RoyalPhoenix1 |
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There are so many circumstantial penalties when shooting an arrow: -4 from shooting enemies in Melee, -4 from enemies in partial cover, to name a few. If I'm trying to run damage calcs to anticipate the output of my build so I can compare it to a melee build I'm trying to make as well, but I don't know what assumptions I should be making, so I don't know the impact precise shot and improved precise shot will have on my damage.
Currently I'm assuming enemies I target will be in melee/in partial cover 50% of the time, (so instead of -4 from each, I just use -2 from each as a default assumption).
Is this a good assumption or not? How do you guys approach that?
TxSam88 |
I assume I have the feats that negate most of those penalties and just look at potential damage on a hit (basically assume I hit)
Also, a well built fighter archer will out pace the damage of a well built melee fighter, simply due to not having to move, but also having more iterative attacks due to many shot and rapid shot.
Sysryke |
I assume I have the feats that negate most of those penalties and just look at potential damage on a hit (basically assume I hit)
Also, a well built fighter archer will out pace the damage of a well built melee fighter, simply due to not having to move, but also having more iterative attacks due to many shot and rapid shot.
Assuming that that's true, which I'm not arguing, aside from play style what incentive does anyone have to build a melee fighter?
thorin001 |
TxSam88 wrote:Assuming that that's true, which I'm not arguing, aside from play style what incentive does anyone have to build a melee fighter?I assume I have the feats that negate most of those penalties and just look at potential damage on a hit (basically assume I hit)
Also, a well built fighter archer will out pace the damage of a well built melee fighter, simply due to not having to move, but also having more iterative attacks due to many shot and rapid shot.
Somebody has to stand in front and keep the bad guys off of the squishies.
TxSam88 |
TxSam88 wrote:Assuming that that's true, which I'm not arguing, aside from play style what incentive does anyone have to build a melee fighter?I assume I have the feats that negate most of those penalties and just look at potential damage on a hit (basically assume I hit)
Also, a well built fighter archer will out pace the damage of a well built melee fighter, simply due to not having to move, but also having more iterative attacks due to many shot and rapid shot.
well, it's a ROLE playing game, not a ROLL playing game. That enough should make people want to play all kinds of sub-par characters.
Dragonchess Player |
There are so many circumstantial penalties when shooting an arrow: -4 from shooting enemies in Melee, -4 from enemies in partial cover, to name a few.
Note, this is what the feats Point Blank Shot (+1 on attack rolls within 30 ft) and Precise Shot (no penalty for shooting at enemies in melee) are for. They are pretty much "must haves" for a ranged attacker.
As far as effectiveness goes, archery/ranged combat can be more effective than melee combat (mainly because archery/ranged combat can make full attacks more often), but archery/ranged combat requires more investment in feats to get there. For a group/party effectiveness standpoint, you probably should have (at least) one character that can be effective at archery/ranged combat and (at least) one character that can be effective at melee combat. Note, either (or both) could also be casters if they make certain decisions in the character creation/advancement process.
TxSam88 |
Note, this is what the feats Point Blank Shot (+1 on attack rolls within 30 ft) and Precise Shot (no penalty for shooting at enemies in melee) are for. They are pretty much "must haves" for a ranged attacker.As far as effectiveness goes, archery/ranged combat can be more effective than melee combat (mainly because archery/ranged combat can make full attacks more often), but archery/ranged combat requires more investment in feats to get there.
The other must haves are Rapid Shot, Many Shot and Deadly Aim. A fighter Class can have all the feats he needs to be an exceptional Archer by level 11.
Diego Rossi |
I don't disagree, which is why I mentioned play style. But, some people play specifically for mechanics, number crunching, or winning the DPS Olympics.
As an example, without a friend keeping them occupied, what stops an intelligent enemy melee combatant from moving up to you and Sunder your bowstring? Or the whole bow?
Unless they are heavily enchanted, bows have relatively low hardness and hp.
Every time you fire an arrow you provoke an AoO from nearby enemies, so, again, having someone that keeps them away is useful.
(With the right feats you can avoid that, but that requires more feats)
Diego Rossi |
Missile weapons have a higher cost when you need to bypass DR (something that I think most people overlook):
Magic Ranged Weapons and Ammunition: When a ranged weapon shares its enhancement bonus with its ammunition, does this count as “true” enhancement bonus or more like a temporary bonus like greater magic weapon? In other words, does the shared enhancement bonus allow the arrow to bypass damage reduction as if it was cold iron, silver, adamantine, and aligned?
No, other than the ways indicated in the Core Rulebook (if the ranged weapon is at least +1, they count as magic, and if the ranged weapon is aligned they count as that alignment as well) the enhancement bonus granted to ammunition from the ranged weapon doesn’t help them overcome the other types of damage reduction. Archers and other such characters can buy various sorts of ammunition or ammunition with a high enhancement bonus to overcome the various types of damage reduction.
posted May 2017 | back to top
Clustered shots alleviate that problem, but it becomes another feat you need.
DeathlessOne |
I don't disagree, which is why I mentioned play style. But, some people play specifically for mechanics, number crunching, or winning the DPS Olympics.
I'd caution anyone getting into the hobby to avoid playing for purely mechanical reasons. Mechanics exist to help simulate resolution of conflict. At its core, the game is about telling a story, and if you play for any other reason, you are missing out on a substantial portion of the game. I say this as someone who is highly attracted to the mechanical crunching and theory-crafting portion of the system. People who approach the game from a mechanical perspective will have a great deal of fun, but they won't have all the fun they could have had. Its not wrong. It's merely not the optimal way to play.
One thing to factor into your decision to play a specific type of character in combat is this: how easily are your tactics shut down? Archers are highly vulnerable to weather effects. You get a strong wind gust, and you'll start taking penalties. Those winds hit 51+ mph, and you simply aren't able to use ranged weapon attacks. There are spells that can shut you down too, as early as 3rd level (2nd level spells). If I see a spellcaster that doesn't have something ready to shut down archers, I see a soon to be dead spellcaster.
Naturally, there are ways to shut down characters that are purely melee oriented (something as simple as flight). The trick to being 'optimal' is to always have another way of being effective, even if it costs you complete mastery in one aspect of your fighting style. Doesn't matter how good you are at being an archer if you can't survive a simple melee skirmish.
..aside from play style what incentive does anyone have to build a melee fighter?
Survivability, plain and simple. Protecting the squishes and letting THEM annihilate your foes is a very satisfying play style. You get to be the point of the spear, enhanced by your allies' magic beyond your normal capabilities, and taking wounds that would kill normal mortals only to have those wounds wiped away as the wave of your healer's hand. You want to be a big enough threat that the enemy cannot afford to ignore you, but you don't need more than that.
Phoebus Alexandros |
TxSam88 wrote:Assuming that that's true, which I'm not arguing, aside from play style what incentive does anyone have to build a melee fighter?I assume I have the feats that negate most of those penalties and just look at potential damage on a hit (basically assume I hit)
Also, a well built fighter archer will out pace the damage of a well built melee fighter, simply due to not having to move, but also having more iterative attacks due to many shot and rapid shot.
After about a decade's worth of supplements, there are so many options that the game can't be reduced to simple ranged vs. melee mechanics (in my humble opinion).
Fighters have a ton of feats. Don't get me wrong, you can easily, absolutely build a great archer fighter with all those feats. At the same time, you could also build a great fighter who goes the way of Power Attack, Combat Reflexes, Cut from the Air, and Improved Critical, dealing tons of damage while deflecting arrows loosed at him. You could even progress him toward mounted pounce by level 7 (or later through feats).
Dragonchess Player |
Note that the "melee vs. ranged" effectiveness in a given adventure or campaign is going to be dependent on multiple factors outside of just the character (opponents and terrain are the two that come to mind first). Overall, a ranged attacker will likely be more consistent at damage output (but can experience wider swings, depending on the scenario) while the melee attacker can often be better at more than just damage output (tripping, for example, can be a very effective tactic* that is much easier to pull off for a melee attacker).
Things get more complex if you start combining melee or ranged weapon attacks (or even both) with casting ability. In general, any character should avoid becoming a "one-trick pony" and have at least some back-up options if their primary mode is ineffective for a specific scenario.
TxSam88 |
Sysryke wrote:TxSam88 wrote:Assuming that that's true, which I'm not arguing, aside from play style what incentive does anyone have to build a melee fighter?I assume I have the feats that negate most of those penalties and just look at potential damage on a hit (basically assume I hit)
Also, a well built fighter archer will out pace the damage of a well built melee fighter, simply due to not having to move, but also having more iterative attacks due to many shot and rapid shot.
After about a decade's worth of supplements, there are so many options that the game can't be reduced to simple ranged vs. melee mechanics (in my humble opinion).
Fighters have a ton of feats. Don't get me wrong, you can easily, absolutely build a great archer fighter with all those feats. At the same time, you could also build a great fighter who goes the way of Power Attack, Combat Reflexes, Cut from the Air, and Improved Critical, dealing tons of damage while deflecting arrows loosed at him. You could even progress him toward mounted pounce by level 7 (or later through feats).
first range increment for a longbow is 100'. the archer, who will probably go fist, will get 1 or 2 rounds of shooting before the melee with pounce gets to attack. but it's seldom about PC vs PC, is PC vs bad guy, and they seldom have those specialized type builds.
Phoebus Alexandros |
Sorry, looking back at my reply again I can totally see how it comes off as "archer character versus melee character" in the most literal sense. I meant that example as an alternative: a melee fighter who can cover distance quickly, deny ranged attacks while doing so, and deal a great deal of damage.
And where damage is concerned, it's been a long time since I've checked DPR tables, but I feel at least somewhat confident that Power Attack with a two-handed 15-20 crit range melee weapon will do inflict amounts of damage that are comparable to those of an archer with Deadly Aim, Rapid Shot, and a composite longbow.
Don't get me wrong, archers have tons of fun options--I just happen to think that, mechanically and flavor-wise, melee has as much going for it.
TxSam88 |
I just happen to think that, mechanically and flavor-wise, melee has as much going for it.
Most Certainly - Lots of fun to be had with almost any build.
The issue we had with archers was the high init score, combined with range and huge damage, typically meant the encounter boss was dead before the melee fighter got to even act. So while that melee guy could chew through the minions to get to the boss, the big target would already be dead.
Phoebus Alexandros |
Yeah, a consequence of all the books in question is that they made the need for tailored encounter design that much greater. And that, of course, becomes a pain in its own right--since you now have to consider at what point tailoring a given encounter with feats, items, etc., appropriate to the party exceed the desired CR.
Mysterious Stranger |
If your target is cannot be seen, you do not have line of sight, and the target has total concealment. You cannot attack a target that has total concealment. Not being able to see the square will also prevent you from attacking the square. So, unless you have something that allows you to ignore concealment the bonus from precise shot is irrelevant. Even if you are able to ignore concealment something that far away is probably beyond the maximum range anyways.
Azothath |
I deleted my original response as it was the first and still only user's post. I'm assuming he comes from a min/max system like video gaming and want to start with a powerful build. It's not unusual but kinda at cross purposes to the Game as you sacrifice variability and/or utility with greater specialization. I knew yall would do your thing as it is that kind of thread, then some ranged vs martial chat.
just peruse the DPR Olympics thread
just point newbies to the PF1 Build Guides at ZG and 3-4 good builds.
Items that can save you is also handy.
I've posted several detailed builds as posted builds tend to be simply a thread of feat choices and lack reasonable equip, gear, and details(race & alt race choices, deities(Fvd Wpn options), traits, skill ranks, languages, HPs, FCBs, spellbooks & costs, etc).
Taja the Barbarian |
Missile weapons have a higher cost when you need to bypass DR (something that I think most people overlook):
FAQ wrote:Magic Ranged Weapons and Ammunition: When a ranged weapon shares its enhancement bonus with its ammunition, does this count as “true” enhancement bonus or more like a temporary bonus like greater magic weapon? In other words, does the shared enhancement bonus allow the arrow to bypass damage reduction as if it was cold iron, silver, adamantine, and aligned?
No, other than the ways indicated in the Core Rulebook (if the ranged weapon is at least +1, they count as magic, and if the ranged weapon is aligned they count as that alignment as well) the enhancement bonus granted to ammunition from the ranged weapon doesn’t help them overcome the other types of damage reduction. Archers and other such characters can buy various sorts of ammunition or ammunition with a high enhancement bonus to overcome the various types of damage reduction.
posted May 2017 | back to topClustered shots alleviate that problem, but it becomes another feat you need.
Typically, an archer should have a supply of Cold Iron Arrows with Weapon Blanch (Silver) applied to them to cover the most common DRs: This brings the cost of 20 arrows up from 1g to 12g (1g for the base arrows, doubled to 2g for being made of Cold Iron, plus 10g for enough Blanch for all 20 arrows), but that is still an inconsequential amount after your first few levels...
DR/Adamantine is a bit tougher but is also fairly uncommon, so a small reserve of the more expensive Weapon blanch (Adamantine) would be a wise investment: If you are encountering this DR frequently, Archery might not be the best combat style to play in that particular campaign (though 10g per arrow for the Blanch still isn't that expensive by the time Adamanitine weapons or high enough enhancement bonuses to bypass this DR are typically available to PCs as long as you know that you will need them ahead of time).
DR/Alignment is best covered by getting Holy or one of the other aligned qualities on your Bow: Unless your character is evil or is rarely fighting actual evil foes, the Holy quality is pretty good before even taking DR into consideration...
So, yes, DR is a bit more of an issue for Archers, but it should be generally manageable with a little attention paid to logistics.
Diego Rossi |
Typically, an archer should have a supply of Cold Iron Arrows with Weapon Blanch (Silver) applied to them to cover the most common DRs: This brings the cost of 20 arrows up from 1g to 12g (1g for the base arrows, doubled to 2g for being made of Cold Iron, plus 10g for enough Blanch for all 20 arrows), but that is still an inconsequential amount after your first few levels...
I think that a special material weapon can benefit either from the Blanch or its original material, not both at the same time. The arrowhead is completely coated by the blanch, so the target isn't hit by the original special material.
The cost is low for the single arrow, but it piles up, seeing how many arrows are shot by a dedicated archer. Using the Blanch still wins handily on taking a feat to achieve a similar result.
Put another way, to avoid miscommunication, it is not a big problem, only something that needs to be considered.
Dragonchess Player |
Taja the Barbarian wrote:I think that a special material weapon can benefit either from the Blanch or its original material, not both at the same time. The arrowhead is completely coated by the blanch, so the target isn't hit by the original special material.Typically, an archer should have a supply of Cold Iron Arrows with Weapon Blanch (Silver) applied to them to cover the most common DRs: This brings the cost of 20 arrows up from 1g to 12g (1g for the base arrows, doubled to 2g for being made of Cold Iron, plus 10g for enough Blanch for all 20 arrows), but that is still an inconsequential amount after your first few levels...
You are confusing weapon blanch with silversheen. Weapon blanch explicitly states "a weapon made of one special material (such as adamantine) can have a different material blanch (such as silver), and counts as both materials for the first successful hit."
For adamantine, a handful of durable arrows with adamantine arrowheads (61 gp each) can often be worth investing in on reaching middle levels.
Note: I have to admit a preference for the PF1 arcane archer (actually an eldritch knight with a 2-4 level "dip" in arcane archer; or an elf/half-elf oracle with the Wood mystery taking four levels of Deadeye devotee). Figuring out ways to bypass DR without investing in extra feats or having to spend more gp than necessary was something I put some thought into.
TxSam88 |
Diego Rossi wrote:Taja the Barbarian wrote:I think that a special material weapon can benefit either from the Blanch or its original material, not both at the same time. The arrowhead is completely coated by the blanch, so the target isn't hit by the original special material.Typically, an archer should have a supply of Cold Iron Arrows with Weapon Blanch (Silver) applied to them to cover the most common DRs: This brings the cost of 20 arrows up from 1g to 12g (1g for the base arrows, doubled to 2g for being made of Cold Iron, plus 10g for enough Blanch for all 20 arrows), but that is still an inconsequential amount after your first few levels...
You are confusing weapon blanch with silversheen. Weapon blanch explicitly states "a weapon made of one special material (such as adamantine) can have a different material blanch (such as silver), and counts as both materials for the first successful hit."
For adamantine, a handful of durable arrows with adamantine arrowheads (61 gp each) can often be worth investing in on reaching middle levels.
Note: I have to admit a preference for the PF1 arcane archer (actually an eldritch knight with a 2-4 level "dip" in arcane archer; or an elf/half-elf oracle with the Wood mystery taking four levels of Deadeye devotee). Figuring out ways to bypass DR without investing in extra feats or having to spend more gp than necessary was something I put some thought into.
We play the AP's and DR isn't enough of an issue to ever worry about being able to bypass it. Like, we're in book 5 of Skulls and Shackles, and I think we've had DR in like 3 encounters.... And when you can del 30-50 points of damage in a hit, DR 5 is not slownig you down much.
Dragonchess Player |
I should probably clarify that when I say middle levels, I am using the "classic" terminology for low-level, middle-level (mid-level), and high-level play:
Low-Level is usually considered to be 1st to 4th level. PCs are primarily reliant on class features, spells, and nearly all magic items will be charged (wands), consumable (ammunition, potions, scrolls, single use), or have limited uses per day. If WBL guidelines are being followed (no more than 50% of WBL in a single item), a 3rd level PC might have +1 armor or a cloak of resistance +1; a PC won't have a +1 weapon until right before gaining 4th level.
Middle-Level is usually considered to start at 5th or 6th level. This is when spells like animate dead, dispel magic, fly, greater magic fang, greater magic weapon, haste, heroism, magic vestment, speak with dead, water breathing, etc. become available. When I said "on reaching middle levels," this is what I was referring to. DR/substance can still be sometimes difficult to deal with, especially automatons. As you mentioned, the frequency DR is encountered can be campaign specific; a pirate campaign will have most foes as "normal" PC/NPC races, while other campaigns may have encounters with foes that have DR more often (e.g., Carrion Crown, IIRC).
High-Level is usually considered to start at either 9th-10th level or 11th-12th level. PCs gaining 5th-level spell slots (9-level casters) can significantly impact the game with the ability to cast two spells in a round (via Quicken Spell*) or use baleful polymorph, raise dead, scrying, teleport, true seeing (cleric/oracle), etc. Some consider 9-level casters gaining 6th-level spells to be the "break point" for high-level play.
*- a warpriest can use Fervor to cast swift action spells earlier, but can't do something like "cast a quickened divine favor and a normal 4th-level spell in the same round" (about the same "power curve" as a 9-level caster) until hitting 10th level
Zepheri |
If your target is cannot be seen, you do not have line of sight, and the target has total concealment. You cannot attack a target that has total concealment. Not being able to see the square will also prevent you from attacking the square. So, unless you have something that allows you to ignore concealment the bonus from precise shot is irrelevant. Even if you are able to ignore concealment something that far away is probably beyond the maximum range anyways.
Yea I know that part what I mean of out of sight is like if your max sight view is 60Ft can still use prescient shot? Or need to use spot skill to let you use the feat?
zza ni |
just make sure your archer can deal with the other two common arrows shutdowns (beside deflecting\cut from air) - wind wall and a fighter who move and ready his tower shield once you start shooting.
TxSam88 |
just make sure your archer can deal with the other two common arrows shutdowns (beside deflecting\cut from air) - wind wall and a fighter who move and ready his tower shield once you start shooting.
yep - never had a bad guy in an AP with those either.
DeathlessOne |
yep - never had a bad guy in an AP with those either.
Its entirely possible you've never played the adventure paths with such tactics built in. I don't have the entire library of Pathfinder works, but I've got a good bit on searchable PDF (missing a few adventure paths). Leaving out the bestiaries and standard creatures you'd fight in those adventure paths, here is a list of what I could find in the PDF's that are pretty much a guaranteed encounter. This list in not exhaustive and only includes the exact spell 'wind wall' or the feat 'deflect arrows'.
Carrion Crown - Book 6 - Morrigna (psychopomp) - (deflect arrows)
Council of Thieves - Book 3 - Mr. Straw (deflect arrows)
Curse of the Crimson Throne - Book 3 - Vimanda (deflect arrows)
Curse of the Crimson Throne - Book 3 - Beatific One (deflect arrows)
Curse of the Crimson Throne - Book 4 - The Cinderlander (wind wall)
Ironfang Invasion - Book 3 - Hobgoblin Phalanx Troop (deflect arrows)
Ironfang Invasion - Book 4 - Kisegar (wind wall)
Ironfang Invasion - Book 6 - Ironfang Honor Guards (deflect arrows)
Ironfang Invasion - Book 6 -Henra (deflect arrows)
Jade Regent - Book 1 - Hala (demon) - Stormwind Aura (wind wall)
Jade Regent - Book 2 - Wodes, The Blood-Feather Raven (wind wall)
Jade Regent - Book 2 - Frozen Shadow Monks (deflect arrows)
Jade Regent - Book 2 - Omoyani (deflect arrows)
Jade Regent - Book 4 - Suijin - Whitewater Barrier (wind wall)
Jade Regent - Book 4 - Sisters of the Broken Path (deflect arrows)
Jade Regent - Book 5 - Hirabashi Jiro (deflect arrows)
Jade Regent - Book 6 - Anamurumon (wind wall)
Jade Regent - Book 6 - Sudoshi Sento (deflect arrows)
Kingmaker - Book 4 - Zorek (wind wall)
Legacy of Fire - Book 3 - Radi Hamdi (deflect arrows)
Legacy of Fire - Book 5 - Ezer Hazzebaim (wind wall)
Legacy of Fire - Book 6 - Nefeshti (wind wall)
Legacy of Fire - Book 6 - Davashuum (deflect arrows)
Feast of Ravenmoor - Andretti Kriegler (wind wall)
Beyond the Vault of Souls - Olvan, Soul Gem Hunter (wind wall)
Clash of the Kingslayers - The Many-faced One (deflect arrows)
Cult of the Ebon Destroyers - Darkness Acolytes (deflect arrows)
Cult of the Ebon Destroyers - Beatific One (deflect arrows)
Cult of the Ebon Destroyers - Ikrimah (deflect arrows)
Cult of the Ebon Destroyers - Deepti (deflect arrows)
Cult of the Ebon Destroyers - Zaafira (deflect arrows)
The Pact Stone Pyramid - Ro Ap Han (deflect arrows)
Revenge of the Kobold King - Boss Payden Teedum (deflect arrows)
The Ruby Phoenix Tournament - Nearidei (wind wall)
The Ruby Phoenix Tournament - Wu Dizhen (deflect arrows)
Tomb of the Medusa - Lecretia (deflect arrows)
Rise of the Runelords - Book 1 - Tsuto Kaijitsu (deflect arrows)
Rise of the Runelords - Book 4 - Harpy Monks (deflect arrows)
Second Darkness - Book 2 - Akron Erix (deflect arrows)
Second Darkness - Book 2 - Witchwyrd (deflect arrows)
Second Darkness - Book 4 - Irnakurse (deflect arrows)
Second Darkness - Book 6 - Xizho (wind wall)
Serpent's Skull - Book 4 - Sskhavo (deflect arrows)
Serpent's Skull - Book 5 - Khavith (wind wall)
Serpent's Skull - Book 6 - Vyr-Azul (wind wall)
Strange Aeons - Book 3 - Priest of Bokrug (wind wall)
Strange Aeons - Book 5 - Sendala (wind wall)
Strange Aeons - Book 5 - Mother Grim Moon (wind wall)
Strange Aeons - Book 6 - The Mad Trumpeter (wind wall)
Tyrant's Grasp - Book 1 - Gardeners (deflect arrows)
Tyrant's Grasp - Book 2 - Trondus (deflect arrows)
Tyrant's Grasp - Books 3 trough 6 - I do not have
Wrath of the Righteous - Book 6 - Filleted man (wind wall)
If you come across any of the following monsters, they have wind wall as a spell or spell-like ability: Wind Yai, Flying Polyp, Hala, Bralani, Orania, Cloud Giant Oligarch, Storm Hag, Kamaitachi, Dwiergeth, Wild Hunt Monarch, Ancient Magma Dragon, Nephlei, Sharpshooter Automaton, Suijin, Ancient Havoc Dragon, Ancient Silver Dragon, Ancient Sky Dragon, Apkallu, Duergar High Priest, Empyrean, Lizardfolk Sorcerer, Mephit, Talmandor, Adult Bliss Dragon, Adult Forest Dragon, Adult Silver Dragon, Ancient Bliss Dragon, Ancient Forest Dragon, Chosen of Lamashtu, Isitoq, Jarl Gnargorak, Planetar, Prophet of Baphomet, Rokurokubi, Solar, The Would-Be Queen, Almara Kazaar, Treant, Undrella
I could go through them again to see if I run across any 'tower shield' entries, or any shield with the 'arrow deflection' enchantment. But that'll take a while.
Taja the Barbarian |
TxSam88 wrote:yep - never had a bad guy in an AP with those either.Its entirely possible you've never played the adventure paths with such tactics built in. I don't have the entire library of Pathfinder works, but I've got a good bit on searchable PDF (missing a few adventure paths). Leaving out the bestiaries and standard creatures you'd fight in those adventure paths, here is a list of what I could find in the PDF's that are pretty much a guaranteed encounter. This list in not exhaustive and only includes the exact spell 'wind wall' or the feat 'deflect arrows'.
** spoiler omitted **...
Just note that there is a huge difference between 'has Wind Wall as a Spell-Like Ability' and 'Actually has a reasonable opportunity to use Wind Wall in battle' as once the casters and melee party members engage, the archer probably isn't the primary concern anymore: Yes, it would be nice to shut that archer down, but using your standard action to activate the ability with melee already in your face might be rather awkward at best.
Additionally, Wind Wall is one of those spells that most GMs probably just ignore when looking over the stat blocks: It's just so very situational for the limited number of actions that NPC will get...
As for the Tower Shield tactic, it seems like this would actually take up all the NPC's actions, so you can just let your melee party members kill him/her at their leisure.
DeathlessOne |
Just note that there is a huge difference between 'has Wind Wall as a Spell-Like Ability' and 'Actually has a reasonable opportunity to use Wind Wall in battle' as once the casters and melee party members engage, the archer probably isn't the primary concern anymore: Yes, it would be nice to shut that archer down, but using your standard action to activate the ability with melee already in your face might be rather awkward at best.
That goes for any sort of ability an enemy has, so I didn't really feel it needed to be mentioned. It was more that the enemy HAS the ability because any that lacked a counter to archery tactics didn't bear mentioning. Ie, they were not relevant to the conversation. To be concise, anyone can shut down archery by finding a way to get total cover or attack during a powerful windstorm. My response was specifically tailored to "yep - never had a bad guy in an AP with those either."
As for the Tower Shield tactic, it seems like this would actually take up all the NPC's actions, so you can just let your melee party members kill him/her at their leisure.
That is why minions and other hazards are often part of any fight that makes use of these tactics. Most, if not all, of the enemies I mention above are not found alone.
Mysterious Stranger |
Mysterious Stranger wrote:Yea I know that part what I mean of out of sight is like if your max sight view is 60Ft can still use prescient shot? Or need to use spot skill to let you use the feat?If your target is cannot be seen, you do not have line of sight, and the target has total concealment. You cannot attack a target that has total concealment. Not being able to see the square will also prevent you from attacking the square. So, unless you have something that allows you to ignore concealment the bonus from precise shot is irrelevant. Even if you are able to ignore concealment something that far away is probably beyond the maximum range anyways.
I am not sure what you mean by max sight? If you are talking about dim lighting you still have line of sight so can make an attack and precise shot will still work, but your attack has a 20% miss chance.
Basically, if you can make an attack, you can use precise shot unless something states otherwise. You might need to make a perception roll to attack a target at all. For example, if an opponent is using stealthy you may need to make a perception roll to know he is there before you can attack him.