
Slim Jim |

I think assuming that you'll have the right bane arrows seems unlikely. There are 32 types and subtypes to which bane can apply, getting enough +1 bane arrows for two rounds of fire (at your rate of 8/round, 16 arrows) against each will set you back about 85K. You might want more against, say, humanoid (human) too. Even at 14th level that's a lot of gold.
True, that. I wrote "bane" in that post and didn't get back to editing it before an hour passed. I'd meant to write "alignment", and there are only four of those. Much more reasonable. The bow itself could be upgraded considerably further in a non-PFS campaign (the Daikyu is a named magic item, a +2/Adaptable/Seeking composite that lets samurai/cavaliers apply Challenge to ranged attacks..which means you don't have to be a Luring cav, which means your Challenge can work in melee and ranged).
Arrows consumption in a DPR paper-trial is of course insane, but in an actual scenario most targets will croak before needing so many. (It'll be rare that any particular target could survive one full-attack.)

Chess Pwn |

here is a link to calculations done for damage for basically all the classes that are good at archery at level 10. The zen archer falls on the lower end of the scale, losing to things such as instant enemy rangers, mediums, and fighters. Though it did beat out the barbarian.
The top winner was the warpriest with a one round buffed inquisitor coming in second.

PossibleCabbage |

It would be interesting to see a similar comparison made at, say, 7th level and 12th level too where full BAB classes (and pseudo-full BAB like Trappings of the Warrior and Flurry of Bows) would make more attacks than 3/4 BAB classes.
I mean, the best way for "who's the best archer" would be to do the DPR calculations at every level, scaling for "number of rounds/day you can manage these numbers" then summing the results.

Brother Kye |

@ Slim Jim
Why retrain Bloodrager instead of taking the Barb class from the start? Is it just for extra utility at lower levels?
Do you have this character planned out any higher? It's not a big bump at this point, but 2 more levels of Barb gives you another Rage Power (plus four more rounds) where you could take Scent. Marking a target with a Pheromone Arrow gives any foe with Scent +2/2 on every attack which can add up fast. This could be even more helpful if others in your party also have it.

Lady-J |
PossibleCabbage wrote:the best way for "who's the best archer" would be to do the DPR calculations at every level, scaling for "number of rounds/day you can manage these numbers" then summing the results."Best archer" and "archer with highest DPR" aren't really the same thing.
but that is literally what an archers job is to do dpr

Matthew Downie |

but that is literally what an archers job is to do dpr
A Paladin archer who can heal, cure paralysis, etc. can do more than one job.
An Inquisitor archer who can cast True Seeing is going to be able to damage foes another archer can't even see.
And if you fail a bad saving throw your DPR drops to zero (or, worse, is inflicted on your own allies). That's one of the reasons Zen Archers were considered better than Fighter archers in the first place.

Lady-J |
Lady-J wrote:but that is literally what an archers job is to do dprA Paladin archer who can heal, cure paralysis, etc. can do more than one job.
An Inquisitor archer who can cast True Seeing is going to be able to damage foes another archer can't even see.
And if you fail a bad saving throw your DPR drops to zero (or, worse, is inflicted on your own allies). That's one of the reasons Zen Archers were considered better than Fighter archers in the first place.
paladin is one of the best archers for dpr they may be able to do other things but the main goal is dpr, having the ability to do other things is great but if that comes at the cost of not actually being great at archery the point is moot

Chess Pwn |

paladin is one of the best archers for dpr they may be able to do other things but the main goal is dpr, having the ability to do other things is great but if that comes at the cost of not actually being great at archery the point is moot
Paladin is only okay at DPR, in my comparison they placed about the same as a fighter. It was the luring cavalier, sohei monk, 1 round buffed inquisitor and top dog arsenal chaplain warpriest that lead the DPR counts.

avr |

It would be interesting to see a similar comparison made at, say, 7th level and 12th level too where full BAB classes (and pseudo-full BAB like Trappings of the Warrior and Flurry of Bows) would make more attacks than 3/4 BAB classes.
I mean, the best way for "who's the best archer" would be to do the DPR calculations at every level, scaling for "number of rounds/day you can manage these numbers" then summing the results.
Sure, but how much work are people willing to do for such a comparison? Chess's thread was quite a lot for a snapshot at L10. Building characters at all levels and integrating the results from level 1-20 would be significantly more, and complaints might be raised at the end that it's still not enough - perhaps more scenarios need to be accounted for, or options in a new sourcebook just came out, or something else I haven't thought of.

Slim Jim |

Updating build on previous page. Got rid of most of the Sohei monk levels for not pulling their weight. The new build front-loads Warpriest levels for casting and will saves.
STR 14
DEX 17
CON 14
INT 12
WIS 14
CHA 07
traits: Andoran Freedom Fighter (region), Fate’s Favored (faith)
1 Bloodrager1 (urban) (retrain to Barbarian Savage Technologist/Drunken Brute at 3rd) Extra Rage, Deadly Aim
2 Sohei1 (monk feat: Mounted Skirmisher)
3 Warpriest1 (Weapon Focus) Additional Traits: Berserker of the Society (combat), Magical Knack (magic)
4 Warpriest2 (fervor) Dex18
5 Weapon Master1 (Point-Blank Shot) Rapid Shot
6 Cavalier1 (Honor Guard)(Order of the Land)(teamwork feat Amplified Rage)
7 Barbarian2 (Ferocious Beast) Boon Companion (retrain to Horse Master at 10th)
8 Cavalier2 (Adaptive Strike, Catch Off-Guard) Dex19
9 Cavalier3 (Intercept - Bodyguard) Snap Shot
10 Cavalier4 (expert tactician) Challenge 2/day
11 Weapon Master2 (Weapon Guard) (Combat Reflexes) Improved Snap Shot
12 Weapon Master3 (Weapon Training) Dex20
13 Weapon Master4 (Weapon Specialization), Martial Focus bows
Build rationales, level-by-level:
1. We start with Bloodrager because it will not conflict alignment with monk later on. Extra Rage and Deadly Aim pile on offense right away. Andoran Freedom Fighter grants +1 att/dmg against slavers and those holding persons against their will…which is every kidnapper, jailer, cultist with a sacrifice, and currently-grappling monster, etc - basically a large chunk of adversaries.
2. Versus Monk6, a single Sohei level forfeits two potential arrow attacks (one from Ki and the other from flurry not working with a bow since we’re not taking the class to Weapon Training at 6th). But it does have something we really want (aside from +2s in all saves): the ability to take Mounted Skirmisher while ignoring prerequisites (normally you’d need to be 14th level). The Arsenal Chaplain and Zen are stuck with a single attack if they have to move, but not us (so long as we’re mounted). Never being surprised is an added benefit, as is gaining IUS, and we may find some use for Fly on our class list later on.
3-4. Everybody loves a +3 Luck bonus as a swift action and all the goodies of divine casting.
5. Now that front-loading will-saves is out of the way, time to begin reeling in the bennies.
6. “Fame” in PFS should permit buying a 10k Commander’s Helm (for our mount) at this level.
7. Amplified Rage and the Ferocious Beast rage power begin making beautiful music together.
8. Buying Vambraces of the Tactician (instead of Bracers of Archery) is very tempting.
9/11. Up until now, it’s been your standard horse tale in which the usual lance AoO exploitations were traded out for archery. With Snap Shot, Combat Reflexes, and Snap Shot, we get those tactics back as our bow basically transforms into a polearm. Most archers are screwed if mobbed in melee; we otoh dip into over a dozen AoOs per round (this is why we don’t mind losing those additional attacks that Sohei 2nd-to-5th/+Ki would have granted).
10. The belated arrival of the Expert Tactician class feature means we can finally retrain our overtaxed Boon Companion into Horse Master, and our animal does the super saiyan power-up.
11-13. So why are these crammed in all the way the end? Because damage is all that they do. How boring is that? (One could just as easily go three levels of ninja for Ki (build would swap int/cha), grab Flurry of Stats, and take Accomplished Sneak Attacker feat for +3d6 per arrow and shuriken every so often.)
Equipment:
- Meditation Crystal (several)
- Pale green prism ioun stone, cracked: attack +1
- Champion’s Banner (samurai back frame…body slot?)
- Gloves of Dueling (hands)
- Bracers of Archery, Greater (wrists)
- Belt of Incredible Dexterity +6
- Boots of Speed (feet)
- Daikyu of Commanding Presence (weapon)
- Obsidian Steed (Figurine of Wondrous Power)
Mount feats/equipment:
- Extra Item Slot
- Commander’s Helm (Teamwork: Amplified Rage)
Attributes at 14th while mad
str 24 +7 (+8 amplified rage, +2 ioun stone)
dex 34 +12 (17->20, +8 amplified rage, +6 belt)
Attack bonus at 13th versus Challenged opponent:
11 Flurry BAB
12 dexterity 34
1 Weapon Focus
3 Weapon Training
2 enhancement
1 Martial Focus
2 competence
1 Haste
= +33
conditionals:
+1 Point-Blank Shot
+3 luck (swift Divine Favor)
+3 morale (Order of the Land)
-2 Rapid Shot
-3 Deadly Aim
=+35
-5 2nd full attack iterative
-10 3rd full attack iterative
Damage at 14th
4.5 (d8)
7 strength
8 challenge
8 Deadly Aim
3 Weapon Training
3 luck
2 enhancement
1 competence
1 Martial Focus
1 Point-Blank Shot
= 38.5 numerical
~7 averaged crit bonus if 90% confirm: [(.1)(.9)(2x38.5)]
+2d6 miscellaneous likely additions
= 52.5
Many/Rapid/Hasted: m(+35/+35)/r+35/h+35/+30/+26
Available attacks of opportunity: 13 (Go ahead: Zerg-rush the archer. Make his day.)
Action economies:
- swifts: Challenge, warpriest spells (number times per day)
- Free: Amplified Rage (mount wears helm with it, so no wasting time "sharing" Teamwork feats)
- Move: consume potions (Drunken Brute archetype)

Chess Pwn |

1. To take “Society” traits, we need the appropriate class at first level. We start with Bloodrager because it will not conflict alignment with monk later on. Extra Rage and Deadly Aim pile on offense right away. Andoran Freedom Fighter grants +1 att/dmg against slavers and those holding persons against their will…which is every kidnapper, jailer, cultist with a sacrifice, and currently-grappling monster, etc - basically a large chunk of adversaries.
Not sure if this was for PFS or not, but bloodrager's don't qualify for the Berserker of the Society trait, home game GM can approve it.

Chess Pwn |

Also, since you're an archer it seems, you don't need mounted skirmisher. The one attack if mount moves is only for melee, ranged on mounts are able to full attack always, regardless of how their mount moves. The only restriction is that you need to shoot in the middle of the mounts move.
So that would mean that the "main benefit" of the sohei level is to do something that you can already do without it.
Also, how are you getting +3 luck bonus?
The command helm doesn't work for your mount since they don't qualify for amplified rage.
I don't see you ever actually picking up manyshot. And you can't flurry with the bow until you have weapon training in it from the sohei class as it's the sohei's weapon training that lets them flurry with weapons they have training in.

Slim Jim |

Minor fix applied. (It turns out you don't need to take Society feats at 1st level...I vaguely recall them having to be at one point a long time ago, but I may be mistake. So, simple to shuffle it with Fate's Favored in Additional traits.Slim Jim wrote:1. To take “Society” traits, we need the appropriate class at first level. We start with Bloodrager because it will not conflict alignment with monk later on. Extra Rage and Deadly Aim pile on offense right away. Andoran Freedom Fighter grants +1 att/dmg against slavers and those holding persons against their will…which is every kidnapper, jailer, cultist with a sacrifice, and currently-grappling monster, etc - basically a large chunk of adversaries.Not sure if this was for PFS or not, but bloodrager's don't qualify for the Berserker of the Society trait, home game GM can approve it.
Also, since you're an archer it seems, you don't need mounted skirmisher. The one attack if mount moves is only for melee, ranged on mounts are able to full attack always, regardless of how their mount moves. The only restriction is that you need to shoot in the middle of the mounts move.In that case, I'd probably sub in a level of rogue or ninja, or crunch down the rest of the build.
Also, how are you getting +3 luck bonus?Fate's Favored and Magical Knack. (If the build didn't need every feat and trait already in it, it'd be a half-orc with Sacred Tattoo to pick up an extra +2 to all saves and Darkvision. Would probably do that in "reality" rather than a DPR contest.)
The command helm doesn't work for your mount since they don't qualify for amplified rage.
Ferocious Beast rage power. (Really chows into master's rounds of rage per day, however.)

Chess Pwn |

Right, I saw those traits, how are you getting a +3? You have divine favor as a cl4 which gives +1 luck and then you increase that by 1 for fate's favored, that's only a +2. How are you getting a +3?
Ferocious beast rage power lets your mount rage yes, but it does nothing to help your mount be a half-orc to qualify for amplified rage.
EDIT:Wait, if you're not a half-orc then you don't qualify for the feat either for your cavalier level.

Slim Jim |

He's wearing a magic item granting the feat, not taking it with animal companion levels.Right, I saw those traits, how are you getting a +3? You have divine favor as a cl4 which gives +1 luck and then you increase that by 1 for fate's favored, that's only a +2. How are you getting a +3?
Ferocious beast rage power lets your mount rage yes, but it does nothing to help your mount be a half-orc to qualify for amplified rage.
EDIT:Wait, if you're not a half-orc then you don't qualify for the feat either for your cavalier level.
It used to be a half-orc, until I was dragged toward wanting another feat.
I'll have to find something to throw out.

Chess Pwn |

the helm only grants the feat if you're able to qualify for it.
The wearer gains that feat for as long as she wears the helm and meets its prerequisites.
So if amplified rage is in the helm you still need to meet the prerequisites to gain the feat.
And how are you getting +3 luck?

Slim Jim |

<reread Helm text> ...Bugger. The recipient does actually need to meet the prerequisites. (They really
will not let martials have nice things, will they?)
Ah well, -2 att/dmg without it using only "regular" rage. Saves 10k, a rage power, and a mount's feat. (Build still averaging fifty a shot, but will need more retweaking than a post-edit can handle. Be back later this evening or tomorrow with something.)
And how are you getting +3 luck?
Caster level (via Magical Knack) in Warpriest is 4 (only three necessary for a +2 in Divine Favor), +1 due to Fate's Favored.

Chess Pwn |

<reread Helm text> ...Bugger. The recipient does actually need to meet the prerequisites. (They really
will not let martials have nice things, will they?)Ah well, -2 att/dmg without it using only "regular" rage. Saves 10k, a rage power, and a mount's feat. (Build still averaging fifty a shot, but will need more retweaking than a post-edit can handle. Be back later this evening or tomorrow with something.)
Quote:And how are you getting +3 luck?Caster level (via Magical Knack) in Warpriest is 4 (only three necessary for a +2 in Divine Favor), +1 due to Fate's Favored.
No, you need caster level 6 for divine favor to reach +2. It says,
you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3).
So at lv3 that is only a +1 luck bonus. You need cl6 before dividing CL by 3 gives you 2.

Brother Kye |
1 person marked this as a favorite. |

Build rationales, level-by-level:1. We start with Bloodrager because it will not conflict alignment with monk later on. Extra Rage and Deadly Aim pile on offense right away. Andoran Freedom Fighter grants +1 att/dmg against slavers and those holding persons against their will…which is every kidnapper, jailer, cultist with a sacrifice, and currently-grappling monster, etc - basically a large chunk of adversaries.
Chess Pwn wrote:Wait, if you're not a half-orc then you don't qualify for the feat either for your cavalier level.It used to be a half-orc, until I was dragged toward wanting another feat.
I'll have to find something to throw out.
I think Aasimar will solve both of these this issues nicely. Firstly, the Aasimar race has a trait called Enlightened Warrior that allows you to take Monk levels with a NG or N alignment. I used it to combine Zen Archer with Serene Barbarian for my PC (though arguably, the alignment for this 3rd party class should have been changed to any non-chaotic at the least). This lets you start with your Savage Tactician if you want to, or continue to take Monk levels after you retrain if you want. If you need to keep your other two traits, find a drawback that doesn't nerf you in battle. Most DMs allow a third trait along with the addition of a drawback.
Secondly, an Aasimar doesn't have to be human, it can be any sub race. If you are a Half-Orc Aasimar and take the Half-Orc equivalent to the Scion of Humanity (Scion of Half-Orcery?) alternate racial trait. With this you count as an Outsider, Human, and Orc for any effects related to race. Who wouldn't want metallic tusks?
This gets you half-way there and doesn't fix your mount not being Orcish according to RAW, but this seems like a pretty plausible pass from your DM, especially if you select a mount that would be typical for Orcs, like maybe a Worg. If that doesn't fly, you can still make it happen with Solo Tactics from Inquisitor 3 or with Hunter Tactics from Hunter 3. It depends on how bad you want it I guess.
Even if that doesn't work out, Aasimar also gives you lots of other goodness to play with like variant heritage options to get closer to the attribute bonuses you actually want and if your DM is cool with it, you can swap out your (typically lame) SLA for a shot at the list of variant abilities. There are a lot of cool ones available if you roll well, or if your DM is especially benevolent, perhaps he/she will simply allow you to choose the +2 to your favorite attribute option from the list.
The only other option I know of to get the Orc subtype without being an Orc is to take a level of Sorcerer with an Orc bloodline, but you'd have to do a lot of dancing with that class to get any other utility out of it. Probably cross-blooded with Empereal and go Tattooed while you're at it for a familiar that gives you +4 initiative. At least you'd get access to Gravity Bow and Abundant Ammunition.

Slim Jim |

I'm currently exploring the utility of the Advanced Weapon Training feat Fighter's Tactics.
All of the fighter’s allies are treated as if they had the same teamwork feats as the fighter for the purpose of determining whether the fighter receives a bonus from his teamwork feats. His allies do not receive any bonuses from these feats unless they actually have the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the fighter to receive the listed bonus.

Darklone |

At higher levels we're looking at Extended Good Hope with an Encouraging Rod for a +3 morale bonus to everyone's attack/damage/saves/skill checks. You also get a +4 Inspire Courage, ...
Something I wanted to ask since months.... where is that rule that morale bonuses do stack?
http://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Morale-Bonus
Here it says they don't .... yet I see many posts here on the boards with builds that let them stack.

Slim Jim |

I'm currently exploring the utility of the Advanced Weapon Training feat Fighter's Tactics.Quote:All of the fighter’s allies are treated as if they had the same teamwork feats as the fighter for the purpose of determining whether the fighter receives a bonus from his teamwork feats. His allies do not receive any bonuses from these feats unless they actually have the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the fighter to receive the listed bonus.
Let's give this a shot:
STR 14
DEX 17
CON 14
INT 8
WIS 14
CHA 12
Half-orc racial trait: Sacred Tattoo
traits: Berserker of the Society (combat), Fate’s Favored (faith)
1 Barbarian (Savage Technologist/Drunken Brute) Extra Rage
2 Ninja1 (sa:1d6)
3 Weapon Master1 (Point Blank Shot) Rapid Shot
4 Ninja2 (Ki pool)(Weapon Training: Weapon Focus longbow) dex18
5 Weapon Master2 (Precise Shot) Deadly Aim
6 Weapon Master3 (Weapon Training longbow)
7 Weapon Master4 (Advanced Weapon Training: Fighter’s Tactics) Manyshot
8 Cavalier1 (Order of the Land)(Teamwork feat: Amplified Rage) dex19
9 Cavalier2 (Adaptive Strike, Catch Off-Guard) Snap Shot
10 Ninja3 (sa:2d6)
11 Weapon Master5 (Reliable Strike) Clustered Shots
12 Weapon Master6 (Improved Precise Shot) dex20
13 Ninja4 (combat trick Martial Focus bows) Improved Critical
Build rationales, level-by-level:
1. As a high-class rogue, we steal from only the best martial dip classes. ’Tis our way. First couple of levels we smack things with a polearm and sling or throw a javelin or two.
2. The major problem with Warpriest in the previous builds is action economy, a steadily worsening situation as accumulating feats, abilities, and magic items all clamor for swift and immediate slots. Solution? Don’t take Warpriest at all, get Luck bonuses with an item later on, and acquire Weapon Focus from a different class. Ninja is chosen over rogue as it grants Ki (speaking of things which eat swift-action slots), which will be more useful to us than Weapon Finesse (although Evasion will be sorely missed) as it’ll grant an extra attack several times a day.
3. Point-Blank Shot is a tax feat, so I’d like to get it out of the way at the same time as we grab a feat I actually want.
4. With addition of Ki, a limited number of extra attacks per round are available (up to three total w/arrows despite BAB of only 3).
5. Decided to go with Improved Precise Shot this build, so will need Precise.
6. While the Weapon Training + gloves boost is nice, WT also paves the way for AWT Fighter’s Tactics. Manyshot could be taken at 7th instead of Snap Shot, but the later allows us to flank in melee with a bow and accumulate sneak attack damage. More and more opponents are also larger sized or with reach, making archery in cramped spaces difficult if subject to AoOs, which we now avoid.
7. With Fighter’s Tactics and meeting prereqs for Target of Opportunity, we strap on a Commander’s Helm with that imprinted Teamwork feat, and start picking up additional free attacks (or three more arrows much of the time versus 6th when factoring also picking up Manyshot this level).
8. Huge jump in power output with rage bonuses now doubled, and a nice damage bump from cavalier challenge augmented by items.
9. Aside from Weapon Master 5, Cavalier2 is the least “interesting” level in the build (we’d much rather take barbarian2 for a rage power), but with it, Vambraces of the Tactician are getting Challenge level up to 4, providing an extra Challenge per day as well as a +1 morale bonus with Order of the Land, and +2 damage. Bracers of Archery are considerably more expensive and don’t stack with a pale green ioun stone.
10. Get a few languishing skills back up and add a d6 while we’re at it.
11. One reroll a day, and we can essentially ignore enemy DR now.
12. BAB11, and we’re finally a “real” archer.
13. The small fry get served last.
Equipment:
- Boots of Speed (feet)
- Gloves of Dueling (hands)
- Vambraces of the Tactician (wrists)
- Belt of Incredible Dexterity +6 (waist)
- Champion’s Banner (samurai back frame…body slot?)
- Commander’s Helm (feat: Target of Opportunity) (head)
- Daikyu of Commanding Presence (weapon)
- Meditation Crystal (a bagful)
- Ioun: Pale green prism ioun stone, cracked
- Ioun: Pale Blue Rhomboid
- Ioun: Pink and Green Sphere
- Ioun: Silver Spindle (normal, Divine Favor)
- Obsidian Steed (Figurine of Wondrous Power)
Equipment rationales:
- Target of Opportunity …could somebody else please throw a rock at that guy?
- Daikyu …lets us Challenge with ranged attacks without being a Luring Cavalier.
- Obsidian Steed …probably still out of budget-range, but is on the eventualities list.
- Silver Spindle …cast a single divine spell with character=caster level as a supernatural ability.
Attributes at 13th while mad
str 24 +7 (+8 amplified rage, +2 ioun stone)
dex 34 +12 (17->20, +8 amplified rage, +6 belt)
Available attacks of opportunity: 13 (Go ahead: Zerg-rush the archer.
Action economies:
- Free: Amplified Rage
- swift: Challenge, Ki, immediate actions
- Move: consume potions (Drunken Brute archetype)
- Standard: activate Silver Spindle
Attack bonus at 13th versus Challenged opponent:
12 BAB
12 dexterity 34
1 Weapon Focus
3 Weapon Training
2 enhancement
1 Martial Focus
1 competence
= +32
conditionals:
+1 Haste
+1 Point-Blank Shot
+4 luck (standard-action Divine Favor, 3/day)
+3 morale (Order of the Land)
-2 Rapid Shot
-4 Deadly Aim
=+36
-5 2nd full attack iterative
-10 3rd full attack iterative
Damage at 13th if it all goes off:
4.5 (d8)
7 strength
8 challenge
12 Deadly Aim
3 Weapon Training
4 luck
2 enhancement
1 Martial Focus
1 Point-Blank Shot
= 42.5 numerical
~7.5 averaged crit bonus if 90% confirm: [(.1)(.9)(2x42.5)]
+2d6 miscellaneous arrow additions
+2d6 Snap Shot flanking or other sneak-attack
= 65
Many/Rapid/Hasted/(Ki/ToO)/-5/-10: m(+36/+36)/r+36/h+36/k+36/+31/+27 (+any Snap Shot AoOs)

Baba Ganoush |

It might be worth a two level dip in the Sanguine Angel PRC for some archer build the three prerequisite feats [Improved Shield Bash, Iron Will, Weapon Focus (longsword)] are a bit painful as they don't contribute to archery [but might be worthwhile for rounding the PC's capabilities]. At 2nd level the Sanguine Angel gets their first Tyrant's Discipline and can select
Furious Huntress: The sanguine angel adds her Strength bonus, rather than her Dexterity bonus, to attack rolls made with bows.
For a build pumping strength through rage or Eldritch Heritage Orc bloodline or something that seems like it might be worth the detour.
Going with a Human and taking Shadow Hunter alternate racial might be good with that as it takes care of Iron Will while helping the archer with incorporeal creatures at low levels.

Lady-J |
It might be worth a two level dip in the Sanguine Angel PRC for some archer build the three prerequisite feats [Improved Shield Bash, Iron Will, Weapon Focus (longsword)] are a bit painful as they don't contribute to archery [but might be worthwhile for rounding the PC's capabilities]. At 2nd level the Sanguine Angel gets their first Tyrant's Discipline and can select
Furious Huntress: The sanguine angel adds her Strength bonus, rather than her Dexterity bonus, to attack rolls made with bows.
For a build pumping strength through rage or Eldritch Heritage Orc bloodline or something that seems like it might be worth the detour.
Going with a Human and taking Shadow Hunter alternate racial might be good with that as it takes care of Iron Will while helping the archer with incorporeal creatures at low levels.
neat just sucks that you need improved shield bash and weapon focus longsword

PossibleCabbage |

neat just sucks that you need improved shield bash and weapon focus longsword
The idea is that you can make a switch hitter that's a lot more effective than most. Try taking a 3 level detour in Swashbuckler with the Rondelero Swashbuckler and Arrow Champion archetypes so you can switch between sword and buckler to bow and buckler as a swift action (if you have 1 point of panache), then go into sanguine angel so you can use strength to hit with both.

Lady-J |
Lady-J wrote:neat just sucks that you need improved shield bash and weapon focus longswordThe idea is that you can make a switch hitter that's a lot more effective than most. Try taking a 3 level detour in Swashbuckler with the Rondelero Swashbuckler and Arrow Champion archetypes so you can switch between sword and buckler to bow and buckler as a swift action (if you have 1 point of panache), then go into sanguine angel so you can use strength to hit with both.
why would i need to make a switch hitter when my bow not only does more damage but can be used in melee and threaten a larger area around me

avr |

PossibleCabbage wrote:why would i need to make a switch hitter when my bow not only does more damage but can be used in melee and threaten a larger area around meLady-J wrote:neat just sucks that you need improved shield bash and weapon focus longswordThe idea is that you can make a switch hitter that's a lot more effective than most. Try taking a 3 level detour in Swashbuckler with the Rondelero Swashbuckler and Arrow Champion archetypes so you can switch between sword and buckler to bow and buckler as a swift action (if you have 1 point of panache), then go into sanguine angel so you can use strength to hit with both.
Str to hit and Str to damage (w/adaptive) is better than Dex to hit and Str to damage. Keeping the sword to wave around saves you getting point blank master & snap shot. Also you can use opportune parry & riposte with it.

Lady-J |
Lady-J wrote:Str to hit and Str to damage (w/adaptive) is better than Dex to hit and Str to damage. Keeping the sword to wave around saves you getting point blank master & snap shot. Also you can use opportune parry & riposte with it.PossibleCabbage wrote:why would i need to make a switch hitter when my bow not only does more damage but can be used in melee and threaten a larger area around meLady-J wrote:neat just sucks that you need improved shield bash and weapon focus longswordThe idea is that you can make a switch hitter that's a lot more effective than most. Try taking a 3 level detour in Swashbuckler with the Rondelero Swashbuckler and Arrow Champion archetypes so you can switch between sword and buckler to bow and buckler as a swift action (if you have 1 point of panache), then go into sanguine angel so you can use strength to hit with both.
point blank master and snap shot are feats i want to take anyway and if i were to use a longsword instead i would not only lose the abilities on my magic weapon but i would go down from 4d6 damage(large orc horn bow with gravity bow/impact) to 2d6 damage(large longsword)

avr |

2d6 + 3 w/precise strike, or about 3d6. And, you know, parry/riposte, which stops one enemy attack if you're good and makes another of your own. If you insist on spending those feats then you're refusing to make a switch hitter obviously - taking them is assuming your conclusion. IME there are as many archery feats to take as you can afford regardless.

Slim Jim |

Amplified rage specifically mentions strength and constitution (not dexterity).
Amplified Rage (a 2010 book feat) mentions them in a general sense, as those are the attributes normally modified by rage. The Savage Technologist (a 2014 book archetype) changes the attributes rage grants its bonuses to.
(There are a couple existing threads regarding it dating from 2015.)
You're right about the other stuff (Snap Shot, Martial Focus).

necromental |

Ancient Dragon Master wrote:Amplified rage specifically mentions strength and constitution (not dexterity).Amplified Rage (a 2010 book feat) mentions them in a general sense, as those are the attributes normally modified by rage. The Savage Technologist (a 2014 book archetype) changes the attributes rage grants its bonuses to.
(There are a couple existing threads regarding it dating from 2015.)
You're right about the other stuff (Snap Shot, Martial Focus).
That's not how it works. If it says str&con it amplifies str&con not archetype changed abilities, and your book example doesn't work since urban barbarian existed.

Slim Jim |

your book example doesn't work since urban barbarian existed.
Ultimate Combat (containing the Urban archetype) came out in 2011, so it's more recent than Orcs of Golarion (containing Amplified Rage).
Aside from that, we'll have to chalk this up to a hearty "YMMV" since previous discussions have not resulted in FAQs, staff clarifications, or fixing the other egregious typo in SavTech.