Halek
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When i play archers they are normally wonky arcane types filled with garbage. One things has worked well. If you habe a caster or you are one. Load the bow with flaming and things like that. Before battles cast the improved versions of magic weapon on your bow. Your arrows should be loaded with different enchantments. Or just use some awesome adamantine durable ones from the elves of golarion book.
CBDunkerson
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Always go with +1 arrows with various special abilities.
For the bow you then either want a +5 with the ability to temporarily add special abilities to it (e.g. via Magus arcane pool or Paladin divine bond) or a +1 with some core special abilities and a way to temporarily increase the enhancement bonus (e.g. Greater Magic Weapon spell).
| Claxon |
I usually only add adaptable (flat cost enhancement) to bows, most other things aren't worth it. Having flat enhancement bonuses are usually better than any other options because the bonus to attack really matter.
There are a few other things that are semi-useful, but I usually wait until i have a +5 bow first.
| Tarik Blackhands |
I personally go for +1 Seeking and Cyclonic. Stops basically every form of archer defense in the book short of deflect arrows presuming you can pick out the right square. Clustered shots basically makes DR a minor annoyance and if you really are worrying about enhancement bonus, just hit up the cleric/divine caster of choice for a Greater Magic Weapon or pack a scroll.
| Claxon |
Seeking can be nice, though I usually don't pick it up if I have Improved Precise Shot, yes it has some merit even if you do have IPS, but usually not enough to me to justify the extra weapon expense.
Cyclonic is really good, but the price tag is again sort of a deal breaker. But is something I definitely would try to apply at the late game after I have a +5 weapon.
| Tarik Blackhands |
Seeking can be nice, though I usually don't pick it up if I have Improved Precise Shot, yes it has some merit even if you do have IPS, but usually not enough to me to justify the extra weapon expense.
Cyclonic is really good, but the price tag is again sort of a deal breaker. But is something I definitely would try to apply at the late game after I have a +5 weapon.
Seeking has more merits if you're a non-full BAB class that can't cheat past prereqs like inquisitors, bards, etc. Also comes online sooner than IPS at least if you beeline straight for it. Still, there's merit both ways and probably depends on your party loadout too. The + to hit from extra enhance is less meaningful if you have a bard on full buffbot mode for instance.
Fruian Thistlefoot
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What about conserving for when those special arrows miss? Worthwhile?
Durable Arrows.
But the Cost of Arrows tend to be not worth the +1 enhancement.
| Cavall |
I'd say it's more based on the campaign too. Flaming is worth it in a Reign of Winter game for your bow, as is holy for a Rule of Fear setting. Running out of something when you know you're going to use it doesn't make much sense.
It also doesn't help to run out and hope that your caster has the time to make a few arrows, given the item creation rules.
So for me, if you know you'll need it add it. Arrows are for the exceptions.
Euan
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I have played many an archer and usually stick to what others have suggested - go for the bonus, maybe a side of seeking or cyclonic and always adaptive.
Keep in mind though, that even if you strap two efficient quivers to your back, at mid-level and higher you're shooting so many arrows per round that you need lots of each type to make it worthwhile. So put what you want on the bow, and add a few specialties, but not too many, to the arrows.
My two coppers.
| Dragonchess Player |
Is it better for an archer (let's say a 10th level fighter archer) to have a bow with a high enhancement bonus and multiple arrow types (e.g., +1 holy arrows, +1 thundering arrows, etc.) or is it better to have the additional damage on the bow itself?
From a cost-efficiency standpoint, go for the high enhancement bonus on the bow and an assortment of +1 (special ability) arrows in an efficient quiver.
The exceptions are generally adaptive, distance (unless in a dungeon-focued campaign), holy (in a typical campaign with many evil foes), and speed. Cyclonic is dependent on how often you encounter foes with wind wall, etc. to shut down archery; it's pretty expensive unless most of the enemies you face use that tactic.
If you really want to be cost-efficient, then magus (eldritch archer) 8/arcane archer 3/magus +X will let you treat your non-magical arrows as magical and add +1d6 elemental damage (cold, electricity, or fire) for the entire day while using your Arcane Pool to boost your bow's enhancement bonus and/or add special abilities.
| BigDTBone |
Tarondor wrote:Is it better for an archer (let's say a 10th level fighter archer) to have a bow with a high enhancement bonus and multiple arrow types (e.g., +1 holy arrows, +1 thundering arrows, etc.) or is it better to have the additional damage on the bow itself?From a cost-efficiency standpoint, go for the high enhancement bonus on the bow and an assortment of +1 (special ability) arrows in an efficient quiver.
The exceptions are generally adaptive, distance (unless in a dungeon-focued campaign), holy (in a typical campaign with many evil foes), and speed. Cyclonic is dependent on how often you encounter foes with wind wall, etc. to shut down archery; it's pretty expensive unless most of the enemies you face use that tactic.
If you really want to be cost-efficient, then magus (eldritch archer) 8/arcane archer 3/magus +X will let you treat your non-magical arrows as magical and add +1d6 elemental damage (cold, electricity, or fire) for the entire day while using your Arcane Pool to boost your bow's enhancement bonus and/or add special abilities.
Please don't add speed to weapons, it is a 30,000 gp upgrade. You can get two pair of boots of speed for that. You could almost buy 3 wands of haste and give them to your caster buddy.
| Fourshadow |
Beaming (from Blood of Shadows) is one of my favorites:
DESCRIPTION
Restriction Only ranged weapons can have the beaming ability.
Once per day, as a swift action, a beaming weapon creates a number of glowing orbs equal to the weapon’s enhancement bonus. The orbs float around the wielder’s head like a halo and fire rays of light at the wielder’s foes. Once per round when the wielder makes an attack or full-attack with the beaming weapon, the wielder can expend one orb as a free action to fire a beam of searing light at any target within range. The orbs remain until expended or until the wielder sleeps.
CONSTRUCTION REQUIREMENTS
Cost +1 bonus; Feats Craft Magic Arms and Armor; Spells searing light
It can be used as a free with as many beams per day as the weapon has enhancement bonus. Really cool.
I combine this with Conductive and Adaptive.
| Azothath |
on the 'to hit'(damage) adding bonuses;
bane(+1) monstrous humanoids adds +2(+2d6) {versus monstrous humanoids}.
holy(+2) adds +0(+2d6) and Good aligned for any evil targets.
corrosive(+1) (+1d6)[acid].
huntsman(+1) track creature for (+1d6).
corrosive burst(+2) (+1d6)[acid] and with crit (+{1,2,3}d10)[acid].