| Post/Author/DateTime | Post |
|---|---|
| Mirannan11-08-07, 09:38 AM | I have built an archer character level 12 (ranger 10, deepwood sniper 2) who is pretty good at hitting things with his bow; dex 20, enchanted mighty bow, usually casts Cat's Grace before a fight - giving me +21 attack bonus, and 19-20/+4 critical. The trouble is that I don't do much damage - 1D8+4 isn't a lot at this level, notwithstanding the fact that I can get 4 attacks per round or 3 with a standard action using Manyshot. There don't seem to be any ranged weapon equivalents to Power Attack. Any ideas for increasing damage? I have thought of various damage-increasing enchantments on his bow, such as shock, flaming and holy; but is this the only way to go or am I missing something? I can't find any damage-increasing feats for archers. |
| Sived459211-08-07, 09:59 AM | My favorite weapon enchant for my old archer pc was exit wound. Instead of hitting one guy for a lot of damage you hit several guys for a decent amount of damage. With exit wound on your bow every arrow you shot will deal an extra 1d6 dmg to the target as it flies though them an continues on a stright line and hits anything else behind it. Each new target gets a +4 to their AC but you use the original attack roll for all the targets. Needless to say with a buffed up attack roll and a nice line of weak fodder type creature you can take out several targets in one turn. :help: :help: :help: :gah:<------ :ghosted:------ :ghosted: --------- :elf: Just gotta be careful you don't hit any friendly targets in the process. Its in Complete Warrior on page 134 if you want all the details. |
| T_Baggins11-08-07, 10:07 AM | Weapon specialization. As an archer you don't do as much damage as a melee guy will. You get the advantage of being able to hit who ever you want with less fear of retaliation. |
| Johannixx11-08-07, 10:12 AM | Take a level of Fighter with the Hit And Run Tactics ACF from Drow of the Underdark. It lets you add your Dex bonus to damage against flatfooted foes within 30'. You can also take levels in Order of the Bow Initiate (Complete Warrior) for lots of additional d8s of damage, eventually out to 60'. |
| Tordak11-08-07, 10:25 AM | Weapon Specialisation and greater spec.. Maybe you can talk your DM into creating a feat equivalent to melee weapon mastery but for ranged weapon. And find a way to increase your strengh and use composite mighty bow. As noted in the post above, there are PrC that grants you some bonus with bow, but I'm afraid there are no feat for that express purpose. Beside, also like mentioned above, your advantage is to hit enemy while staying away from harm; take advantage of your high AB to use manyshot and move to stay away. |
| FrostHammer11-08-07, 10:39 AM | Enchant your bow to have Wounding? |
| 1 ton ghost11-08-07, 11:41 AM | Deepwood Sniper is excellent btw. respect. was it ever mod'ed for 3.5? -i'd go w/ the economic route of a simple energy attack. whatever your fav type is, doesn't matter really. some more utilitarian than others. partial to Corrosive or Sonic myself. you'll hit more consistantly and given the extra range afforded by a sniper and subsequent downtime hiding, sniping, moving, hiding, sniping, it's a better offer. don't assume it could be multiple enemies, etc. best to be prepared for a wider range of EL's vs. 1 type thereof (no to Bane, x-it Wound, etc). you're presuming you'll have many fights to come against a multitude of enemies. -Burrowing Arrows (Comp.Warrior); pricey (200gp i think) but so so nice. basically, soon as they heal (fast heal, regen, any curative spell) it's another d8 of dmg i think as it is mascerating tissue upon rejection. -poison. it's not just for kids anymore. moral dilemmas? -Weapon Spec as previously mentioned, though i hate to blow a feat on this realistically, you're getting more dmg in melee, but ranged is the smarter bet. you're getting more cover, a nice graceful distance from crazy (Su)'s and (Sp)'s of strange monsters, keeps you outta' grapple, etc. it's typically better to have a higher AC than dmg potential anyway. you'll hit more consistantly too given the liklihood of good Hides and Snipes vs. Flat-Footed or Dex-loss foes. hitting more frequently is better than less w/ more dmg... |
| Artector11-08-07, 11:45 AM | http://www.d20srd.org/srd/psionic/items/weapons.htm#collision +5 damage is niiiice. |
| tafkamhokie11-08-07, 12:22 PM | Who else is in your party? You don't have to go this alone. Energy enchantments are definitely a good bet for the bow. Load up on extra d6's. Use an energy augment crystal from the MIC to do the same thing, just cheaper. Wounding and Holy are two really good enchantments, too. Weapon specialization is an obvious choice, but it takes 4 levels of fighter to get there...might be too expensive. If you are 12th level, are you adventuring with other 12th level characters? A wizard could cast a maximized flame arrow spell...50 arrows that deal +6 fire damage is probably worth a 6th level spell. A cleric or wizard could cast Greater Magic Weapon to boost the enhancement bonus of your bow to +3 for twelve hours (you can get that to +4 if the cleric has a strand of prayer beads...a totally reasonable magic item at 12th level). Assuming your bow is +1 with a bunch of other enchantments, that gets you an additional +2 to damage on every shot for only a 3rd or 4th level spell. What about your favored enemy bonus? A 10th level ranger should be tearing up his favored enemies. |
| justaworm11-08-07, 01:37 PM | The only way I found a high level archer to be viable is to enchant the crap out of the bow: flaming, frost, shock, wounding, icy burst, flaming burst, anarchic/axiomatic, holy, etc. Then, hope no one disarms you or sunders it. |
| foxtail11-08-07, 01:41 PM | Maybe you can talk your DM into creating a feat equivalent to melee weapon mastery but for ranged weapon. Do you, by chance, mean Ranged Weapon Mastery? Because it already exists, and it's a great buy for a ranged fighter-type. Edit: On second thought, I recall that you need fighter levels for that one. Whoops. |
| Mirannan11-08-07, 03:47 PM | Thanks for the ideas guys. I thought of Collision, but the trouble is that the DMs (there are more than one, with a unified set of rules) are old-school and used to 2nd edition; the whole idea of upgrading equipment and buying enchanted stuff appears to grate, and psionics are being treated as really new and rare - so I suspect that finding a psion who can put that enhancement on may be difficult. The trouble with taking a fighter level or two is something I forgot to mention, namely the fact that the character is an elf - so losing XP if I go that route. Another problem is that my character is one of the highest levels in the party and everyone else seems to be multiclassed - so buffing the bow might be a problem, as there is a shortage of caster levels around. To say it again - thanks guys. I'll try to get collision, I think - failing that probably holy, as most of our enemies seem to be evil. One last thing - is there any way of further increasing a weapon's critical range? |
| The_Shaman11-08-07, 03:59 PM | Do you, by chance, mean Ranged Weapon Mastery? Because it already exists, and it's a great buy for a ranged fighter-type. Edit: On second thought, I recall that you need fighter levels for that one. Whoops. No, it only requires having weapon specialization iirc. While the only way to get WSpec per the PHB is with 4+ fighter levels, there are several PrCs that grant it and there may be magic items that do so. @Mirannan: psionics - new? You have got to be kidding me. I think it was introduced as "late" as the AD&D handbook, if not earlier. Anyway, improving the crit threat range past keen or improved critical can be quite hard. In 3.0 the two stacked, but not anymore. Spells can help - Hunter's Mercy is a lvl 1 ranger spell and if your next shot hits, it's an automatic critical threat. Apart from that, it's true that weapon enhancements are the default way to get extra oomph on your shots. Other options include finding a way to get WSpec/Ranged WM (i.e. from a few levels in pious templar), a way to get precision damage (skirmish or sneak attack/sudden strike), using spells or getting the Peerless Archer power attack-ish ability. |
| justaworm11-08-07, 04:05 PM | Well you can keen piercing and slashing weapons. For an archer, you could buy keen arrows at 2350gp/50 arrows. Furthermore, the 3rd level wizard spell keen edge can be used to produce the same effect as keen for 10min/lvl. Also, the feat Improved Critical can be taken per weapon (and min bab of +8) |
| Dog_O_War11-08-07, 04:38 PM | Keen arrows cost 8350gp per 50. You forgot that an item has to be +1 before special effects. Also, OP you must take this into consideration; if you weren't using a bow, and did not have the power attack feat; how much damage would you be doing with a similarily enchanted longsword? 1d8+4. You have all the same options and restrictions that a melee character has, except you cannot take power attack (for bows and crossbows), and that a melee character cannot take manyshot for his weapon. You are getting bonus damage, though through a different medium; it's called "more attacks". |
| Hsien11-08-07, 04:38 PM | Besides what I see already mentioned, and w/o a complete re-write...here are a few things that may help in general. 1: Variety of arrows enchanted or spec. materials to get around DR is always nice. 2: Greater Manyshot; in Expanded Psionics, 3: +1 Enhancement, Magebane an extra +1 hit/damage and +2d6 damage against arcane casters 4: Scarab of Golembane ( if DM allows it to work on ranged ) is worth it's weight in gold, in being able to ignore DR of constructs 5: MIC, items that give you extra actions like Gloves of Agile Striking iirc |
| dman1123511-08-07, 04:58 PM | Wait, you're level 12 and don't have gloves of dex? And there are no damage increasing feats for any one really besides fighters and a couple other miscelanious feats for other classes specifically. At least, not that I know of. It at least has uniqe prerequisites. As has been said, good ways are the collision property from the Mic, which is not psionic. It even requires a spell, weapon of impact. Energy weapon properies are also good. Precision (besides Order of the Bow, it's a trap) like scout and rogue are good, along with ways of increasing the damage (improved skirmish, sacred strike, deadly precision feat (http://www.d20srd.org/srd/psionic/psionicFeats.htm#deadlyPrecision) (which is not psionic, there are some nice general feats there, like greater manyshot) and weapon quality for SA and Sudden Strike, higher strength and enchantment. You could take three levels of scout and the feat Swift Hunter from CScoundrel and stack ranger and scout for favored enemy and skirmish, and skirmish damage against your favored enemy works, even if undead or construct. As for power attack: the Peerless Archer apparently gets that ability, and also this (http://www.wizards.com/default.asp?x=dnd/ask/20061227a) bow lets you do it. |
| Mirannan11-08-07, 06:56 PM | Dman, I already said that the campaign DM is uncomfortable with simply buying magic items. Having said that, my character has more magic stuff (quite a bit of which is not all that useful) and less money than possibly normal. I've been putting my point of view, that 3rd edition is designed around the upgrade path for equipment, for quite some time - but no dice so far. I think that it isn't going to be too much longer before the DM has to admit he's wrong (using a module in which there is a monster we can't fight because the characters haven't got the stuff they should) but it hasn't happened yet. Dog O War, you might not be aware that my particular character doesn't need to buy keen arrows. The primary ability that level 1 sniper confers is that all arrows and bolts fired from a projectile weapon by a deepwood sniper are keen. It's a very powerful ability in theory - although, purely by luck, I have never yet felt the benefit of it! Some sort of bonus-damage enchantment applied to the bow is probably the way to go. Maybe I'll be able to persuade the DM to let me trade in all my semi-useless junk for it. Thanks for all the ideas. It's not any of your fault my DM is prehistoric! |
| Bopple11-08-07, 07:49 PM | Check your dm if you can use retraining rules(PHB2). Grab 3 Scout levels and Swift Hunter/Greater Manyshot feats. It's the only viable/fastest way you can do right at the moment, imo. |
| dman1123511-08-07, 09:20 PM | Wait, you can't buy magic items at all? Where do you get potions! And starting equipment! You're stuck with what the DM gives you in encounters? And make sure he understands the creation rules, namely, the one day per 1,000 gp one. And also remind him that certain items are likely to be premade because of the commonness of them. And also, does he have the Magic Item Cmpendium? That has the most up to date rules for item creation, as well as some other nifty things, and, of course, a ton of new items that are awesome. |
| SpudMaster11-08-07, 09:27 PM | Order of the bow initiate is a pretty sweet, class. If you got ranger levels did you take the lvl 4 substitution so whatever you hit at range is flanked ( will help out a rogue friend) or if you invest in a cohort you... meh thats for the opt board. a mighty bow and multi shot is a good road to go. matched with shot on the run it makes for a nice hit n run outdoors. |
| MongooseFamiliar11-08-07, 09:31 PM | As the earlier folks have said, Swift Hunter is great, especially when you add on Improved Skirmish and Greater Manyshot. If your DM allows Dragon Feats, Deadeye lets you add your Dex to your damage for ranged weapons. Also consider Improved Favored Enemy, +3 damage to Favored Enemies. Enchantments - I'm surprised no one has suggested the Splitting enchantment. You need Precise Shot to make it work, but you'd better have that by now. Items - Quivers of Energy if you can get them. Also take a look at the MIC for the Least, Lesser, Greater weapon crystals. There are some nice ones. |
| dman1123511-08-07, 09:46 PM | Also Quiver of Araniel (near the bottom) can help as well, because you can get a +1 flaming, frost, etc bow and then just take the quiver's arrow's enchantment. The downside? you said that you can't buy magic items and the price. 128,000 for infinite +5 arrows. Then again, greater magic weapon works too. Oh, and one last thing: if you are having trouble overcoming DR, transmuting is something you want. It overcomes all DR, including DR/-, at least that's how it's worded. It takes a round to activate and is a +2 bonus, but it is worth it. It's in the MiC. |
| FrostWolf11-09-07, 01:02 AM | I can assume you got a Str. adjusted bow? Then tack on some Alchemist arrows (made of cold iron, glassteal, or some of the damage adding metals) and now poison them and enchant them. Also, an over sized Str adjusted longbow (with the feat for using over sized weapons). |
| dman1123511-09-07, 01:43 AM | There is no feat that lets you use an oversized bow that I know of. But grab a Great bow for a larger range and 1d10 damage. |
| war_thog11-09-07, 02:11 AM | Rangers cant get Weapon spec so thats out. Magical enchantments my friend. Thats your main way out. +1d6 flaming is a lot when youve got 4 attacks. Without rebuilding your character thats your main route. Im playing in an 11th level party with a range man similar to yours *except mounted rather than snipery* He has a +2 flaming longbow of Mighty +2. Atk Bonus +16/+16/+11/+6 with rapid shot. Now 1d8+1d6+4 dmg isnt much per attack. But he gets more attacks and hits more of the time and from a greater distance, so taht makes up for it. Archers arent meant to deal the most damage. They just dont get hit while theyre working. Think of it like that. Your role isnt main dmg dealer, leave that to barbarians and wizards. Pick off the main guy without having to go through his minions. Even though your dmg isnt massive, its still good enough to fill that role. |
| war_thog11-09-07, 02:12 AM | Wait just saw that magic is out. Well 1d8+4 is quite respectable, you just have to learn how to put it to best use. I had a char dealing 1d2+5+1d6. For a meleer. It really isnt much, but he still got the job done through inventive tactics. |
| blade26511-09-07, 03:32 AM | Bow of the Solars : This Large +2 composite longbow turns any arrow it fires into a slaying arrow targeting any creature type the wielder chooses (BoED114). Greatbow, composite : ou need two hands to use a composite greatbow. You can use a composite greatbow while mounted if you are Medium-size or better. (CW156) |
| blade26511-09-07, 03:33 AM | Bow of the Solars : This Large +2 composite longbow turns any arrow it fires into a slaying arrow targeting any creature type the wielder chooses (BoED114). Greatbow, composite : You need two hands to use a composite greatbow. You can use a composite greatbow while mounted if you are Medium-size or better. (CW156) |
| Dog_O_War11-09-07, 11:06 AM | Maybe switch focus to the crossbow and take the crossbow sniper feat. Deepwood Sniper's bonuses affect the crossbow and (IMO) is the better choice because of more criticals (17-20/x3). |
| Mirannan11-09-07, 11:27 AM | Actually, I don't believe that any of the feats I have taken so far are specific to any particular bow - I've taken composite longbow for rate of fire (better than a crossbow) and for flavour as the character is an elf. Thanks again all. I am going to see whether I can scrounge up enough GP to have something put on; I can't decide at the moment whether holy or sonic is best. Holy - better bonus damage, but only works on evil. Sonic - very few creatures are resistant. By the way, does anyone know where the item might be that creates arrrows as you use them? I'm sure I've seen one. |
| narack11-09-07, 12:51 PM | Best bow i made was a Oat Great Bow (1d10/X3). Based on OatBow from DM1 with a good pair of greater archery gloves as a Fighter it has advantage of amount of feats over the ranger. Later my friend manage to change the Crit to X4 but i don't know what he used, maybe a class feature, but he add thundering (3d10) on critical and as fighter weapon spec and greater weapon spec was just overkill. I made the character turn Evil because he was too powerfull as a player friend. Well he actually manage to hit the 250 damage on many shot. While loading an arrow of fireball on that bow when Oating the enemy it was crazy but happened once. |
| Halloween Jack11-09-07, 12:51 PM | Check your dm if you can use retraining rules(PHB2). Grab 3 Scout levels and Swift Hunter/Greater Manyshot feats. It's the only viable/fastest way you can do right at the moment, imo.Seconded, this is exactly what you need. If you are regularly going up against your favored enemies, Improved Favored Enemy will give you +3 damage against them; a Hunting bow will also improve the damage. These options aren't overwhelmingly powerful, but if you're willing to make the feat investment, you can do Stalker of Kharash or Harper Paragon, which give you Favored Enemy (Evil) +1. Not a huge bonus, but if you stack it with abilities that improve damage against all your favored enemies... |
| dman1123511-09-07, 04:55 PM | As for infinite ammo: this (http://forums.gleemax.com/leaving.php?destination=http://Quiver%20of%20Araniel) works, as does the Quiver of Plenty from Dragon Magazine and the Dragon Compendium. Also, this bow (http://www.wizards.com/default.asp?x=dnd/ask/20061227a) works. Also the benifit of "power attack" with it. And for dex to damage: Dead Eye. It's from the Dragon Compendium. |
| Ace_of_time11-09-07, 07:55 PM | OK you don't need to rebuild. Here is my fav weapon build for bows. Any pluses that you put on it will go to damage to and point blank shot adds +1 to attack and damage in 30'. Go with energy aura, energy surge, and tranmuting. Energy aura lets you choose what energy type when activing it. energy surge lets you decide after hitting to deal 3d6 more energy damage on the target. Tranmuting over comes any DR after the first attack. That should put you as unstopable with the bow. Might make your DM mad too. |
| BW022211-09-07, 08:25 PM | Mirannan, Any ideas for increasing damage? Lots... 1. Increase your strength. Girdle or something and use a higher strength composite bow. 2. Enchant your bow. Add more pluses, they affect both attack and damage. 3. Put frost, shocking, bane, etc. on your bow. 4. Either #2 or #3 on some arrows. 5. Arms and equipment guide has broadhead arrows (less range but d10 damage). 6. Look for enchanting type spells or oils which you might find/buy. For example oil of flame arrow, a spellcaster with greater magic weapon on your arrows, or oil of align weapon, etc. 7. Buff type abilities from yourself or others. Heroism, bard song, prayer, etc. all add to damage. Haste gives you another attack. 8. Weapon specialization. (Req. 4 levels of fighter) 9. Sneak attack. (Req. a level of rogue) or possibly skirmish. 10. Bracers of archery (greater). 11. Mounted archery. Lets you move while full attacking. You can also close for PB and then move away. At 12th-level, I'd be looking for a shocking frost bow or something. Add a few potions of heroism, some oil of flame arrow, etc. Ask someone to take some greater magic weapon, prayer, etc. and you should be good to go. |
| redspear11-10-07, 09:36 AM | Talk to the party Cleric. Buy him a pearl of power level 4, and a rod of extend (up to 6th level spells). Every morning get him to cast GMW on you, and then he can recall it. It can then be the first spell burned up for healing. With the rod, it should last most of the day. Then load up your bow with a bunch of other bonuses. It might not be possible the way obtaining MI works in your campain, but if you get the chance, give it a go redspear |
| dman1123511-10-07, 04:46 PM | Or not the rod of extend, because it lasts 1hour/level, and their level 12ish. I let it go "all day" and caster level 8. |
| LittleKey11-11-07, 06:00 PM | My level 12 archer can shoot 5 times in a round with +29/29/29/24/19 attack bonus and 5d6 + 17 damage, or something like that. I don't know why there's such a difference, though. |
| Prub11-11-07, 09:49 PM | Splitting for your bow works good too. each arrow shot splits into two arrows. nice. |
| Wih11-12-07, 12:28 AM | Splitting, Force, Bane Arrows, Greater Magic Weapon. 'Nuff said. |
| Kitep11-12-07, 01:21 AM | Get a bard to inspire you :) |
| war_thog11-12-07, 03:11 AM | Seeing as you can't spend much $$ on magic, its a rebuild or nothing really. |
| Alyri11-12-07, 03:15 AM | Go scout/ranger/highland stalker. by lvl 17 I was throwing out 11d6 + d8 + 8 Get the raptor arrow from the MIC (arrow is a bane arrow for whatever you shoot at) Make sure you favored enemies are Undead and Constructs and have swift hunter feat(you get to use your skirmish damage on them) |
| Alyri11-12-07, 03:17 AM | My level 12 archer can shoot 5 times in a round with +29/29/29/24/19 attack bonus and 5d6 + 17 damage, or something like that. I don't know why there's such a difference, though. Mind giving your breakdown on that? At lvl 18 I was at +31, my BAB was two behind my level(stupid scout BAB) |
| The_Shaman11-12-07, 06:20 AM | Go scout/ranger/highland stalker. by lvl 17 I was throwing out 11d6 + d8 + 8 Get the raptor arrow from the MIC (arrow is a bane arrow for whatever you shoot at) Make sure you favored enemies are Undead and Constructs and have swift hunter feat(you get to use your skirmish damage on them) How do you deal skirmish every time? GMS? |
| Alyri11-12-07, 10:56 AM | You mean with every shot? |
| BloodDragon11-12-07, 12:07 PM | Alot of reading: http://forums.gleemax.com/showthread.php?t=183604 But it has alot of good information on how to power up Archer types. Or yes ofcourse Swift Hunter (Feat) + Ranger + Scout |
| Apupunchau11-12-07, 01:48 PM | I like to complete prestige classes so this is by no means optimized. It basically ends up doing a buttload of damage for one shot a round though. Scout 5/Ranger 2/Scout 1/Ranger 3/Order of the Bow Initiate. At level 10 you will have a skirmish of +3d6/+2 AC because of swift hunter but you will also have improved Skirmish so as long as you move 20 feet you'll add +5d6 to all your hits. Then as you go up in order of the bow initiate you'll gain and additional +1d8 every odd level so at 12th with a composite +str X longbow you'll have 1d8+str+5d6+1d8 as long as you move 20 feet. I did Scout to 6 because my DM constantly uses rough terrain and the 6th level ability lets you ignore terrain. And 4th level ranger is nice because you use the PHBII variant that lets your hit make the foe flanked until he gets hit or it's your turn again. Again by no means optimized but it works for my purposes of fitting into my GMs run style and meeting my own requirements of actually finishing a Prc it works well. At 12 you might want to think about picking up the feet that lets you basically hit everything in a straight 60 foot line. You'll have to watch out for allies and all your bonus damage will only hit the first person but it'll allow you to expand how much damage you do a round. |
| Wih11-12-07, 06:05 PM | Order of the Bow Initiate's extra damage takes a Standard action to kick up, which means you can only do it as a single shot - you can't combine it with Shot on the Run, a Full Attack or Manyshot. The only reason it's worth using is if you have a Exit Wound bow, a line of enemies and access to Quickened True Strike. |
| archerpwr11-12-07, 09:25 PM | Check out this handbook |
| war_thog11-13-07, 11:11 PM | OotBI still aint that great. 60ft is a not very happy range limit. Typically the archer with the composite bow wants to be at the 100ft mark. |
| dman1123511-14-07, 02:15 AM | Or more, if you can. How far did they get it? Something like a max range of 93,000 ft., with no range penalty (Cragtop Archer). That arrow was traveling at about mach 14.3. Space shuttle is mach 25, and the SR-71 Blackbird (fastest air speed record) is mach 3. But most reasonable archers get a range increment of about 100 or 150, more for a great bow. |
| Reginald11-14-07, 02:42 AM | Do you have access to dragon. In one dragon there are variant fighter classes, one is the targetteer. he can take special bow feats. Two come to mind - dex to damage - grant one extra attack at highest bab with all attacks at -5 penalty (stacks with rapid shot). in psionics handbook, under universal items: quiver of energy: choose fire, cold, lightning, acid or sonic and deal 1d6 damage of that energy type. Take three levels of peerless archer (silver marshes 3.0 i believe). At third level this lets you power attack with ranged weapons. Have the wizard take craft(poisonmaking), hunt for some colossal scorpions. Tap their poisons. Have the wizard refine it if necessary using the spell fabricate and his craft skill. This lets you get nice DC 25+ poison attacks on your bow at low cost. And as mentioned before: weapon spec,ranged weapon mastery. |
| dman1123511-14-07, 03:35 AM | Dragon? As in, Dragon Magazine? Dragon Compendium? Dragon Magic? Dragoconomicon? Races of the Dragon? What are you referring to? |
| Ace_of_time11-14-07, 03:04 PM | I always go ninja build with if I'm going for extra damage from sneak attack type moves with ranged. Turn inv and move to a spot then let loose. Repeat as needed. But If your going to have to stay with in 30' you might as well go with thrown weapons. Go Halfling ninja build with WP trident and Monkey grip and there you go. Add energy aura, energy blast, tranmuting for good measure. |
| Llathos11-14-07, 09:28 PM | Mostly been said already, but here's what I found with my archer build: 1) Str + mighty is a nice flat increase per arrow 2) mix elemental ammo with elemental bow (ie +1 flaming, shocking arrows on your +1 corrosive icy bow = 1d8 + 4d6 + mighty per arrow x 4 attacks) 3) take imp crit bow. Crit'ing x3 is nice and makes that mighty bonus REALLY important 4) Peerless archer gets Power Shot if your DM allows the PrC 5) Be hasted. All the time. You want the extra attack 6) Precision damage(scout, ranger) or sneak attack dmg (rogue ninja) 7) Bane arrows. Learn them. Love them. As a note, archers eat gold. You will burn cash on a quiver of ehlonna holding several bows and zillions of arrows. You're going to also want to consider quick draw for bow-swapping as your targets change. Optimized archers usually keep bows that focus on different key enemy types and swap between them and swap ammo as necessary. |
| dman1123511-15-07, 12:11 AM | Quiver of Plenty from Dragon Magazine or Quiver of Araniel from the Wizards site (I linked it earlier) are better than the quiver of ehlonna. Sure you can hold 60 arrows, three bows, and 6 (9?) javelins, but these are infinite arrows, and if you get transmuting put on your bow, no worries about DR ever again. If you'r worried about bane, then get a couple of regular quivers with bane arrows in them. |
| BellumSweetflower11-20-07, 10:58 PM | I, and the group I play with, just finished up Red Hand of Doom a short while ago, and we had two archer types in the party. We essentially decimated the enemy between the two of us! Yea, the magic users helped a little. ;) I think we missed 3 out of all the possible progress points to be had, and that was from a charisma lack, not from missing a kill. One was a halfling of ftr 6 rogue 2, the other was human of fighter 7, ranger 2. We both used Holy Bows, had strength bonuses, and all the normal feats for bowmanship. Most importantly? We had haste available! If you really want damage potential with a bow then reconsider fighter levels into your build, IMHO. Failing that, Holy and Boots of Speed are your best shot. |
| docter357811-21-07, 10:18 AM | exit wound stops once it hits a target by the way. "If the ranged attack misses its target, it continues and has a chance to hit the next target in a straight line (using the original attack roll). Each successive target gains a +4 AC bonus. The attack stops when it hits something." it does not go through targets |
| orion7311-21-07, 12:33 PM | Aside from the previous builds... a Peerless archer (silver marches)might help, allows you to pick up the equivelent of the power attack for the bow. three level dip is enough and gives you a ranged sneek attack ability and the ability to craft +1 arrows. |
| Wih11-21-07, 08:31 PM | exit wound stops once it hits a target by the way. "If the ranged attack misses its target, it continues and has a chance to hit the next target in a straight line (using the original attack roll). Each successive target gains a +4 AC bonus. The attack stops when it hits something." it does not go through targets Get CWar out, not Crystalkeep - Crystalkeep has it incorrectly listed. |
| abyssalmole11-22-07, 08:26 PM | Not certain on the specs, but I think it will work. Distance javelins + far shot + quickdraw + manyshot + brutal throw + power throw (or whatever those two were called). weapon deals 1d6 + strength modifier, range increment of 90ft, and you have power attack with it? throw in two weapon fighting for another extra shot? it could work... not the flavor you're looking for, but the mechanics appear to fall out nicely. |