| Post/Author/DateTime | Post |
|---|---|
| foxmarc11-20-03, 01:15 PM | We are to begin a new campaign using the 3.5ed rules. I wish to play a ranger on the archer path against the advise of others. To avoid a side-issue, of course, I will play how I like because that is the point – fun for me. Anyhow, all say that the ballistic (archery/knife-throwing) benefits eventually become ineffective at higher levels, as high-level characters are largely less effected by missile weapons. Of course there are criticals & possible enchanted weapons – must I depend on these? So, will I be able to assist in combat (I only wish to discuss an archer’s ability in combat – not other abilities)? We found in our previous games that at high levels, the most effective characters were up-front tanks and wizards. Like your opinions/advice… |
| Herr Doktor11-20-03, 05:07 PM | This DEFINETLY belongs on another board, but in answer to your question... A high-level archer can be a devistating opponent... What good is that melee brute if he has to spend round after round running to catch up with ranged targets, not to mention dragons mid-flight. I was playing a 17th level Fighter who took mainly feats involving the bow and arrow... We were headed toward an Incursion into the realms campaign when it sputtered and died. My character was Dobrovik Zaitsev, a Damaran marksman of extrordinary skill. He was a religious man, devoted to Kelemvor and has a knack for taking out evil undead in particular (putting him at odds with the Cult of the Dragon). His bow was called The Bow of Many Leagues (+1 holy thundering speed distance undead bane mighty [+3] composite longbow) along with his feats and other magical enchancements, and his incredible Dexterity score (raised at every 4th level) he had an impressive number of attacks per round (+27/+27/+22/+17/+12 [against undead +30/+30/+25/+20/+15]). As for the damage each of these attacks could inflict (1d8+8 +2d6 against undead +2d6 against evil) and on a critical hit (x3 +2d8 sonic damage on crit DC 14 Fort of deafened). It has a range increment of 220 ft and thanks to the 10 increment rule on bows and such he could kill five zombies per round at a distance of near a mile, which is fun. For defense he wore a suit of Mithral Full-Plate of Nimbleness (SR 19). His other magical gear included a +1 ghost touch, undead bane rapier, Boots of Striding and Springing + Boots of Speed combined, Greater Bracers of Archery, a Pale Green Ioun Stone, a Pearly White Ioun Stone, a Helm of Comprehend Languages, Goggles of Night, Ring of Protection +2, an Improved Ring of Jumping, and a Travel Cloak. A pretty powerful individual, all in all. As for having to rely on enchanted weapons at higher levels... EVERYONE who uses weapons rather than spells to inflict damage had better have enchanted weapons if they have any hope of getting through the massive damage reduction and rapid healing and such that most of the more powerful creatures seem to be capable of. |
| primemover00311-20-03, 05:29 PM | I'm running a FR silver marches camapign right now and our elven Archer (ftr 7/deepwoods sniper 7) is one of the most deadly combatants on the field. She can usually hit any Ac I throw at her with her first two attacks, and with haste (3.0) is even more devastating as she can move or add that extra attack (@ highest BAB). She only has Dex 21, +1 Mighty [+2] composite longbow, +2 arrows, Bracers of Archery, Buckler +1 of Arrow deflection, and a cloak of resist +2. She doesn't claim much treasure (don't know why?) but is still one of my most potenet PC's in combat. The only better fighters are the Dwarven Bbn (PA and great Cleave) and the Lightfoot Rogue (+5d6 sneak attack). |
| foxmarc11-20-03, 05:36 PM | many thanks for the helpful reply. sorry for the unappropriate forum -- guess its a little too specific for the general one. but again, thanks |