75-1.5 will crit, as opposed to the 10 melee attacks which will statistically see 3 crits. So, your total average damage comes out to 323 for the archer, and a total average damage of 403 for the melee character.

Point is, I think Clustered Shot is fine since DR is a non-issue for most melee characters anyways, but archers are super good.

Every archer I've ever seen or played took Improved Crit at level 8 or 9, which is as early as you can get it since it requires BAB 8. There just weren't any better feats left by that point; they had every other one. Crits from archers are so devastating that the 5% increased chance is hugely beneficial.

Archers are not too powerful as they are, but they are very powerful. They do not need this help to overcome DR. DR is a huge issue for any character who is not a two-hand fighter. Two-weapon fighters are totally hosed by DR. Every rogue, every dual-wielder, every sword-and-board, the unarmed-strike monk: each of these characters is hurt very badly by DR and they are all melee.

You cannot take chance of a full round attack out of the equation for damage potential. In your 5-round combat, the first round was the barbarian moving up and swinging once. In round three, s/he had to move and swing once again when target #1 died. Take two hits out (not even crits, just hits), and the two do nearly identical damage. The barbarian took more risks and is less defensible for this occurrence.

Additionally, level 10 is a weak point to compare archers and non-full BAB classes for the archer. Level 11 or 12 makes the archer that much stronger in comparison (level 11 is three base attacks and Improved Precise Shot for fighter-archers which negates cover, level 12 is Improved Weapon Specialization for +2 damage per shot).

Clustered Shots allows archers to effectively ignore all forms of DR too early in the game. If it had BAB 11 or BAB 15 requirement, I'd be fine with it, as by that point most people have a +4 or +5 weapon and can overcome most types of DR anyways. Archers are unique in that they are (in the CRB) limited to piercing weapons only so this is the only way they could overcome DR/bludgeoning or slashing. However, overcoming all types of DR starting at level 6 or 7 is just too early for such a powerful ability.

Scarab Sages

Melissa Litwin wrote:
Ssalarn wrote:

Also noting, Imp. Crit is usually way down the list of necessary feats most archers take, since there are so many abilities that provide more consistent and steadier boosts to their damage potential. While the maximum damage potential in a round is correct, the odds are stacked pretty heavily in the melee characters favor for consistency of critical hits, since over the course of 5 rounds in a fight where both characters are making full attacks(we'll leave the likelihood of that happening aside for now) your archer will make 15 attacks, of which .75-1.5 will crit, as opposed to the 10 melee attacks which will statistically see 3 crits. So, your total average damage comes out to 323 for the archer, and a total average damage of 403 for the melee character.

Point is, I think Clustered Shot is fine since DR is a non-issue for most melee characters anyways, but archers are super good.

Every archer I've ever seen or played took Improved Crit at level 8 or 9, which is as early as you can get it since it requires BAB 8. There just weren't any better feats left by that point; they had every other one. Crits from archers are so devastating that the 5% increased chance is hugely beneficial.

Archers are not too powerful as they are, but they are very powerful. They do not need this help to overcome DR. DR is a huge issue for any character who is not a two-hand fighter. Two-weapon fighters are totally hosed by DR. Every rogue, every dual-wielder, every sword-and-board, the unarmed-strike monk: each of these characters is hurt very badly by DR and they are all melee.

You cannot take chance of a full round attack out of the equation for damage potential. In your 5-round combat, the first round was the barbarian moving up and swinging once. In round three, s/he had to move and swing once again when target #1 died. Take two hits out (not even crits, just hits), and the two do nearly identical damage. The barbarian took more risks and is less defensible for this occurrence....

We also didn't look at the ability of feats like cleave and Great cleave to boost the number of attacks a melee fighter can potentially make. I haven't bumped into too many situations where DR posed an actual problem for the monk, though it is pretty common knowledge that in many situations the TWF is the most under-served and under-powered build in the game considering the feat investment required. That all seems more like an argument to give your TWF a boost though, not nerf your archer. There are a pretty wide variety of builds that can match an archers potential for full round attacks with out Great Cleave or Whirlwind Attack also. A cavalier on a charging mount with Mounted Skirmisher can put your archer to shame, and most situations that preclude a mount weaken your archer as well since you're usually looking at corners, hillocks, trees and/or all kinds of cover. The real issue here is that the only other build who suffers fighting against creatures with DR, the TWF, doesn't have something like Clustered Shots available at the same level as Clustered Shots. Unfortunately, the TWF is just a weak build with some prevalent issues that need to be addressed. I think allowing a TWF to attack once with each weapon as a standard action would be a good start though.


Melissa Litwin wrote:
Every archer I've ever seen or played took Improved Crit at level 8 or 9, which is as early as you can get it since it requires BAB 8. There just weren't any better feats left by that point; they had every other one. Crits from archers are so devastating that the 5% increased chance is hugely beneficial.

And I have never seen an archer take it that soon. They usually have other feats still to get. Even after that, they seldom take it, because a feat for +5% chance to threaten a crit just isn't that good. Imp. Crit is for the 19-20 and 18-20 weapons, where you're getting +10 or +15% out of it. x2 damage is often enough, nevermind possible effects critting itself might be granting you.

Melissa Litwin wrote:
Archers are not too powerful as they are, but they are very powerful. They do not need this help to overcome DR. DR is a huge issue for any character who is not a two-hand fighter. Two-weapon fighters are totally hosed by DR. Every rogue, every dual-wielder, every sword-and-board, the unarmed-strike monk: each of these characters is hurt very badly by DR and they are all melee.

The problem is that those monks, rogues, TWF, etc... are too weak and need mechanical buffs. Not that archery is too strong. I'm gonna stick to comparing archery to 2H fighting, the fighting style that actually works well. Archery and 2H fighting are far from the pinnacle of power; they're farther behind spellcasting than those inferior melee styles are behind them.

Melissa Litwin wrote:
You cannot take chance of a full round attack out of the equation for damage potential. In your 5-round combat, the first round was the barbarian moving up and swinging once. In round three, s/he had to move and swing once again when target #1 died. Take two hits out (not even crits, just hits), and the two do nearly identical damage. The barbarian took more risks and is less defensible for this occurrence.

The barbarian has pounce.

Or if he's not level 10 yet, he's doing comparable damage, even with only 1 attack. 2d6 instead of 1d8, extra few points of damage from str getting 1.5x and being higher in general (since he's using it for attack and damage), 2 extra damage from power attack compared to deadly aim...
Oh, if he has a reach weapon, he's also possibly getting some AoOs at full BAB, too.

Melissa Litwin wrote:
Additionally, level 10 is a weak point to compare archers and non-full BAB classes for the archer. Level 11 or 12 makes the archer that much stronger in comparison (level 11 is three base attacks and Improved Precise Shot for fighter-archers which negates cover, level 12 is Improved Weapon Specialization for +2 damage per shot).

And a level 12 melee is getting Dazing Assault, to potentially completely shut down an enemy for 1 round each time he hits. Melee gets nice things, too, you know. At least...I consider trapping the enemy in a never-ending daze lock till he dies to be pretty good...

And again, anyone that wants it has pounce by ~level 10, I've already listed methods.

Melissa Litwin wrote:
Clustered Shots allows archers to effectively ignore all forms of DR too early in the game. If it had BAB 11 or BAB 15 requirement, I'd be fine with it, as by that point most people have a +4 or +5 weapon and can overcome most types of DR anyways. Archers are unique in that they are (in the CRB) limited to piercing weapons only so this is the only way they could overcome DR/bludgeoning or slashing. However, overcoming all types of DR starting at level 6 or 7 is just too early for such a powerful ability.

Blunt arrows are in APG. No slashing arrows in PF yet, though 3E had serpent's tongue arrows in Races of the Wild for that purpose, if your game uses 3E stuff.

If you made it such a stupidly high BAB, you'd make it completely unobtainable or insanely far off for any archer that ISN'T full BAB.
Poor Zen Archer...it's bad enough he has full BAB when full attacking yet can't use it to qualify for Clustered Shots (which can only be USED when full attacking!), now you're going to make him wait till almost epic levels?


Ssalarn wrote:
We also didn't look at the ability of feats like cleave and Great cleave to boost the number of attacks a melee fighter can potentially make. I haven't bumped into too many situations where DR posed an actual problem for the monk, though it is pretty common knowledge that in many situations the TWF is the most under-served and under-powered build in the game considering the feat investment required. That all seems more like an argument to give your TWF a boost though, not nerf your archer. There are a pretty wide variety of builds that can match an archers potential for full round attacks with out Great Cleave or Whirlwind Attack also. A cavalier on a charging mount with Mounted Skirmisher can put your archer to shame, and most situations that preclude a mount weaken your archer as well since you're usually looking at corners, hillocks, trees and/or all kinds of cover. The real issue here is that the only other build who suffers fighting against creatures with DR, the TWF, doesn't have something like Clustered Shots available at the same level as Clustered Shots. Unfortunately, the TWF is just a weak build with some prevalent issues that need to be addressed. I think allowing a TWF to attack once with each weapon as a standard action would be a good start though.

Cleave and Great Cleave are very situational and not-great feats in my experience. They aren't awful, but they don't usually allow for much extra damage either. Things just don't die in tidy clumps often enough.

Mounted Skirmisher is awesome. It is also a level 14 feat. I believe I mentioned that Clustered Shots being a high level feat was something I am fine with. Mounted Skirmisher also comes with a built-in drawback from one of its prereq feats that you must be in light or no armor, so it does have that counterbalance.

The point I am trying to make is that Clustered Shots attempts to solve a problem that doesn't exist. Archers are very good without it and can overcome DR the same way melee does: with the addition of feats like Deadly Aim, you can "Power Attack" past the DR, so while DR hurts it doesn't negate all damage. Allowing low- and mid-level archers to just ignore DR is an ability they do not need and is too powerful for that level of play.

Yes, TWF is too weak. That's a whole nother issue that I don't want to deal with here, since the topic at hand is Clustered Shots :)

@StreamOfTheSky
Remember that 19-20/x2 is mathematically equivalent to x3, which bows are. 17-20/x2 is equivalent to 19-20/x3, so it is definitely worth it for archers to take Improved Crit.

The specific barbarian is a barbarian 1/battle oracle 9 in Ssalarn's example. A full barbarian could have pounce and full BAB, but terrain is a feature. There is an awful lot of terrain that prevents charge while not preventing archery. Having played a mounted charging halfling, I can tell you that charge lanes are more rare than not in actual play.

Melee definitely gets fun toys too. I do not argue that archers are overpowered. I argue that Clustered Shots at level 6 or 7 is far too good and overpowered. Zen Archers are a rare case, and yes, I'm absolutely fine with preventing them from getting this feat until much later than everyone else. They don't get Improved Precise Shot until much later than everyone else too; would you say that Improved Precise should therefore have a much lower requirement? Give Clustered Shots a requirement of Perception 11 or 15 ranks instead of BAB 11 or 15, would that make it better?


Meh. IMO monsters with DR are rare enough at 6-7 level for Clustered Shots to not be "overpowered" (but I don't think it is even then). Well, it depends on the campaign. One DM likes to use outsiders, so in his campaign CS will be useful. Other DM mostly uses humanoid NPCs, CS will be almost useless.


Melissa Litwin wrote:
Mounted Skirmisher is awesome. It is also a level 14 feat.

Mounted Ranger gets it at 10. Sohei Monk can get it at 1 if he actually wants to start as level 1 in Monk (and not have the gold to afford a mount nor a lance...). For most, it's a level 14+ feat, but not hard to change that.

Melissa Litwin wrote:
Yes, TWF is too weak. That's a whole nother issue that I don't want to deal with here, since the topic at hand is Clustered Shots :)

Well, you're the one that wanted to compare archery / clustered shots to a style that in your own words is, "too weak." I'm fine with dropping it, though.

Melissa Litwin wrote:
Remember that 19-20/x2 is mathematically equivalent to x3, which bows are. 17-20/x2 is equivalent to 19-20/x3, so it is definitely worth it for archers to take Improved Crit.

I disagree. Critting often is inherently better than critting harder. Crits even at x2 will hurt, IME a lot of the damage from a x3 or x4 crit ends up just being overkill. While as the x2 crit person is getting them more regularly, so more often they actually help whittle foes' hp down. Not to mention, paizo has a stalker-level obsession with feats and effects that trigger on a crit but give no added bonus for being able to crit really hard, skewing things further.

Melissa Litwin wrote:
The specific barbarian is a barbarian 1/battle oracle 9 in Ssalarn's example. A full barbarian could have pounce and full BAB, but terrain is a feature. There is an awful lot of terrain that prevents charge while not preventing archery. Having played a mounted charging halfling, I can tell you that charge lanes are more rare than not in actual play.

Flight is another big part of the pie, as I mentioned in the original post about pounce. By mid levels, a flight buff isn't so hard to get. There's also the feather step spell to completely ignore difficult terrain, which at only level 1 and 10 min/level is pretty easy to get from the party caster or just have potions of. It is odd that paizo hasn't put out means of turning during a charge yet... In 3E, such a thing was considered so inconsequential it was eventually offered as a skill trick (basically, you pay 2 skill points to be able to use it once/encounter), Twisted Charge.

Melissa Litwin wrote:
Zen Archers are a rare case, and yes, I'm absolutely fine with preventing them from getting this feat until much later than everyone else. They don't get Improved Precise Shot until much later than everyone else too; would you say that Improved Precise should therefore have a much lower requirement?

Zen Archers, like rangers, can get IPS at level 6 (or 10, or 14, or 18) as a bonus feat w/o meeting pre-reqs.

Melissa Litwin wrote:
Give Clustered Shots a requirement of Perception 11 or 15 ranks instead of BAB 11 or 15, would that make it better?

Yeah, I guess that'd be better. I definitely don't think it should be put off till level 15, but around level 10 would be fine with me.


StreamOfTheSky wrote:
Sohei Monk can get it at 1 if he actually wants to start as level 1 in Monk

That's just delicious, hadn't seen that one yet.


StreamOfTheSky wrote:
Melissa Litwin wrote:
Remember that 19-20/x2 is mathematically equivalent to x3, which bows are. 17-20/x2 is equivalent to 19-20/x3, so it is definitely worth it for archers to take Improved Crit.
I disagree. Critting often is inherently better than critting harder. Crits even at x2 will hurt, IME a lot of the damage from a x3 or x4 crit ends up just being overkill. While as the x2 crit person is getting them more regularly, so more often they actually help whittle foes' hp down. Not to mention, paizo has a stalker-level obsession with feats and effects that trigger on a crit but give no added bonus for being able to crit really hard, skewing things further.

I've responded to everything else further up the thread, so I'm not going to repeat it. I'm just going to go to this point real quick.

You can disagree, but I'm right mathematically. 10% chance to do 100% extra damage is the exact same damage potential as 5% chance to do 200% extra damage. The x3 from a bow is actually very nice, because bow shots are less damage per hit and so overkill less often than many other x3 or x4 weapons.

There are the crit feats, and they are good and must be considered. However, archers can get them too, and while they will trigger less often the extra 5% chance is still quite vicious. The biggest benefit of a crit, though, is still the extra damage and not the potential extras.

I guess I'll get to one more point. I neglect flight deliberately because it either a) requires a round to pull out and drink a potion, granting archers even greater benefits of two full round attacks before the melee even gets one or b) requires another character to use their action to make the melee effective. Yes, buffs happen, but most of the time a caster looks at the situation and determines that their standard action is far better used doing something else. Players should never assume a fellow player is going to spend their spells and actions on making someone else shine.


Considering clustered shots is about bypassing DR and thus doing more damage, Imp. Crit is a huge bonus. Since it would be equal in power to a 17-20/x2 , it's worth it more, because that extra damage ,ight be overkill. But I'd rather overkill with a crit, than a separate arrow attack, which in of itself could be another crit. At 8-10 level if the archer isn't taking snap shot, imp. Snap shot, and combat reflexes, they would typically take imp. Crit, not much else that isn't a must for damage or whatnot for archers.

I suppose hammer the gap could be used, but then It's only good if you hit a lot, such as a zen archer or sohei. As for overall damage, imp. Crit is better overall. You don't have to really on your hits being consecutive, you just need to hit that 10% and since most archers have a high Atk anyway, confirming the crit, shouldn't be hard.

Clustered shots seems like a bad idea because archers already are so amazing are are typically disliked by DM's. Making it possible to minimize DR, just pisses people off more since they feel y don't need it. If archers sucked, somehow, this feat clustered shots doesn't seem as bad,


Pinky's Brain wrote:
StreamOfTheSky wrote:
Sohei Monk can get it at 1 if he actually wants to start as level 1 in Monk
That's just delicious, hadn't seen that one yet.

It's just one of the many things that make Sohei both badly written (do they get their AC in light armor?) and a very good dip.

Scarab Sages

deuxhero wrote:
Pinky's Brain wrote:
StreamOfTheSky wrote:
Sohei Monk can get it at 1 if he actually wants to start as level 1 in Monk
That's just delicious, hadn't seen that one yet.
It's just one of the many things that make Sohei both badly written (do they get their AC in light armor?) and a very good dip.

Sohei don't get any of the monk features prohibited by armor while wearing light armor, they just get the extra proficiencies to compensate for the fact that depending on what weapon you're building toward they may require a stat distribution that is sub-optimal for several of the monk powers. They also lose UAS damage progression and fast movement, making them fairly weak compared to a core monk or Zen Archer until they hit 6th level. The armor proficiency is mostly to give them a chance to make it there.

Liberty's Edge RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 16

Silver arrows, cold iron arrows, adamantine arrows, blunt arrows, oil of bless weapon, oil of align weapon, oil of versatile weapon.

Clustered Shots just means archers don't have to carry around an implausible pile of assorted arrows and magic oils. It's so awesome I don't even consider taking it on archers until after I get IPS at least. Archers are feat hungry under the best of conditions.

Not overpowered.

Liberty's Edge

My party in Wrath of the Righteous has 6 players, one of whom is a bard. The new fighter/archer did 250 damage in one round to a CR 15 creature at 11th level. Without expending mythics. No criticals. The bard's bonuses scale so dramatically that missing is a real rarity and hey - mythics if you're close.

Which is exactly legal and proper. Except that...

For two fights, no one else in the party even went. Just the archer, who delays to the bard, then steps in with 7 attacks with a Seeking bow (hello concealment, goodbye concealment). For those same fights, the monsters didn't go either.

Thematically, yeah, easy to bypass DR. At the table, radically different to play any other class. If a monster is going to have a protection that makes it durable, it should be durable enough to matter.


GM Kyle wrote:


Paizo does a very good job at playtesting and producing quality products, I have no reason to doubt anything put out in their core line.

somebody pass me a wipe to get the coffee of my screen!

I really doubt they have much time to playtest stuff which us why they put stuff out to players to have a crack at

Back to OP...I can only go by evidence of play having finished 3 AP'S. CS shoots the place to pieces very, very, often


....and don't get me started on the Sohei


Melissa Litwin wrote:
Killsmith wrote:

I don't know of any spells that completely negate melee combat or spells and only those forms of combat. Could you please list a few spells that shut down any number of attackers using melee or spell combat? Bonus points if they're 3rd level or lower.

Combinations are trivial for a ranger. You're really only looking at epic and untyped. The versatile weapon spell and a +5 bow get you past everything except those two. Versatile weapon and a holy weapon get you past most combination DR until you get a +5 weapon.

An archer fighter on the other hand, can only do piercing damage with his arrows. He doesn't have abundant ammunition for unlimited arrows of any type. Now, he has three feats that can bypass damage reduction at range. He'll ignore almost all damage reduction with those 3 feats.

Also, everyone is forgetting the real disadvantage to ranged combat. You use Dex to hit, and Strength for damage at a much lower rate. Composite bows with deadly aim give you Strength to damage and a +2/-1 damage/hit ratio. A two handed fighter on the other hand, gets Strength to hit, 1.5xStrength to damage, and +3/-1 with power attack. That's huge.

Melee combat? Fly. Archer in a tree. Archer up a cliff. Archer/caster across a chasm. Grease. While these don't shut down melee quite as hard as wind wall or fickle winds shut down archers, they can render melee pretty useless.

Casters? SR. High saves all around. Evasion. Immunity to mind-affecting or elements or death effects or ... the list goes on. Again, while these don't shut down casters as hard as wind wall or fickle winds shut down archers, they can render casters much less helpful.

You assume only high level play. That's fine as far as it goes, but Clustered Shots is a 6th or 7th level feat. At the level at which most PCs take this feat, no one has a +5 weapon. Spells of 2nd or 3rd level are high-value resources, instead of random throw-away utility slots, and...

SR is a joke... if you look at level appropriate levels of SR they are actually not that hard to bypass... if your an elf or take spell pen it becomes almost a non-issue...

The immunity to elements only really matter to blasters... and they are the weakest casters by far....

Mind-Affecting and Death effects only matter to illusionist/enchanters who are notorious for being very hit or miss anyway (depending on the campaign)... OH! and they have ways to easily ignore those things too (meta-magic to affect undead and sorcerer dips to hit things like animals or constructs)... Death Effects are only really affecting witchs (since most of their spell list is SoS), wizards have other answers... Honestly the only way to really shut down a wizard is to have a high level arcane archer shoot an Anti-Magic Field on to him... or cast AMF on your pet rat and have it stealth over to teh enemy mage...

You are underestimating wizards bro lol


clawclawbite wrote:

My party in Wrath of the Righteous has 6 players, one of whom is a bard. The new fighter/archer did 250 damage in one round to a CR 15 creature at 11th level. Without expending mythics. No criticals. The bard's bonuses scale so dramatically that missing is a real rarity and hey - mythics if you're close.

Which is exactly legal and proper. Except that...

For two fights, no one else in the party even went. Just the archer, who delays to the bard, then steps in with 7 attacks with a Seeking bow (hello concealment, goodbye concealment). For those same fights, the monsters didn't go either.

Thematically, yeah, easy to bypass DR. At the table, radically different to play any other class. If a monster is going to have a protection that makes it durable, it should be durable enough to matter.

Out of curiosity: How did he get 7 attacks? With Rapid Shot, Manyshot, and 2 iteratives, he should only have 6 arrows in flight.

Even with 7 attacks a round, he would have to get over 35 points per shot to get 250 damage. Assuming a weapon master with a 16 str and a +3 bow, I get max damage at about 30 points per shot, and average damage is more like 25 points per shot. Adjusted for chance to hit against AC 31, it's around 21 points per shot.

This particular experience is an outlier--if your archer does this more than once, I'd audit his character.

(For comparison, a great-sword wielding weapon master or a barbarian with a furious great sword can easily average over 40 damage per hit, and adjusted for chance to hit AC 31, should easily average 37 points per hit. The archer and the two-handed fighter or barbarian should be very close in damage dealt on a full round attack.)


Ssalarn wrote:
Gunslinger's gain Deadshot at 7th level, which allows them to pool all of their attacks into a single shot that adds an additional die to the damage for each one that connects is their equivalent to Clustered Shot.

That's not entirely fair. Clustered shot does exactly one thing - get past DR. Dead shot gets you past DR, vastly reduces the chance of a misfire, and also significantly raises your crit chance (because any crit roll makes the whole thing crit).

You get dead shot at level 7, and a bonus feat at level 8, so if your bonus feat is improved critical then at L8 you've a 19% chance of a crit threat with two shots and a 27.9% chance of a crit threat with three (like with rapid shot). The confirmation roll might be a bit tricky if you're outside touch AC range though.

Also, there doesn't seem to be anything stopping you taking clustered shot on a GS, if you think it's that good. It could be your L7 feat. Arguably it's better for guns than bows, since there don't by default seem to be special bullet alchemical cartridges.

So... if you want to say it's OP next to melee, fair enough. But it can't be OP next to a GS if the GS can take it too.

As for mounted archers being a pain, well, that's what happens when you combine mobility with firepower. But that isn't the fault of one feat that they don't need in order to be a pain to most stuff.


Wow this is an old thread.

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