How many effects can you fit on a single arrow?


Advice


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I'll start:

Arcane Archer's Imbue Arrow
Arcane Archer's Elemental Arrow
Myrmidarch's Spellstrike
Arrow fired from a bow with elemental damage type like Flaming
Arrow with elemental damage type like Flaming
Arrow with a specific type like Sleep Arrow
Arrow with mundane or alchemical effects like the Smoke Arrow
Sneak Attack damage
Poison
Flame Arrow spell being cast upon the arrow
Greater Magic Weapon cast on either the bow or the arrows (doing both doesn't really help)
Using the Arcane Strike feat

Did I miss any?

For a further challenge, how many of these can you effectively fit on one character?


Inquisitor's Bane effect
Inquisitor's Judgment effect (damage)
Ranger's Favored Enemy


now, this is interesting


Paladin's smite
Feats like: Weapon focus, Weapon Specialization, Deadly Aim (apparently debatable with Imbue Arrow), Precise Shot, Improved Precise Shot, etc.
Have other spells cast on the arrow that can be cast on objects such as Silence

The Exchange

Divine Hunter's Smite+Divine Bond stacks nicely with Arcane archer abilities.


Strength damage (Composite bow)
Weapon enhancement bonus
Weapon Training (Fighter)
Vital Strike
Improved Vital Strike


Cavern sniper

Imbued Shot (Su)

At 1st level, the cavern sniper gains the ability to imbue his arrows or bolts with the effect of one of his drow faerie fire, darkness, or deeper darkness spell-like abilities (provided he has access to the ability) as a swift action. When such an arrow or bolt is fired, the spell's area is centered where the arrow or bolt lands. If the target of the attack has a space larger than 5 feet, the cavern sniper can choose which square of the creature's space is the center of the spell-like ability's effect, as long as that square is within line of sight of the cavern sniper. The cavern sniper can instead choose to target a single square within line of sight with an imbued arrow or bolt, and uses that square as the center of the spell-like ability's area of effect on a hit (AC 5). The arrow must be fired during the round it was imbued, or the spell-like ability is wasted. If the arrow or bolt misses, the use of the spell-like ability is wasted.

Grand Lodge

Arrow can be used as improvised melee weapons as well.
In fact, it is the best improvised weapon in the game.

So, should we run with that as well?


infused with an alchemist fire with the grenadier ability.


BBT: I meant when fired from a bow. But why... what did you have in mind? Were you thinking of being able to make it Spell Storing or something?

Vital Strike apparently does not work with Imbue Arrow.

So we got a bunch already. How many do you think you can effectively put on one character?

I think starting with the Myrmidarch going into Arcane Archer would allow for the character to accomplish most of these himself rather than having to rely on outside resources. With that build you could go with these:

Arcane Archer's Imbue Arrow
Arcane Archer's Elemental Arrow
Myrmidarch's Spellstrike
Arrow fired from a bow with elemental damage type like Flaming
Arrow with elemental damage type like Flaming
Arrow with a specific type like Sleep Arrow
Arrow with mundane or alchemical effects like the Smoke Arrow
Poison
Flame Arrow spell being cast upon the arrow
Greater Magic Weapon cast on either the bow or the arrows (doing both doesn't really help)
Using the Arcane Strike feat
Feats like: Weapon focus, Weapon Specialization, Deadly Aim (apparently debatable with Imbue Arrow), Precise Shot, Improved Precise Shot, etc.
Have other spells cast on the arrow that can be cast on objects such as Silence

Grand Lodge

I will not bring melee arrow tactics here.
It will bring too much confusion.


Named Bullet and Named Bullet, gtr also work on arrows and bolts


So, a Myrmidarch qualifies for Arcane Archer by 8th level and gets Imbue Arrow by 10th level and Elemental Arrow by 11th. He also gets 4th level spells by 11th, so lets take it at that level.

To be able to use both Spellstrike and Imbue Arrow on the same arrow the Spellstrike spell has to be a touch ranged spell that you cast the turn before you fire the arrow. The best touch range spell I could find that could be cast at that level is Vampiric Touch which would do 4d6 damage that is transferred to you as temporary HP. The Imbued Spell could be anything that has an area of effect, I like Ice Storm because it both does damage (5d6) and creates an ongoing effect in that area.

So with that we would have the arrow doing:
1d8 +4d6 (transferred to you as temp HP from Vampiric Touch) +5d6 (Ice Storm) +1d6 fire (elemental arrow) +xd6 (elemental damage from bow) +Sleep effect from Sleep Arrow +5' concealment around target (Smoke Arrow) +1d6 fire (Flame Arrow) +2 (greater magic weapon) +2 (arcane strike) +2 Weapon Specialization +4 Deadly Aim
For a total of:
1d8 +11d6 +xd6 (depending on elemental damage from bow) +poison +8 +5' concealment
Thats an average of 51 damage before the elemental damage from the bow and the poison and concealment. Also the target is in an ice storm. And this also does not consider strength damage from a strength bow or other bonuses from other buff spells cast by the character as well.

Can anyone do better? We can do better than this can't we?


Sharpened with a whetstone.

Grand Lodge

Weapon Blanch.

Darkness. Silence.

The Exchange

explosive runes on the shaft.

Symbol spell

Gravity bow

Dimensional Anchor cast on arrow imbued with magic circle


I don't think you can use Spellstrike and Imbue Arrow on the same arrow.

Based on your description, you seem to be under the impression that you can cast the spell for Spellstrike, hold the charge, and then next turn apply it to an arrow at the same time as you use the Imbue Arrow ability.

Here is the contradiction:

PFSRD "Holding the Charge" wrote:
Holding the Charge: If you don't discharge the spell in the round when you cast the spell, you can hold the charge indefinitely. You can continue to make touch attacks round after round. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. You can touch one friend as a standard action or up to six friends as a full-round action. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren't considered armed and you provoke attacks of opportunity as normal for the attack. If your unarmed attack or natural weapon attack normally doesn't provoke attacks of opportunity, neither does this attack. If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge.

Emphasis mine.

Now here's the text for Imbue Arrow:

PFSRD "Arcane Archer" wrote:
At 2nd level, an arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell's area is centered where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow's range rather than the spell's range. A spell cast in this way uses its standard casting time and the arcane archer can fire the arrow as part of the casting. The arrow must be fired during the round that the casting is completed or the spell is wasted. If the arrow misses, the spell is wasted.

It's clear that to use Imbue Arrow, you need to cast the spell you're attaching to the arrow. And if you cast another spell, the touch spell you're holding dissipates.

You also can't apply the touch spell to the arrow first and then Imbue it, since Spellstrike states that you make an attack roll with it, it's not like Imbue Arrow where you add the spell to the arrow, it has to be instantaneous.

The Exchange

You don't need Spellstrike, Dimensional anchor can be cast on an object. Cast Dimensional anchor on the arrow itself and hope your enemy doesn't think of just tossing it aside. Or, you could use a smoke arrow + Magic Circle = can't see to Dim Door, target spells or ranged attacks.

You will need durable arrows for some of these tricks so they are not destroyed on impact.

edit: Your judge may not allow the explosive runes trick but it is funny.:D

"Message for you sir"


how exactly are you getting smoke arrow and sleep arrow? using the smoke arrow as the as the base arrow to then make the sleep part?

Either way, this is a great thread.

Also, the arrow, based on what it is, still has an interchangeable arrow head. So, make it adamantine, mithral, or silver. Then add weapon blanch on it so it acts as two types.


I wonder if someone could make a char concept/build based on trying to amass the most possible modifiers on its own.


Shinon: Dang, yeah. I think your right. How about quickening one of the spells? That would eat into your swift action and not allow for Arcane Strike though. Seems like a minor loss in comparison.

Grizzly: Yeah, use a masterwork smoke arrow as the base item to create the sleep arrow with.

Ryu: That is the idea here. :)


Lune wrote:

Shinon: Dang, yeah. I think your right. How about quickening one of the spells? That would eat into your swift action and not allow for Arcane Strike though. Seems like a minor loss in comparison.

That would be incredibly difficult, as the magus only gets up to 6th level spell slots and the Quicken Spell feat has a +4 metamagic adjustment.


Metamagic rods.

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