What to Do about Archery?


Advice

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Shadow Lodge

As with many powerful DPR characters in Runelords...

Runelords Book 3 Semi-Spoiler:

Wait until he/she meets up with Dorella Kreeg or Black Magga. :)


Pathfinder Adventure Path Subscriber

To the OP.
I am playing Wrath AP with an archer Paladin.
I started playing a glaive-wielder (Shelyn) goblin paladin (interesting backstory). However aside from 1 evangelist cleric, the rest of the party were melee-dps. One of the melees switched for an arcanist.

In any case right before we hit level 6 the GM allowed all of us to rebuild. I wasn't too keen on the idea but I gave in to the party needling (small size, melee, str penalty vs. Aasimar with 20 strength so basically stat-wise he didn't keep up) and tried a bow. The penalty to str and cha still hurt a bit, but the bonus to dex more than made for it.

At level 7 (right about where your campaign is) with the rebuild and feats his DPS went through the roof....when the target was smite-worthy.

He's also using an adaptive bow +2.

However I spoke with the GM and decided not to take Manyshot or Clustered Shots. Rapid Shot and Deadly Aim is plenty. Granted the rest of the party has the broken Mythic Power Attack or Mythic Spellcasting...but those are other topic. And it's not like he does more per strike...it's because he can get more full attacks per round that his damage is higher.

It may be a different story once we break into the teens...but for now he's fine.

In any case my advice is to talk with the player. Ask him to not take the next few feats on DPS and try something else.

Otherwise there are plenty of ways to block ranged attackers. Even the basic smokestick can ruin an archer's day. Mundane cover, concealment, weather, darkness, fog, smoke, mis-direction (throw in more minions, all dressed like the boss) waves, etc...
On the magic side Grease the bow, Glitterdust, even Tiny Hut (full concealment) are low level spells that change things...higher up any of the various wall spells work.

And make sure he is doing his bonuses right.

Good luck!


Kildaere wrote:
Hence the Sunder Truce. We don't have it written down but it is understood that the DM won't sunder your equipment if you agree not to use it either. Exception: If there is a monster or bad guy who specifically have that as an ability or tactic. That adds the possible threat of having equipment broken but it makes it rare enough that is does not foster ill will (or sunder arms race) between the DM and the PC's. So far there has been threat of equipment lost to a babau and a black pudding (If I remember correctly the Black Pudding broke some items that needed magic to repair). So broken equipment does occur in my game, but I tend to mostly take Undone's position.

Broken equipment is not destroyed. A mere cantrip or single spell cast can restore them.

Some monsters exist to damage equipment which isn't much different than stat drain. That's fine if the ooze, rust monster, babau, or similar rips a weapon to broken or even destroys it requiring a make whole.

NPCs, regular monsters and so on should never sunder. It's just bad forum. If the poster above this believe's nothing is sacred why not just put them up against a pit fiend at level 2. Nothing's sacred after all right? Using every tool at your disposal from the GM side of the screen will result in a wipe 100% of the time. Sundering is unfun. Rust monsters are scary because the party KNOWS what it will do. Babau's are scary because the group KNOWS what they do. The barbarian should do HP damage as it's more logical AND it's more threatening. Sundering is like a criminal breaking your toys before being sentenced to death, it's illogical, petty, and pointless.

Quote:
Back on topic: Archers are glass cannons. Bear in mind "glass" and "cannon" and you can design some very challenging encounters for them.

Paladin archers on a 20 point buy can have 12 STR, 16 Dex, 14 Con, 7 int, 12 wis, 16 Cha after human racials. 14 con on a D10 while having mith full plate gives you great AC, HP, and saves while producing a lot of damage. This is anything but squishy.

Sovereign Court

Claxon wrote:
deusvult wrote:
Actually that same page I was quoting about ranged weapons dealing half damage goes on to specificially address Animated Objects. They are treated as creatures only with regards to Armor Class (ie, they're not automatically hit). It most certainly does not say they are treated as creatures in ALL ways.

You mean this quote from here:

Quote:
Animated Objects: Animated objects count as creatures for purposes of determining their Armor Class (do not treat them as inanimate objects).

Where it tells you they aren't objects, they're creatures?

That section is about damaging objects. It doesn't tell you to count animated objects as objects for all purposes except AC, it's simply telling you for the purposes smashing an object its a creature.

More broadly, it's always a creature.

We're not disagreeing about whether or not Animated Objects are creatures. We're disagreeing about whether or not being (or being treated as) a creature is a binary condition where one cannot concurrently be an object.

Obviously Animated Objects are creatures, since they're in the Bestiary. Once again, we agree they're creatures. Page 174 however goes on to specifically mention Animated Objects and explicitly mention how they are treated differently from inanimate objects. (TL;DR: You quoted it. The ONLY difference is in calculating AC)
By omission of further explicit differences, it is being implicitly said that there are no additional differences.

Ergo, this means that Animated Objects, despite being creatures, take damage as objects. Not including AC as that is explicitly called out, BUT implicitly including the reduction vs ranged attacks because it was not.

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