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Help me with my archer build?
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<blockquote data-quote="hazardjsimpson" data-source="post: 1927142" data-attributes="member: 26993"><p><strong>My current archer build...</strong></p><p></p><p>First off, take this with a grain of salt; I've only been playing D&D 3.5e for about a year or so now, my group were long time Rolemaster players beforehand. This being said, my experience at high levels is limited. This character seems to be working extremely well, and I set out building him initially with the purpose of showing my group how effective an 'Archer' could be. I designed him in mind to be a close-range skirmisher, but I opted *not* to take the Dodge/Mobility/Shot on the Run track.</p><p></p><p>So far, he's been pretty impressive, the group thinks anyway.</p><p></p><p>Here's what I've used so far:</p><p></p><p>Race: Elf, Str 16, Dex 20, Con 14, Int 14, Wis 14, Cha 12 (stats current after bonuses at 4th and 8th)</p><p></p><p>Progression:</p><p></p><p>1 - Fighter - Point Blank Shot, Precise Shot</p><p>2 - Fighter - Rapid Shot</p><p>3 - Fighter - Wpn Focus: Comp. Longbow, Improved Initiative</p><p>4 - Fighter - Wpn Specialization: Comp. Longbow</p><p>5 - Fighter - No feats</p><p>6 - Fighter - Ranged Disarm (Complete Warrior)</p><p>7 - Order of Bow Initiate Lv 1 - gained Ranged Precision Feat</p><p>8 - OOB Lv 2 - gained Close Shot Feat</p><p>9 - Wizard (preq. for Arcane Archer) - gained Wiz bennies, Manyshot</p><p></p><p></p><p>So far, it's been pretty killer. With the +3 to his Str going into his bow, he deals 1d8+3 base, +2 for Wpn Spec. Not bad, against crunchies. Now however, he moves into a melee and allows his fighter type (in this case Fighter/Rogue/Master of Chains combo with a Spiked Chain - 10' reach) to move up to engage. Within 30 feet, he does an additional +1/+1 from Point Blank Shot. Precise Shot means no penalty to firing into combat. Ranged Precision gives me an additional 1d8 to targets within 30 feet (when he makes a single attack). And Close Shot means I draw no AoO for firing in a threatened square. While Dodge and Mobilty would help with AoO, I've found that just by keeping back a little, most things can't reach him before they are dead, and definitely not KILL the character first.</p><p></p><p>Add to that the +1 Magic bow with 1d6 fire damage, and it starts stacking up... Not many things will ignore being hit by 3 arrows doing 1d8+6+1d6 damage each every round...</p><p></p><p>Overall, I really like the character. I haven't used the Ranged Disarm as much as I hoped, and so I really feel it could be opted out for something more useful along the way (Manyshot sooner maybe?) , but I took it for the PC, so I included it here as well. </p><p></p><p>Please feel free to critique this build as well, I know a lot of people advocate Ranger levels with an Archer class build, but I really couldn't see the need. This guy fights with a bow, it's his weapon -- he hunts meat with a fork and knife, do ya ken.</p></blockquote><p></p>
[QUOTE="hazardjsimpson, post: 1927142, member: 26993"] [b]My current archer build...[/b] First off, take this with a grain of salt; I've only been playing D&D 3.5e for about a year or so now, my group were long time Rolemaster players beforehand. This being said, my experience at high levels is limited. This character seems to be working extremely well, and I set out building him initially with the purpose of showing my group how effective an 'Archer' could be. I designed him in mind to be a close-range skirmisher, but I opted *not* to take the Dodge/Mobility/Shot on the Run track. So far, he's been pretty impressive, the group thinks anyway. Here's what I've used so far: Race: Elf, Str 16, Dex 20, Con 14, Int 14, Wis 14, Cha 12 (stats current after bonuses at 4th and 8th) Progression: 1 - Fighter - Point Blank Shot, Precise Shot 2 - Fighter - Rapid Shot 3 - Fighter - Wpn Focus: Comp. Longbow, Improved Initiative 4 - Fighter - Wpn Specialization: Comp. Longbow 5 - Fighter - No feats 6 - Fighter - Ranged Disarm (Complete Warrior) 7 - Order of Bow Initiate Lv 1 - gained Ranged Precision Feat 8 - OOB Lv 2 - gained Close Shot Feat 9 - Wizard (preq. for Arcane Archer) - gained Wiz bennies, Manyshot So far, it's been pretty killer. With the +3 to his Str going into his bow, he deals 1d8+3 base, +2 for Wpn Spec. Not bad, against crunchies. Now however, he moves into a melee and allows his fighter type (in this case Fighter/Rogue/Master of Chains combo with a Spiked Chain - 10' reach) to move up to engage. Within 30 feet, he does an additional +1/+1 from Point Blank Shot. Precise Shot means no penalty to firing into combat. Ranged Precision gives me an additional 1d8 to targets within 30 feet (when he makes a single attack). And Close Shot means I draw no AoO for firing in a threatened square. While Dodge and Mobilty would help with AoO, I've found that just by keeping back a little, most things can't reach him before they are dead, and definitely not KILL the character first. Add to that the +1 Magic bow with 1d6 fire damage, and it starts stacking up... Not many things will ignore being hit by 3 arrows doing 1d8+6+1d6 damage each every round... Overall, I really like the character. I haven't used the Ranged Disarm as much as I hoped, and so I really feel it could be opted out for something more useful along the way (Manyshot sooner maybe?) , but I took it for the PC, so I included it here as well. Please feel free to critique this build as well, I know a lot of people advocate Ranger levels with an Archer class build, but I really couldn't see the need. This guy fights with a bow, it's his weapon -- he hunts meat with a fork and knife, do ya ken. [/QUOTE]
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