Is snap shot worth it after errata?


Advice


So I'm helping someone make an archery ranger, and I wanted to know your guys' current opinion on snap shot. Is it still worth it to invest in snap shot and improved snap shot now that the range is 10 feet instead of 15 feet, or is my player better off grabbing manyshot and other useful feats?

Liberty's Edge

Well, you're likely looking at 2 feats to be able to make 1 extra attack a round. 3 feats if you're planning on taking more. And enemies need to provoke from you, which might not happen. Most large or larger creatures won't provoke walking up to you to attack in melee. On the other hand, Manyshot is pretty much a guaranteed extra attack every round.

So they're still decent feats, but considering there are so many good archery feats, I likely wouldn't bother unless you're playing into high level, because the other options available are usually better.


I agree with Deighton; on a fighter, you could reasonably pick these up a little earlier, but early on, there are so many excellent archery feats that unless you were going really specifically with a more control-based build (which, when I think Ranger, I think striker/damage-dealer) with tangleshot arrows, etc, there are going to be other things you'll want to pick up first.


What are some good archery feats for a DPS ranger that have come out lately? The ranger guides seem a bit outdated.

Liberty's Edge

Honestly, there's not much that you need outside of the core rulebook for an archery build. Point Blank Master and Clustered Shots are the 2 big feats that you'd want to pick up that aren't in the cor rulebook. Empty Quiver Style is a nice, but doesn't offers much over Point Blank Master.

There are some nice options that aren't in the core rulebook though, like combining the bloodhound spell with pheromone arrows for +2 to attack and damage against tagged opponents. You could also take the Keen Scent feat if you happen to be a half orc.


Huh. Somehow I missed this change. That is a big difference in terms of area covered. A 15' radius not only let you collect more AoOs, it also made it easier to grant flanking bonuses to your melee party members.


haven't seen this eratta. gues its time to hunt for it


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All of the Ranger guides are super outdated, its something that I have thought about working on for a while. I think the reason they haven't been updated is that the Ranger is such a campaign variable class unless you play an archetype that ditches Favored Enemies/Favored Terrain. And doing both is damn tricky.

I think people just prefer slayers. I've been thinking of making a ranger guide for a while, just to update the section.


Zwordsman wrote:
haven't seen this eratta. gues its time to hunt for it

It is in the errata for the third printing of Ultimate Combat. And of course the new wording is in the current UC pdf. I guess I missed it because their were so many updates around that time: UC, the ARG, and the ACG.


Gisher wrote:
Huh. Somehow I missed this change. That is a big difference in terms of area covered. A 15' radius not only let you collect more AoOs, it also made it easier to grant flanking bonuses to your melee party members.

Flanking specifically calls out melee weapons, so you could not flank while using a bow even if you threaten.

CRB Combat Section wrote:
When making a melee attack, you get a +2 flanking bonus if your opponent is threatened by another enemy character or creature on its opposite border or opposite corner.

Relevant FAQ on the gang up feat and flanking with a ranged weapon


pipedreamsam wrote:
Gisher wrote:
Huh. Somehow I missed this change. That is a big difference in terms of area covered. A 15' radius not only let you collect more AoOs, it also made it easier to grant flanking bonuses to your melee party members.

Flanking specifically calls out melee weapons, so you could not flank while using a bow even if you threaten.

CRB Combat Section wrote:
When making a melee attack, you get a +2 flanking bonus if your opponent is threatened by another enemy character or creature on its opposite border or opposite corner.
Relevant FAQ on the gang up feat and flanking with a ranged weapon

You can still grant flanking without benefiting from it


Zuloph wrote:
pipedreamsam wrote:
Gisher wrote:
Huh. Somehow I missed this change. That is a big difference in terms of area covered. A 15' radius not only let you collect more AoOs, it also made it easier to grant flanking bonuses to your melee party members.

Flanking specifically calls out melee weapons, so you could not flank while using a bow even if you threaten.

CRB Combat Section wrote:
When making a melee attack, you get a +2 flanking bonus if your opponent is threatened by another enemy character or creature on its opposite border or opposite corner.
Relevant FAQ on the gang up feat and flanking with a ranged weapon
You can still grant flanking without benefiting from it

Exactly.


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Nope!

Shadow Lodge

Gisher wrote:
Zuloph wrote:
pipedreamsam wrote:

Flanking specifically calls out melee weapons, so you could not flank while using a bow even if you threaten.

CRB Combat Section wrote:
When making a melee attack, you get a +2 flanking bonus if your opponent is threatened by another enemy character or creature on its opposite border or opposite corner.
Relevant FAQ on the gang up feat and flanking with a ranged weapon
You can still grant flanking without benefiting from it
Exactly.

Correct. You only get the bonus when you make a melee attack, but your ally gets the bonus as long as you threaten. Relevant rule:

Flanking wrote:
When making a melee attack, you get a +2 flanking bonus if your opponent is threatened by another enemy character or creature on its opposite border or opposite corner.


Well even with 10 feet of threatened range you can have your party take advantage with the Gang Up feat, then they flank as long as two allies threaten the enemy.

I dont know if anyone else considers Combat Patrol a DPS feat for an archer, and feat heavy for a non fighter, but the extra increase in threatened space still works with Snap Shot to a maximum of +20 feet for 30 total (instead of the previous 35.) establish a Combat Patrol and riddle anything that moves within 30 feet of you with Arrows.


Tommy Vaceck wrote:

Well even with 10 feet of threatened range you can have your party take advantage with the Gang Up feat, then they flank as long as two allies threaten the enemy.

I dont know if anyone else considers Combat Patrol a DPS feat for an archer, and feat heavy for a non fighter, but the extra increase in threatened space still works with Snap Shot to a maximum of +20 feet for 30 total (instead of the previous 35.) establish a Combat Patrol and riddle anything that moves within 30 feet of you with Arrows.

Combat Patrol does sound like it would be nice for Archers. The greatly expanded threat zone combined with a high Dex is likely to produce lots of AoOs, and you would probably to be able to provide flanking bonuses for other members of your party quite often.

But we are now looking at six "extra" feats: Snap Shot, Improved Snap Shot, Combat Reflexes, Mobility, and Dodge. So, as you say, probably only fighter could pull it off and still keep up with the basic archery feats.

But I'm glad you mentioned it because it might suit some melee builds that I've been pondering.


Warpriests get enough feats to do this too, get a higher damage dice and have lotso nice spells to buff themselves.


The thing about combat patrol is that you'd be giving up an archery full attack to do it...


If you are willing or able to spend 72k Gold, there is a way to save all those feats you are discussing (except Combat Reflexes) for an even greater benefit:

http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abil ities/interfering

You can literally A.o.O. every mouse that moves in a 30 foot radius. This is godlike! If you have some buddies who do combat maneuvers, it gets even better.

Not for rangers, but some nice addons:

Pin Down makes sure no one escapes your circle of hailing arrows alive. But you need to be a fighter or similar.

One possibility would be Warpriest, giving you access to Pin Down aaand sacred weapon, which helps compensating the bad +1 bonus to Atk. and Damage.

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