Longbow, acid splash or ray of frost?


Advice


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I've got a new elven wizard, just reached 2nd level. Planned on using the longbow for auxiliary firepower once the spells run out. But some of the ideas on this board are making me pause and reconsider.

Would I be better off casting acid splash (acid flask focus), ray of frost (liquid ice focus) or sticking with the longbow (16 dex makes him an OK archer for this level)? Rays targeting touch AC might hit more often than the longbow, even if 1d3+1 is less damage than 1d8.

Are there any other ways to increase my cantrip damage, now that my traits are spent and my race and class are fixed?

I was also thinking that if I stick with the longbow, I could take point blank shot at 3rd... although there are loads of magic-y feats I want to take ASAP as well.

Advice?

Grand Lodge

Evocation wiz would add 1/2 his level to the damage. It would not be high incress but it does incress.

Also why can he not use both his bow and 0 level spell. Use the bow at range and if they get closer that they are in the range of the 0 use that. If he is is level 2 the spell would do 1d3+1 or about 3 damage vs the bow would be 1d8 or 5 damage. If he is is level 6 the spell would do 1d3+3 or about 5 damage vs the bow would be 1d8 or 5 damage.

Spell has shorter range and had to worry about resistance, attack vs touch, Bow has longer range, has to worry about DR, attack vs AC.

As you can see they are about even and it would not hurt to have both with you and as they get closer attack with the spell to off set the shoot into melee pentaly.


I would suggest the cantrips. it's what, 3 damage compared to 4.5 damage. And the bow and arrows cost money. They are heavy. And they go against the harder AC. Also then you don't really need feats for it. You shouldn't really be running out of spells often, and that's what the other party members are for.

Also, what school are you?

Shadow Lodge

longbow is your best bet, normally new wizez use crossbows. however dont take precise shot, unless you are gonna be a ray centered wizard

i find that taking rich parents and buying wand of magic missile is extremelly useful for low levels. You can use it almost always and save your best spells for specific moments

Elemental facous adds +1 damage to one element spells
Havoc of society adds +1 force damage

Multiclassing sorc, can net you uo to +2 damage with energy attacks

you could do up to 1d3+4 on four levels, pretty respectable for a cantrip, altought you may wanna ask if yourself if you are ok with that. you can do up to 1d6+4 if rare cantrips are allowed


I would stare away from feats to help 0 lvl spells unless you plan on specializing in a particular element later on, as after 3rd lvl you will unlikely be useing 0 lvl spells.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

School: conjuration for the cool 5-foot teleport ability at 1st level.

I can't see using my favored class bonus for a small damage bonus every other level when I can get an extra hit point every level instead.

Point blank shot would work both for the bow and the ray attack, so I'm strongly leaning towards it for the +1 hit & damage within 30 feet. Still a good (if small) boost for scorching ray later on. The +1 hit & damage bonus would apply to each and every ray, right?

I got the bow and sword for the flavor of being a "fighter-magic-user" elf, like in 1st edition, even though this character will only take wizard levels (and really sucks with the sword with his 10 strength).

We haven't had many rest opportunities, out last two sessions (6 hours each) were without rest in between, so those spells got used up mighty fast. Without a fallback, this wiz would've been a spectator. AS is, the bow and 16 DEX made him almost as good an archer as the dedicated archer characters.

I was really looking for any neat tricks I might have overlooked to get some small damage bonus, in addition to the alchemical focus.

Good advice to switch hit situationally, cantrips on the armored low-touch-AC foes, bow for the dodgy high-touch-AC foes.


Bow has a MUCH longer range, which can be very important outside a dungeon.

RPG Superstar Season 9 Top 32

you will find elements of this useful it keeps cantrips viable for awhile


Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Wizards generally can't hit very well at ranged combat. I would suggest just using the cantrips even though their range is much less. Most groups don't have a lot of long range combat.

Pick up a wand of Magic Missile for the long range combat. It always hits.


BretI wrote:


Pick up a wand of Magic Missile for the long range combat. It always hits.

This is an excellent idea.

Also, at level 1-2 if you're fighting humanoids, Daze is an excellent cantrip, targets Will saves instead of Armor Class. Taking someone out of the fight for even just 1 round can make a huge difference.


I had an Arcane Trickster that I thought was going to be able to use a crossbow when his spells ran out, but I found his BAB by level 7 to be abysmal. He adapted by casting Vanish, then casting Ray Spells: ranged touch attacks vs flatfooted AC. And even Acid Splash is respectable when you get Sneak Attack Damage.

I think your Wizard will run into a similar problem with his longbow: abysmal attack bonuses. I have a suggestion.

Take 1 level in Fighter along with your Wizard levels. When you get 5 Wizard levels, start taking levels in Eldritch Knight. When you get your BAB up to +6, start taking levels in Arcane Archer. This way, you will be able to develop primarily as a Wizard and keep your BAB respectably high. Plus Arcane Archers have some unique and useful magic class abilities, like Imbue Arrow, which you could use to shoot very long range Fireballs, for starters.

True Strike + Deadly Aim is great. As an Elf, don't forget Stabbing Shot.

Dark Archive

As Akerlof mentioned, Daze is a wonderful cantrip. For dealing damage with cantrips Solspiral's got it down with sneak attack. If you want a trick to boost damage more then make your own acid and go acid splash, then use sulfur and acid as a material component along with using another flask of acid as a focus component to bring your damage to 2d3+4 over 2 rounds(with crafting it's costing you 4 GP 3 Silver 4 Copper about each time you use this trick.) Your other option if your DM allowed it would be to take the false focus feat and use the above trick without the GP cost.


Helcack wrote:
If you want a trick to boost damage more then make your own acid and go acid splash, then use sulfur and acid as a material component along with using another flask of acid as a focus component to bring your damage to 2d3+4 over 2 rounds(with crafting it's costing you 4 GP 3 Silver 4 Copper about each time you use this trick.)

Hey, sorry for the noobish question, but do the rules dealing with using alchemical items as components/foci come from the Alchemy Manual? Just want to confirm, because I'm interested in reading more about them.

Dark Archive

Abdénago wrote:
Helcack wrote:
If you want a trick to boost damage more then make your own acid and go acid splash, then use sulfur and acid as a material component along with using another flask of acid as a focus component to bring your damage to 2d3+4 over 2 rounds(with crafting it's costing you 4 GP 3 Silver 4 Copper about each time you use this trick.)
Hey, sorry for the noobish question, but do the rules dealing with using alchemical items as components/foci come from the Alchemy Manual? Just want to confirm, because I'm interested in reading more about them.

The rules with power components come from Adventurer's Armory. I also used an alchemical reagent as an additional power components which is from the Alchemy Manual.


Great, thanks!


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Helcack wrote:
As Akerlof mentioned, Daze is a wonderful cantrip. For dealing damage with cantrips Solspiral's got it down with sneak attack. If you want a trick to boost damage more then make your own acid and go acid splash, then use sulfur and acid as a material component along with using another flask of acid as a focus component to bring your damage to 2d3+4 over 2 rounds(with crafting it's costing you 4 GP 3 Silver 4 Copper about each time you use this trick.) Your other option if your DM allowed it would be to take the false focus feat and use the above trick without the GP cost.

Hmmm. This is what I was looking for, but I can't seem to find sulphur or any other details on the pfsrd. Although I've got to say that sounds pretty extreme for cantrip-level magic.


Brimstone / Sulfur: Spells with the acid descriptor deal +1 damage.

Acid flask: Various uses, but when used as a material focus [F] for Acid Splash, it is not consumed and the spell does +1 damage. When it's used as a material *component* [M], then it is consumed -- but the spell lasts two rounds, doing damage on both.

If you use all three things (one flask material focus, second flask material component, and sulfur) then youmove Acid Splash from d3 damage to d3+2 damage/round for two ronds, which means you're increasing your average damage from 2 hp to 8 hp. At low levels, that's very respectable for a ranged touch attack -- and if you're an evoker, you can add another +1 round for being an evoker. D3+3 damage /round for two rounds will drop most of the enemies you're going to meet at first level.

The only drawback is that the acid flask is 10 gp/dose, and the sulfur is I think 3 gp/dose. So this is a bit pricey for a first level character. What you want to do is buy several flasks and doses of sulfur, and keep them handy for when you run out of spells -- throwing this every round will be too expensive, but occasionally being able to whip out 10 points of acid damage could be a life saver.

Doug M.


I would still use the Longbow to stay out of the Range for Acid Splash. If you can stay 60+ ft away from melee combatants, that's good for you. At low levels, your +4 to hit will be ok for Mooks. The other tricks are great for times when you're in that 30ish ft range and your target is engaged in melee (though an acid flask+sulfur costs more than an arrow), but for most times you're looking at AC18(melee+cover on Medium creature with no dex mod) on your touch attack vs AC23 on a bow.

Silver Crusade

Douglas Muir 406 wrote:

Brimstone / Sulfur: Spells with the acid descriptor deal +1 damage.

Acid flask: Various uses, but when used as a material focus [F] for Acid Splash, it is not consumed and the spell does +1 damage. When it's used as a material *component* [M], then it is consumed -- but the spell lasts two rounds, doing damage on both.

If you use all three things (one flask material focus, second flask material component, and sulfur) then youmove Acid Splash from d3 damage to d3+2 damage/round for two ronds, which means you're increasing your average damage from 2 hp to 8 hp. At low levels, that's very respectable for a ranged touch attack -- and if you're an evoker, you can add another +1 round for being an evoker. D3+3 damage /round for two rounds will drop most of the enemies you're going to meet at first level.

The only drawback is that the acid flask is 10 gp/dose, and the sulfur is I think 3 gp/dose. So this is a bit pricey for a first level character. What you want to do is buy several flasks and doses of sulfur, and keep them handy for when you run out of spells -- throwing this every round will be too expensive, but occasionally being able to whip out 10 points of acid damage could be a life saver.

Doug M.

He can't use all 3 at once because he has to be holding a focus or material component when you cast the spell, and I'm guessing his elven wizard only has 2 hands. Also, if you want to cast acid splash in consecutive rounds, you will need to take out another flask of acid, which will cost you an action.


Bigdaddyjug wrote:


He can't use all 3 at once because he has to be holding a focus or material component when you cast the spell, and I'm guessing his elven wizard only has 2 hands.

I'm not aware of a rule stating that you have to hold a focus component in one hand. It would seem to make sense, but a quick skim of the relevant sections doesn't show it as RAW -- simply possessing the focus and having it on your person seems to be enough. If I'm missing something, I welcome correction.

Quote:
Also, if you want to cast acid splash in consecutive rounds, you will need to take out another flask of acid, which will cost you an action.

? Whipping out a spell component does not normally consume an action.

Doug M.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

Thanks for all the suggestions.
This character isn't an evoker so that's out. Also, I suspect the DM will be leery of me trying to juggle three components in two hands.

What about this: Ray of frost (1d3) with a liquid ice focus (1d3+1), and when I need a little extra punch, black powder reagent for another point (1d3+2, 10 gold or 3.34 gold if I craft it myself). With the focus in one hand and the reagent in the other, this should work. Or do I need to keep a hand free for the gestures? If so, no reagents are possible, in addition to the focus.

Obviously, any time I'm over 30 feet away, it'll be the longbow, or perhaps wand of magic missles later on (gotta get some gold for that, and a place to purchase it, not sure how this DM is for the ye olde magick shoppe syndrome).

I keep coming back to Ray of frost instead of Acid burst because I'm still strongly considering point blank shot for +1 hit & damage with both rays and the longbow. Is that a waste of a feat?

This character's main focus is battlefield control and summoning, aiming to be a "god-ish" wizard at as low a level as possible, since we're liable to have at least 2-3 sessions per level at one session a month. That's a long time at low levels. So I don't want to spend a lot of resources on these damaging cantrips. Just want to remain a viable member of my party after my spells run out.

Shadow Lodge

PBS is quite a useless feat, its most useful incorporation is access to precise shot. Elemental focus is much better since it also raises your spells dcs. Give you damage, and since rays are touch attacks +1 to hit is probably not gonna do almost any difference. Really you will get spells so fast you will be just relying on cantrip for 4 sessions at most. Its not worth specializing in it. Also you dont really want to be as clase as 30ft, on most cases you wanna be fearther.


Douglas Muir 406 wrote:
...and if you're an evoker, you can add another +1 round for being an evoker.

I think given that acid splash is a conjuration spell, it doesn't benefit from the school specialization, unfortunately.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

ElementalXX... that was the reason for my debate. By the time a wizard hits 5th or 7th level, I suspect he will no longer be needing to fall back on the bow or on cantrips to supplement spells, since:
- he'll have lots more spells of ever higher level to cast
- he'll have several items (and lots more scrolls) to supplement spellcasting
- combat will be faster and deadlier and the mid-level battlefield control and summoning spells will be getting a lot more mileage.

Seems like being an evoker would apply to Ray of Frost, but not Acid splash. Still not an option in this case, since I chose conjuration for the bonuses for summoning and for the cool alternate teleport ability straight from 1st level.

Seems like I'd be better off using my feats for improved initiative, augmented summoning, metamagic and item creation.


A flask of acid or liquid ice can be used as a focus to add +1 to the damage. If you're not an evoker, acid splash is better than ray of frost, since there's no SR.

Grand Lodge

I would go cantrip.
First touch AC verses AC.
2nd if a bard is in the group the performance boosts damage. Bards really click on the damage to ray spells.

Shadow Lodge

yes actually any other feat is better for a controller, was just pointing that if you reaally want damage there are better options than pbs. I think you are confusing the elemental focus feat with the evoker option. The feat is useful for dc augment, some control spells actually do energy damage too in which the feat applies


So, have you taken a hard look at the alchemy items available to you? You can achieve some of the BC that you'll eventually provide with spells via alchemy. Tanglefoot bags and the old oil + spark combo (to avoid/compensate for oil's standard 50% ignite chance) can work, especially because you're going to be targeting touch AC. Smoke sticks can be your friend for when there are rogues about or you're getting targeted by archers. Though not alchemical, caltrops can help you control the field when you're out of grease spells (shard gel is the pricier option). They're not terribly effective, but a thunderstone's better than nothing against an enemy caster you can't shut down fast enough. Even acid and alchemist's fire are going to be pretty good damage options when you're reduced to optimizing acid splash and ray of frost for damage options.

I mean, you're going to be burning money on these things, but you'll get them cheaper if you craft them and many of the effects are going to be more useful than a ray of frost, even with the +1 or +2 from foci, no?


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

Yes, I've thought about that, although currently this character is blowing his wealth primarily on scrolls.

The problem with alchemy is the time factor. With a +9 in craft (alchemy) and taking ten, he can craft an acid flask in 2.45 days costing 3.34gp. Currently he has no alchemist lab, so no bonus there.

Most alchemical items are DC 20, so he'll need at least a portable lab for the +1 bonus to succeed taking ten. Then a smokestick would require 3.5 days and cost 6.67 gold.

Once our caravan gets rolling, it is possible I'll have more days to work with. Although then I wouldn't have 8-hour workdays either.

Scribing scrolls is so much less problematic, since I can squeeze in the 2-hour time slot into our camping time easily, being an elf and requiring less sleep.

Alchemy, like any form of mundane crafting, takes loads of time. So it's very dependent on the DM's campaign plans.


Wheldrake wrote:

Yes, I've thought about that, although currently this character is blowing his wealth primarily on scrolls.

The problem with alchemy is the time factor. With a +9 in craft (alchemy) and taking ten, he can craft an acid flask in 2.45 days costing 3.34gp. Currently he has no alchemist lab, so no bonus there.

Most alchemical items are DC 20, so he'll need at least a portable lab for the +1 bonus to succeed taking ten. Then a smokestick would require 3.5 days and cost 6.67 gold.

Once our caravan gets rolling, it is possible I'll have more days to work with. Although then I wouldn't have 8-hour workdays either.

Scribing scrolls is so much less problematic, since I can squeeze in the 2-hour time slot into our camping time easily, being an elf and requiring less sleep.

Alchemy, like any form of mundane crafting, takes loads of time. So it's very dependent on the DM's campaign plans.

Very true comment about the time. If you don't have it, you don't, and scrolls are valuable. But, just to keep in mind:

You might consider using Crafter's Fortune to boost your take ten check to 24, putting more items within easier reach and making it possible to put out an acid every two days (or an alchemist's fire in three). Once you do get that portable lab up and running, you'll be able to hit those DC25 checks pretty easily, enough for a tanglefoot bag in six days or six acids in a week with accelerated crafting.

Of course, that might be sub-optimal, depending on how your GM interprets the spell.

Yeah, it'll require some investment. But both GP and downtime are cheaper to come by than character options that might lose their usefulness.


If you're throwing anything into melee, you want Precise Shot.

All ranged attacks take -4 if your target is in melee. And unless you don't have any other party members, 80% of the time, you will have at least a -2 cover penalty (usually -4).

Taking -8 to hit is extremely painful. At 2nd level, your wizard needs a 20 to hit against AC 15; you need a 16 or higher if you can avoid cover or if you take Precise Shot (with no cover AND Precise Shot, you can hit on a 12). Throwing spells into melee is a little less painful because you target their touch AC. But without Precise Shot, don't count on hitting very often.

The wand of magic missile is a good option. Later on, long range area effect spells will be your best option.

(Side note: Most wizards use crossbows only because they aren't proficient with a longbow; elves don't have that problem.)


Gwen Smith wrote:

If you're throwing anything into melee, you want Precise Shot.

All ranged attacks take -4 if your target is in melee. And unless you don't have any other party members, 80% of the time, you will have at least a -2 cover penalty (usually -4).

Taking -8 to hit is extremely painful. At 2nd level, your wizard needs a 20 to hit against AC 15; you need a 16 or higher if you can avoid cover or if you take Precise Shot (with no cover AND Precise Shot, you can hit on a 12). Throwing spells into melee is a little less painful because you target their touch AC. But without Precise Shot, don't count on hitting very often.

Splash weapons are ranged touch attacks.. You can also target a grid intersection for AC 5 if you only want to hit with your splash damage. Although that's not very effective, you avoid throwing into melee (and hitting your ally with the splash damage) and can target corners that you have a direct line to more often. Precise Shot is probably not very useful unless you plan on using a lot of ranged touch attack spells later in your wizarding career.

Also, N.B.: Wizards use crossbows because bows deal reduced damage when you have a negative strength modifier; crossbows do not. It also helps that the primary disadvantages of a light crossbow--no iterative attacks and reduced mobility--don't really affect low-level wizards too much. They don't get iterative attacks and they are rarely going to miss the added mobility of the bow. And for starting wizards, with their piddly 70gp average, a longbow's simply too expensive for the first adventure (and probably not worth giving up three scrolls to purchase later, either).

So even if you have access to longbows, it's not a foregone conclusion that they're better than light crossbows.

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