Maximising single arrow archer damage


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Did we settle on an answer for non-Mythic?

Because I've basically never paid attention to mythic rules as I've never met anyone who wanted to run a mythic game, although plenty of players who salivate at the chance.


Dragonchess Player wrote:
dr. kekyll wrote:
Then I would consider adding a level of Hooded Champion Ranger (and adjusting accordingly probably by taking one fewer AA or EK levels) so that you can resolve bow attacks against touch AC and focus on Str for more damage rather than needing a lot of Dex to hit.
The problem with adding a non-arcanist level is that then the character loses 9th-level spells, without replacing two of the feats for Favored Prestige Class/Prestigious Spellcaster.

Right, but you can get around needing 9th level spells (with a trait if nothing else). Also, is Arcanist providing something essential to the build? or is it just your arcane caster preference? Because switching to wizard gets you to 9th level magic. And, taking a martial weapons class opens up all the other race options for more synergistic ability score bonuses or other things.

Dragonchess Player wrote:
Since the progression is +17 BAB, plus the fact that Weapon Focus and Mythic heroism (increases bonus to +4 and includes damage rolls) counteract the -5 from Deadly Aim, it's not like the character should have a lot of trouble hitting with just enhancement bonuses, Dex, greater bracers of archery, etc.; even before using Surge and/or Quickened true strike. With the additional ability score increases from mythic tiers (+2 each even tier), you can probably add +4 or +6 to starting Str as well as using a belt of physical might (Str, Dex) +6 or belt of physical perfection +6, so it's not like Str is going to be hurting too much (assuming a 12 Str to start and only +4 Str from mythic, that's still a 22 Str with a belt for [+6 multiplied by 4] or +24 damage using Vital Strike (Mythic)/Greater Vital Strike).

But if you didn't need Dex at all, you could start with a 20 Str which is +4 more Str bonus or +16 more damage and could be more depending on where you were putting your leveling bonuses and if you get inherent bonuses.

Claxon wrote:

Did we settle on an answer for non-Mythic?

Because I've basically never paid attention to mythic rules as I've never met anyone who wanted to run a mythic game, although plenty of players who salivate at the chance.

I think it still ends up being some version of arcane archer.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
dr. kekyll wrote:
Dragonchess Player wrote:
dr. kekyll wrote:
Then I would consider adding a level of Hooded Champion Ranger (and adjusting accordingly probably by taking one fewer AA or EK levels) so that you can resolve bow attacks against touch AC and focus on Str for more damage rather than needing a lot of Dex to hit.
The problem with adding a non-arcanist level is that then the character loses 9th-level spells, without replacing two of the feats for Favored Prestige Class/Prestigious Spellcaster.
Right, but you can get around needing 9th level spells (with a trait if nothing else). Also, is Arcanist providing something essential to the build? or is it just your arcane caster preference? Because switching to wizard gets you to 9th level magic. And, taking a martial weapons class opens up all the other race options for more synergistic ability score bonuses or other things.

Arcanist (blood arcanist) is for the Orc bloodline arcana (+1 per die on damaging spells) and the ability to learn any sorcerer/wizard spell. Also, Metamixing allows the character to add metamagic "on the fly" to spells that have already been prepared with metamagic. With Intensify Spell increasing the damage cap on cone of cold from 15d6 to 20d6 (the mythic version increases damage dice to d10s), that's an extra 20 points of energy damage from the spell (the Channel Power mythic path ability increases that to 30 extra points of damage, as well as increasing the rest of the spell damage by +50%).

It comes down to a question of total damage vs. arrow damage alone. As I demonstrated, even the "less synergistic" ganzi starting with 12 Str is still doing 8d6+116+2d6*+1d6** with single shots all day (or as long as the arrows hold out), with minimal equipment for a 20th level character and two spells (one long-term, one medium-term); as well as the ability to add an extra 330 (save vs. half) to the target and a 60 ft cone several times per day.

Note the Arcane Metamastery path ability (which was in the progression, but not detailed) allows use of a metamagic feat that increases spell level by 0 or 1 (like Intensified Spell) on any spell, instead of a specific spell, without actually increasing the spell level for 10 rounds per use. So, you can follow up the Imbued Mythic Intensified Maximized cone of cold using an 8th-level slot with an Imbued Mythic Intensified (15d10+15) Maximized fireball for an extra 165 points of damage (247 points with Channel Power) using a 6th-level slot. And the character is still able to cast timestop, wish, etc.; which is more important, IMO, than +16 or so extra damage on the single arrow shot.

*- anarchic, axiomatic, holy, or unholy
**- cold, fire, or electricity


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
dr. kekyll wrote:
Claxon wrote:

Did we settle on an answer for non-Mythic?

Because I've basically never paid attention to mythic rules as I've never met anyone who wanted to run a mythic game, although plenty of players who salivate at the chance.

I think it still ends up being some version of arcane archer.

Or hinterlander. Hinterlander, as a 3/4 BAB PrC, ends up with a lower BAB, but can gain Pinpoint Targeting as a bonus feat without needing the prerequisites. If you are looking for a more Str-focused than Dex-focused archer, it might work better after about 12th level or so.


Dragonchess Player wrote:
dr. kekyll wrote:
Dragonchess Player wrote:
dr. kekyll wrote:
Then I would consider adding a level of Hooded Champion Ranger (and adjusting accordingly probably by taking one fewer AA or EK levels) so that you can resolve bow attacks against touch AC and focus on Str for more damage rather than needing a lot of Dex to hit.
The problem with adding a non-arcanist level is that then the character loses 9th-level spells, without replacing two of the feats for Favored Prestige Class/Prestigious Spellcaster.
Right, but you can get around needing 9th level spells (with a trait if nothing else). Also, is Arcanist providing something essential to the build? or is it just your arcane caster preference? Because switching to wizard gets you to 9th level magic. And, taking a martial weapons class opens up all the other race options for more synergistic ability score bonuses or other things.
Arcanist (blood arcanist) is for the Orc bloodline arcana (+1 per die on damaging spells) and the ability to learn any sorcerer/wizard spell. Also, Metamixing allows the character to add metamagic "on the fly" to spells that have already been prepared with metamagic. With Intensify Spell increasing the damage cap on cone of cold from 15d6 to 20d6 (the mythic version increases damage dice to d10s), that's an extra 20 points of energy damage from the spell (the Channel Power mythic path ability increases that to 30 extra points of damage, as well as increasing the rest of the spell damage by +50%).

So the answer to my question is "no, Arcanist isn't essential, but a bloodline arcana is, so Wizard still isn't an option." Got it. That was all you needed to say. I know how to do math. Metamixing is convenient not essential and everything else there is available to Wizards and Sorcerers.

Dragonchess Player wrote:
It comes down to a question of total damage vs. arrow damage alone.

No, it comes down to needing a bloodline arcana and me overlooking it. Has anyone ever told you that you overexplain things which gives the impression that you either didn't really pay attention to what I said or assumed I'm stupid?

Dragonchess Player wrote:
And the character is still able to cast timestop, wish, etc.; which is more important, IMO, than +16 or so extra damage on the single arrow shot.

+16 is the minimum damage increase, and I would agree with you if the exercise weren't "Maximising [sic] single arrow archer damage", so...


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You know. Some people just explain things so that they are made clear. There's lots of reasons someone may do this. Calling them stupid or assuming they think you're stupid just makes you look like an a$$. Considering how argumentive you were earlier I'm guessing maybe you don't just look the part. Have a little awareness about why someone speaks the way they do. It may be trauma related


Dox of the ParaDox twins wrote:
You know. Some people just explain things so that they are made clear. There's lots of reasons someone may do this. Calling them stupid or assuming they think you're stupid just makes you look like an a$$. Considering how argumentive you were earlier I'm guessing maybe you don't just look the part. Have a little awareness about why someone speaks the way they do. It may be trauma related

You know... I didn't call anyone stupid. I only explained how I was made to feel. Telling people they're asses for communicating themselves might make you an ass. But considering your tone, I imagine you often condescend to people.


I have a communication disorder actually. I find it extremely hard to explain myself. But saying "you didn't really pay attention" implies a lack of intelligence no? I'm not trying to be condescending. I'm just pissed off when people assume that people are trying to be mean when they very well could just have some manner of disorder of truama that influences their communication method

Dark Archive

Hey, i know im a smurfin jerk, my profile has said so for over a decade now


Dox of the ParaDox twins wrote:
I have a communication disorder actually. I find it extremely hard to explain myself.

Okay. Now that I know, I can adjust accordingly. If you don't tell people, though, you can't really expect anything from them.

Dox of the ParaDox twins wrote:
But saying "you didn't really pay attention" implies a lack of intelligence no?

Not at all. I was implying a lack of consideration. Plenty of intelligent people are inconsiderate. I'm not even sure there's any correlation between the two.

Dox of the ParaDox twins wrote:
I'm not trying to be condescending. I'm just pissed off when people assume that people are trying to be mean when they very well could just have some manner of disorder of truama that influences their communication method

Well, in the future, I'll know that about you and won't take offense to any perceived tone. It's understandable that that pisses you off, but if what you expect from other people then is for them not to express how you make them feel, you aren't really being considerate of their feelings. That seems unreasonable.


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Why don't we all just try to believe people are posting with best intentions until it's very obvious they aren't.

The lack of tone or even familiarity with someone can easily cause us to misunderstand someone's written communication.


Bit of Thread Necromancy (that may or not be read)

on the off chance that OP is interested in a Psionic Heavy Crossbow Build:

Human Marksman [Dreamscarred Press, Psionic Class]
Sniper Style
Full BAB; d10 HP
Feats:
Human Bonus Feat: Weapon Focus (Crossbow; 1d10 Dmg)
L1 Character: Quick Draw
Marksman: Point Blank Shot [Free]
L3 Character: Precise Shot
L5 Character: Psionic Shot [Ultimate Psioncs] (+2 Ranged Dmg when Psionic Focused; expend Psionic Focus for +2d6 Dmg)
Marksman: Deadly Aim (Dex mod to Dmg)
L7 Character: Improved Psionic Shot [Ultimate Psionics] (+4 Ranged Dmg when Psionic Focused; expend Psionic Focus for +4d6 Dmg]
L8 Marksman: Rapid Shot
L9 Character: Psionic Body [+2HP per Psionic Feat, including this one: +10HP at L20]
L11 Character: Psionic Meditation [Ultimate Psionics] (regain Psionic Focus as Move Action)
Marksman: Vital Strike
L13 Character: Deep Focus (gain 2nd Psionic Focus)
L14 Marksman: Improved Vital Strike
L15 Character: Improved Critical
L17 Character: Bleeding Critical
Marksman: Greater Vital Strike
L19 Character: Persistent Focus [Ultimate Psionics] (treat as always being focused for single ability [Style Mantra])
L20 Marksman: Crossbow Mastery

Marksman Relevant Abilities:
L1 Favored Weapon: Crossbows (+1 to hit, +1/4 levels)
L13 Defensive Shot (No longer provokes AoO)
L19 Ranged Specialist (Critical Multiplier increased by 1; x2 becomes x3)

Sniper Style Relevant Abilities:
L2 Style Technique: Expend Psionic Focus (Wis mod to Dmg - cannot be used as part of full attack)
L3 Style Mantra: Maintain Psionic Focus (+2 Dmg, +1/4 levels)
L4 Second Focus: Expend Psionic Focus to reroll missed ranged attack (3 + Wis mod use/day)
L8 Augmented Shot: Increase BASE Dmg die by 1 die; ie, 1d10 becomes 2d10; Increase to 3d10 at L12, and 4d10 at L16 [this is BASE Dmg and is multiplied on Critical Hit]
L16 Critical Master: Critical Threat range doubled, Wis mod to confirm Critical Hits; doesn't stack with Improved Critical/Keen, instead increase Threat by 1
L20 Master Technique: Through The Eye Of The Needle: Standard Action; Single Attack; +5d6 w/ successful attack; Target allowed save [DC20 + Marksman Wis Mod] or suffer an effect (2 listed effect: -4 attack/dmg and Wis mod Dmg to 1 ability score); Successful save negates effect but NOT Dmg

Just going to throw up the L20 totals that only take into account the expending of Psionic Focus, twice (both Free Action); No Enlarged Wielder, No Enlarged Weapons, No Magic Weapon, No Spells, No Psionic Powers:
BAB: +26/+21/+16/+11
Hvy Crossbow Base Dmg: 1d10
(Hvy Crossbow Adjusted Critical: 16-20/x3)
DEX 17 (for arguments sake): +3 Dmg [Deadly Aim]
WIS 17 (for arguments sake): +3 Dmg [Expend Standard Psionic Focus] [Style Technique]
Style Mantra [w/ Persistent Focus]: +7 Dmg
Improved Psionic Shot [Expend Deep Focus Psionic Focus]: Dmg +4d6
Bleeding Critical: +2d6 Dmg Bleed
Augmented Shot: Crossbow Base Dmg 4d10
(Successful Critical Hit: 12d10 Dmg)
Greater Vital Strike: +16d10 Dmg
Master Technique: +5d6 Dmg

Hopefully I didnt miss any math:
L20 Regular Hit, 1 Bolt: 4d10 (Crossbow) + 4d6 (Expend Psionic Focus for Improved Psionic Shot) + 5d6 (Master Technique) + 13 + -4 to 1 select ability [CON] = [28-109 Dmg]
L20 Critical Hit, 1 Bolt: 12d10 (Crossbow) + 4d6 (Expend Psionic Focus for Improved Psionic Shot) + 2d6 (Bleed) + 16d10 (Greater Vital Strike) + 5d6 Dmg (Master Technique) + 13 + -4 to 1 select ability [CON] = [58-373]

A few suggested Properties:
Magic Properties:
Distance +1 (x2 range category; if youre gonna damage your target, you may as well do it from even further away)
Heart-Piercing +5 [Weapon Master Handbook] (instant kill ala Vorpal; though this would be the only property of a +5 weapon)

Psionic Properties [Ultimate Psionics]
Collision +2 (+5 Dmg)
Linked Striking +2 (1st attack, no adjustment; if 1st attack hits, increase combat bonus for all subsequent attacks by +2 [hit/dmg] and +2d6 Dmg)

Not going to include Psionic Powers, but Im sure there are ways a few of them can boost ranged weapon damage as well


I'm surprised I didn't see this thread the first time around. It seems that some sort of ranged spell strike with Disintegrate would be the hardest hitting single arrow. You could add the arcana for empower and maximized to it at the same time.


BossPaeGan wrote:

Hopefully I didnt miss any math:

L20 Regular Hit, 1 Bolt: 4d10 (Crossbow) + 4d6 (Expend Psionic Focus for Improved Psionic Shot) + 5d6 (Master Technique) + 13 + -4 to 1 select ability [CON] = [28-109 Dmg]
L20 Critical Hit, 1 Bolt: 12d10 (Crossbow) + 4d6 (Expend Psionic Focus for Improved Psionic Shot) + 2d6 (Bleed) + 16d10 (Greater Vital Strike) + 5d6 Dmg (Master Technique) + 13 + -4 to 1 select ability [CON] = [58-373]

I missed some math :(

L20 Regular Hit, 1 bolt: 4d10 (Crossbow) + 4d6 (Expended Psionic Focus: Improved Psionic Shot) + +16d10 (Greater Vital Strike) + 5d6 (Master Technique) + 13 + -4 to 1 select ability [CON] = 44-269 Dmg

I keep thinking Vital Strike, et al, only apply on Critical Hits

For a special material weapon: Deep Crystal Heavy Crossbow - for 2 power points, add +2d6 Dmg for 1 minute or until used

L20 Dmg Totals: Reg 46-284//Crit 60-385

The Exchange

I couldn't help but play around a bit when this thread popped back up. The numbers completely depend on what parameters you set for yourself. I decided to do level 20, and give myself a round of prep, but make it completely PFS legal since that's a very clear ruleset and isn't going to be pulling in unbalanced 3rd-party material.

I didn't fully build it out, but I came up with a Samsaran Gunslinger (bolt ace) 5/Warpriest (Molthuni Arsenal Chaplain) 15. Needed a round of prep, but came up with:

18d8 + 4d6 + 166 normal (190-334)
18d8 + 4d6 + 246 crit (17-20) (270-414)

Spoiler:
Using a heavy crossbow. Greater Vital Strike. Damage bonuses from Deadly Aim, bolt ace, +5 crossbow, weapon specialization, weapon training, etc. The "shtick" that boosts the damage so high uses the Samsaran's mystic past life to grab ranger spells and is:

Cast greater named bullet on a LARGE bolt well in advance.
Prep round: gravity bow, fervorcast righteous might
Attack round: fervorcast divine power, move action (rapid reload) the large bolt into the crossbow, attack.

A large, gravity bow crossbow bolt does 3d8 damage. Greater Vital Strike makes that 12d8. Static damage came to +42. Greater named bullet automatically threatens a crit (5 levels of Bolt Ace makes a crossbow a x3 weapon, which makes that total 18d8 + 126) and adds an extra 40 (2xCL) damage after that. If the attack roll is a threat without the named bullet (17-20 with Improved Critical) then the named bullet damage also gets multiplied on the crit.

The other 4d6 is corrosive, flaming, frost, shock.

I have a ton of feats left, and I think I might actually do better with a bow despite the lost dex-to-damage of the bolt ace. That's the next thing to try.

If I can figure out how to give a weapon master fighter the ability to cast named bullet as a quickened spell, that's going to be the ultimate "no prep" character.

The Exchange

Played around some more with different parameters. Level 20, no mythic, but any other Paizo material allowed. And no pre-buffing at all. What can I do in just one round? By using some of the less common subsystems, I came up with:

27d8+346

how did I get there:

1) This is a Weapon Master Fighter with the Focused Weapon (do damage as a warpriest's favored weapon) Advanced Weapon Training. So far fairly normal.
2) I used the guided weapon property. Eh, it's Paizo, but 3.5, so most GMs don't allow it.
3) I designed a weapon using the rules from Weapon Master's handbook. Specifically, a bow with a x4 critical modifier. Only a 1d3 weapon, but I don't care because of Focused Weapon. Called it a "plinkbow."OK, starting to get cheesy
4) Here's where I reached where no sane GM would allow. I used the custom race builder rules in ARG. Specifically I wanted a large creature with greater named bullet as a spell-like ability. While I was at it I boosted my Wisdom up as high as I could. I did limit myself to an Advanced (20-point) race.
5) Took the feat Quickened Spell-like ability.

A large 20th-level warpriest sacred weapon does 3d8. 20th level weapon master increases the critical modifier by 1. And can also increase the critical modifier by 1 more three times a day. Add up all the feats and I'm at

3d8+44 (x6) add in Greater Vital Strike and Devastating Strike for
12d8+50 (x6)

Named bullet automatically threatens a crit, and Weapon Master 20 automatically confirms threats. So
27d8+300 +40 (named bullet) + 6 (killer trait)
+200 more if I happen to roll a 19 or 20 on the attack roll.

Partial Stats:
Unnamed Hero
Custom race - advanced fighter (weapon master) 20
N Large humanoid (giant)

--------------------
Offense
--------------------
Speed 20 ft.
Ranged +5 guided second chance plinkbow +43 (12d8+50/×5)
Space 10 ft.; Reach 5 ft.
Spell-Like Abilities (CL 20th; concentration +19)
1/day—quickened greater spell-like ability (greater named bullet)
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 8, Int 10, Wis 42, Cha 8
Base Atk +20; CMB +21; CMD 33 (42 vs. disarm, 42 vs. sunder)
Feats Advanced Weapon Training, Deadly Aim, Devastating Strike, Greater Vital Strike, Greater Weapon Focus (plinkbow), Greater Weapon Specialization (plinkbow), Improved Critical (plinkbow) Improved Vital Strike, Quicken Spell-Like Ability (greater spell-like ability), Vital Strike, Weapon Focus (plinkbow), Weapon Specialization (plinkbow)
Other Gear +5 guided plinkbow, belt of incredible dexterity +6, gloves of dueling, headband of inspired wisdom +6
--------------------
Special Abilities
--------------------
Deadly Aim -6/+12 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deadly Critical: Plinkbow (3/day) (Ex) Increase the critical damage multiplier of your chosen weapon
Devastating Strike Deal extra damage when using Vital Strike bonus
Focused Weapon (Plinkbow) (Ex) Can deal damage as per Sacred Weapon class feature with chosen weapon.
Quicken Spell-Like Ability (Spell-Like Ability, Greater) Spell-like ability is cast as a swift action up to 3/day.
Vital Strike Standard action: x2 weapon damage dice.
Weapon Mastery (Longbow) (Ex) Chosen weapon always confirms critical threats, and cannot be disarmed.
Weapon Training +7: Longbow (Ex) +7 to hit and damage with your chosen weapon.

I know I'm forgetting a lot of easy boosters - I've got 10 feats and tons of money leftover. And of course could do way more with time to buff. But that was fun to do.


Belafon, it's interesting from a "these are technically legal options within the context of the game at large" viewpoint, but if you tried to bring such a character to a table where I'm the GM, the items you outline in points 2 through 4 wouldn't remotely be allowed.

The Exchange

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Claxon wrote:
Belafon, it's interesting from a "these are technically legal options within the context of the game at large" viewpoint, but if you tried to bring such a character to a table where I'm the GM, the items you outline in points 2 through 4 wouldn't remotely be allowed.

I think that was covered by my comments, especially "Here's where I reached where no sane GM would allow." :)

Weapon Design rules are kinda fun and not particularly powerful. Until you start playing around with crit range and multiplier. Race Builder rules just shouldn't be a player option, period.

I dabbled in a couple of other builds after this. A myrmidarch magus casting a Quickened named bullet and then spellstriking with a Maximized, Empowered, Intensified disintegrate was frankly ludicrous. Particularly after I took a dip in sorcerer for the orc bloodline. Make the save or take 750 + (0.5 x 100d6) points of damage just from disintegrate...

Named bullet is the star of any of these builds because it automatically threatens a crit.


BossPaeGan wrote:

I missed some math :(

L20 Regular Hit, 1 bolt: 4d10 (Crossbow) + 4d6 (Expended Psionic Focus: Improved Psionic Shot) + +16d10 (Greater Vital Strike) + 5d6 (Master Technique) + 13 + -4 to 1 select ability [CON] = 44-269 Dmg

I've just skimmed these so forgive me if I've missed something, but shouldn't Greater Vital Strike be +12d10? (The 16d10 includes the 4d10 from the base weapon, which you've already counted.)


MrCharisma wrote:
BossPaeGan wrote:

I missed some math :(

L20 Regular Hit, 1 bolt: 4d10 (Crossbow) + 4d6 (Expended Psionic Focus: Improved Psionic Shot) + +16d10 (Greater Vital Strike) + 5d6 (Master Technique) + 13 + -4 to 1 select ability [CON] = 44-269 Dmg

I've just skimmed these so forgive me if I've missed something, but shouldn't Greater Vital Strike be +12d10? (The 16d10 includes the 4d10 from the base weapon, which you've already counted.)

Nope

L20 Marksman (Psionic Class; Dreamscarred Press) with the Sniper Style [https://www.d20pfsrd.com/alternative-rule-systems/psionics-unleashed/classes/marksman/marksman-combat-styles/] increases the base damage of the weapon when using Augmented Shot ability, in this case 1d10 becomes 4d10 and Greater Vital Strike multiplies BASE damage by 4

Now personally, I think it should be a d8 class (ie, "support") what with its limited weapon and armor proficiencies and desire to avoid a stand up fight; with maybe a slight increase to its power points so it maxes at around 80 power points at L20


BossPaeGan wrote:
MrCharisma wrote:
BossPaeGan wrote:

I missed some math :(

L20 Regular Hit, 1 bolt: 4d10 (Crossbow) + 4d6 (Expended Psionic Focus: Improved Psionic Shot) + +16d10 (Greater Vital Strike) + 5d6 (Master Technique) + 13 + -4 to 1 select ability [CON] = 44-269 Dmg

I've just skimmed these so forgive me if I've missed something, but shouldn't Greater Vital Strike be +12d10? (The 16d10 includes the 4d10 from the base weapon, which you've already counted.)

Nope

L20 Marksman (Psionic Class; Dreamscarred Press) with the Sniper Style [https://www.d20pfsrd.com/alternative-rule-systems/psionics-unleashed/classes/marksman/marksman-combat-styles/] increases the base damage of the weapon when using Augmented Shot ability, in this case 1d10 becomes 4d10 and Greater Vital Strike multiplies BASE damage by 4

Sorry I didn't make myself clear. Yes you get 16d10 damage, but what you've written there is 4d10 PLUS 16d10. Where is the extra 4d10 coming from in that scenario?

Just to make sure I'm being clear, let's ignore all the other parts of your equation:

BossPaeGan wrote:
L20 Regular Hit, 1 bolt: 4d10 (Crossbow) + 4d6 (Expended Psionic Focus: Improved Psionic Shot) + +16d10 (Greater Vital Strike) + 5d6 (Master Technique) + 13 + -4 to 1 select ability [CON] = 44-269 Dmg = 20d10

You've double-counted the original 4d10. You put it in as itself, but it's also included as part of Greater Vital Strike.

4d10 = Regular attack
4d10 + 4d10 = 8d10 = Vital Strike
4d10 + 4d10 + 4d10 = 12d10 = Improved Vital Strike
4d10 + 4d10 + 4d10 + 4d10 = 16d10 = Greater Vital Strike

So it should either be: "4d10 (Crossbow) + 12d10 (Greater Vital Strike)" or just "16d10 (Crossbow Greater Vital Strike)". The Total damage dice from the Crossbow on a Greater Vital Strike should be 16d10, but what you have is 4d10 + 16d10 = 20d10.

That's unless I'm missing some other ability somewhere? I'm fully willing to believe I am, I'm just checking your working basically =P

(Sorry for the excessive formatting, I tried without it and it just seemed like some of the information got lost in the noise.)


My bad

I misread, misunderstood and miscalculated the Greater Vital Strike

You are correct with the 4d10 (crossbow) + 12d10 (gvs)

Im kinda glad I havent gotten that character to the appropriate level to utilize my math errors

though still, the damage is kinda intimidating as its all without magical weapons/missles


Oh yeah, it's still great - much better than my build was gonna be - just wanted to check I wasn't missing something.

Glad I could help =)

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