A Fighter Archer with Ranged Weapon Mastery, Dragonbone Bow, Far Shot/Distance-weapon and levels in Cragtop Archer can probably still act effectively given the means to detect opponents, but usually it already starts to take effort and specialization to function at such a range. To effectively act at such a range, you tend to need uncanny means of detecting opponents, be it ridiculously high spot check or some divination magic/spotter, and very high attack bonuses or long range increments to act effectively. Most Cleric Archers and other non-Fighter Archers tend to operate at this range. At this range, you can generally pepper the opponent with a few full attacks before they close in to casting/melee range and free damage never hurt anyone. This is generally one-two increments away and a range where normal characters can still succeed their spot checks, so a good range to start an encounter at for a non-Precision Damage Archer in wilderness areas. This is generally also the maximum range you'll have to deal with in dungeons. If you can move after attack, this range gives you relative safety and alpha strike capability as an average movement speed of 30' cannot charge beyond 60'. This is the range for Precision Damage Dealers with range extending feats, such as a Swift Hunter with Ranged Skirmisher. This is also the standard move action, so acting at this range is almost as dangerous as fighting in melee. The common Swift Hunter Archer is going to want to visit this range quite often and this is also the range for a normal Rogue to Sneak Attack. This is the range for Point Blank Shot, Manyshot and the range limitation for most sorts of Precision Damage. Archery is easiest divided to range categories (colored by the spectre): SRD = System Reference Document () Īrchery is a pretty large umbrella for a form of attacks, so a bit more accurate separation will help with dealing with particular builds and the capabilities we'll be looking for in each category. PF SRD = Pathfinder System Reference Document () Source Legend (not all of the sources are used in the present guide the listed abbreviation is what I'll be using should I happen to add material)Ĭode: AE = Arms and Equipment Guide (3.0)įRCS = Forgotten Realms Campaign Settings (3.0) Purple options are godlike these are the cream of the crop and if you can, you should be picking them up. Red options are rated as bad, and should by and large be avoided.īlack options are average and probably have specific niches or are good options in the absence of others, but are nothing special.īlue options are good options and if they happen to synch with what your character is doing, you should probably pick them up. I will cover the tricks to pump one's range, but I won't be making builds with the sole intention of shooting damn far. The thread will be mostly practical optimization so all the advice presented will be aimed with campaigns and playability in mind records are one thing, but practically being able to shoot 40000' away isn't going to come up very often in campaigns. I'll try to cover everything in as comprehensive a fashion as possible, but since I'm not just copying the handbook the process will probably take a while. The purpose of this thread is to be a one-stop source for all your Archery needs in the spirit of Carnivore's Ultimate Archer Handbook. Precision Archers ĭivine Archers Īrcane Archers
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |