| Post/Author/DateTime | Post |
|---|---|
| Arikas12-09-05, 02:24 PM | Things like snatch unlimited arrows (epic), windwalls, and the entire list of anti-archer abilities/spells. How do archers deal with this? Such as windwalls? that can provide quite a boon i would imagine to a arrow sprayer. any advice? |
| carnivore12-09-05, 03:21 PM | try to shoot them when they are not looking be invisible(Greater, if possible) Blink or improved blink use Dispel Magic to get rid of Wind Wall :D |
| Arikas12-09-05, 10:36 PM | try to shoot them when they are not looking be invisible(Greater, if possible) Blink or improved blink use Dispel Magic to get rid of Wind Wall :D good advice ! carnivore you saw my archer build, i have a ring of evasion but no second ring. would you recommend a ring of invis or a ring of protection? |
| rilem12-09-05, 10:41 PM | I'd go with invisibility over protection. Some form of teleportation ability (such as the Horizon Walker's shifting ability or a Blink Shirt from Magic of Incarnum) gets you past wind walls easily. |
| ninjarabbit12-09-05, 10:53 PM | Your best defense is to have an archer who can do something else other than shoot arrows, whether it be a cleric-archer, a rogue-archer, or a gish-archer, when anti-archer tactics occur so you aren't a one-trick pony. |
| Arikas12-09-05, 10:57 PM | Your best defense is to have an archer who can do something else other than shoot arrows, whether it be a cleric-archer, a rogue-archer, or a gish-archer, when anti-archer tactics occur so you aren't a one-trick pony. oh im a cleric archer :D heres the build: (i know im 14, i just put the 15th level feat as planning, however that is subject to change :D ) Truance Eversight Chaotic Neutral Feats 01) Rapid Shot 03) Extend Spell 06) Persistent Spell 09) Extra Spell: Arrow Mind 12) Divine Metamagic: Persistent Spell 15) Extra Spell: Arrow Storm 18) 14 Cleric - Positive Energy Wild Elf (-2 Int +2 Dex) Stats: (after elven mods, 1st level) Str 12 / Int 10 / Wis 16 / Dex 18 / Con 14 / Cha 12 Stats (after elven mods, 14th level = +2 Wisdom, +1 Dex) Str 12 / Int 10 / Wis 18 / Dex 19 / Con 14 / Cha 12 Stats (after elven mods, 14th level = +2 Wisdom, +1 Dex, after equipment) Str 12(18) / Int 10 / Wis 18(24) / Dex 19(25) / Con 14 / Cha 12 Ring of Evasion 25000 Boots of Speed 12000 3 Strands of Prayer Beads Karma 60000 (+4 to caster level) Belt of Resistance +4 24000 Composite mighty (5) Longbow +1 (w holy enchantment) (counts as +3) 18600 Mithril Chain shirt 1600 Mithril Buckler 1200 Periapt of Wisdom +6 36000 Bracers of Greater Archery 25000 Quiver of Ehlonna 1800 Hewards Handy Haversack 2000 Gloves of Dexterity +6 36000 Nightstick (rod) 7500 Wings of Flying 54000 Prep Every Morning Truance Prepares for the day with: Magic Vestment on his Buckler and shirt (3rd level domain, 1 3rd level spell slot) This acts as a +4 enchantment from Caster level 14 and +4 from prayer beads (lasts 18 hours) He also prepares his +1 Composite Holy bow with Greater Magic weapon (domain) which makes it a +4 holy bow and lasts 18 hours (from caster level +4 prayer beads) Truance then casts a divine metamagic persistent Divine Favor on himself as caster level 14 granting him +5 to hit and +5 to damage (prepared as 7th lvl) Truance also relies heavily on his bow and couldn't afford to take the attacks of opportunity if he was stuck in a tight space (dungeon or cave) so he focused his training on learning Arrowmind from his ranger brothers. He prepares this as a 7th level spell(persistant) so it lasts 24 hours. it grants no attacks of opportunity made to him and lets him make attacks of opportunity to any creatures within melee range (5ft medium,10 ft large) Truance then finishes off with a divine metamagic persistent Divine Power In total truance looses: 3rd level domain (Vestment Shirt) 1 3rd level spell slot (Vestment Buckler) 2 4th level spell slots (Greater Magical Weapon, Divine Metamagic Persistant Divine Power) 2 1st level spell slots (Divine Favor & Arrow Mind (both Divine Metamagic Persistant) Attacks 10(bab)+7(Dex)+2(bracers)+4(bow)+1(weap foc)+1(point blank)+5(divine favor) 30/25 (28/28/23 rapid shot) (28/28/28/23 hasted from boots) ***DIVINE POWER*** 14(bab)+7(Dex)+2(bracers)+4(bow)+1(weap foc)+1(point blank)+5(divine favor) 34/29/24 (32/32/27/22 rapid shot) (32/32/32/27/22 hasted from boots) ***ALWAYS ACTIVE*** Damage 1d8+4(str)+4(bow)+1(bracers)+1(point blank)+5(divine favor)+2d6 (holy) 1d8+15 +2d6 (holy) Damage with Righteous Might *2d6+8(str)+4(bow)+1(bracers)+1(point blank)+5(divine favor)+2d6 (holy) 2d6+19+2d6 holy *(1d8 bumped up to 2d6 for being large, +4 bumped up to +8 from +8 str for being large) AC: 29 = 4(armor)+4(enchantment)+6(dex)+1(buckler )+4(b.Enchantment) AC with Righteous Might AC: 32 = 4(armor)+4(enchantment)+6(dex)+1(buckler )+4(b.Enchantment)+4(natural)-1(lg) DR 5/evil (15/evil at 15) HP:126 (140 Divine Power) Fort 15=9+2+4 Ref 15=4+7+4 Will 21=9+7+4 God: Shevarash DOMAINS Elf Point blank shot 1-True Strike 2-Cats Grace 3-Snare 4-Tree Stride 5-Commune with nature 6-Find the path 7-Live oak 8-Sunburst 9-Antipathy War Free martial weapon prof, and Weapon focus of weapon of deity 1-Magic Weapon 2-Spiritual Weapon 3-Magic Vestment (ALWAYS USED) 4-Divine Power 5-Flame Strike 6-Blade Barrier 7-Power word Blind 8-Power Word Stun 9-Power Word Kill |
| rilem12-09-05, 11:02 PM | Forget what I said. You need a Ring of Counterspells (maybe two) to counter all the dispel magics that are going to get thrown at you. |
| Arikas12-09-05, 11:39 PM | Forget what I said. You need a Ring of Counterspells (maybe two) to counter all the dispel magics that are going to get thrown at you. lol my dm isnt THAT mean, its not like every encounter there is going to be a wall of wind or anything. what about the infinite deflection feat? doesnt that essentially make a archer useless? |
| Surreal12-10-05, 12:25 AM | Send the grappler in first. |
| Aramas12-10-05, 12:38 AM | what about the infinite deflection feat? doesnt that essentially make a archer useless? That feat doesn't come into play until Epic levels so you shouldn't worry about it too much. |
| Arikas12-10-05, 12:57 AM | That feat doesn't come into play until Epic levels so you shouldn't worry about it too much. haha but i always plan ahead ;) |
| ninjarabbit12-10-05, 08:25 AM | In your case either go melee or start casting spells, the perisisted buffs work in melee too. |
| AramilWindwalker12-10-05, 10:46 AM | if they won't let you shoot them, either blow them up or make them implode! |
| DrowSmurf12-10-05, 11:05 AM | Wow... ive never realized how good of an arceher a cleric can make... I have been haering for the past month or two that Clerics and Druids are so godly and immortal... but ive never actually read through their spells and feats to see what they can do.... I always use to play a cleric... but then i stopped because i suck with spells lol... looks like i need to read some Core books over... I have NEVER thought of an archer Cleric... Good job! It looks great... sorry im not actually helping lol... |
| ninjarabbit12-10-05, 12:20 PM | Wow... ive never realized how good of an arceher a cleric can make... I have been haering for the past month or two that Clerics and Druids are so godly and immortal... but ive never actually read through their spells and feats to see what they can do.... I always use to play a cleric... but then i stopped because i suck with spells lol... looks like i need to read some Core books over... I have NEVER thought of an archer Cleric... Good job! It looks great... sorry im not actually helping lol... Yeah, cleric-archers are easily one of the most abusable easily made characters available and the DM can't complain a whole lots since since you're usually going straight cleric and most of the feats you need are core or in the Complete series. |
| Arikas12-10-05, 02:16 PM | Yeah, cleric-archers are easily one of the most abusable easily made characters available and the DM can't complain a whole lots since since you're usually going straight cleric and most of the feats you need are core or in the Complete series. INDEED!!! :D well i do as much damage as our rogue fighter, we both have +15 to damage, but he sneak attacks A LOT since we have a druid/shapechanger who tanks a lot. I just have the highest bonus to hit ;) he has something like +18? mine, as above, is well over 30 ;) haha Yea we just killed a boss the other night and i got his flame tongue bastard sword so if need be, ill use that :D clerics are WAAAAAAAAAAAAAAAAAY cheap with enough nightsticks. so i made a rule with my dm instead of me becoming this ridiculous cleric who spends 5 minutes casting at the beginning of every morning to persist everything, i'll only be able to have 1 nightstick, so therefore i needed to select wisely and i figure i did ;) |
| solbergb12-10-05, 03:10 PM | Things like snatch unlimited arrows (epic), windwalls, and the entire list of anti-archer abilities/spells. How do archers deal with this? Such as windwalls? that can provide quite a boon i would imagine to a arrow sprayer. any advice? Missile deflection requires that you are aware of the shooter. Be invisible, behind a fog cloud, in darkness further away than the goon can see you. An archer with sharp senses can usually pinpoint a foe he can't see in epic levels pretty easily, and may have feats or enchantments that minimize or eliminate concealment miss chances, so something as simple as an obscuring mist might defeat snatch unlimited arrows. Wind walls, force walls and similar effects that block the line of effect have several problems. 1. they usually are cast AFTER you already put a salvo in the poor shmuck who needed it up. 2. They're fixed location...a single round spent moving to a new location will usually defeat the wind wall. Better still, get a dim door from a party member and you can full attack right away. 3. Any spell defense can be countered by something that brings it down. Either remove it yourself (if you are a spellcaster) or call for a party member to remove it. Generally if your missile salvo is deadly enough, your party members will ensure you can make use of it, even if you can't on your own. A couple other situations that hurt archers are underwater (aquatic enhancements help, as does entering melee range and casting arrow mind or having a feat that removes the AOO..projectile weapons work ok underwater at very short ranges) and "DR that you can't penetrate". DR, you just fix with better equipment. By epic levels, you should have the ability to penetrate any DR except possibly some of the weirder aligned ones. For that, get some oil of align weapon or something. Personally, I prefer archers who are great archers first, and who can remove barriers on their own second. Because it is actually more efficient to move a great archer to where he can full attack (or remove barriers) than to have the archer remove the barrier himself and then on a later round take his volley. You want to kill the enemy before he can respond, and usually an optomized archer can remove someone from the battlefield every round if he gets his volley and it all hits. Which means usually spending an action to allow him to shine is better than having him spend an action to remove a hindrance, while your own action can't do as much for the party as his full attack. It is NICE if the archer can avoid being a "one trick pony". But usually an action spent doing anything but full attacking for an archer is a suboptimal action. (I say usually, because an archer/arcanist who uses benign transposition to prevent a party death that he couldn't prevent by just killing the enemy is doing a better action. As is a cleric-archer who flame strikes the swarm or whatever) |