Am I on par for my level? [Archive] - Wizards Community

Post/Author/DateTimePost
E_Vernon

06-02-07, 10:17 PM
Here is a ranged combatent that I have at level 10. I'm not sure if I'm alright for my level or not, though. He is highly specialized in long-distance ranged attacks. Here are some of his attack options...

Regular:
+2 Mighty Composite Longbow: +13/+8 (1d8+2; 19-20/x4; 185 ft)

Regular (from hiding):
+2 Mighty Composite Longbow: +17/+12 (1d8+2; 19-20/x4; 185 ft)

Snipe (from hiding):
+2 Mighty Composite Longbow: +17 Range (1d8+2+2d6; 19-20/x4; 185 ft)

Rapid Shot (from hiding):
+2 Mighty Composite Longbow: +15/+15/+10 (1d8+2; 19-20/x4; 185 ft)

Rapid Shot & Point Blank (from hiding):
+2 Mighty Composite Longbow: +16/+16/+11 (1d8+3; 19-20/x4; 185 ft)

Manyshot & Point Blank Shot (from hiding):
+2 Mighty Composite Longbow: +15 (2d8+6; 19-20/x4; 185 ft)

PS: The Composite Longbow isn't enchanted in these examples.
skywyze

06-02-07, 11:03 PM
First thing's first: Get it enchanted. I don't care if you get it as a +1, you'd overcome half the DRs out there at that level. Most importantly, dragon DR.

And where are you getting the bonus damage from? The 2d6 I mean? Rogue levels?

The trick I've found when it comes to building efficient archers is to stack as much crap as you possibly can on the same bow. All elemental damage types, holy and maybe a bane are all good and really add up when it comes to damage.

Beyond that it's impossible to say without your stats and chosen levels, or some information about your campaign.
E_Vernon

06-02-07, 11:28 PM
Thanks for the response. The bonus +2d6 is from the class ability, Sniper Shot, from the Sniper variant of the Scout in Dragon magazine.

Thanks for the tip on what to enchant the bow with, we haven't started selecting equipment yet. AC is typical for a fighter-tank, saves are typical for a ranger.

Actual progression is....


Level Class Feats
1 Fighter 1 Point Blank Shot, Far Shot, Rapid Shot
2 Fighter 2 Weapon Focus (Bow)
3 Fighter 3 Precise Shot
4 Sniper Scout 1 Trapfinding, Sniper Shot +1d6
5 Sniper Scout 2 Battle Fortitude +1, Uncanny Dodge
6 Sniper Scout 3 Trackless Step, Able Sniper
7 Sniper Scout 4 Manyshot
8 Sniper Scout 5 Evasion, Sniper Shot +2d6
9 Deepwood Sniper 1 Keen Arrows, Range Increment +10’/level, Bowslinger, Concealed Ambush
10 Deepwood Sniper 2 Concealment Reduction 10%, magic weapon, projectile improved critical +1
skywyze

06-02-07, 11:54 PM
I notice that most of your damage comes from precision-damage, meaning you'll be woefully inadequate versus things like undead. Luckily, the Holy enchantment both adds damage to almost every attack you'll do AND happens to be a weakness of most undead (since it overcomes their DR). So I'd recommend getting that at the first possible time.

Apart from that, your build looks very solid. Good luck! :)
E_Vernon

06-02-07, 11:58 PM
Ah, good point. Thanks much :]
skywyze

06-03-07, 12:02 AM
Oh, and pick up a Scarab of Golemsbane. It's dirt cheap and overcome all golem DR permanently. Overcoming DR = good.