Best / Strongest Archery Build


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Sorry to resurrect this thread, but this is the #1 result when searching Google for "pathfinder archer build" and want to toss my build in here for the consideration of future archer players.

I went for a multiclass build that puts out stupid amounts of damage while having a lot of skill points and some spell casting. It adds WISmod to initiative, AC, attack and damage with the longbow ≤30'. If you took the Conversion Inquisition, you'd add WISmod instead of CHAmod to Bluff, Diplomacy and Intimidate rolls as well.

Zen Archer Monk 3 / Sanctified Slayer Cloaked Wolf Inquisitor 2 / Evangelist (Inquisitor, Erastil) 10 / Prowler at the World's End Bloodrager 1
After Tengu racials 12/14/12/12/19/7

I took the levels in the order listed above. I'd most likely continue with Inquisitor after level 16.

1: Point-Blank Shot, Monk 1: Precise Shot, Zen Archer 1: Perfect Strike, Monk 1: Improved Unarmed Strike
2: Monk 2: Combat Reflexes, Zen Archer 2: Weapon Focus (longbow)
3: Deadly Aim, Zen Archer 3: Point Blank Master (longbow)
4:
5: Deific Obedience (Erastil)
6:
7: Rapid Shot, Cloaked Wolf 3: Quick Draw
8:
9: Manyshot
10: Cloaked Wolf 6: Dodge
11: Snap Shot
12: Sanctified Slayer 8: Combat Trick (Improved Snap Shot)
13: Clustered Shots, Cloaked Wolf 9: Mobility
14:
15: Combat Patrol
16:

In most campaigns, you wouldn't use Combat Patrol much, so you could replace Dodge / Mobility with Improved Initiative / Alertness and Combat Patrol with Improved Critical.

My unbuffed full attack at level 16 puts out 5 arrows: +42/+42/+37/+32 for 1d8+36 (+3d6 Sneak Attack, if applicable)


Pathfinder Adventure Path Subscriber

@Fezbot Can you break down the math for that attack routine? Seems awful high for a class setup with a BAB of +11 at level 16. Not that it isn't possible given PF's math, just that I'm not seeing it.


I have a feeling he stacks Zen Archery with Faithful Archer.


Ok looking over these builds I have to add my build. There seems to be a pretty good chance that most GM's will allow an Unchained Monk Zen Archer (Zen archers cause normal monks to loose maneuver training and Diamond body which Unchained do not get (however they replaced with Ki Power so remove Ki Power at level 4 and 10 to correspond to original abilities)

Human Point buy 20

base

str=14 +5 Book 19(+4) +6 Enhancement = 25(+7)

dex=12 +6 Enhancement = 18(+4)

con=10 +6 Enhancement = 16(+3)

int=10

wis=18+2(human) +5 (level increases) = 25(+7) +5 Book 30(+10) +6 Enhancement = 36(+13)

cha7

Traits Reactionary (+2 Initative) and Dangerously Curious (+1 UMD and always class skill)

Level 1 Human Feat:Deadly Aim

Level 1 feat: Point Blank

Level 1 Zen Archer Free Feat: Perfect Strike

Level 1 Monk Bonus: Precise Shot

Level 2 Monk Bonus: Rapid Shot

Level 2 Zen Archer Free Feat: Weapon Focus

Level 3 Zen Archer Free Feat: Point Blank Master

Level 3 Feat: Empty Quiver Style

Level 5 Feat:Stabbing Shot
Level 6 Monk Bonus:Improved Precise Shot

Level 6 Zen Archer Free Feat: Weapon Specilization

Level 7 Feat Clustered Shot

Level 9 Feat Vital Strike

Level 9 Zen Archer ability: Reflexive Shot (EX)

Level 10 Monk Bonus:Improved Critical

Level 11 Feat Improved Vital Strike

Level 11 Zen Archer Ability: Trick Shot (SU)

Level 13 Feat Devastating Strike

Level 14 Monk Bonus:Pinpoint Targeting

Level 15 Feat Empty Quiver Flexibility

Level 17 Feat Greater Vital Strike

Level 18 Monk Bonus:Shot in the Run

Level 19 Feat Hammer the Gap

Ki Power (7)Taken at levels 6,8,12,14,16,18,20

Qinggong Power (Su)Standard action 1 Ki(True Strike as spell) 6 level

Elemental Fury (Su) Swift Action 1 Ki (natural attaks 1d6 acid for 11 rouds) 8th

Wind Jump (Su) move action 1 Ki(Fly speed = Base Move for 1 minute) 12th

Diamond Soul (Ex)Swift Action 2 Ki (SR 22 for 22 rounds) 14th

Qinggong Power (Su): Bloodcrow Strike Standard action 1 Ki 16th

Ki Volley (Su) Immediate action 2 Ki (spell turning on spells or spell like abilitys that fail overcome SR of Diamond Soul) 18th

Elemental Burst (Su) 4Ki (30ft Cone 20d6 Acid Ref save DC34 for half) 20th

Level 20 Gear
Bow Magical (+5weapon, Second Chance or Endless Ammunition)
Belt of Physical Perfection (+6 all melee stats)
Headband of wisdom (+6)
Bracers of Archery Major (+2 competance to attack and +1 comp damg)
Ioun Stone Flawed Pale Green (+1 Morale Bonus Attack)
With str and wis tomes (+5 Str and Wis)
Monks Robe
Item with Command word or Use activated Gravity Bow
Item with Enlarge Person Command Word

---Plenty of other gear could get as well.

Base Movement: (30 base + 70 Enhancement +30Haste)=130ft

Saves:
Fort-23
Ref-22
Will-24
Ac 52 = 10+6(Monk bonus)+5(dex)+5NA+5Deflection+13Wis+8Armor
Touch AC=47 Flatfoot AC=47
CMD=63
Init=6

Since Enlarge person will work with Bows (if you bring your own Large arrows that are not increased with spell) and Gravity Bow stacks with it, you will be dealing on average 3d6 per arrow on normal attack. However if Use Ki Arrows (swift action) to change Base damage of Bow's arrows to 2d10. 2d10 is increased to 4d8 with Enlarge. 4d8 is again increased to 6d8 with Gravity Bow

So you are looking at several options for attacks (going to go ahead and consider Enlarged/Gravity Bow and Haste in effect and within 30ft)

Greater Vital Strike -- +43 (+37 if Deadly Aim) = deal 12d6+17dmg (12d6+29dmg if deadly aim)
Greater Vital Strike w/ Ki arrows -- +43 (+37 if Deadly Aim) = deal 24d8+17 (24d8+29 if deadly aim)

Flurry -- 43/43/43/43/38/33/28 = deal 3d6+17 dmg per arrow
Flurry w/ Ki arrows -- 43/43/43/43/38/33/28 = 6d8+17 dmg per arrow

Full attack w/ Rapid Shot + Many Shot --41/41/41/41/36/31/26 = deal 3d6+17 dmg per arrow
Full attack w/ Rapid Shot + Many Shot w / Ki arrows -41/41/41/41/36/31/26 =6d8+17 dmg per arrow


Tharg The Pirate King wrote:

Ok looking over these builds I have to add my build. There seems to be a pretty good chance that most GM's will allow an Unchained Monk Zen Archer (Zen archers cause normal monks to loose maneuver training and Diamond body which Unchained do not get (however they replaced with Ki Power so remove Ki Power at level 4 and 10 to correspond to original abilities)

Human Point buy 20

base

str=14 +5 Book 19(+4) +6 Enhancement = 25(+7)

dex=12 +6 Enhancement = 18(+4)

con=10 +6 Enhancement = 16(+3)

int=10

wis=18+2(human) +5 (level increases) = 25(+7) +5 Book 30(+10) +6 Enhancement = 36(+13)

cha7

Traits Reactionary (+2 Initative) and Dangerously Curious (+1 UMD and always class skill)

Level 1 Human Feat:Deadly Aim

Level 1 feat: Point Blank

Level 1 Zen Archer Free Feat: Perfect Strike

Level 1 Monk Bonus: Precise Shot

Level 2 Monk Bonus: Rapid Shot

Level 2 Zen Archer Free Feat: Weapon Focus

Level 3 Zen Archer Free Feat: Point Blank Master

Level 3 Feat: Empty Quiver Style

Level 5 Feat:Stabbing Shot
Level 6 Monk Bonus:Improved Precise Shot

Level 6 Zen Archer Free Feat: Weapon Specilization

Level 7 Feat Clustered Shot

Level 9 Feat Vital Strike

Level 9 Zen Archer ability: Reflexive Shot (EX)

Level 10 Monk Bonus:Improved Critical

Level 11 Feat Improved Vital Strike

Level 11 Zen Archer Ability: Trick Shot (SU)

Level 13 Feat Devastating Strike

Level 14 Monk Bonus:Pinpoint Targeting

Level 15 Feat Empty Quiver Flexibility

Level 17 Feat Greater Vital Strike

Level 18 Monk Bonus:Shot in the Run

Level 19 Feat Hammer the Gap

Now of course this build requires Unchained Monk. If you dont get to do Unchained there is not much you have to change except you have to take Improved Vital Strike at level 15 and Empty Quiver style taken at Level 11 instead. You also loose Greater Vital Strike as you will not have Base attack high enough to take. So you can switch that out (I would add Deific Obedience)


Without looking super closely at your build, I can already tell you I wouldn't allow it as you've got it Tharg.

The original Zen-Archer loses the ability to combine flurry of blows and rapid shot or many shot.

Your version probably shouldn't be able to use those while flurrying either.


Claxon wrote:

Without looking super closely at your build, I can already tell you I wouldn't allow it as you've got it Tharg.

The original Zen-Archer loses the ability to combine flurry of blows and rapid shot or many shot.

Your version probably shouldn't be able to use those while flurrying either.

I don't believe he's combining them.


He is in his full attack routine at the bottom of the post.


There is the third party book Everyman Unchained: Monk Archetypes.
In it is the ZAM:

1 Flurry (alters flurry of blows)
1Perfect Strike (replaces Stunning Fist)
1Bonus feats (bonus feats)
2Way of the Bow (replaces evasion)
3KI Pool (alters KI pool)
4Zen Archery (replaces 4th level KI Power)
4Point Blank Mastery (replaces Still Mind)
5KI Arrows (replaces Purity of Body)
5Maneuver Shots (maneuvers replace Style Strikes)
9Reflexive Shot (replaces Improved Evasion)
12Trick Shot (replaces 12th level KI Power)
13KI Focus Bow (replaces Tongue of the sun and moon)

KI pool starts earlier than standard monk
Zen Archery and Point Blank Master start one level later.
Trick Shot starts one level later than standard Monk.
KI Focus Bow Starts 4 levels earlier.


Most people don't bother including third party stuff in discussions like this because there is so much variation in the balance levels of third party material, and it seems that most tables don't allow very much third party material, anyway.


BadBird wrote:
A Battle Spirit Shaman is another interesting candidate, since with the Weapon Specialization and Enemies' Bane abilities it becomes comparable to Inquisitor buffing. Probably a bit less overall power, but a ton of spell-levels and tricks to play with; including using Speaker for the Past to gain the Temporal Celerity Revelation, and using Guided Hand with a longbow...

How do you. Get guided hand ? Shaman lack channel unless life spirit , which lose all the battle bonuses


I like arrow song bard x with 3 arcane archer .


Claxon wrote:

Without looking super closely at your build, I can already tell you I wouldn't allow it as you've got it Tharg.

The original Zen-Archer loses the ability to combine flurry of blows and rapid shot or many shot.

Your version probably shouldn't be able to use those while flurrying either.

I do not combine flurry and rapidshot/manyshot. When I posted at the bottom the different forms of attacks I posted the Full attack Flurry.... but you can instead of doing a flurry can do a rapidshot/manyshot full attack (non Flurry)... if I had tried to argue flurry+rapid/manyshot then you would have seen me trying to argue for 10 attacks a round...


I did a Level 6 comparison one day for majority of classes. It still needs a few more classes added but its good to see how early on what you can get.

Human Ranger (Archery Combat Style:Divine Marksman Archtype)

Traits: Reactionary and Indomitable Faith

Level 1 Human Feat:Point Blank
Level 1 Feat: Precise Shot
Level 1 Bullseye Shot Divne archer Free Feat
Level 2 Combat Style Feat: rapid shot
Level 3 Feat: weapon focus (bow)
Level 4 Vicious Aim Divine Archer Bonus
Level 5 Feat: Deadly Aim
Level 6 Combat Style Feat: Improved precise strike

Vs

Human Fighter (Archer Archtype)

Traits Reactionary and Indomitable Faith

Level 1 Point Blank Shot,
Level 1 Rapid Shot,
Level 1 Precise Shot
Level 2 Deadly Aim
Level 2 Hawkeye (EX)
Level 3 Weapon Focus (longbow)
Level 3 Trickshot (ex)
Level 4 Weapon Specialization (longbow)
Level 5 Iron Will
level 5 Expert Archer (EX)
Level 6 Manyshot

vs

Human Monk (Zen archer archtype)

Traits Reactionary and Indomitable Faith

Level 1 Human Feat:Precise Shot
Level 1 feat: Point Blank
Level 1 Zen Archer Free Feat: Perfect Strike
Level 1 Monk Bonus: Far shot
Level 2 Monk Bonus: Dodge
Level 2 Zen Archer Free Feat: Weapon Focus
Level 3 Zen Archer Free Feat: Point Blank Master
Level 3 Feat:Mobility
Level 5 Feat:Deadly Aim or Shot on the Run
Level 6 Monk Bonus:Improved Precise Shot
Level 6 Zen Archer Free Feat: Weapon Specilization

vs Human Barbarian (Urban Barbarian and Invulnerable Rager archtypes)

Traits) Reactionary and Dangerously Curious

1st Human Feat Point Blank Shot
1st Feat Precise Shot
2nd Rage Power ?
3rd Feat Deadly Aim
3rd Rage Power Reckless Abandon
5th Feat Weapon Focus
6th Rage Power Superstitious

vs Human Rogue (Archetype: Sniper)

Traits) Reactionary, Magical Knack

1st Human Feat Point Blank Shot
1st Feat Precise Shot
1st Sniper Ability Accuracy
2nd Rogue Talent Feat Deadly Aim
3rd Feat Weapon Focus (Longbow Comp)
3rd Sniper Ability Deadly Range
4th Rogue Talent feat Minor Magic (Read Magic)
5th Feat Arcane Strike
6th Rogue Talent Feat Major Magic (Gravity Bow)
(Level 6 SA is +3d6)

Vs Human Paladin (Archtype Divine Hunter)

Traits) Reactionary and Dangerous Curiosity

1st Human Feat Point Blank Shot
1st Feat Rapid Shot
1st Dvine Hunter Free Feat Precise Shot
3rd feat Deadly Aim
3rd Divine Hunter Ability Shared Precision
5th Feat Weapon Focus (Longbow)
5th Divine Hunter Ability Divine Bond

vs Human Bard (archtype Arcane Duelist)

Traits Reactionary and Magical Knack

Feats:
1st Human feat: Point blank
1st Feat precise shot
1st Bard Free feat arcane strike
2nd Bard Free feat combat casting
3rd feat rapid shot
5th feat deadly aim
6th Bard Free Feat at disruptive

vs Human Slayer (Vanguard Archtype)

Traits Reactionary and Indomitable Faith

1 Lookout (Vanguard ability) (add 1/2 level to Initiative is nice)
1 Human feat Point Blank Shot
1 Feat Precise Shot
2 Tactician (Vanguard ability)take Covering Fire or Friendly Fire
3 Feat Deadly aim
4 Vanguard's Bond (not archery related saddly)
5 Feat Combat Reflexes (for Snap Shot later on)
6 Slayer Talent (Ranger Combat Style) Rapid Shot
6 Slayer Talent (Ranger Combat Style) Improved Precise Shot
(at level 6 you have Sneak Attack +2d6 and +2hit and Dmg studied targets)


Saldiven wrote:
Most people don't bother including third party stuff in discussions like this because there is so much variation in the balance levels of third party material, and it seems that most tables don't allow very much third party material, anyway.

The review I read about this Everyman book was good. They said it was well balanced and the Grammar was better than other books that Everyman has come out with.

As far as Table Allowance, it really depends on the table. I sure don't expect it at a PFS table, but I think my home game has a good chance of allowing it. I have read different threads where Third party books were allowed.

To me this book is well thought out and should be considered. Most everything is in line where it should be anyway. It's not all that different from what Tharg The Pirate posted.

Sovereign Court

Half-Orc with Sacred Tattoo, Shamanic Enhancement, and +2 to DEX.
12/18/13/10/15/8
+WIS at 4, +CON at 8

Traits: Fate's Favored, Deadeye Bowman

Hunter 4/Warpriest 4/???? X
1-3 Hunter, 4-7 Warpriest, 8 Hunter

1) Point-Blank Shot
2) Hunter B: Precise Shot
3) Rapid Shot, Hunter B: Coordinated Shot
4) Warpriest B: Weapon Focus
5) Boon Companion
6) Warpriest B: Deadly Aim
7) Extra Traits [Magic Knack (Warpriest), Reactionary)]
8) -

At level 8, assuming a +1 weapon, you've got:
6 BAB + 4 DEX + 1 magic + 1 Weapon Focus + 3 Divine Favor + 1 Point-Blank Shot + 1 Coordinated Shot - 3 Deadly Aim - 2 Rapid Shot = +12/+12/+7
1d8 base + 1 composite + 1 magic + 3 Divine Favor + 1 Point-Blank Shot + 6 Deadly Aim = 1d8+12

Your saves at level 8 are also 12/11/10, not counting any magic gear, which is really good.

Add to that a full level companion (which is likely a tiger or a deinonychus, which pounces for 5 attacks). Use Pheromone Arrows to give the companion another +2 to hit and damage on all attacks (pick up the feat Keen Scent later to give yourself the same).
Also, Animal Focus, Blessings, and Sacred Weapon at your disposal, and two sets of 1st level spells and two sets of 2nd level spells. Lots of versatility and super solid combat power.


i feel that you're all overlooking the power of the oracle1/rogueX. for example;

Thanks to the Advanced Players’ Guide (APG), there is one more option, however, and this one is by far the best and most broken. I advise talking to your DM about it ahead of time. This involves taking one level of the Oracle class from the APG, and choosing the Waves mystery, specifically the Water Sight revelation. This ability allows a character to see through fog and mist without penalty. Sounds harmless right? Well, the oracle can also choose Obscuring Mist as a first level spell from the cleric’s spell list. Do you see where I’m going with this? Let’s start with the build and if you don’t get it now, you will soon enough.

So, first are ability scores. For a ranged character of any kind, Dex is obviously the most important ability, so you should max it out. After that, put your points in Int for skills (and a neat little feat we'll discuss later) and Wisdom for bonuses in perception and such things. Don't put a negative score in Con, because you might need those hit points. Strength is an interesting one for an archer. You don't need it if you're using a standard bow. However, if you get a composite bow, you can add your strength bonus to attacks. And that makes a huge difference when you're trying to get as many attacks as possible per round. For that reason alone, I suggest that you at least put a 12 in strength. My suggested point assignment, again based on a standard 20-point buy, are as follows: Str 12 Dex 16 Con 12 Int 13 Wis 13 Cha 10.

Racial adjustments are important here also. I find that either a standard elf or a Sylph from the Bestiary 2 book will do very well, having the same exact adjustments (+2 Dex, +2 Int, -2 Con), raising our Elf archer's Dex to 18! We'll name our elven friend Kriel. A Tiefling from the Bestiary will work extremely well also (+2 Dex, +2 Int, -2 Cha) since their once-per-day Darkness ability will let you hide and snipe when you normally wouldn't have the option (assuming you’re already in an area of dim light). I would recommend against a halfling because of the lower damage dice on weapons. If you're doing one of the stealthy builds instead, a halfling is an excellent choice (+2 Dex, +2 Cha, -2 Str), as is the Fetchling from Bestiary 2 (+2 Dex, +2 Cha, -2 Wis, low-light and darkvision, +2 on stealth and some fun spell-like abilities).

Moving on to the first-level choices. Kriel will be using a composite longbow with a +1 strength rating to get that extra +1 on all damage rolls. The feat at first level is a no-brainer, Point Blank Shot. This gives you a +1 to attack and damage when you're within 30 feet of your target, and more importantly opens up a plethora of ranged feats that will help our elven rogue do more damage. Now, our Oracle level is going to give us the Water Sight ability that I explained earlier. It also gives us access to first-level Cleric spells, and the one you really want to learn is Obscuring Mist. This spell creates a cloud of mist in a 20-foot radius around you, obscuring all sight more than five feet away, and lasts one minute per level. For any other ranged character this would be horrible, since they would not be able to see to shoot anyone. However, for our Oracle, the mist can be seen through as easily as if it were empty air. This means that we have a ranged character that is completely obscured from all others’ vision, but can see the others perfectly. Obscuring Mist can be cast three times per day, thanks to the Oracle’s three first-level spell slots. And if you feel so inclined, you can gain additional casts per day by taking the Minor Magic and Major Magic talents later on.

Second level brings our first rogue level and our first die of Sneak Attack. On all of these builds, you're going to want to forego trapfinding and trap sense for the Sniper abilities from the APG. At first (Rogue) level, this lets you halve all range increment penalties for ranged weapons, and at third level you start to get more range on your sneak attacks with a bow (+10 feet at third level and +10 for every three levels after that).

Third level brings our first Rogue Talent, and there are several good options. Surprise Attack will let our rogue get her sneak damage on an enemy at any point during the surprise round. Snap Shot from the APG does almost the exact same thing, but allows the rogue to be the first one to act in the surprise round in almost every encounter. Sniper's Eye will appeal to those trying to get the sneak damage as often as possible. It allows you to ignore concealment (not total concealment, however) when it comes to being able to sneak attack an opponent. In the case of Kriel, she'll choose to take the combat feat, Precise Shot. This will allow her to shoot into combat without a huge penalty. This is definitely necessary since most of the party will be trying to flank an opponent. For her third-level feat, the choices branch out more for Kriel. Rapid Shot will allow her to make an extra attack at her highest attack bonus with just a -2 penalty to all the attacks in that round. It will also open up the possibility of taking the "fun little feat" I mentioned earlier, Focused Shot from the APG, at the next opportunity. This allows her to add her Int mod to damage on ranged attacks (this feat is specific to elves).

Let's have a little recap of Kriel's current stats. At the beginning of combat, she will cast Obscuring Mist around herself, which will last 10 rounds (1 minute). Each round she can then fire two arrows into melee from up to 30 feet away, at an average attack bonus of 14 (10 + 1 BAB + 4 Dex + 1 point blank - 2 rapid shot). Both of these attacks will be against the opponent’s flat-footed AC, since she is completely obscured from view. The arrows will deal an average of 9 (1d8 + 1 Str + 1 point blank + 1d6 sneak) damage. Her hit points won't be that impressive, a measly 19 (8 + 4 + 4 + 3 Con), but that doesn't matter much. She's not a melee character, and no one is going to hit her with anything smaller than a fireball thanks to her Obscuring Mist.

At level four, Kriel gets her first ability score boost, and she's going to add it to Int to get a bit more damage with her choice of Focused Shot as a combat feat at the next level.

At level five, Kriel will use her talent choice for Focused Shot as a combat feat. This feat will instantly let her add her Int mod to every arrow, boosting her average damage within 30 feet of her target to 15 (1d8 + 1 Str + 1 point blank + 2d6 sneak + 3 focused shot). Level five also brings a feat choice. There are several that can be selected here. Deadly Aim is the ranged equivalent of Power Attack, allowing an archer to take a penalty to attack bonus to deal some extra damage (+2 damage per -1 attack). Stabbing Shot from the APG could get you out of a sticky situation in melee while still letting you get a shot off. You are allowed to make a melee attack with an arrow that pushes your enemy back by 5 feet while still being able to fire a second arrow. Again, this one is another elf-only feat. Weapon Focus (Bow) would be useful for any ranged character, and Kriel is going to go with that, giving her an extra +1 to her attack.

Since level six only gives Kriel another sneak die, we’ll skip to level seven. It's Rogue Talent time again, and Kriel is going to choose Deadly Aim as a combat feat. Other nice choices are: Surprise Attack, Snap Shot or Sniper's Eye. Level seven also brings a feat choice, and since we're still one Base Attack Bonus (BAB) away from taking Manyshot, I feel like I am running out of useful options. As mentioned before, Stabbing Shot is a possibility for elves. The Oracle level gives you the ability to use Extra Revelation to choose Fluid Travel. This gives you the ability to walk on water! Besides just being extremely cool, this could come in handy outside of battle for sure.

Another recap: Kriel begins a battle by casting Obscuring Mist. She can shoot two arrows per round, with an average attack bonus of 15 (1d20 + 4 BAB + 4 Dex + 1 point blank – 2 rapid shot – 2 deadly aim) from within 30 feet of her target against his flat-footed AC, that will on average do 22 (1d8 + 1 Str + 1 point blank + 3d6 sneak + 3 focused shot + 4 deadly aim) damage per arrow. Her hit points now average 39 (8 + 4 + 4 + 4 + 4 + 4 + 4 + 7 Con).

Level eight gives Kriel an ability boost. I would suggest Dex this time. It won’t raise her ability bonuses yet, but at level 12 another increase in Dex will give her a +5 Dex bonus.

Level nine is very exciting, because Kriel hits +6 BAB, earning her another attack action per round, AND she finally qualifies for Rapid Shot, allowing her to fire three arrows simultaneously during her first attack action. For her Rogue Talent, Kriel is going to take Hellcat Stealth for those few times when she can’t find a good way to use her Obscuring Mist but still wants to snipe some people.

Level ten gives Kriel her fifth sneak die. Now, let’s recap once again. Beginning the battle, as always, with Obscuring mist, Kriel can make three attacks with her bow within 30 feet of her enemy, the first attack firing two arrows at once. The average attack bonus will be 17 (1d20 + 6 BAB + 4 Dex + 1 point blank – 2 rapid shot – 2 deadly aim) for the first three arrows and 12 (10 + 1 BAB + 4 Dex +1 point blank shot – 2 rapid shot - 2 deadly aim) for the final arrow. Kriel’s average damage per arrow will be 28 (1d8 + 1 Str + 1 point blank + 5d6 sneak + 3 focused shot + 4 deadly aim) damage, and this can obviously be raised using magic items which any tenth level character should be able to afford at this point. Some of these items are:

• +2 Composite Longbow (+2 or higher Str rating) GHOST-TOUCH for undead heavy game so you can sneak attack incorporeal undead, too.
• Several different types of magic arrows, used situationally
• Ring of Protection +2
• Wand of Obscuring Mist
• Wand of Fog Cloud (lasts longer)
• Wand of Cure Light Wounds (in case your healer gets knocked out)
• Bracers of Armor +2
• Belt of Dex +2
• Headband of Int +2
• Lesser Bracers of Archery
• Belt of Physical Might (+2 Dex and Str)


You don't have enough cha to cast oracle spells.
Focused Shot requires a standard action to use, so it's int mod to one shot, not multiple, and they need to be within 30ft.
17 attack at lv 10 isn't that great against flat footed, lots of charaterse and monsters are mostly flat footed ac.
It takes you two rounds minimum to get going, and this is likely to hamper your party.
Your dpr isn't as high as the top builds, sure it's a fun trick, but it's not as good as you think


When we did the DPS comparisons earlier, were we taking into account the Occultist using the Trappings of the Warrior panoply?

Seems like the haunt collector using the trappings should outpace the inquisitor, just due to "can make more attacks."


PossibleCabbage wrote:

When we did the DPS comparisons earlier, were we taking into account the Occultist using the Trappings of the Warrior panoply?

Seems like the haunt collector using the trappings should outpace the inquisitor, just due to "can make more attacks."

It wasn't, but is still losing due to no attacks round 1.

Not to forget that the request was a comparison at lv10, so the same number of attacks, just a +3 to accuracy


Chess Pwn wrote:

You don't have enough cha to cast oracle spells.

Focused Shot requires a standard action to use, so it's int mod to one shot, not multiple, and they need to be within 30ft.
17 attack at lv 10 isn't that great against flat footed, lots of charaterse and monsters are mostly flat footed ac.
It takes you two rounds minimum to get going, and this is likely to hamper your party.
Your dpr isn't as high as the top builds, sure it's a fun trick, but it's not as good as you think

oversight on my part on both Cha10 and Focused Shot.

i played this character to 12th level in Pathfinder Society and was devestatingly useful. Cha10 was corrected to Cha11, but none of us caught focused Shot as a standard action.

Shadow Lodge

Nothing beats a Sohoi/Weapon Master multiclass. Nothing (...well, OK: maybe certain monsters that can fire more than one bow at a time.)


Not a Nemesis. I am THE Nemesis wrote:
i feel that you're all overlooking the power of the oracle1/rogueX.

If you're going Sylph anyway, you don't need Oracle. Just take their racial Feat Cloud Gazer.

Liberty's Edge

1 person marked this as a favorite.

Just buy a Goz Mask instead of using feats/ having to multiclass.


Sir Thugsalot wrote:
Nothing beats a Sohoi/Weapon Master multiclass. Nothing (...well, OK: maybe certain monsters that can fire more than one bow at a time.)

At weapon master 3/sohei 6 you'd be pretty powerful. Still, I'd like to see a dpr breakdown with the same level of depth that the builds on p. 2 of this thread included, along with analysis along the lines of Blind Monkey conducted as proof.

J


Sir Thugsalot wrote:
Nothing beats a Sohoi/Weapon Master multiclass. Nothing (...well, OK: maybe certain monsters that can fire more than one bow at a time.)

At level 12 a Nature (feather subtype) based Inquisitor can do:

Five or six arrows (depending on if Friendly Fire teamwork feat kicks in) times:
1D8 (+strength bonus) (+5 for judgement) (+2+4D6 greater bane) (+1 point blank shot) (+magical weapon property) (+6 Deadly Aim)

plus (Tiger is a good example) animal companion with Boon Companion and Improved Natural Weapon. Three attack (plus pounce attacks for:
1D8 (+strength)
1D4 (+strength for pounce)

It's not unreasonable to assume at level 12 you have +6 Strength and a +3 Bow with magical items. Companions strength bonus is: +7

So we are looking at a theoretical top damage of:
6*(1D8+4D6+6+5+2+1+3+6)+(3*1D8+7)+(2*1D4+7): = 337 damage

Average damage is of course a lot lower, practically I used to miss about 1-2 arrows per round and tiger wasn't always hitting.
But reliably reaching 130 damage per round from round 1 was was pretty common.

This is not just the strongest archery build I can think of, it's the strongest single target damage build I can think of.

I would like to see your Sohoi/Weapon Master reach that damage.


Nord wrote:


I would like to see your Sohoi/Weapon Master reach that damage.

Sohei(8)+weapon master(4):

8 attacks(without Team work feat)

DMG: 1D8+16+STR_MOD+MAGIC_WEAPON_BONUS

This in the first round of combat(always act on surprise round), great init, more feats(PBM is possible, but not mandatory), a great to-hit, all good saves, "full attack and move", maybe spending only lots of arrows and some others bonus.

If you like more damage:

figther(trench) 5/ Monk Sohei(7):

7 touch attacks (without Team work feat)

DMG: 1D8+16+DEX_MOD+MAGIC_WEAPON_BONUS


Psycho Mantys wrote:
Nord wrote:


I would like to see your Sohoi/Weapon Master reach that damage.

Sohei(8)+weapon master(4):

8 attacks(without Team work feat)

DMG: 1D8+16+STR_MOD+MAGIC_WEAPON_BONUS

This in the first round of combat(always act on surprise round), great init, more feats(PBM is possible, but not mandatory), a great to-hit, all good saves, "full attack and move", maybe spending only lots of arrows and some others bonus.

If you like more damage:

figther(trench) 5/ Monk Sohei(7):

7 touch attacks (without Team work feat)

DMG: 1D8+16+DEX_MOD+MAGIC_WEAPON_BONUS

Just for fun, bane and "Orc bloodline+quick spell like" is a option for monks and fighter too, but i don't add to this examples.


I would like to throw you a curve-bullet and recommend a (double)sling build!

Halfling mutagenic warrior fighter

vl1 Point blank, precise
lvl2 weapon focus(double sling)
lvl3 slipslinger style
lvl4 two weapon fighting
lvl5 Advanced weapon training(Trained Throw)
lvl6 improoved two weapon fighting
lvl7 deadly aim
lvl8 Rapid shot
lvl9 Clustered shots AWT: focused weapon
Lvl10:Weapon Specialization
lvl11:Improved precise shot

I wonder how much damage it would do compared to the other classic archer builds, assuming you have the correct gear like stat belts, gloves of dueling and a high enough magic weapon.


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JDawg75 wrote:
Sir Thugsalot wrote:
Nothing beats a Sohoi/Weapon Master multiclass. Nothing (...well, OK: maybe certain monsters that can fire more than one bow at a time.)
At weapon master 3/sohei 6 you'd be pretty powerful. Still, I'd like to see a dpr breakdown with the same level of depth that the builds on p. 2 of this thread included, along with analysis along the lines of Blind Monkey conducted as proof.

There's probably room for six levels of Sohei monk in a "Everybody make a 15th-level character!" scenario, but I doubt I would ever play a multiclass martial archer from 1st-level with it, because the glacial acquisition of feats is just excruciating and you can't Flurry with a bow until you've reached 6th-level in the class and have taken Weapon Training in bows! Inability to coexist (due to alignment reasons) with the best cheese in the game for archers (dipping a level of the barbarian archetype Savage Technologist) during that whole tedious slog makes it even worse.

- - -

The build below is a retweaking of one posted a month ago.

- - -

STR: 14
DEX+ 17
CON: 12
INT: 12
WIS: 12
CHA: 12

Half-orc racial trait: Sacred Tattoo
traits: Fate’s Favored, Magical Knack[Warpriest]

1 Barbarian [Savage Technologist/Drunken Brute], Extra Rage
2 Warpriest1* [Weapon Focus: Longbow]
3 Warpriest2* [fervor], Deadly Aim
4 Ninja1 [SA+1d6], dex>18
5 Ninja2 [Ki pool][Combat Trick:Combat Reflexes], Quick Draw
6 Samurai1 [Order of the Warrior][Resolve:1/day]
7 Weapon Master1 [feat: Point-Blank Shot], Rapid Shot
8 Weapon Master2 [feat: Manyshot], dex>19
9 Weapon Master3 [Weapon Training longbow], Clustered Shots
10* Weapon Master4 [feat: Advanced Weapon Training: Fighter’s Tactics]
11* Samurai2 Feat (WS:Longbow, Improved Critical, or Improved Precise Shot)
12* Samurai3 [Resolve:2/day][Weapon Expertise: longbow], dex>20

* On or around 10th, a Silver Spindle ioun stone will have become affordable; simultaneously, Swift-action economy will be becoming crowded as various abilities and items accumulate. Paradoxically, we often find ourself with a standard action available and little to do with it during Surprise rounds or “buff” rounds. Option …10: retrain Warpriest2 to Fighter5; 11: retrain Warpriest1 to Fighter6 or Samurai+1. Result? BAB+1 (for 11 and another iterative at 12th), and an extra combat feat (for either Improved Critical or Improved Precise Shot) and +1 all saves if Fighter6.

Level-by-level analysis (from perspective of character played from 1st):

1: Best martial dip archetype in the game; it’s like having an extra 15pt-buy sunk into the stats when the bonuses to strength, dexterity, and will-saves are factored.

2,3: Socks in Weapon Focus, +3 to two saves, and a +3 Luck bonus to att/dmg. Deadly Aim coincides with the on-demand Divine Favor.

4,5: Pick up a ton of skill points to throw around, but more importantly gain extra attacks from Ki without the annoyance of having to be lawful while slogging up to 4th level in Sohei or Zen. With two attacks now available, Quick Draw transforms us into a true switch-hitter who carries a polearm regularly and enjoys AoOs with Combat Reflexes, then draw a bow when no nearby opponents remain. Buy a pile of meditation crystals. Keep an eye on the Pink and Green Sphere.

6: Start sinking money into the vambraces and the banner, then save for the Daikyu.

7-9: Why the long, horrible delays, you wonder? …There’s a method to the madness, and it involves tucking in the flexibility early and saving Fighter’s extra feat slots for the BAB6+ game where Manyshot and Clustered Shots require it.

10: Pop on the Commander’s Helm and double rage bonuses. (In addition to Fate’s Favored doubling our Sacred Tattoo bonus, this is why we are a half-orc.)

11-12: Barbarian2 instead of Samurai3 to pick up a rage-power is a solid alternative, but I prefer the additional Resolute use and additional save bumps.

Equipment (pretty much all offense, but then this is a DPR appraisal):
- Heroism (potion or ally buff)
- Boots of Speed (feet)
- Gloves of Dueling (hands)
- Vambraces of the Tactician (wrists)
- Belt of Incredible Dexterity +4 (waist)
- Champion’s Banner (samurai back-frame: body)
- Commander’s Helm [Teamwork feat: Amplified Rage] (head)
- Daikyu of Commanding Presence (weapon)
- Meditation Crystal (a bagful)
- Ioun: Pale Blue Rhomboid
- Ioun: Pink and Green Sphere
- Ioun: Pale green prism ioun stone, cracked
- Ioun: Silver Spindle (normal, Divine Favor)

Action economies:
- Free: Amplified Rage, draw weapons
- swift: Challenge, Ki, Fervor
- Move: consume potion (Drunken Brute archetype)
- Standard: activate Silver Spindle

Attack bonus with Daikyu at 12th versus Challenged opponent:
11 BAB11 (assuming warpriest retrained to fighter levels)
11 dexterity 32
1 Weapon Focus
3 Weapon Training
2 enhancement
1 competence
= +29
conditionals:
+1 Haste
+1 Point-Blank Shot
+4 luck
+2 morale (potion of Heroism)
-2 Rapid Shot
-3 Deadly Aim
=+32
-5 2nd full attack iterative
-10 3rd full attack iterative

Damage at 12th if it all goes off:
4.5 (d8)
7 strength
9 challenge
6 Deadly Aim
3 Weapon Training
2 Weapon Specialization
4 luck
2 enhancement
1 Point-Blank Shot
= 38.5 numerical
~7 averaged crit bonus if 90% confirm: [(.1)(.9)(2x38.5)]
+2d6 miscellaneous
+1d6 sneak-attack versus flat-footed opponent
= 57

Many/Rapid/Hasted/Ki/-5/-10: m(+32/+32)/r+32/h+32/k+32/+27/+22

…with Challenge and Ki both requiring swift actions, it’s easy to see why we eventually collapse Warpriest’s swift-Divine Favor into a Silver Spindle ioun and free up two level slots with retraining. Provided all cylinders fire for seven hits with spiff arrows, we’re looking at one whisker short of 400/round. With bone-stock unenhanced arrows averaging 45.5ea and no sneak or ally buffing, DPR is still well over 300 at 12th versus anything AC24 or less.

Grand Lodge

Slim Jim wrote:
JDawg75 wrote:
Sir Thugsalot wrote:
Nothing beats a Sohoi/Weapon Master multiclass. Nothing (...well, OK: maybe certain monsters that can fire more than one bow at a time.)
At weapon master 3/sohei 6 you'd be pretty powerful. Still, I'd like to see a dpr breakdown with the same level of depth that the builds on p. 2 of this thread included, along with analysis along the lines of Blind Monkey conducted as proof.

There's probably room for six levels of Sohei monk in a "Everybody make a 15th-level character!" scenario, but I doubt I would ever play a multiclass martial archer from 1st-level with it, because the glacial acquisition of feats is just excruciating and you can't Flurry with a bow until you've reached 6th-level in the class and have taken Weapon Training in bows! Inability to coexist (due to alignment reasons) with the best cheese in the game for archers (dipping a level of the barbarian archetype Savage Technologist) during that whole tedious slog makes it even worse.

- - -

The build below is a retweaking of one posted a month ago.

- - -

STR: 14
DEX+ 17
CON: 12
INT: 12
WIS: 12
CHA: 12

Half-orc racial trait: Sacred Tattoo
traits: Fate’s Favored, Magical Knack[Warpriest]

1 Barbarian [Savage Technologist/Drunken Brute], Extra Rage
2 Warpriest1* [Weapon Focus: Longbow]
3 Warpriest2* [fervor], Deadly Aim
4 Ninja1 [SA+1d6], dex>18
5 Ninja2 [Ki pool][Combat Trick:Combat Reflexes], Quick Draw
6 Samurai1 [Order of the Warrior][Resolve:1/day]
7 Weapon Master1 [feat: Point-Blank Shot], Rapid Shot
8 Weapon Master2 [feat: Manyshot], dex>19
9 Weapon Master3 [Weapon Training longbow], Clustered Shots
10* Weapon Master4 [feat: Advanced Weapon Training: Fighter’s Tactics]
11* Samurai2 Feat (WS:Longbow, Improved Critical, or Improved Precise Shot)
12* Samurai3 [Resolve:2/day][Weapon Expertise: longbow], dex>20

* On or around 10th, a Silver Spindle ioun stone will...

No precise shot? That seems dangerous. Also isnt it a pre-req for Clustered shots?


Avalon9902 wrote:
No precise shot? That seems dangerous.
Not really. Attack-bonus goes over-the-top so fast it's silly. (By 3rd he's already +1 over a straight-class with Precise Shot but without rage or DF.)
Quote:
Also isnt it a pre-req for Clustered shots?

...that, is regrettable....

(Retraining Quick Draw for it at 7th is the obvious work-around...but I love Quick Draw. ...Bah. It's been two months since I looked at this....)

~ ~ ~

BTW, that was obviously built before I knew about the Orc Hornbow; using one of those babies results in a +2.5 damage gain per arrow fired, tipping DPR well over four bills at 12th during a kitchen-sink-round.


I am curious to see what is thought of a Skinwalker (plus 2 to dex when Shifted) Feral Hunter (two +4 Ability score Aspects up for as long as you want) With Bow Spirit and Gravity Bow Spells (plus any others) and any and all relevant archery feats (many shot, Rapid shot, etc etc) would stack? I just made one at level 13, though to be fair, I messed up a tiny bit and got the Seascarred, which is +2 to con when shifted instead, but with The Aspects, you have a choice of items or not, and the aspects, or items, would stack with the Skinwalker change since the Item/Aspects are enhancement buffs and the skinwalker isn't.

Added bonus, can Shapeshift into animals (including dinosaurs) up to huge is need be.. granted doesn't help the archery part, but was just a thought. Oh, and with Trident of the Storm Captain, when shapeshifted you get a +4 to natural attacks, so nice on the fly boost if needed.

Anyways, I digress... back to the archery part of it all.


Oooh, and also, Someone try it with the Slayer set for Archery?

P.S. I am sorry for necro'ing the thread, but it got me interested and I just had to.

Sovereign Court

Since this thread was necro'd relatively recently anyway, I guess I'll throw in that I'm currently playing in PFS and loving:

Half-Orc
Sacred Tattoo, +2 WIS
Alignment: LG or LN (or NG after 3), Deity: Erastil

14/15/13/12/17/7

Traits: Deadeye Bowman, Reactionary

Zen Archer Monk 3/Arsenal Chaplain Warpriest 7/Medium 1
+1 WIS at 4, +1 CON at 8, +1 DEX at 12 (if I go seeker with him)
Favored Class: Warpriest (Human FCB: +1/6 bonus feat)

Level Progression | Feats & Things
1) Monk | Keen Scent, Monk B: Point-Blank Shot, Monk B: Perfect Strike, Monk B: Improved Unarmed Strike
2) Monk | Monk B: Precise Shot, Monk B: Weapon Focus (Longbow)
3) Monk | Deadly Aim, Monk B: Point Blank Master
4) Warpriest | Warpriest B: Weapon Focus (Unarmed Strike), Blessing: War
5) Warpriest | Additional Traits (Fate's Favored, Magical Knack (Warpriest))
6) Warpriest | Warpriest B: Improved Initiative (retrain to Weapon Specialization (Longbow) at level 7)
7) Warpriest | Improved Initiative
8) Warpriest | Weapon Training: Longbow & Unarmed Strike
9) Warpriest | Rapid Shot, Warpriest B: Manyshot, Warpriest B: Clustered Shots
10) Warpriest | Warpriest B: Quicken Blessing (War)
11) Medium | Spirit Focus (Champion)

At 11, with appropriate gear, he'll be shooting 4 arrows per round at +22/+22/+17 for 1d8+22 per arrow, with the option to tag things with Pheromone Arrows for an additional +2 to hit and damage, or tick up the bow with Sacred Weapon, and to get a big advantage on important shots with 5/day Perfect Strike. In addition to having 3rd level Cleric spells and great saves, and having backup unarmed strikes (that benefit from most of the same combat bonuses) for emergencies and AoOs (at +20 for 1d6+14).

All that said, he just hit 7 and I'm open to any suggestions on feat changes. I'm kind of indifferent about Weapon Specialization, and I could be convinced that two feats (Rapid Shot + Manyshot) isn't worth it for one extra arrow, but I'm not sure what I'd take instead of any of those.


I just made a backup character for my current game that uses ranged attacks. I did a double archetype Inquisitor - Ravener Hunter and Sanctified Slayer. She's a half-orc, which allows her to use an Orc Hornbow as a Martial weapon. It does more base damage than a Longbow and adds Str to damage like a Composite.

I lose Judgement and Domains, but gain cleric spells and an Oracle Mystery with revelations at level one and 8, and Slayer Talents every 8 levels.

The GM lets us bring in a new character at the same level of our old one, so she's level 9, but I picked out her 11th level feat already. Here's the build: (Stats are rolled.)

14 Str (+2 from race, +2 from item), 22 Dex (+2 from leveling, +2 from item), 16 Con, 17 Int (+2 from item), 19 Wis (+2 from item), 10 Cha.

Took the alternate racial traits Sacred Tattoo and Dragonsight.

Traits: Fate's Favored and Reactionary.

Oracle Mystery: Battle. Revelations: Weapon Mastery at level one and War Sight at level 8.

Slayer Talent: Ranger Combat Style - Archery.

Feats:
1: Weapon Focus (Bonus from Revelation)
1: Point Blank Shot
3: Demon Hunter (Bonus from class)
3: Precise Shot
5: Rapid Shot
6: Coordinated Defense (Bonus from class)
7: Deadly Aim
8: Improved Precise Shot (Bonus from Slayer Talent.)
8: Improved Critical (Bonus from Revelation)
9: Manyshot
9: Enfilading Fire (Bonus from class)
11: Snap Shot
12: Greater Weapon Focus (Bonus from Revelation)
12: Bonus teamwork feat, unchosen.

Spells:
0: Create Water, Light, Spark, Acid Splash, Detect Magic, Resistance
1: Deadeye's Arrow, Doom, Bowstaff, Bless, Magic Weapon
2: Enlarge Person (from Mystery), Boiling Blood, Cure Moderate Wounds, Flames of the Faithful, Weapon of Awe
3: Bestow Curse, Bloody Arrows, Cure Serious Wounds, Stoneskin

Items:
Mithral Kikko, Darkwood Buckler, Orc Hornbow, Dagger as backup, Headband of Inspired Wisdom +2, Belt of Physical Might +2 (boosting Str and Dex), Ring of Protection +2, Amulet of Natural Armor +2, Cloak of Resistance +2, Bag of Holding, Scarlet & Blue Ioun Stone, and various arrows and gear. When I finally bring her in and get her some more gold, I'm going to buy her Greater Bracers of Archery.


Heather 540 wrote:
I did a double archetype Inquisitor - Ravener Hunter and Sanctified Slayer. She's a half-orc, which allows her to use an Orc Hornbow as a Martial weapon.

So while true that you treat it as a martial weapon that doesn't help you at all. Inquisitors don't get martial weapon proficiency, so you're still just as non-proficient as if it was exotic still. Though being half-orc does help if you grab the Skill at Arms revelation instead since that would let you have proficiency with the bow as a martial weapon.


BadBird wrote:
cks as the Sohei (two less) and lots of bonus / early feats.

I really like archery Sohei as well, though Rapid Shot's -2 to all attacks on top of the -2 from flurry... it becomes a question of whether -2 on the 4-6 attacks you've already got is worth it for one more attack. Really, a Sohei could skip Rapid Shot and Manyshot completely and still be making tons of attacks.

/QUOTE]The bonuses to to-hit and damage from Weapon Training more than compensate.


Chess Pwn wrote:
Heather 540 wrote:
I did a double archetype Inquisitor - Ravener Hunter and Sanctified Slayer. She's a half-orc, which allows her to use an Orc Hornbow as a Martial weapon.
So while true that you treat it as a martial weapon that doesn't help you at all. Inquisitors don't get martial weapon proficiency, so you're still just as non-proficient as if it was exotic still. Though being half-orc does help if you grab the Skill at Arms revelation instead since that would let you have proficiency with the bow as a martial weapon.

Oh yeah, I totally missed that in the Inquisitor's Proficiency. I'll swap War Sight for Skills At Arms.

Grand Lodge

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I think the Ravener Hunter is better just using a longbow and being a wood oracle. Wood Bond is just so good. I do love the horn bow though.

Sovereign Court

The biggest problem with using the hornbow is that you can't Deadeye Bowman. But you're using the best class to negate that downside (Solo Tactics + Friendly Fire Maneuvers at 3). Not sure why you're not doing that.


The Archetype pushes Solo Tactics back to level 6. But that doesn't matter so much here as it's a backup that will enter the game at level 9 or later anyway.

I've never heard of that feat. I'll be taking that as my level 12 Teamwork feat.

Sovereign Court

Heather 540 wrote:

The Archetype pushes Solo Tactics back to level 6. But that doesn't matter so much here as it's a backup that will enter the game at level 9 or later anyway.

I've never heard of that feat. I'll be taking that as my level 12 Teamwork feat.

Well, there's no reason to have that and Improved Precise together. I missed that you were starting at 9, so it matters less.


Ok, then. Guess I still need to pick a teamwork feat then. Outflank, maybe?


Heather 540 wrote:
8: Improved Precise Shot (Bonus from Slayer Talent.)

Doesn't work - the first time you select Ranger Combat Style as a talent, you need to select "a combat feat from the first feat list of that style". The higher level lists require you to "select this talent again" to access them.


I see. Well, I can choose Rogue Talent - Combat Trick - Improved Precise Shot for the same effect.


Only at BAB+11.


Hm...

Sovereign Court

What you want to do is take Friendly Fire Maneuvers as your 6th level teamwork feat, and then Coordinated Shot as your next one.

I'm not really sure why you've got Coordinated Defense on there, that feat is sort of awful, and Enfilading Fire is just straight up worse than Coordinated Shot.


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Zen Archer 4 and then Inquisitor is surprisingly effective. Dont forget the trait +1 to dmg against undead and magic knack.

The mix is extremely versatile and can sneak and fight the whole day and night. Rocks for hordes of enemies/zombies.

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