| Post/Author/DateTime | Post |
|---|---|
| Hustler One01-21-05, 10:33 AM | I'm rolling up a 7th lvl Fighter. Only problem I'm having though is what equipment he should have. Most of my character in the past have been melee, or spell casters. So I've totally neglected ranged equipment in the past. Haven't played in about 6 months or so either. @_@ Anyway, I was hoping to get some suggestions about mundane and magical equipment. We get to start with one "Medium" magical item. The rest has to be mundane. Also, Crossbows or Long Bows? Or both? |
| Corbeau01-21-05, 11:10 AM | Hi Hustler One, I don't know that much about a magic item, but let me give some basic advise about equipment. First, you'll want a composite longbow built to let you use any Str Bonus you'd have on your damage. Forget using crossbows. Second, think of a plan B. If you can't use your longbow you've got to have a handy melee weapon. If you've got a whooping dex, maybe weapon finesse it. Even as an archer, your strength as a fighter is still versatility in combat, so don't neglect too much your close-range fighting ability. You've got heaps of feats, so you can put a small number on this, as long as it doesn't hinder your evolution as an archer. As for armor, try to stick with light ones(Or a mithral medium one, which is equivalent to a light one i think). The point is to keep full advantage of your dex bonus to AC and to keep your full movement, to keep always a distance between you and the enemy. Hope that helps |
| sylvanwolf01-21-05, 11:39 AM | in the arms and armor guide there is an enchantment you can put on a bow called energy aura. this adds 1d6 of energy damage of any type the archer chooses. and if that energy dosen't work you can switch types the next round. don't rember the exact cost but its approximatly 11k. its great for eploiting creatures weaknesses. an enchanted mythril shirt is good armor, but you may be able to find better. |
| Kyaran01-21-05, 11:39 AM | First, you'll want a composite longbow built to let you use any Str Bonus you'd have on your damage. Forget using crossbows.Yes. Exactly. If you're feeling especially power-gamery, and your DM allows it, you might try the greatbow (exotic d10 bow) from CW. Second, think of a plan B. If you can't use your longbow you've got to have a handy melee weapon.This is a style choice. I took an archer character from 1st to 12th level, and only had to use melee weapons a handful of times, and not once after 8th. I had a found +2 longsword that I never drew in combat. If you want a melee weapon, make sure you consider that you can either A) use it 2H since you have no shield to hold or B) use it 1H while still holding your bow. As for armor, try to stick with light ones(Or a mithral medium one, which is equivalent to a light one i think). The point is to keep full advantage of your dex bonus to AC and to keep your full movement, to keep always a distance between you and the enemy.Also exactly right. I got by with a mithril chain shirt (eventually +2), because I needed that Max Dex of +6, and I hate armor check penalties. If you get a medium magic item... may I suggest the Greater Bracers of Archery? +2 on attacks and +1 on damage with bows you're competent with. Competence typed, so it stacks with most things. Another option would be the Gloves of Dexterity +4, as that's effectively +2 on attack, Ref saves, and AC (if your armor allows). As for regular equipment... make sure you have billions of arrows. You never know when you're going to be headed out into the wilderness with no resupply possible for several days/weeks. At 3 attacks per round (BAB+7/Rapid Shot), around 7 rounds per encounter, and 2-3 encounters per day... you're looking at 50ish arrows per day. Also, if you don't have a nifty form of vision, light-generation can be important. Don't rely on casters to always be there to light you up. |
| Hustler One01-21-05, 11:40 AM | Yeah that does. I was thinking of using a Long Sword for upclose fighting or when in a situation where a bow can be of any use. My stats look like this: STR: 16+1(My bonus) DEX: 18 CON: 14 INT: 13 WIS: 12 CHA: 13 I think I'll go with a Composite Longbow. The character I'm playing comes from a average town, so I doubt they'd have anything exotic. So he'd be more familiar with a Longbow I'm sure. As for armor, I was thinking mithril shirt aswell. But are there any good Leather armors that have around the same AC? Also any recommendations on possible feats, or future feats? I was thinking of getting Exit Wounds(sp?, not sure if that's what the feat is called or not) Can a Bow do that? or is that for like muskets and things only? |
| Dracspero01-21-05, 12:09 PM | Hmm, I believe you need a 19 dex for Improved Precise Shot. You may want to reconsider where you put the bonus point. Do you have a specific PrC you're aiming for? Order of Bow: Initiate is fairly nice, allowing good damage with mobility (and really cuts down on arrows used). If not that PrC, then possibly manyshot? Being able to do good damage and still take a move action can be very effective. Ranged Disarm LOOKS like it could be fun (I have a character that has it but haven't used it yet), but hard to tell for sure. |
| Kyaran01-21-05, 12:16 PM | The best leather armors have an AC bonus of +3 (studded leather and hide). The chain types are +4 or +5. With your Dex, and the fact that you're putting ability points into Str, you might want a mithhril breastplate. AC +5, Max Dex of +5, but ACP of -1. A mithril chain shirt is +4/+6/-0, and a set of mithril chain is +5/+4/-2. This was my feat list at 12th level (Rgr4/Ftr4/DWS2/OotBI2):Track*** Endurance*** Point Blank Shot Precise Shot Rapid Shot** Weapon Focus (longbow)* Far Shot Dodge Mobility Shot on the Run Weapon Specialization* Improved Rapid Shot * Fighter Bonus Feat ** Ranger Combat Style *** Ranger Bonus FeatFairly vanilla, but it got the job done. I think the feat you're thinking of involves extra damage on removal of the arrow, but that might simply be a special arrow. Either way, do you want the enemies to live to remove the arrows? :D If you're not going to take a PrC that increases your threat range, take Improved Critical. I can't stress enough the joy of rolling a handful of d8s just to have the DM say "don't bother with the math." My personal choice was the Deepwood Sniper, as it gives both increased threat range and multiplier. :dancin: *cough*Shocking Burst*cough*+3d10*cough* |
| Hustler One01-21-05, 12:20 PM | No, our DM is very strict on Prestige Classes. You have to earn them through roleplay and character activity. So I don't have one I am aiming for. So I use what I have and take and follow any options that may come up. If anything the Deepwood Sniper looks interesting, Is that still usable? O_o; |
| evangelion101001-21-05, 12:39 PM | Yea. I'm not entirely sure about the math, but i think this is right. With the burst, you get 3.5 damage every hit, and if you get a 19-20x4, which is what the bow would be after improved crit (range and multiplier), it averages out to (3d10)*.1 = 1.65 extra average damage. This looks like a bad thing, but it also depends on how high you need to roll to hit. If you need a 11-20 to hit, then it becomes 20% of your hit shots, which upps the damage to 1.65*2. = 3.3 damage. if you hit on 12 or higher, its essentially 3.666 damage, at which point it becomes statistically better than a shocking/frost bow. If you find a way to somehow further increase the threat range, or multiplier, it becomes much more effecient. So, if you find yourself needing a 14 or so to hit most times, it'd probably be worth it to get a burst weapon. If not, and thats probably the case, i doubt its worth it. Still, someone with better math skills than i can correct me. |
| Hustler One01-21-05, 12:42 PM | I remember, I think in the arms and equipment guide it had also snares and nets and things. Maybe I can get some of those too. Never know when I'll need to snag a runner. >_>; |
| chocobochicken01-21-05, 12:52 PM | I tried talking my DM into giving me a Vorpal Longbow, but he wouldn't let me. :P My rogue snagged some Artisan's tools to craft her own arrows, but as a fighter you may not have the skillpoints to burn. How about an Efficient Quiver? |
| Hustler One01-21-05, 12:57 PM | My DM said I was allowed to use the "Force" enchantment? If I chose it I could have it, and one other enchantment. I think it's 1D6 Force damage with each attack? O_o It's non-elemental damage. I think it's a good bargain lol Now what else to put on it... |
| tarkin01-21-05, 01:01 PM | magic items for archers: Always want: Bracers of Archery, greater (25,000) +2 to hit, +1 to damage. Stacks with any enchantment you have on the bow/arrows. Quivers: Two choices 1) Elhona (stores lots of arrows of different types and gives you whichever one you want - allowing you to get say 4 arrows of Bane of each type and always having them handy when you need it) 2) Anareial (From WOTC web site: http://www.wizards.com/default.asp?x=books/fr/lonedrowstats) endless arrows, though it is expensive. Bows: If you are going for Anareil, I suggest a +1 bow with Holy and/or Axiomatic on it (good + lawfull). If going for Elhona I suggest you get a +5 bow. Bow should be a composite bow built for your strength. Gloves of Dexterity are a must |
| Hustler One01-21-05, 01:50 PM | What about poisons? My character is CN so I can use poisons right? |
| Nephlite01-21-05, 02:32 PM | I'm rolling up a 7th lvl Fighter. Only problem I'm having though is what equipment he should have. Most of my character in the past have been melee, or spell casters. So I've totally neglected ranged equipment in the past. Haven't played in about 6 months or so either. @_@ Anyway, I was hoping to get some suggestions about mundane and magical equipment. We get to start with one "Medium" magical item. The rest has to be mundane. Also, Crossbows or Long Bows? Or both? Use a Buckler witth your bow or crossbow and you takke no penalty Read the Buckler Now to retell this: Bows and crossbow have no penalty. But TWF/2 handed fighting(greatsword) cause you to take -1 hit + lose AC for the round. Thus you can can use a buckler (no -1 hit) and keep AC bonus with a bow or crossbow. Add a few enchantments and you have decent AC. Here: Buckler: this small metal shield is worn strapped to your forearm. You an use a bow or crossbow without penalty while carrying it. You can also use your sheld arm to weild a weapo (whether you are using an offhand weapon or using your offhand to help weild a 2 handed weapon), but you take a -1 penalty on attack rolls while doing this because of extra wieght on your arm. This penalty stacks with those that may apply from 2 weapon fighting with your offhand and for fighting with 2 weapons. In any case, if you use a weapon in your offhand, you don't get the buckler's Ac bonus for the round. If you need a melee weapon, if its one handed you can still use a that Ac bonus from the buckler very nice. |
| Hustler One01-21-05, 02:53 PM | Oh nice, I totally forgot about the Buckler. lol Thanks. |
| evangelion101001-21-05, 02:54 PM | I personally perfer the bracers of armor over bracers of greater archery, but it really depends on your dex. At higer levels, you will probably find ways to get over +6 (22 dex) quite easily, meaning that even mithril chain shirts hurt your dex to AC. You can get unlimited dex +8 AC using bracers of armor, and keep your armor slot open Or you can get +6 dex limit, +4 base AC, +5 enchantment AC. This takes up your armor slot though... I doubt it's much of an issue with your character though. For the time being, i'd go mithril shirt, as suggested. gloves of dex, and if possible something to enhance your movement. Seeking, elemental enchantments are both good on a weapon, force being the best, because almost nothing is immune to it. |
| ninja101-21-05, 03:11 PM | Ah, but the mithril chain shirt can also benefit from the Nimbleness special quality from MoF (+2 max dex, less 1 armor check penalty). When you do get to the point of nasty dex bonuses, you could always trade in the mithril for bracers. A magic (composite) bow is a must. I prefer the + to hit/dmg over the elemental damage. As far as the elemental damage, I'd go straight for fire, cold, electricity, etc.. before force or the open ended elemental aura. The latter two are more expensive. You could get multiple +1d6s from several of the lesser auras. I would like to second the quivers and archery bracers. Also, make that buckler masterwork to negate the armor check penalty! |
| Ogre4Hire01-21-05, 03:33 PM | You should also (assuming you're playing 3.5) invest in a few exotic metal arrows (Silver, Cold Iron, and Adamantine). At your level, you should be able to easily afford plenty of Silver and Cold Iron arrows, and even a few Adamantine ones for emergancy use if you encounter a Golem or other construct. |
| kjenks01-21-05, 03:50 PM | When you do get to the point of nasty dex bonuses, you could always trade in the mithril for bracers. Consider padded armor. My 16th cleric archer has +1 Padded with Heavy Fortification. Max Dex bonus +8. Can be souped up to a better armor bonus with Magic Vestments spell. Also consider an animated shield. A magic (composite) bow is a must. I prefer the + to hit/dmg over the elemental damage. As far as the elemental damage, I'd go straight for fire, cold, electricity, etc.. before force or the open ended elemental aura. The latter two are more expensive. You could get multiple +1d6s from several of the lesser auras. A +1 Holy Shocking Frost Flaming bow can be souped up with Greater Magic Weapon. Depending on your party dynamics, this could be more effective. |
| Kyaran01-21-05, 08:16 PM | I was thinking of getting Exit Wounds(sp?, not sure if that's what the feat is called or not) Can a Bow do that? or is that for like muskets and things only?In the course of other investigations, I found this. It's a ranged weapon special ability from CW. It's a +2 bonus and gives an extra 1d6 of untyped damage to anything living it hits, and allows an attack with the same roll against anything in the same line, but with a +4 to AC for each previous target. Objects stop it. Not a bad idea. |
| kidman01-22-05, 12:46 AM | someone may have already said this but the run feat is good so you can not use that +2 long sword(or whatever you are using) |