| Post/Author/DateTime | Post |
|---|---|
| Zaknafein4360812-20-06, 09:38 AM | Hello all! I was wondering if there is a way to actually optimize the use of a bow in combat WITHOUT using a bunch of PrC's or multiclassing? What I need to know is what equipment and magic items to use to set up some devistating bow damage? What is the max is with the bow using these guidelines? |
| Steevo12-20-06, 10:11 AM | Off the top of my head, the ranged combat feat tree would be useful. Make sure you get a composite bow rated for your character's strength. You can add all sorts of flaming and shocking powers to your bow (which would then transfer to the ammunition when fired) to boost the number of dice you roll for damage. Quivver of Elhonna (sp?) for unlimited (nonmagical) ammo, and a few slaying arrows keyed to the creature types you most often come across wouldn't go awry. I know there are some sourcebooks out there that provide rules for different types of arrowheads, some provide a nonmagical damage bonus, others provide armor piercing properties, etc. I don't have any those sourcebooks myself, though. |
| draconic_swine12-20-06, 12:38 PM | Similar to what Steevo said, the archery related feats in the PHB are a must, as is a composite longbow. If you feel it is worth it, spend another feat for EWP: greatbow for 1d10 base damage. The quiver of Elhonna is also a must. I disagree with him on one thing, though: elemental enhancements are best left to ammunition. It's generally better to get your straight enhancement bonus on the bow itself as high as possible first, leaving the more specialized enhancements to your ammunition. |
| Ryu Katsuragi12-20-06, 01:32 PM | If you want 'devestating', take Wild Talent and Psionic Shot. Forget the damage, but it's something like one shot you could get an extra 4d6. Plunging Shot (Races of the Wild, I think) allows an extra 1d6 when you fire from 30ft above your enemy (great for Raptorians, or if you have some way to fly). |
| Damionte12-20-06, 04:53 PM | As for doing it wihtout PRC's or Multiclassing... the Fighter, Ranger, & Scout all make good archers without multi classing. Granted combinging the three makes for a better archer but you wanted to do so with just 1 class. Fighter get's a ton of feats. High Base Attack and plenty of hit points. Plus heavy armor use. Many think of archers as just the stealthy woodland type but it's not so. Archery is not hampered by the use of heavy armor. Since fighters don't have much in the way of stealthy class skills or the points to put into them, you're better off going with heavy armor and being a kind of gattling gun for your party. Plus they get so many feats they can still specialise in a melee combat style as well as archery. The Scouts skirmish ability works great with archery and shot on the run. Plus they retain the stealthy nature of your typical sniper type of archer. They also get a few fighter like bonus feats as they progress. So although they won't have as many feats as the fighter, they should have enough to specialise in archery. Being on the rogue base attack chart is a downer but thier ability to double as a dungeoneering rouge make up for the lesser combat abilities. Ranger of course is a great archer. The class has built in archery abilities, plus thier spell list is full of great archery spells. Like being able to threaten with your bow in melee or take shots at every single perosn in range for 1 round. They have the skill points and class skills to do the stealthy thing, plus retain the full base attack bonus of a fighter. The animal companion is also a good boon adding a bit more melee punch to the party, or scouting support. As for magic items there are tons of combinations. I'd suggest combing through Complete Warrior, Complete Adveturer, and the DMG. |