Elder-Basilisk said:
It's always nice to plan things that way, but it often doesn't work out.
I realize circumstances can be such that your planned out strategy can go awry within seconds. Having played RttToEE, I know that all too well. So, I think an archer that is versatile enough to handle himself in melee is the best option - so I'll take the 12 con. I also am going to ditch improved initiative and iron will in favor of melee feats. So which feats ought I take?
I was thinking TWF'ing and Racial familiarity to dual wield a light blade and thinblade. However, the most powerful weapons a TWF-er can wield are sylvan scimitars or sunblades. To my knowledge, you can't pay to enhance a nonstandard base weapon with these abilities, so I may want to forego Racial Familiarity and just use a longsword and short sword. I am not sure if I should go with TWF'ing though. The age old - 2-H is better than TWF nags at me - I think it is really the Legolas image that is swaying me towards TWF'ing. The earliest I could take a bonus feat to be used with melee (or anything else for that matter), is 4th level (2 Ranger, 2 Fighter). The next available bonus feat slot doesn't occur until either level 12 or level 15 (I would take improved rapid shot for one of those two slots). So I am thinking that I'd want the two feats to be good stand alone feats because of the distance in level between their acquisition. I also want to take Ranger spell access into consideration. Blade Storm is a strong reason in and of itself to take TWF'ing. It doubles the usefulness of that spell and given the preference of ranged combat for this character, the fewer times I am in melee (relative to a more melee focused character), the spell will come into play (at least at high levels anyway).
Another thing to consider are feats that would be useful for melee combat but also for ranged. Actually, contrary to my earlier post, improved favored enemy might not be such a bad choice. It does in fact work for all favored enemies and would work on both melee and ranged attacks.
Elder-Basilisk said:
There are creatures with better spot and hide checks than you, creatures with blindsight, blindsense, tremorsense, etc, and then there are judges who just read the box text without thinking of how the party's actions might change the described situations.
The better skill checks are unavoidable. Fortunately, there are a number of ranger spells that greatly increase both detection and stealth skill checks. If they are better than me, distance in combination with a skilled animal companion is the only thing I can really rely on.
(Gawd! This character is so turning into a Drizt, Legolas combo.)
Elder-Basalisk said:
(Sometimes there are even judges who don't read the box text and just assume that it's auto-surprise or something lame like that--when I was observing the playtest of my last meta-regional, watching the judge do that made me change around my text so that the spot check was much easier to see).
So you write up some of the LG adventures then? I have a suggestion: include three text boxes for each encounter. The first is the standard monster ambushing PCs, the second would be the opposite (PCs surprise monsters), and the third would be where they are both surprised.
Elder-Basalisk said:
However, I would think that the most common reason for combat to happen at close quarters is simply the limitations of terrain. Obviously, in a dungeon, most distances will be short. A 50x50 room is a big room. In a forest, visibility is also pretty short so even if you know where the enemy is, odds are good that, at 100 yards you won't be able to see or engage them. And fights will often break out after a challenge or negotiations, in which case, you're obviously within speaking distance. Tower shields also enable their wielders to take full cover and avoid all damage from arrows while they advance. Through a combination of all those factors, you're unlikely to face a lot of enemies who can just be killed by archery at 300 feet.
You, of course, are right. Dungeons are the bane of most archers - the exception being the arcane archer (one aspect in favor of the class). However, there are a few things that can be done: balancing lorecall with the expensive 5 rank deposit in Balance to be able to balance on vertical surfaces is useful for continuing ranged attacks. With woodland archery and improved precise shot as well as spell access to Branch to Branch and the like I am not so concerned about forested regions and of course during negotiations, I would not be present.
It can't be understated that the right tool for the job phenominally increases the usefulness of archers. With the variety of specialty arrows in the different LG allowable materials, hopefully, this character's ranged attacks can be made more versatile.
Elder-Basalisk said:
Now, that's the kind of archer I won't call a wussy girly-man
Best of luck with the giants.
Thanks