| Post/Author/DateTime | Post |
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| echoota05-29-06, 01:31 PM | Note: In Living Greyhawk there are many limitations on what sourcebooks can be used in the game. Level's 1 and 2 you can only use the Players Handbook and from level 3 on you have a short list of books you can draw from among the zillions of sourcebooks for D&D. A lot of the development is designed with the short term in mind. I foresee myself taking years to actually get my character up to level 16 and I can’t reliably say I will be playing a couple of years down the line as at that point we might be having kids. Because of that I have short-term goals set up. Str 18, Dex 17, Con 10, Int 10, Wis 10, Cha 8 I've picked this spread of abilities, a less than optimal spread for the archer, because I want to be somewhat competent at my skill picks. I don't want my character to just be the guy who shoots a bow, but bring something else useful to the table. 1: Ranger 1: Point Blank Shot 2: Fighter 1: Precise Shot 3: Fighter 2: Coordinated Shot (from Heroes of Battle), Weapon Focus (composite longbow) 4. Ranger 2: Rapid Shot, Dex 18 The first chunk is the up to level 4. When I hit level 3 I’ll be able to stand in the back while the party’s tank runs up into close combat. With Precise Shot and Coordinated Attack I’ll be able to fire through my tank with any penalties and into close combat without any penalties. I should be at +8 to hit. At 4th Level I’ll get rapid shot and be able to the same for two shots with a revised to hit bonus of +8 (+9 with PB). So by 4th level I’ll have realized my raison d’être, which is to help track for the party and act as an artillery piece. Also since I’ll be in the back and hopefully out of close combat I’ll be able to run where needed to administer first aid on bleeding characters or whatever else the scenario requires. If I do get this far then my next stage will probably take a page from Mommy is an Orc’s archer build. I’ll be prepping myself for survival at higher levels and so I’ll take some monk so I can evade, tumble and get better saves across the board, along with extra skill points. I’ll also dip into Pious Templar so I can get Mettle, and lastly take an early level of Order of the Bow Initiate to get those extra save bonuses. 5: Monk 1: Improved Unarmed Strike, Improved Grappling 6: Monk 2: Combat Reflexes, True Believer 7: Pious Templar 1 (Ehlonna) 8: Order of the Bow Initiate 1: Dex 19 At this point it’s all kind of theoretical. If I can seriously play by the time I get to 9th level and on I’ll probably do the below, just maximize out as best I can my archer abilities. It would be great to do the Occult Slayer, but Pious Templar and OotBI stack well in terms of requirements, whereas OS would require different feat and skill picks that I might be unable to pull off. 9: Pious Templar 2: Manyshot 10: Pious Templar 3: WS: Composite Longbow 11: Pious Templar 4: Improved Rapid Shot 12: Order of the Bow Initiate 2: Improved Precise Shot: Dex 20 13: Order of the Bow Initiate 3 14: Order of the Bow Initiate 4 15: Order of the Bow Initiate 5: Woodland Archer, GWF: Composite Longbow I think the only thing I'm not that satisfied with this build is that I'd like to have the Improved Initiative feat early on. Initiative comes up in every game and having a big advantage there with a bow shot that largely removes the to hit penalties would be very handy in any situation, but especially if you are dealing with a spellcaster. I am excited about the Coordinated Shot. Rather than have to wait till 11th level to remove the inevitable cover penalties when the tanks run into combat I can get rid of it at 3rd level. |
| Sieylianna05-30-06, 09:12 AM | 1: Ranger 1: Point Blank Shot 2: Fighter 1: Precise Shot 3: Fighter 2: Coordinated Shot (from Heroes of Battle), Weapon Focus (composite longbow) 4. Ranger 2: Rapid Shot, Dex 18. I would go Ranger 2 before taking Fighter levels. That gives you rapid shot two levels earlier. Since Coordinated Shot is a limited feat, the odds of gaining access before you hit third level are slim. This also gives you the flexibility to take it at 3rd or 4th level. (Personally, I think you'll be doing well to gain access by 6th level - I've only seen one module which had access to heroes of battle content). Ed |
| UMiskatonic05-30-06, 01:01 PM | In terms of a 1-16 level progression, you have done a great job. No complaints, I think you'll have a great time. I'd plan on taking Improved Initiative, and if you get access to Coordinated Shot, make the switch. For gear, buy a cheap shortbow to begin with. You'll sell it soon, so why invest? When you can, pick up a mighty masterwork longbow, probably after mod #1 or #2. Remember to buy silver and cold iron arrows after that first mod, and buy adamantine arrows as soon as you have access to them. If you never see them, buy the first adamantine weapon you can. You're a fighter, and if you run into a golem, your party is counting on you to do some damage. Alchemical weapons are also a good purchase. Arrows don't do much to swarms, but fire does, and you'll have the best aim in the party. However, If you are even thinking about playing this guy past 4th level, you need to adjust your stats. A CON of 10 will get you killed. In a 28 point buy situation, an 18 Str is wasteful. You could do almost as well with a 16 STR, and have a pile of points left over for other areas. Examples: Wis of 12 would give you +1 to Listen, Spot, Survival, Heal, and Will saves. Con of 14 would give you +2 Hp/level, +2 on Fort saves |
| UMiskatonic05-30-06, 01:39 PM | sorry, computer locked up |
| solbergb05-30-06, 01:48 PM | This build is very much like mine in attribute allocation (although mine had 12 int/8 wis due to the desire to go arcane archer) and in the low level class choices. My prediction is it will seem VERY strong in level 1-5, will take a dip in the level 6-8 range and start to take off again in the 9+ range, being "very strong" again for the 12+ game. You will miss the monk BAB hit most at level 6, when your peers are getting their iterative attack and you aren't (plus they're getting a crunchy archery feat, possibly two, while you are getting True Believer). Furthermore without woodland archery, guided shot or cheese like the wildrunner primal scream, you're going to have some fights where terrain combined with a decent AC enemy will cause you to miss most of your shots. Coordinated shot helps some, in the close combats, but in ranged combats where terrain is a factor (such as a forest, or vs a fortified point) you'll be at a disadvantage. Improved rapid shot and improved precise shot fix that up eventually. To compensate, I'd recommend a fairly early investment in a +d6 bow, similar to that required by the kinds of archers that start with lower strength. My archer's been able to coast on weapon spec+woodland archer for a couple levels and won't have his first enhanced bow until mid level 8, but you should shoot for about level 6 in order to make up for your relatively lower number of opportunities to hit (due to BAB at level 6, and relatively low dex+BAB+feats in the 7-8 range). On the upside, you'll have great saves for an archer in the level 6+ game, especially in the 8+ game, and evasion is always nice. I've very rarely needed defense on my archer, but that to some extent is subject to regional variation and is to some extent based on other choices I made in skill and equipment allocation to reduce the odds of surprise. You'll have a bigger margin on some sorts of defense (magical in particular) but won't have as easy a time putting down enemies in the APL6-10 games. |