Bows R us [Archive] - Wizards Community

Post/Author/DateTimePost
Ao

02-07-05, 07:37 PM
After being the sole D.M. in decades of gaming, it looks as though I may finally get to be a playa'! Not for just a game or two here and there, but for an entire campaign. I'm jazzed!
The problem is that one member of the party is a Ranger planning on going archery style (bow). There is also a Witch who uses the bow as a secondary weapon to her spellcasting, and a Fighter whos back-up, ranged weapon is (guess what?) a bow. Each of them are planning to take a number of feats to augment their skills as archers.

What other ranged weapon(s) or fighting style can I use to give my Scout some individuality?

Thrown weapons?

Repeating Crossbow(s)?
fallabel

02-07-05, 07:48 PM
There's always the option of using a sling. While not necessarily as powerful as a bow, slings give you more options for ammunition, since the bullets can be filled with different substances.
Thonili_Moonbringer

02-07-05, 08:24 PM
Some of the stranger throwing weapons are fun--chakrams, shurikens, darts, blowguns, balanced spiked chains, etcetera.
DraytonThain

02-07-05, 08:25 PM
hand axe/throwing axe

you can use em up close, great for two weapon fighting and it looks cool hanging on yer belt! :)

course you aint gonna be doing the rapidshot/manyshot/ultrashot damage of an archer but heck, yer looking for character not damage...yes?

see if you can get a returning throwing axe when you got the money.. if you can buy such things in the game you are in.
Edymnion

02-07-05, 09:24 PM
Darts are very good ranged weapons, actually.
Especially when roleplaying silence is important. Remember, a bowstring goes TWANG! when you fire an arrow. Even with modern dampeners on the strings, there is still an audible twang when you fire. Thats a bad thing when you're trying to ghost in, ghost out.

A dart does the same damage as a dagger, has longer range, and is totally silent. Don't think of them as little arrows, think of them more like big throwing spikes.
green_yawgmoth

02-07-05, 09:35 PM
I'm a big fan of shurikens, myself. Ninjas rock.


http://img.photobucket.com/albums/v91/yawgmoth/kittyjig.gif
Melpomene

02-07-05, 09:42 PM
The calculus is a great weapon, especially if you can invest in some grenade weapons. Using one in each hand (they're light, not that it matters) you can lay down some impressive doom.
pres_man

02-07-05, 11:53 PM
How about focusing on throwing acid, alchemist's fire, thunderstones, tanglefoots, etc.? It wouldn't be very powerful, but it would be pretty cool.

Otherwise I'd say take Heavy repeating crossbow, especially if you are dwarf, gnome, or half-orc.
JadeSpider9643

02-08-05, 05:06 AM
nothing says "I love my range-attack-addicted group" more than a nice set of Bolas.

Espicaly if your gonna be the one scouting, a nice ranged trip attack on your next target will knock it down and let your party rain down spiky wooden death apon it. And if your gonna be a rogue then hey, you also get to sneak attack whatever is left after the rain of spiky wooden death.
dknight100

02-08-05, 05:42 AM
one a side note, get one of your party members to amp their bluff. nothing says cool like disguising your archer party as the kings new WMD (wood mass delivery) system
Draco Strang

02-08-05, 05:44 AM
Hand axes would fit your scout's personality perfectly, as they're utilitarian. YOu can chop wood, leave trail markers, and hack up orcs with them, in addition to whipping them around like there's no tomorrow.

If weight/quantity is an issue, you'll want a set of +1 returning handaxes. They'll just come right back to you next round, as you undoubtedly know.

I don't think crossbows really fit the scout image-lean and mean. they're too bulky/slow.

Everyone loves javelins, too.
chocobochicken

02-08-05, 09:36 AM
How about bottles of Alchemist's Fire? :D
Gurthoron

02-08-05, 12:18 PM
If you have ties to the Underdark, the Bolt Thrusters presented in the Underdark handbook can be a very fun dual-wielding weapon. Or, for sheer impact, Orcish Shotputs (look in Arms & Equipment).
preacher of nothing

02-08-05, 04:39 PM
The Master Thrower PrC might be right up your alley. Take the Palm Throw ability (twice the number of attacks per round). Invisible blade has great synergy with master thrower. 3 Levels of Swashbuckler will net you intelligence bonus to damage.
You can take this to the next cheese level by either playing a thri-kreen (4 arms) or by taking the thrall of demogorgon PrC to level 4 where you get the ability "Dual Action". You start smelling the cheese yet? 4 arms + multiweapon fighting + improved MWF + Greater MWF + Palm throw + Dual Action.

your friends might be firing a few measly arrows per round...but you'll be a hail of daggers mon ami ;)

Hope this helped

~preacher~
mcnoo

02-08-05, 05:12 PM
Spinning javelins, i've never seen one of them used, give one a try and tell me how it went. Hlafling skiprocks in a sling are pretty lethal.
If you want to be laughed at by all your friends, try an orcish shotput, pointless, but unique.
Or, take the throw anything feat and become a master of throwing gauntlets.
the_narrator

02-08-05, 06:28 PM
you know you just wanna use fukimi bari (mouthdarts). really, you have no choice. you just absolutely have to use them.
Evadyn

02-08-05, 06:40 PM
Use Hlafling skiprocks and then go Halfling Rock-Skipping Champion (http://www.giantitp.com/Func0001.html)

:cool:

You can take this to the next cheese level by either playing a thri-kreen (4 arms) or by taking the thrall of demogorgon PrC to level 4 where you get the ability "Dual Action". You start smelling the cheese yet? 4 arms + multiweapon fighting + improved MWF + Greater MWF + Palm throw + Dual Action.

And if this stacks with Skiping Well let me just say HOLY :censored:
Meshakhad

02-08-05, 11:41 PM
I created a Faerunian character who focused on guns.

That said, I recommend going for Halfling Rock-Skipping Champion or handaxes. Rely on thrown weapons.

Wait a minute...

BWAHAHA!

:evillaugh :evillaugh :evillaugh

Get Throw Anything from CW, then go for GREATAXES! Thrown greataxes! That would be cool.

Oh wait, you're a scout.

Never mind.

Get handaxes or stones.

Your party is going to be SO cool.
Votan

02-09-05, 12:02 AM
What other ranged weapon(s) or fighting style can I use to give my Scout some individuality?

Thrown weapons?

Repeating Crossbow(s)?

With the arrival of the "Brutal Throw" feat from Complete Adventurer (which I assume is fair game if you are playing a Scout)it is possible to make strength the primary statistic for both melee and thrown weapons. With a statistics allocation that focuses on strength it may be possible to partially ignore dexterity and get a lot from a high strength score.

With Skirmish, however, "Shot on the Run" might just be too good to overlook for the bow specialist in you.

If so, consider stylistic differences. Painted arrows (like the black arrow in JJJR Tolkien's The Hobbit) or a bow with feather.

"You might be more effective, but my arrows are cooler"
DrMorganes

02-09-05, 12:31 AM
Just remember that Scouts suffer the same major drawbacks as the rogues they're based on: light armor and small Hit Die. Even with Spring Attack, getting close is probably a very bad idea.

I've been playing with various Scout builds lately, and I've pretty much come to the conclusion that sticking with a ranged weapon for combat is your best option. Scouts have class proficiency with the shortbow; elves have racial longbow proficiency. Toss in your Skirmish ability and you're doing either 2d6 or d8+d6 at 1st Level, depending on the bow you use. A bit more if you opt for a human and grab Point Blank Shot and Precise Shot straight off. Both of these feats stack nicely with Skirmish and a ranged weapon. (Recall that Skirmish, like Sneak Attack, is only effective out to 30' with a ranged weapon.) While I like the idea of the returning axes, their 10' range increment means an attack penalty when attacking from the outermost Skirmish distance (-2, or -1 with PBS). Darts are a bit better in terms of range, but worse on damage. Javelins seem to be a good option - 30' range, 1d6 damage, x2 critical - until you note that they're a whopping 2 pounds EACH. Skirmish only works when you're wearing light (or no) armor AND are carrying a light load.

To make your Scout stand out, focus instead on your skill and feat selection. Two of my favorite test builds so far are the human military scout and the elven recon scout. The human concept is similar to a guerilla soldier: lots of sneaking, some trap-making ability (via Use Rope - it's rather a house rule, but makes sense), lots of combat-focused feats relating to hit-and-run and sniper attacks. His gear is focused on increasing his damage output, boosting his AC, and helping him get OUT when necessary. The elven recon build is the "invisible" point man, always out in front and checking back with news of what's ahead. Ability scores focus on DEX and WIS. Feats include Fast Reconnoiter (a new CV feat that allows a Spot AND a Listen check as a free action whenever you wish), Improved Initiative, and Track. PBS and Precise Shot are nice here as well. Gear focuses on improving speed and stealth.
Elric Lornhood

02-09-05, 11:46 AM
Fast Reconnoiter (a new CV feat that allows a Spot AND a Listen check as a free action whenever you wish), Improved Initiative, and Track. PBS and Precise Shot are nice here as well. Gear focuses on improving speed and stealth.[/QUOTE]

Whick book is CV? And I thought Spot and listen did not require and action or a declared intent to begin with.
Melpomene

02-09-05, 02:34 PM
If you're thinking of javelins, you could try howler javalins. +1 Wounding Returning howler javelins simply scream harrier.