How to deal with Archers?


Advice

Silver Crusade

Hey guys, Throughout the time I've played Pathfinder( Not very long ) there's always been a single damage dealing class that the GM hates to play with. Archers. So right now I'm looking for ways to handicap/ruin an archer in combat. Assuming I don't have an infinite amount of gold and the only thing on my side is time to plan, and knowing I'm going against an archer. Any spells/Tricks that can be done to limit the damage of the Archer until a melee can get in range?


protection fro arrows + stoneskin makes a wizard almost imune to archers and fickle winds make a divine caster imune.

wind wall ruins their day, oscuring mist, darkness, blur, mirror image....
a monk can deflect and catch arrows.

and anyone can put arrow deflection on a shield, armor or both.

I can keep going too. what level are we talking here?


Please note that Fickle Winds is the equivalent of Disjunction for archers - many GMs are reluctant to use it because it will completely invalidate the archer for that specific encounter.

That said, used sparingly and in situations where it would make sense for the opposition to have researched the party tactics and prepared accordingly Fickle Winds is a fantastic counter to archery.

For an alternative that is still very potent but slightly less "archer? Yeah, not going to happen" consider Wind Wall. At least that can be maneuvered through.


honestly I don't find archers to be a problem in most games their damage only gets realy high when they can do like 6 attacks a round at like 12th level.


Archers are often quite vulnerable to grappling, though it depends a little on their class. Many archers will also have a low save to target (but Sarenrae help you if you've got a paladin archer :-))

I played a paladin Archer recently and grappling was generally my greatest fear. You can also do the whole wind-effect thing, but I'd recommend using that sparingly as there's a difference between challenging an archer and completely invalidating his build.


I find that archers consistently provide the highest sustainable DPR in the parties I've run with. However archers also has a number of downsides, so it seems to balance out fairly well.

Liberty's Edge RPG Superstar 2013 Top 16

Depends on how far away you start. If it's fairly close range, drop a fog cloud or pyrotechnics on the archer and close. Use cover and concealment. If it's not close range, use stealth until it is.


Corlindale wrote:

Archers are often quite vulnerable to grappling, though it depends a little on their class. Many archers will also have a low save to target (but Sarenrae help you if you've got a paladin archer :-))

I played a paladin Archer recently and grappling was generally my greatest fear. You can also do the whole wind-effect thing, but I'd recommend using that sparingly as there's a difference between challenging an archer and completely invalidating his build.

Zen Archer wouldn't care about being grapple as much, I have a team mate she is a Zen Archer. She rarely shoot arrows and half the time she just grapple things.

I would say win will effect arrows effectively. That's why chakram was used for hunting weapon in plain field due to their ability to resist wind more than most range weapon.


Summon monsters between the archer and the advancing guys who want to get into melee range with the archer. The archer can either shoot throuch the summons getting a cover penalty or he can shoot the summons then he's not dealing damage to those he wants to kill.

Or use your own archers. Or the web spell. Even if the archer manages to not get grappled he still can't see you and you can burn down the web anytime you want to reach him and deal damage to him by doing so.

There afre so many thing you can do to archers that you don't even have to use the "anti archer spells" too often. Instead just use what many casters have prepared as standard spells.

The Exchange

Well, let's see. Any time the enemy can engage at a corner (a turn in a passage, etc.) he should. Any time cover's present, or fog, or darkness, those too should be exploited.

Requiring the tracking of ammo, while a pain for PCs, can be useful to a GM who feels ranged combat is causing problems. (A water glass full of pick-up-sticks is great for this, by the way: the colored kind even allow your archer to distinguish between different types of ammo when necessary.)

Once in a while - only once in a while! - combat outdoors should include windy conditions. (I remember mentioning in a similar thread that a house-rule negating the penalty for wind if the archer is standing in a square directly upwind will often lure the archer into taking dumb risks to negate that -2 or -4 or whatever.) Or rain, which I love for its atmosphere but which also presents difficulties for PCs who like to fling things.

And for most sentient foes, archers should have a priority just behind known enemy enchanters, known enemy healers and known enemies with area-of-effect damage spells. Unless any of those nastier categories come up in the fight, enemies should be willing to use the Withdraw action to get up next to the archer, or use whatever other abilities they've got to put themselves next to him as a set-up to ruining his day next round.


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Alternate Thread Title:
How should I create an escalating arms race with my player?


75% of the time as GM you just have to sit and weep as the archer wins the day
occasionally yr cleric, wizard, monk etc. Baddie will fight back but mostly the critter will just get peppered n perish.
all IME of course


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Corlindale wrote:
(but Sarenrae help you if you've got a paladin archer :-))

Regrettably Sarenrae will probably side with the Paladin.


You want to get a handle on archers? Track ammunition. That basic, common sensical approach in our campaign has turned archers from an ultra-specialized uber-maxxed artillery platform to the switch-hitters they probably should have been all along.

Even Legolas ran out of arrows and had to whip out those knives from time to time and Robin Hood's defeat of Little John using a quaterstaff ranks among his most legendary feats.

Just my 2 cp.


IMO, the books past core have broken a lot of the balancing factors for archery (point blank mastery, snap shot feat line). The counters to archery tend to be pretty binary, like wind wall/fickle winds. I don't allow stuff post APG, and I let serious combatants do single-move followed by a full attack as their round's action, so archers in my game are normally fine, simply trading ability to control an area for a bit more DPR and the combined arms advantage of substantial range. About 1/3 of the martials in my games seem to be dedicated archers, with most of the rest maintaining nonzero investment in their ranged options (some to the extent of switch-hitting, others just ensuring they've got a masterwork strength bow and a golf bag of custom arrows).
Dedicated archers in my games though tend to carry a LOT of arrows, and even more of them on their mount and remounts (PCs with horses tend to pack a bunch of them which is actually pretty SOP in the literature).


CombatTacos wrote:
Any spells/Tricks that can be done to limit the damage of the Archer until a melee can get in range?

First of all, apply all the penalties for shooting through cover. Most GMs ignore this. For example, at one PFS table I saw an archer shoot through 4 PCs with no penalty. Umm... yeah.

Second, if this is an AP or home campaign, you can change the rules back to the 3.5 rules, where archers can hit their allies if they miss by 4. Fun stuff and it's what I do at home.

And then you can implement other penalties if you want, like range. All ranged weapons (in my home game) have a range increment of 20' because imo although the weapons can fire for hundreds of feat, they can't do so with any accuracy. But with the current rules you can fire 6+ arrows at 200' with no problem. And I definitely have a problem with that.

But yeah, if it's a home campaign feel free to change the rules however you like.


Umbranus wrote:
There afre so many thing you can do to archers that you don't even have to use the "anti archer spells" too often. Instead just use what many casters have prepared as standard spells.

All of these suggestions are fine, however they all assume you're facing in a spellcaster, which is not the case most of the time.

Also in practice, most archers tend to win initiative and can easily kill a spellcaster before they can act (unless buffed with serious protective spells).

So yes, some of these suggestions don't jive with my experiences.


OP: Bring a bow of your own. That's what I do. All my fighters carry around bows just in case.


Line of sight issues.

Flying grapplers, or disarmers, or sunderers. "Robin the Bow-Collecting Gragon flies by and tries to grab your bow in his might jaws."

Dropping anything that cuts the archer to a standard action (slow, stinking doud, barrier spells forcing him to move to get a shot in.)

Other archers firing back at him.


I have not seen anything in this thread that would hinder my Barbarian Archer very much, apart from "change the rules" and "Wind Wall". And with Wind Wall, well, that's what Javelins and switching up my Controlled Rage while pulling a Greataxe are for.

And you better hope you get that Wind Wall off first.


Wiggz wrote:
You want to get a handle on archers? Track ammunition. That basic, common sensical approach in our campaign has turned archers from an ultra-specialized uber-maxxed artillery platform to the switch-hitters they probably should have been all along.

Agreed. In 2 recent games, my party's ranged PCs constantly switched weapons. It wasn't just to preserve ammunition, but to take advantage of various combat situations. All three had a very dynamic play style that was fun to watch. They weren't pure pew pew turrets :).

The Exchange

Lamontius wrote:

Alternate Thread Title:

How should I create an escalating arms race with my player?

In my experience, GMs rarely need help causing that... But since the OP asked for advice on the ways archers can be kept from dominating fights, making a few suggestions seemed more helpful than saying, "Oh, just let your players win just for showing up."


CombatTacos wrote:
Assuming I don't have an infinite amount of gold and the only thing on my side is time to plan, and knowing I'm going against an archer. Any spells/Tricks that can be done to limit the damage of the Archer until a melee can get in range?

1) Just close the distance faster.

Movement enhancements are relatively cheap and generally readily available. A potion of Expeditious retreat gives you +30ft to movement, so even a heavily armored melee fighter starting with a 20ft move can close 100ft in a single round.

As the GM, you can also put the archer in difficult terrain so he can't 5-foot step or get away easily, then give your melee guy Feather Step slippers so his movement isn't impaired.
Total cost for this solution is less than 3000gp. (You can cut that in half with a potion of Feather step, but that takes another action.)

2) Use cover. Most terrains provide some means of cover: trees, boulders, elevation changes, corners, walls, etc. Even out in the open, you can always get total cover from a tower shield.

3) Don't forget that concealment provides a miss chance. Most GMs and players forget the regular environmental sources of concealment like darkness, dim light, rain, etc. I've also seen a lot of GMs forget about Perception penalties for distance.

The Exchange

Oh, I forgot to mention the word "mantlet" when I was talking about cover. Go ahead, look it up.


Also, spells/potions that give miss chance work just as well for ranged attacks. Also, Invisibility is going to screw all archers unless they know the square, which is a lot harder using ranges attacks. Use invisibility and then close the distance. Or use mundane cover.

Liberty's Edge

Keep the Archer off balance so he cannot setup for a full attack action. If you can limit the archer to a standard action you will severely limit their damage output.

As a GM you need to use these tactics sparingly or run the risk of driving off players. If I am playing an archer and every encounter is designed specifically to be anti-archer, I will likely quit the game.


Pathfinder Rulebook Subscriber

Shoot the bow with a scorching ray.


RJGrady wrote:
Shoot the bow with a scorching ray.

Shatter!

Warpwood!


Bad guys use tower shields and advance slowly while keeping under cover.

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