The key to the Factotum uses for his combat effectiveness are his cunning plans. So lets break it down and take a look at how to make the best ranged weapon wielder in Pathfinder! The primary focus of this guide is on building an archer character, but many of the spells used by Divine and Arcane Archers apply to the rest of the party. Action Before Thought (2nd level Counter) You should have high Dexterity, but you can take this if you're still worried about Reflex saves. 8th - Warrior Talent. (Few things are more pathetic than watching the expression on a player's face when the Glabrezu he's furiously flailing against in melee reaches out and crushes his weapon like a Styrofoam cup; if the player has like over half his WBL invested in that one item and only has a dull butter-knife for secondary, he'll blubber like a little girl. Flame-Tested Survivor (Achievement) Fleet. When to use the wands should beotherwise obvious. Ease of Play (6 out of 10); Niche Effectiveness (10 out of 10); Weaknesses (Reflex Saves), Goodwill Hunting This Optimized Paladin (Divine Hunter) Archer Build is a critical specialist who uses a shocking burst bow that he can further enchant to be a flaming burst bow. Given how feat intensive archery is, the latter route is preferable. Finally Greater Snap Shot gives you even greater bonuses to attack and damage rolls for making Attacks of Opportunity against the enemy. They key thing to decide on is whether you want to be a spellcaster who plinks at the enemies or an archer who uses magic to enhance his archery. Deal +1d6 points of precision damage with melee attacks. Dimension Jumper [CM] Swift action. Stats (15 point build): Str (14); Dex (16); Con (10); Int (14); Wis (10); Cha (10). This is a three feat investment You must be able to move around and take full attacks. As a ranger you have a full BAB so you can use your two hander (or dual - but that takes another feat you dont have to spare). Since the ranger doesn't have to fulfill the prerequisites for his combat style feats I would actually dump Point Blank Shot. This creature is a reanimated corpse. Description. Perhaps more, since you will have social skills. A straight Fighter has somewhat better overall damage, while a Ranger has the necessary skills down and performs quite well against their Favored Enemies, but they're overall quite poor archers right out of the box. . What makes this truly outstanding is the fact Complete Champion also allows Clerics to trade in their domains for the corresponding devotion feat. Zen Archer is a class in Pathfinder: Wrath of the Righteous. Having a +1 bow with +9 worth of special abilities with Greater Magic Weapon cast on it, a weapon crystal and using enhanced arrows is going to go a long way towards dealing the damage on higher levels. Extraneous move actions? So if you want to surf internet safely than use VPN, these are the Best VPN Provider that can help you the most. Feats represent Abilities outside of the normal scope of a character's Race and Class.Many of them alter or enhance class abilities or loosen class restrictions, while others may apply bonuses to statistics, or grant the ability to take actions otherwise prohibited by the . These abilities are complimented by his extensive skill list and ability to cast a small selection of spells. Absolutely. Ease of Play (9 out of 10); Niche Effectiveness (10 out of 10); Weaknesses (Will Saves). Fighter can pick up some more esoteric feats; Ranger gets fewer feats but can get the most important ones sooner. are the law! all jackets. Playing Strategy:Dont be confused, this pathfinder optimized archer build is still a fighter first. Gain bonus on damage and critical confirmation when using ranged weapons, Use arrow as a melee attack to push enemies back, Make an additional attack if the first one hits. their normal melee reach and avoid provoking Attacks of Opportunity when Aspect of the Phantom At 4th level, a Knight Phantom gets to hover I always pick what suits my character's personality, backstory or development, not whatever gives me a 0.6% edge in combat. (See the Arcane Archer, Divine Archer, Divine Archer, and Shapeshift Archer sections for some good spells to choose.). Nice Post!Peaky Blinders Thomas Shelby trench coatCobra Kai Gi costumeOwen Grady coatYelena VestJessica Jones jacketRobotnick Trench CoatGentlemen tracksuits, Hey! Deadly Aim (Trade Attack Bonus for Damage) Also a ranger can ignore the prereqs only for their bonus feats, which means that precise shot, rapid shot, and improved precise shot would all have to be bonus feats.. Something to always keep in mind is to have the feats, class ability or weapons to not make your main ability, shooting a bow, cause an attack of opportunity for the inevitable guy who rushes you. A character who primarily uses a bow is useless without point blank and precise shot. Siren's Grace [SpC] 5th level. Mine is a priest (not cleric) who began as a zealot against certain religions, then became more humble and pious, but he used almost exclusively a longbow. Shadow Garrote (3rd level Strike) You can trigger Sneak Attack with this ranged touch attack, but it's not particularly useful. The following table lists all feats, showing prerequisites in tree form. These choices are not the most efficient build possible, but is specifically a good choice for a Fighter deciding to focus on using a Longbow or Composite Longbow. Alignment. In addition, archers must find a way around enemies immune to precision damage. I love playing archers. Outside of combat he is a scout and Tri-fectanegotiator (bluffer, diplomat, and intimidator). Mostly these are useful for the proficiency-part though. The ultimate in getting the last word. You will have problems if something closes to melee range with Reach or Step Up. Counter Charge (1st level Counter) I suppose you could use this if being charged by the enemy is a concern. Quick draw costs an action. Precise Shot allows ranged combatants to attack another target in melee without taking the -4 penalty normally associated with firing into melee. turn. Good for reducing power cost in a psionic build. Sneak Attack! ), 01 rang1 Quick Draw, Two Weapon Fighting 2) You'll find that not only do your allies appreciate you occasionally bringing your fresh mountain of hitpoints into melee, but you enjoy it so much that you delay Precise Shot until later on. Keep what is left as pocket change. In addition to all the above, like Point-Blank Shot, Precise Shot has many feats that build on it as well. The Hit-and-Run Fighter ACF [DotU, Pg. For proof of this, just look at the Battle of Agincourt with Henry the Vth. Triple Stitched Durable Nylon Thread. Your team can literally sing and dance their way into an enemy stronghold to conduct ambushes. However, looking through the various (extensive) feats lists online, there are a few types of feats that I would expect to see, but havent. concealment with a 20% miss chance for a number of rounds equal to his Fan the Flames (3rd level Strike) You launch a Hadoken at an enemy within 30 feet, dealing 6d6 fire damage with a ranged touch attack. We'd really love it if you'd support them because they support us and help us grow! level power must be Call Weaponry. 5 and 11 can be the extra feats at 6 and 12, but I cant place the 7) feat. At his zenith, he can disarm almost anyone almost effortlessly. Ranged Combat has always been a part of warfare ever since the bow was originally created in the stone age and the sling before even that. If you need temporary hit points, it grants 4d8+Charisma modifier temporary hit points. Bowstrings in particular have crummy hardness/HP -- sometimes it's that 3rd-level gnome rogue with a wireclippers who you have to watch out for.). He heals and is a leader outside of battle. Only useful when you have more to worry from enemy archers than melee. If you don't have a Cleric or a Bard giving you those Competence-bonuses, it may be worth 5000 gp on midlevels. Favorite Class Option:For the 25 and 20 point builds, take 1 skill point per level. Feat Type(s): B: Betrayal; C: Combat; Crit: Critical; F: Faction; G: General; Grit: Grit; T: Teamwork; IC: Item Creation; MM: Metamagic; P Performance, New Pages Adaptive Hornbow and a bunch of arrows for whatever you're fighting, holy, seeking, cyclonic, bane, etc. Youra Hoo Watt This Optimized Fighter Archer Build is a multi-attacking and snap shooting damager who confuses her party members with how skillful she is. 100 bolts should be enough even for the longest of encounters after which you can spend a minute or two refilling the magazines. Are you using Psionics Augmented: Soulknife as well as Path of War: Expanded? In addition to the +1 bonus to attack and damage for close-range targets, a powerful boon for low-level characters, it is the prerequisite for 23 separate feats using ranged weapons. If you really want to swap, you don't need Quick Draw. War domain spells are often underwhelming, so no loss there! Fiendish Heritage. Weapon Focus [Long Bow] (+1 ATK with selected weapon) Item Creation Feats | Metamagic Feats | Teamwork Feats * This is a combat feat and can be selected as a fighter or gunslinger bonus feat. my Ranger had it, and flanked with our Rogue often. his next action. allows you to customize an existing mantle by substituting its powers with alternative powers which must share a similar theme. Most spells are a standard action to cast and can't be used in conjunction with archery, but swift action spells can be used to compliment your archery. This class improves your Wild Shape and allows you to assume the forms of. A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W to Z, Item Creation Feats | Metamagic Feats | Teamwork Feats. Improved Assume Supernatural Ability [SS, Pg. Essential. If your group is without strong spellcasters, well maybe the group needs to pitch in and buy you some more wands. You want Manyshot. This is the fuel for your Factotum's fire. I would disagree with snap shot over improved precise shot. Normal: You suffer a -2 penalty per full range increment between you and your target. Teleport up to 30 feet per round as a move action for the spell duration. +2 on skill checks with one skill, counts as skill focus for, No penalty on attacks made with one exotic weapon, May wield a one-handed or light weapon with a net, Add one or two spells to list of spells known, Use your lore to gain attack and damage bonus against a single creature, Bane is extended a number of rounds equal to your, Gain 2 additional cantrips or orisons known, Channel energy two additional times per day, Judgments have greater effect on creatures of a specific type, chosen from the, Negate some damage when it would otherwise kill you by expending, Take no penalty for repairs made with improvised materials, Foes you strike lose their flanking bonus against you, Gain temporary combat bonuses after resisting fear effects, Break armor or shield to turn critical hit into a normal hit, When you cast a divine spell with the [fire] descriptor you heal an ally within 30 ft. half your level in hp and grant the ally +1, Regain rounds of rage by dealing or suffering, With a full-attack action, each hit against the same opponent deals extra damage, Gain extra abilities when performing within an artificial structure, Use your character level to determine powers and abilities for your mount, When you heal a creature by channeling positive energy, you also relieve its, Counterspell with spell of the same school, Reflect a counterspelled spell back on its caster, Spells affect both you and your bonded creature, Against a pinned opponent, you may double nonlethal damage with grapple check, Against a pinned opponent, you may deal bleed damage with grapple check, Unarmed attacks can inflict piercing damage and sicken foes, Upon successful unarmed strike, you may use a hex, While fighting in magical darkness, you deal +2 damage, Roll twice for unarmed strikes and take the better roll, Knock down or push back foes with unarmed strikes, Make 2 extra attacks against a hindered foe, With successful Stunning Fist, you may cripple opponents mouth, Foes hit by unarmed strikes cannot attack or cast spells, +2 on saves against nausea, sickening, and ingested poisons, You may roll saving throw for an ally once per day, Take a 2 penalty to your AC to attack with reach, No penalty on attacks made with one martial weapon, You can craft magic items without being a spellcaster, Maximize spellstrike by spending 3 arcana pool points, Switch damage from lethal to nonlethal as a swift action, Halve the penalty for ranged attacks while mounted, Make a full attack if mount moves its speed or less, Ignore 5 feet of difficult terrain when you move, Ignore 20 feet of difficult terrain when you move, Move at full speed even through magically enhanced foliage, Successful ranged attack grants +4 on next melee attack roll, All weapons you are proficient with act as if they had the performance quality, +1 attack and damage on targets within 30 feet, Reduce ranged attack penalties due to range by 2, Total damage from full-round ranged attacks before applying DR, Ranged attacks increase enemys DC to cast spells. 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