Jeremy
Explorer
One magical item? Well unless you find something for 260,000 gp, that skews the experiment a little. But if you like, take away everything from the following character save the Oathbow. Nothing is quite so important as a damage doubler to a physical attack character.
My vote goes to Psychic Warrior 9/Deepwood Sniper 7. Here he is as he enters combat. Powers up include displacement, animal affinity (strength, dexterity, and charisma [2, 4, and 5]), metaphysical weapon (bow and 50 arrows), combat prescience, vigilance, combat precognition, and chrysalis. Only spell effect in place is haste from the boots. Most of these powers are 9 hours/day, but I just threw them all in there to show what this guy can do for the sake of the experiment.
Serafil, Male Wood Elf Psychic Warrior9/Deepwood Sniper7; Medium-Size humanoid; Init +12; Speed 30' (40' with Burst); AC 38 (+12 dex, +8 armor, +3 luck, +1 insight, +4 haste); +38/+38/+33/+28 [+15 base +12 dex +3 luck +1 competence +1 focus +2 bonded weapon +6 metaphysical weapon -2 rapid shot] (2d8+26, Oathbow*) [+4 strength +2 specialization +1 bonded weapon +6 metaphysical weapon x2 oathbow]; SV Fort +17, Ref +27, Will +12; Str 16 (18), Dex 30 (34), Con 14, Int 15, Wis 11, Cha 22 (27).
*Oathbow doubles damage against enemies you swear aloud to slay [DMG 189].
Skills and Feats: Concentration +21, Hide +44, Move Silently +29, Spot +37, Tumble +19, Wilderness Lore +4; Bonded Weapon [NBoF], Called Shot [NBoF], Far Shot, Fell Shot [PsiH], Improved Critical (Composite Longbow), Point Blank Shot, Precise Shot, Psionic Shot, Rapid Shot, Weapon Focus (Composite Longbow), Weapon Specialization (Composite Longbow).
Possessions:
Mighty [+4] Composite Oathbow -- Metaphysical Weapon to +3
Robe of Blending
Boots of Speed -- Active
Psychoactive Skin of the Hero
Gloves of Dexterity +6
Third Eye of Aware
Cloak of Charisma +6
Bracers of Armor +8
Pale Green Ioun Stone
Vest of Resistance +3
Eyes of the Eagle
Total Value = 260,000 gp
---------------------
Summary: Besides having rather exceptional attack bonuses for this level, this archer is capable of making his arrows into touch attacks, and due to called shot [NBoF], he can take a penalty to hit in exchange for damage up to his base attack. For example, against an average touch AC of 14, he could attack at +23/+23/+18/+13. Even at sacrificing his full base attack bonus, he still hits one every shot unless he rolls a 1. Damage for those shots is 2d8+56. His arrows are automatically keen, and he's got improved critical so his threat range is 18-20/x6 against sworn enemies. That's around 222 points of damage on a critical hit.
Anyways, his hide and spot skills are phenomenal and his AC is 38 with a 50% miss chance for anything that hits that and DR 2/-- if it matters.
Or if all else fails, he can mind blast foes who will have to make a will save (DC 22) or be stunned for 3d4 rounds.
Actually, looking at this, the cleric made a better archer. Lemme go dig him up.
My vote goes to Psychic Warrior 9/Deepwood Sniper 7. Here he is as he enters combat. Powers up include displacement, animal affinity (strength, dexterity, and charisma [2, 4, and 5]), metaphysical weapon (bow and 50 arrows), combat prescience, vigilance, combat precognition, and chrysalis. Only spell effect in place is haste from the boots. Most of these powers are 9 hours/day, but I just threw them all in there to show what this guy can do for the sake of the experiment.
Serafil, Male Wood Elf Psychic Warrior9/Deepwood Sniper7; Medium-Size humanoid; Init +12; Speed 30' (40' with Burst); AC 38 (+12 dex, +8 armor, +3 luck, +1 insight, +4 haste); +38/+38/+33/+28 [+15 base +12 dex +3 luck +1 competence +1 focus +2 bonded weapon +6 metaphysical weapon -2 rapid shot] (2d8+26, Oathbow*) [+4 strength +2 specialization +1 bonded weapon +6 metaphysical weapon x2 oathbow]; SV Fort +17, Ref +27, Will +12; Str 16 (18), Dex 30 (34), Con 14, Int 15, Wis 11, Cha 22 (27).
*Oathbow doubles damage against enemies you swear aloud to slay [DMG 189].
Skills and Feats: Concentration +21, Hide +44, Move Silently +29, Spot +37, Tumble +19, Wilderness Lore +4; Bonded Weapon [NBoF], Called Shot [NBoF], Far Shot, Fell Shot [PsiH], Improved Critical (Composite Longbow), Point Blank Shot, Precise Shot, Psionic Shot, Rapid Shot, Weapon Focus (Composite Longbow), Weapon Specialization (Composite Longbow).
Possessions:
Mighty [+4] Composite Oathbow -- Metaphysical Weapon to +3
Robe of Blending
Boots of Speed -- Active
Psychoactive Skin of the Hero
Gloves of Dexterity +6
Third Eye of Aware
Cloak of Charisma +6
Bracers of Armor +8
Pale Green Ioun Stone
Vest of Resistance +3
Eyes of the Eagle
Total Value = 260,000 gp
---------------------
Summary: Besides having rather exceptional attack bonuses for this level, this archer is capable of making his arrows into touch attacks, and due to called shot [NBoF], he can take a penalty to hit in exchange for damage up to his base attack. For example, against an average touch AC of 14, he could attack at +23/+23/+18/+13. Even at sacrificing his full base attack bonus, he still hits one every shot unless he rolls a 1. Damage for those shots is 2d8+56. His arrows are automatically keen, and he's got improved critical so his threat range is 18-20/x6 against sworn enemies. That's around 222 points of damage on a critical hit.
Anyways, his hide and spot skills are phenomenal and his AC is 38 with a 50% miss chance for anything that hits that and DR 2/-- if it matters.
Or if all else fails, he can mind blast foes who will have to make a will save (DC 22) or be stunned for 3d4 rounds.
Actually, looking at this, the cleric made a better archer. Lemme go dig him up.