Best / Strongest Archery Build


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Honestly, the fighter is up there but I think the Inquisitor ultimately wins.

The fighter gets weapon spec and greater weapon spec, weapon training + gloves of dueling. Focused weapon isn't great, as you're starting with a d8 weapon. It takes until level 10 for their to be any damage gained, and until 14th level it's only a d10 vs a d8. Not great bang for the buck. Warrior spirit is really good though.

However, the Inquisitor can combine Heroism, Divine Power (for the extra attack), Greater Bane, Judgments, and probably some other buffs in there as well.

Warpriest (Molthuni Arsenal Chaplain) because of swift action self buffing, accessing to normally fighter only goodies including Weapon Training, Advanced Weapon Training, and gloves of Dueling.

I suspect Warpriest or Inquisitor walks away dealing the most damage as an archer. Fighter is a solid 3rd up there, but is the least well rounded due to no skill point or spells. I guess Sohei is up there with the fighter as well, since it gets Weapon Training and can pickup most of the same stuff that serves to make the fighter good. It does however lack weapon spec, greater weapon spec, but does get the most attacks out of anyone thanks to flurry and manyshot and rapid shot.

Actually, with the advanced weapon training stuff that might push Sohei past the Warpriest or Inquisitor.

Liberty's Edge

Ryan Freire wrote:

Fighter is probably going to win out overall as far as raw pew pew is concerned.

Warrior spirit
Tons of feats for a feat starved fighting style
Focused weapon
Gloves of dueling.

Sohei gets all of those except the 'tons of feats'.

Silver Crusade

If the big push is for Inquisitor, maybe Sanctified slayer Inquisitor? Trades out judgements for studied target which is the same action at level 7, and picks up some sneak attack as well. (pairs well with inquisitors great invis when going nova)


chaplain War priest lv10 human dual talent:

base stats
16+2/18+2+1+1/7/7/14/7
total stats with items
20/24/7/7/14/7

+4 adaptive Composite longbow
gloves of dueling
belt of +2 str and dex

wf, pbs, precise, rapid, ws, deadly aim, manyshot, cluster shot, gwf
deadly aim is on, PBS is not factored in.

R1 fervor divine power
+23/+23/+23/+18 bow(1d8+22)
R2 sacred weapon for holy
+23/+23/+23/+18 bow(1d8+2d6+22)
R3 fervor cast good hope granted by deity
+25/+25/+25/+20 bow(1d8+2d6+24)
R4 quicken blessing for +1 insight
+26/+26/+26/+21 bow(1d8+2d6+24)


I'd suggest we stick to PFS legal stuff for the DPR shenanigans.

While it's nice to calculate DPR for multiple levels that's very time consuming...


CBDunkerson wrote:
Ryan Freire wrote:

Fighter is probably going to win out overall as far as raw pew pew is concerned.

Warrior spirit
Tons of feats for a feat starved fighting style
Focused weapon
Gloves of dueling.

Sohei gets all of those except the 'tons of feats'.

Sohei doesn't get to enchant its weapon to an appropriate bane or other enchantment

Nor does it have access to gloves of +2 to hit and damage as a magic item

Liberty's Edge

Ryan Freire wrote:
CBDunkerson wrote:
Ryan Freire wrote:

Fighter is probably going to win out overall as far as raw pew pew is concerned.

Warrior spirit
Tons of feats for a feat starved fighting style
Focused weapon
Gloves of dueling.

Sohei gets all of those except the 'tons of feats'.

Sohei doesn't get to enchant its weapon to an appropriate bane or other enchantment

Nor does it have access to gloves of +2 to hit and damage as a magic item

Ummm... yes, yes it does. Those both require Weapon Training... which Sohei monks get.


Chess Pwn wrote:
** spoiler omitted **

Offensively pretty awesome.

But 30 hp (or so) on average at 10th lvl?

Eek.

edit: Actually, more like 39 average hit points, but still.


CBDunkerson wrote:
Ryan Freire wrote:
CBDunkerson wrote:
Ryan Freire wrote:

Fighter is probably going to win out overall as far as raw pew pew is concerned.

Warrior spirit
Tons of feats for a feat starved fighting style
Focused weapon
Gloves of dueling.

Sohei gets all of those except the 'tons of feats'.

Sohei doesn't get to enchant its weapon to an appropriate bane or other enchantment

Nor does it have access to gloves of +2 to hit and damage as a magic item

Ummm... yes, yes it does. Those both require Weapon Training... which Sohei monks get.

Huh, i missed that, but they cant take an AWT option until level 12, and they cant take the feat at all, meaning they can get 1 at the level i've been routinely assured the campaign is basically over at, and 1 at level 18. So they "can" but its not particularly timely or useful. A fighter has both before the sohei gets its first.


Alex Mack wrote:

I'd suggest we stick to PFS legal stuff for the DPR shenanigans.

While it's nice to calculate DPR for multiple levels that's very time consuming...

Not really making the first set of calcs is time consuming but adjusting them by 2 levels probably wouldn't take that long.


Chromantic Durgon <3 wrote:
Alex Mack wrote:

I'd suggest we stick to PFS legal stuff for the DPR shenanigans.

While it's nice to calculate DPR for multiple levels that's very time consuming...

Not really making the first set of calcs is time consuming but adjusting them by 2 levels probably wouldn't take that long.

PFS has a ruleset that holds down the weakest classes in the game and does little to rein in the most powerful. Its a pretty s*$# metric


Well the inquisitor would get 2D6+4 damage and +2 to hit per arrow, before wealth by level adjustments at level 12 fairly sure people who knew the other classes could say the same of their level adjustments.
I knew that off the top of my head.

The metric isn't great but it's not that complex either.


inquisitor dual talent human:

base stats
16+2/18+2+1+1/7/7/14/7
total stats with items
20/24/7/7/14/7

+5 adaptive Composite longbow
belt of +2 str and dex

pbs, precise, rapid, deadly aim, manyshot

deadly aim is on, heroism is on, PBS is not factored in.

no buff round
R1 swift bane
+19/+19/+14 bow(1d8+2d6+16)
R2 swift judgement
+22/+22/+17 bow(1d8+2d6+20)

R1 Divine power and swift action judgement
R2 swift bane
+25/+25/+25/+20 bow(1d8+2d6+23)


*All builds aren't factoring in fate's favored which is +1 to attack and damage for these divine casters


I think it's better to cast bane second round and judgement first since Bane has rounds per level judgement just lasts the combat
Also the bonus to hit is pretty sexy.

EDIT: Probably the other way round with greater bane though.


zen archer monk Oread:

base stats
18+2/7/8/7/18+2+1+1/7
total stats with items
22/7/8/7/24/7

+5 adaptive Composite longbow
belt of +2 str
headband of wis +2

pbs, precise, deadly aim, WF, WS, cluster shot, other stuff that doesn't matter

deadly aim is on, PBS is not factored in, swift action for extra shot.

+18/+18/+18/+14/+14 bow(1d8+19) no manyshot on first attack

sohei monk dual talent human:

base stats
18+2/18+2+1+1/7/7/8/7
total stats with items
20/24/8/7/7/7

+4 adaptive Composite longbow
gloves of dueling
belt of +2 dex
ioun stone for +1 insight to attack rolls

pbs, precise, deadly aim, rapid shot, many shot

deadly aim is on, PBS is not factored in, swift action for extra shot.

+18/+18/+18/+18/+14/+14 bow(1d8+18) has manyshot on first attack


Chromantic Durgon <3 wrote:

I think it's better to cast bane second round and judgement first since Bane has rounds per level judgement just lasts the combat

Also the bonus to hit is pretty sexy.

EDIT: Probably the other way round with greater bane though.

for the no buff route I was guessing that bane was more DPR than judgement.

for the buff round version you'll see that I did judgement first for that very reason.


Accepting the +1 hit is worth +2 damage I think judgement just edges it out
Average of 7 from Bane and +2 hit, +4 damage from judgement

Probably not worth quibbling over though.


using the conversion bane is giving 13(2*2+2+7) damage and judgement is giving 10 (3*2+4)

+2/+2+2d6
vs
+3/+4


I totally forgot about the +2 enhancement Bane grants


medium halfling champion spirit:

base stats
16-2/18+2+1+1/8/7/7/13+2
total stats with items
16/24/8/7/7/15

+5 adaptive Composite longbow
belt of +2 dex and str

pbs, precise, Spirit Focus, rapid shot, many shot

FCB to increase seance bonus, PBS is not factored in, heroism is up.

+24/+24/+24/+19 bow (1d8+17)

pbs, precise, deadly aim, rapid shot, many shot

+21/+21/+21/+16 bow (1d8+20)


Tempered Champion Paladin human dual talent:

base stats
14/18+2+1+1/7/7/7/16+2
total stats with items
14/24/7/7/7/20

+4 adaptive Composite longbow
Bracers of the Avenging Knight
belt of +2 dex
headband of +2 cha

pbs, precise, Deadly aim, rapid shot, many shot, WF, GWF

Smite is up, PBS is not factored in.

+23/+23/+18 bow (1d8+26)


savage technologist barbarian OR primal hunter barbarian human dual talent:

base stats
18+2/18+2+1+1/8/7/7/7
total stats with items
22/24/8/7/7/7

+5 adaptive Composite longbow
belt of +2 dex & str

pbs, precise, Deadly aim, rapid shot, many shot

reckless abandon

raging, PBS is not factored in.

+22/+22/+17 bow (1d8+19)


ranger human dual talent:

base stats
16+2/18+2+1+1/7/7/14/7
total stats with items
20/24/7/7/14/7

+5 adaptive Composite longbow
belt of +2 dex & str

pbs, precise, Deadly aim, rapid shot, many shot, WF

FE +6

instant enemy if not FE, PBS is not factored in.

+24/+24/+19 bow (1d8+22)


I knew that my inquisitor was a good choice :D


Luring Cavalier order of the land cavalier Dwarf:

base stats
18/18+1+1/8+2/7/7+2/7
total stats with items
20/22/10/7/9/7

+4 adaptive Composite longbow
belt of +2 dex & str
Vambraces of the Tactician
ioun stone for +1 insight to attacks

pbs, precise, Deadly aim, rapid shot, many shot, WF

Dwarf FCB

challenge is up, PBS is not factored in.

+20/+20/+15 bow (1d8+32)


NewXToa wrote:

Just to clarify, Zen Archer Monks don't actually stop being good at Archery. Yes, other classes get Manyshot at 6th, but Zen Archers get additional attacks at full BAB at 8th and 15th level from Flurry of Bows (although Manyshot doesn't require an additional attack roll, FoB does give you another chance at a critical hit). Zen Archers can also burn Ki for another attack at full BAB.

It depends on what levels you want to be good at, and what you want to be good at. They're still worth considering beyond just "being good at 3rd level." :D

Sohei monk gets flurry, Manyshot and Rapid Shot.

He also gets Weapon Training.


Looks like the Monk, inquisitor and war priest bring the most


battle host Occultist Dual talent human:

base stats
16+2/18+2+1+1/7/14/7/7
total stats with items
20/26/7/14/7/7

+5 adaptive Composite longbow
belt of +2 str
ioun stone +1 insight

pbs, precise, Deadly aim, rapid shot, many shot

transmutation into dex with 6 mental focus and a Possessed Possession of champion

activating spirit bonus as a swift each round, PBS is not factored in.

+20/+20/+15 bow (1d8+19)
Can add bane + something as a standard
R1 bane
R2
+22/+22/+17 bow (1d8+2d6+21)

Haunt Collector Occultist Dual talent human:

base stats
18+2/18+2+1+1/7/8/7/7
total stats with items
22/26/7/8/7/7

+5 adaptive Composite longbow
belt of +2 str
ioun stone +1 insight

pbs, precise, Deadly aim, rapid shot, many shot, WF

transmutation with 6 mental focus

activating Heroic Splendor as a swift, PBS is not factored in.

+20/+20/+15 bow (1d8+17)
Can add bane + something as a standard
R1 bane
R2
+22/+22/+17 bow (1d8+2d6+19)


what about something like Inquisitor 12/Rogue 2? Everything with a save roll will have no effect on a pass...

anyway, monk, inquisitor, OPaladin and warpriest will have the best save rolls by far... if you look at fighter/ranger their saves are far inferior


There, that should be every good contestant. now someone can use that to figure out the DPR for the classes.

granted these all aren't meant for actual characters but just the most DPR the class can do for a comparison.

Liberty's Edge

I was wondering when someone would mention Molthuni Arsenal Chaplain. I've just started Carrion Crown with one and I'm giddy to see how things go. The sheer burst potential of Inquisitors never ceases to amaze me, either, given their vast array of utility too.

Grand Lodge

It is the second build.


would a weapons expert rogue make a good archer?


I don't know. It's 3PP, I don't look at it.


Chess Pwn wrote:


ranger human dual talent:

why not have bane bow on the highest stacked favored enemy that will do 3 +2D6 (=10) damage instead of the strength belt and add another 3 to hit to boot, since you can guarantee the opponent with instant enemy et al


Alex Mack wrote:
Zen Archer's damage output is not spectacular however as it lacks any form of to hit and damage bonuses.

Point: Zen Archers get Perfect Strike and are the only ones that can use it with a bow. They also can use ki to replace their bow damage with their unarmed strike damage for a round. With a Monk's Robe at level 7 they can be doing base 2d6 damage per arrow and rolling twice and using the better roll for one of their attacks.


Chess Pwn wrote:


base stats
16+2/18+2+1+1/7/7/14/7
total stats with items
20/24/7/7/14/7
+4 adaptive Composite longbow
gloves of dueling
belt of +2 str and dex

wf, pbs, precise, rapid, ws, deadly aim, manyshot, cluster shot, gwf
deadly aim is on, PBS is not factored in.

R1 fervor divine power
+23/+23/+23/+18 bow(1d8+22)
R2 sacred weapon for holy
+23/+23/+23/+18 bow(1d8+2d6+22)
R3 fervor cast good hope granted by deity
+25/+25/+25/+20 bow(1d8+2d6+24)
R4 quicken blessing for +1 insight
+26/+26/+26/+21 bow(1d8+2d6+24)

Wait. Wait wait wait. How are you casting Good Hope? Warpriests don't get domain spells, right?

What is this madness?

This would help me in building a warpriest I plan on playing already - halfling warpriest, 15 point buy, has SUPER comparable damage stats while using a sling. Good Hope would be amazing to have on that build.


Blind Monkey wrote:
Alex Mack wrote:
Zen Archer's damage output is not spectacular however as it lacks any form of to hit and damage bonuses.
Point: Zen Archers get Perfect Strike and are the only ones that can use it with a bow. They also can use ki to replace their bow damage with their unarmed strike damage for a round. With a Monk's Robe at level 7 they can be doing base 2d6 damage per arrow and rolling twice and using the better roll for one of their attacks.

2d6 vs 1d8 is 7 avg damage vs 4.5 avg damage. It's virtually irrelevant compared to all the other damage bonuses that other classes get.

And getting perfect strike really isn't great either, you could have 20 attacks per day with perfect strike.

You're average archer will be making at least 20 attacks per combat once they have an iterative attack and rapid shot. Getting an always on actual attack bonus is far better on average.


Champion of the Faith Warpriest gets to Smite...


Blind Monkey wrote:
Alex Mack wrote:
Zen Archer's damage output is not spectacular however as it lacks any form of to hit and damage bonuses.
Point: Zen Archers get Perfect Strike and are the only ones that can use it with a bow. They also can use ki to replace their bow damage with their unarmed strike damage for a round. With a Monk's Robe at level 7 they can be doing base 2d6 damage per arrow and rolling twice and using the better roll for one of their attacks.

As Claxon pointed out the damage increase isn't that much, it's far better DPR wise to use that swift action for an extra attack.

2.5 damage x 4 = 10 damage
1 arrow is 23 damage

it is true that perfect strike can increase their DPR by giving their later arrows more chance of hitting. But my guy says it's not a very large DPR increase, but if you can show otherwise I'll gladly increase my opinion of it.


@Chess, how did ya get Good Hope on that Warpriest? It's not a cleric spell?


Claxon wrote:
Blind Monkey wrote:
Alex Mack wrote:
Zen Archer's damage output is not spectacular however as it lacks any form of to hit and damage bonuses.
Point: Zen Archers get Perfect Strike and are the only ones that can use it with a bow. They also can use ki to replace their bow damage with their unarmed strike damage for a round. With a Monk's Robe at level 7 they can be doing base 2d6 damage per arrow and rolling twice and using the better roll for one of their attacks.

2d6 vs 1d8 is 7 avg damage vs 4.5 avg damage. It's virtually irrelevant compared to all the other damage bonuses that other classes get.

And getting perfect strike really isn't great either, you could have 20 attacks per day with perfect strike.

You're average archer will be making at least 20 attacks per combat once they have an iterative attack and rapid shot. Getting an always on actual attack bonus is far better on average.

More to the point, getting additional attacks at full BAB is a more relevant in-class damage boost.

EDIT: Ninja'd.


Inlaa wrote:


Wait. Wait wait wait. How are you casting Good Hope? Warpriests don't get domain spells, right?

What is this madness?

This would help me in building a warpriest I plan on playing already - halfling warpriest, 15 point buy, has SUPER comparable damage stats while using a sling. Good Hope would be amazing to have on that build.

it's the Unique Spell Rules for deities. here is a god that grants good hope to their clerics. And in divine anthologies it was confirmed that WP count as cleric for anything they have spell levels for. Though it actually doesn't work for my example since I only get 1 lv4 spell per day and that's divine power. I mis-remembered the spell level good hope came in at.


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Not sure if it's "the best," but I'm having heaps of fun with my Arrowsong Minstrel. I don't have as much of a damage output as a friend with a Fighter, but my spells more than make up for it. I'm a fair damage dealer, but I still have a lot of skills as a Bard, and I can provide some of the best buffs in the game.


Chess Pwn wrote:
Blind Monkey wrote:
Alex Mack wrote:
Zen Archer's damage output is not spectacular however as it lacks any form of to hit and damage bonuses.
Point: Zen Archers get Perfect Strike and are the only ones that can use it with a bow. They also can use ki to replace their bow damage with their unarmed strike damage for a round. With a Monk's Robe at level 7 they can be doing base 2d6 damage per arrow and rolling twice and using the better roll for one of their attacks.

As Claxon pointed out the damage increase isn't that much, it's far better DPR wise to use that swift action for an extra attack.

2.5 damage x 4 = 10 damage
1 arrow is 23 damage

it is true that perfect strike can increase their DPR by giving their later arrows more chance of hitting. But my guy says it's not a very large DPR increase, but if you can show otherwise I'll gladly increase my opinion of it.

They aren't much, I was merely pointing out that they do exist. I don't know if increasing your damage actually gets better than taking another shot. Would adding 6.5 damage to 6 arrows be better than an extra shot at level 15? Maybe not if you can't hit anything.

I suppose a better silly conditional use of ki is that the Zen Archer can shoot around corners and through dungeons at people he cannot see without taking any penalties as long as he knows they're there.

Perfect Strike doesn't cost anything other than uses of Perfect Strike and you get it for free. If you have a 50% chance to hit it gives you about equal to a +5 to hit on that shot. If you ration it out instead of wasting it on shots that have a 90% chance to hit it can give you a decent minor boost to your accuracy over the day. Unless you are spending 30 rounds a day in combat or some such.


Chess Pwn wrote:
Inlaa wrote:


Wait. Wait wait wait. How are you casting Good Hope? Warpriests don't get domain spells, right?

What is this madness?

This would help me in building a warpriest I plan on playing already - halfling warpriest, 15 point buy, has SUPER comparable damage stats while using a sling. Good Hope would be amazing to have on that build.

it's the Unique Spell Rules for deities. here is a god that grants good hope to their clerics. And in divine anthologies it was confirmed that WP count as cleric for anything they have spell levels for. Though it actually doesn't work for my example since I only get 1 lv4 spell per day and that's divine power. I mis-remembered the spell level good hope came in at.

Cool, thanks! I've taken this into account for my new post in my slinger thread. It's super similar to the build you were using. Let me know what you think. Click click click.

Also, with a Lesser Extend Metamagic Rod, you can actually get +2 extra damage from Weapon of Awe (sacred bonus). I don't think your Arsenal Chaplain has a Sacred Bonus factored in yet. 20 minutes of +2 damage as you approach likely dangerous areas seems like a fair pre-battle spell prep.


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ohako wrote:
Anyone ever tried out a fighter 7/Stalwart Defender? You don't really care about the downside of the defensive stance...

There's no way it would remain competetive with some of these other builds on DPR, but this idea just had so much potential I had to try it out. Here's my take on build progression for an attack-of-opportunity-based stalwart defender archer.

Stalwart Bowman:

Human
(extra feat because it's archery, heart of the fields for defensive-stance-cycling with allnight)
Traits: Deadeye Bowman, Weapon Training

1 (Zen Archer 1): Improved Unarmed Strike, Perfect Strike, Precise Shot, Toughness
2 (Zen Archer 2): Point-Blank Shot, Weapon Focus (longbow)
3 (Fighter 1): Dodge, Rapid Shot
4 (Fighter 2): Combat Reflexes
5 (Fighter 3): Endurance
6 (Fighter 4): Mobility
7 (Fighter 5): Snap Shot
8 (Fighter 6): Advanced Weapon Training (Abundant Tactics(Perfect Strike))
9 (Stalwart Defender 1): Combat Patrol
10 (Stalwart Defender 2): Defensive Power (Bulwark)
11 (Stalwart Defender 3): Improved Snap Shot
12 (Stalwart Defender 4): Defensive Power (Halting Blow)
13 (Stalwart Defender 5): Improved Precise Shot
14 (Stalwart Defender 6): Defensive Power (Unexpected Strike)
15 (Stalwart Defender 7): Deadly Aim
16 (Stalwart Defender 8): Defensive Power (Clear Mind)
17 (Stalwart Defender 9): Greater Snap Shot
18 (Stalwart Defender 10): Defensive Power (Mighty Resilience)
19 (Fighter 7): Weapon Specialization (longbow)
20 (Fighter 8): Greater Weapon Focus (longbow)


Is relying on Snap Shot and Combat Patrol an eternally suboptimal strategy? Sure. But is it all worth it when your arrows start forcing your enemies to stop moving? Absolutely.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

There are plenty of strong archers (because archery itself is strong in Pathfinder). In addition to those already named: urban barbarian archers with Dex rage, bolt ace gunslingers (which are effectively "archers") can actually make crossbows even better than bows, elf Wood mystery oracles can pump Wood Bond to gain a better attack bonus than most full BAB classes (and the ancient lorekeeper archetype can pick up a few sorcerer/wizard goodies for their spell list like gravity bow and true strike), and paladin archers can make most BBEGs cry (briefly, as they eat a swarm of Smite Evil ranged attacks).

IMO, the "best" archer is still a [fighter or ranger] 1/wizard 6/eldritch knight 2/arcane archer 3/eldritch knight +8: +17 BAB and 9th-level spells.

Eldritch archer magus 8/arcane archer 3-4/magus +X is pretty decent if you want to do more with your arrows than "just" physical damage. Warlock vigilante 8/arcane archer 3-4/vigilante +X with a conductive bow also has some interesting options.


I have a lot of fun with readying vital strikes to interrupt spells.It just wreaks mayhem.


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SO I started to look at the builds for this PFDPR calculator:
http://donovanpoe.net/pathfinder/dpr.html
And then I realized you didn't list who had Improved Criticals. Which is kind of important because it is something like a 10 DPR difference. I will guess that the fighter will get it somewhere and the monks are taking it for their 10th level bonus feat because not taking it is silly? Other than that I am just using the attack numbers listed.

For using the calculator Manyshot and things like Bane damage go into the non-critical-multiplied damage spot. The CR enemy box at the top automatically set the average AC and HP. Happens to being 24 AC at CR 10.

Fighter: 115.23
Assuming Warrior Spirit with Bane adds +3 hit and damage and 2d6: 159.89

Chaplain War Priest:
R1: 130.12
R2: 161.97
R3: 175.62
R4: 177.54

Inquisitor:
R1: 85.53
R2: 106.65
or
R1 then R2: 170.60

Zen Archer Monk: 100.11
Zen Monk Precise Strike vs an AC 24 enemy can be used on an iterative to effectively make their attack routine 18/18/18/18/14 for ten rounds. That is apparently about a 6 dpr bonus at this point.

Sohei Monk: 127.58

Medium thing: 106.75 or 112.33

Tempered Champion Paladin: 117.88

Barbarian: 89.54

Ranger: 103.88

Luring Cavalier: 123.37

Occultist: 79.43/R2: 122.01 or 72.63/R2: 114.39

So the final verdict is that casting Divine Power and Bane/Holy renders martials obsolete in the face of the Chaplain War Priest. Also Deflect Arrows vs some of these characters will block like 60-70 damage a round.

Deflect Arrows, don't leave home without it.

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