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| solbergb12-17-04, 02:26 PM | For roleplay, campaign and other reasons, I've settled on two possible feat paths for my archer and one variation. The character is optomized (within campaign limits) to do the max damage per arrow without magical support or an expensive bow. He's an Arcane Archer with weapon spec so I've already stepped a bit outside of optomization anyway, but work with me here. Campaign retirement is at level 16, so his L15 feat is fairly meaningless and his L12 feat (for flavor/roleplay reasons) is improved precise shot. So the key feats are the level 6 and 9 feats, the rest of his progression is pretty set. By level 4 he's got all the feats he needs for his PRC etc, plus quickdraw (so his archery stunts work with thrown weapons too, for the most part). From level 6+ he qualifies for weapon spec. I've only got access to "Complete" feats and core feats...so barring great archery feats in Complete Adventurer... The main contenders are: Multishot+weapon spec(longbow)(6)+Improved Rapid Shot (9) Multishot+improved rapid shot(6)+weapon spec(longbow)(9) Ranged Disarm+weapon spec(longbow)(6)+Improved Crit (Longbow)(9) Each chain has a "what do I do if someone actually gets within 30' of me or I want to ready an action within 30' or I want to combine Truestrike with a single attack"...because in surprise round or similar situations where I only get one shot it is likely I'll be casting a spell or using an Arcane Archer standard action ability. The second feat just helps all the full attacks. This guy is fairly optomized toward stuff that multiplies in a crit so a crit ups damage by a average of +23 at level 9, (+19 if reduced, +28 if enlarged). This increase scales a bit with level as arcane archer adds more enhancement bonuses to the arrows. So what's better? +2 to my attack roll on full attacks and the ability to hit with 2 arrows on a truestrike if I get within 30' +23 or more damage 5% of the time on crittable targets and the option to disarm opponents if they get within 30'" In defense of Ranged Disarm, it has serious synergy with Truestrike and with the fact that I can have an unseen servant around to pick up any item disarmed by the enemy (since my Servants are leashed to about 25', similar to the range of the feat). My experience with opposed attack rolls like improved grapple is that the ability of an archer to fire a disarm volley at an enemy means he's very likely to be disarmed even if the archer has a disadvantage in attack roll...should truestrike not be an optimal use of actions option. Also if the bad guys are that close I might want them disarmed, and unlike Multishot this feat can be applied to multiple targets or multiple objects on a given target I want disarmed or "snatched". Basically...my instincts say improved rapid shot is a really good feat for a character that can translate to-hit into damage via size changes....and for any character whose main thing is to do damage with full attacks. But I like the extra flexibility that ranged disarm gives, and multishot is a wasted feat given my playstyle. I also find that the most frustrating thing about an archer is that you lack some of the options to hinder an enemy that you have in melee. Disarming a nearby opponent would be nice. And improved crit works a bit better with this style of archer than the kind that relies entirely on +d6 enhancements on the bow. So I am kind of torn. Opinions? If I do go multishot/imp rapid shot, I'm not sure whether in levels 6-8 I would rather have a +2 to hit every shot or a +2 to damage on every shot. Opinions on that choice sought too. |
| Jeremymc12-17-04, 02:56 PM | True strike adds nothing to your ability to disarm. Disarming is an opposed roll, not an attack roll. True strike only adds to the initial "hit-the-guy's-weapon" roll. Sorry. And what are you talking about? Without magical support? This guy lives and breathes magical support. He's an ARCANE archer. Frankly, the very very very best optimization is an elven Ranger/Kensai/Exotic Weapon Master. Take proficiency with comp. Greatbow, Ranger for feats and the Concentration skill. Kensai gives you a +10 total enhancement weapon, a +8 STR power surge, con check instead of saving throw and the EWP lets you fire your bow in close combat. Now, take the True Believe feat, and worship Corellion. The Relic greatbow in Complete Divine automatically adjusts to whatever strength you are AT that moment. Make that your signature weapon. So when you power surge, you can add all of that to your arrow damage. Then stack up your bow. With 5 enhancement points, you could have flaming,frost,shocking,exit wounds. Or 5 kinds of bane. Or whatever. My favourite is a "holy" "monstrous humanoid bane" "exit wounds" bow. |
| solbergb12-17-04, 04:11 PM | DISARM: "Step 2: Opposed Rolls. You and the defender make opposed ATTACK ROLLS with your respective weapons." This isn't grapple, it doesn't have a special unnamed thing called "disarm check". In any event, truestrike+disarm does work in the campaign where this character is played. Regarding "without magical support". Adventures in this campaign are with random groups of players and characters, episodic. I can not assume there will be a cleric or arcanist to cast greater magic weapon, which is why the AA special ability is useful in this campaign. The character also uses a lot of skills on the AA skill list, and values the level 1 arcane spells that go with qualifying for that class. AA is a choice based on the role of the character in the campaign. The fact that it synergizes with the desire to do decent damage without outside support or equipment support was one of many considerations in choosing that path. Regarding "Without an expensive bow". In this campaign weapon enhancement access is limited and cash is usually about a level behind the DMG average. Mundane equipment found in builder books such as Greatbow is also limited, I'd need access, which means I have to get lucky. For now the build assumes nothing about luck in finding a special bow. Oddly enough I have access to a size large (nonmagic, nonmasterwork only) mighty +4 composite longbow which at some tables I can fire with a -2 to hit, 2d6+4 damage if i use special large-sized arrows (which I also got access to), at others it is a conversation piece depending on how the DM thinks large projectile weapons work with respect to "effort". I carry it around because sometimes it works like a bow form of power attack without the hassle of being enlarged. While I fully intend to get a decent bow, this char does respectable damage even if it gets sundered, disarmed etc, and also he'll do a touch more damage than his colleague who optomized his archer differently but has an equivalent bow. Not all CW classes are allowed, Kensai is one on the forbidden list (likely because it trades xp for "free" equipment as a class ability and bypasses access rules). I'll explain the other restrictions if people want to go into that. Or you could trust me when I say it is actually a choice of the three feat paths listed and that I care how the character performs in level 6-8 and 9-12. |
| Shadowtiger12-17-04, 05:04 PM | Its OK to say that you are trying to optimize a character for Living Greyhawk. Really - its OK. ;) |
| solbergb12-17-04, 05:47 PM | Yeah, shoulda said that :) Yes, it is a LG character. But the limits are more than just LG, they're tied to the role he's going to play in party mix and his personality. So starting with the assumption that these feat combinations are desirable to me.. In the key level ranges (6-12) More net damage or more combat flexibility? (imp rapid shot/multishot vs range disarm/imp crit) If I go for more net damage....will I do better in level range 6-8 by taking more damage per shot (weapon spec) or more accuracy (imp rapid shot). Having not actually played an archer in these level ranges, I'm hoping for some opinions, since I keep going in circles on this. |