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| #1cephidSep 10, 2009 0:48:39 | Most Archers either shoot many low damage arrows or sit within 30' and sneak attack while waiting to get charged/grappled. I wanted an archer who could take advantage of their range, do more damage and have some cool options other than stand and shoot. Summary: * Big damage (for an archer) to several targets at a time from long range in the dark. * No precision/crit immune damage. * Excellent senses: Max spot, Perfect vision, scent. High initiative. * Maxed stealth skills. * Cool options: summon huge earth elemental, manuvers, a few cleric spells from items. Human Lawful/Evil (=too much fun!) 1) Cleric of Baator (Exotic Weapon: Great bow) {Able Learner} 2) Fighter {Focus: Greatbow} 3) Fighter {Point Blank Shot} (Rapid Shot) 4) Fighter 5) Fighter {Specialisation: Greatbow} 6) Sword Sage (Expertise) 7) Kensai 8) Kensai 9) Kensai (Ranged Weapon Mastery) 10) Kensai 11) Kensai 12) Kensai (Precise Shot) Abilities: Perfect Vision (see in any darkness inc. magical) Surge (+8 str few rounds, several/day) Withstand (Concentration check in place of Ref save.) +4 intimidate (+8 at kensai 8th) Maxed Skills: Spot, Hide, Move Silently, Concentration, Intimidate + some jump and tumble. Stance: Hunters Sense (scent) Manuver: Sudden leap, Swift invisibility, Counter Charge, Perfect mind, Shadow Jaunt, Mighty Throw. WEAPON of SUPREME BRILLIANCE and stuff... Elvencraft Moon Greatbow. (sizing/aquatic) Elvencraft counts as both a staff and a bow and must be enchanted separately. Bow: +1 Exit wound, Splitting (next?) Staff: +1 Warning (+5 initiave), acid, Huge Earth Elemental summoning, Deflecting (ignore one range attack each round). (next?) Key Items: Quick silver boots (swift move 2/day), Belt of battle, Strong arm Braces (hold bigger weapon), Ring of Haste Tactics: Perfect Vision + Archery + darkness = FREEDOM TO DELIVER DEATH. Sit on a hill on a moonless night and shoot everyone within 1 mile. Darkvision, blindsence and blind sight all have range limits. Locked gauntlet with Killer Bow in one hand, stone with deeper darkness covered in other hand. In fight:
Enemy turn: If alive, stumble around in the dark looking like a pin cushion. Mage Killer: Arrow of binding with loose head. Silence and deeper darkness cast on arrow head. Shoot mage from distance: Anchor, darkness and silence until he physically digs out the arrow head. (no save) Damage: Permanent enlarge + strong arm braces = 3d8 base damage. [+13 (str + feats + enhancement etc) + 1d6 (exit wound)] x 2 (splitting) = 60 average damage/arrow/enemy. Assuming 4 attacks and only 2 enemies are lined up = 240 each (480 total) So there is the build, here is where I need your help. * How would you improve it? * Because a staff is a double weapon, could I enhance each end separately via kensai? If so, what enhancements do you suggest? * Where to from here? What classes/feats/abilities do you suggest? * Should I take advantage of my huge size bow and high strength from surge (Kensai 2nd) and use ranged pin(feat)? I could pin 4/round, or pin one guy and shoot him 3 times and repeat. They each have to use a standard action to free them self. * What other enhancements should I take? (For bow and staff.) * What other items should I take? Any good cleric spells for a wand/eternal wand? * Any way I could take Aptitude weapon (enhancement) + Flurry/other? Thanks guys for what ever good stuff you've got. |
| #2phaedrusxySep 10, 2009 10:15:50 | Tactics: Perfect Vision + Archery + darkness = FREEDOM TO DELIVER DEATH. Sit on a hill on a moonless night and shoot everyone within 1 mile. Darkvision, blindsence and blind sight all have range limits. So do Spot checks (practical limits, at least). Good luck even seeing someone a mile away. How many encounters have you ever been in that started 1 mile apart? In fight: These sound like good tactics, but don't expect every enemy to just stumble around. ;) Mage Killer: Arrow of binding with loose head. Silence and deeper darkness cast on arrow head. Shoot mage from distance: Anchor, darkness and silence until he physically digs out the arrow head. (no save) I don't remember any rules for leaving the head loose on arrows. Also, even if your DM allows it, if the arrow head is inside the mage, his body will block Line of Effect (just like you assumed your closed hand did above). So he won't be in darkness (his liver will). * How would you improve it? You need to be able to fly, and teleport at least short distances. Everyone does. Both of those can be solved via magic items. * Because a staff is a double weapon, could I enhance each end separately via kensai? If so, what enhancements do you suggest? Yes, you can enchant each end of a staff separately. I think it works like that for a Kensai, also. I'd put things on there that work whether you're using it as a staff or not, like Eager and other initiative boosters, and Spellblade to make you immune to some of the worst spells.
* What other items should I take? Any good cleric spells for a wand/eternal wand? Look here for some ideas: brilliantgameologists.com/boards/index.p... |
| #3cephidSep 11, 2009 22:41:45 | "Good luck even seeing someone a mile away. How many encounters have you ever been in that started 1 mile apart?" Yeah, I know what you mean, but with a good spot check with a few items you can do it. And the encounters DO start then, cause you start them! See some one you don't like and shoot them! See that tribe of orcs walking home after a raid? Shoot them all before they can find cover and take ther things!
"but don't expect every enemy to just stumble around." I don't really, it just sounded cool "his body will block Line of Effect" good call. damn! Maybe silence on the arrow head and darkness on the shaft, that way it would be sticking out. Damn again I just realised I've got a exit wound bow. They won't stay in my target at all!! What could I do? For flight I was going to get a winged vest for 12,000pg. Swift action is good. Round 1. swift: fly. free: drop dark stone. Move: up 30'. Move 2: Surge (+8 str) ready for round 2. That cleric spell link is great. Found heaps of goodies. "Yes, you can enchant each end of a staff separately. I think it works like that for a Kensai, also. I'd put things on there that work whether you're using it as a staff or not, like Eager and other initiative boosters, and Spellblade to make you immune to some of the worst spells." Thats BRILLIANT! so for each level of Kensai, I get 3 +1 enhancements! What if I make 1 staff back up and initiave etc. The other full of combat stuff like brutal surge? If I put Aptitude (ToB) on it, I could use all my archery feets when I attack. What do you think? And is Aptitude broken or not? I was thinking of putting it on my bow and using feats like 3 mountains or "high sword, low axe" to trip etc at range. Would this work? any good? |
| #4phaedrusxySep 11, 2009 23:34:21 | I'm not that versed in ToB, but from what I read, yeah it would work. It is also described as overpowered by some. So expect your DM to nerf it... |