Hypersmurf
Moderatarrrrh...
Even if possible, you are still reduced to firing every other round in which you wish to use the ability, which saps away at the archer's supposed edge.
It's a tactical option. Options are never bad.
-Hyp.
Even if possible, you are still reduced to firing every other round in which you wish to use the ability, which saps away at the archer's supposed edge.
Shard O'Glase said:and if you have that presitge class tha tmakes your crits a higher crit modifer its well worth the turn.
round 1 use wand.
round 2, shoot arrow crits for damage rougly equiv to 4 arrows hitting, +however many more shots you have left. Laugh at the dead guy.
Hypersmurf said:It's a tactical option. Options are never bad.
Hypersmurf said:
Mithril is a very rare silvery, glistening metal that it lighter than iron but just as hard, beloved of dwarves, and found in Tolkien's work.
Mithral is a very rare silvery, glistening metal that it lighter than iron but just as hard, beloved of dwarves, and found in D&D.
Storm Raven said:
Given that it is in Magic of Faerun, assuming that it normally is available only in Faerun is pretty much a given. Campaign specific material should stay within a campaign for the most part.
[/B]
Besides, casting the spell requires at least four levels of Ranger, possibly six (depending on your Wisdom), diluting your combat ability as a Fighter.
But it is much more difficult to relieve a melee fighter of melee weapons (they are harder to break or disarm for example), and harder to run a wizard out of his spells.
No, it is cheap to have a character's opponents pass up an effective strategy. The archer has a severe weakness, one which is obvious to even the most dull-minded ghoul. His bow is flimsy by comparison to a melee weapon, and extremely vulnerable to attack. Having supposedly intelligent (or even stupid) opponents pass up something that obvious is poor DMing. The character has a weakness. His enemies will exploit it.
At high levels, evading allies of a target is relatively easy. Invisibility, flight, obscuring mist (and subsequent spells), tumbling, and so on allow opponents to avoid AoO's, evade the archer's allies and otherwise get to their target quite easily.
No, even situations, for example, like a 10th level fighter against a pair of giants will probably get to Cleave in relatively short order. He will probably have a Cleave attack on the second round of combat, assuming he positions correctly and is able to take a full attack action in at least one of the two rounds.
And if the rules were "realistic", doing that would just get your hand cut off. But they aren't, which leaves us with the fact that bows main weaknesses are that they are easy to sunder and disarm.
Storm Raven said:
They can be if they consume resources that could be better used otherwise. I think you should be able to find a better use for 1,500 gp than an item like that.
We're assuming that the bow is non-magical, or the enhancement bonus of enemies' weapons is better than or equal to that of the archer's bow?
Cut through very hard, magically reinforced metal? Nope.
Not really. The maximum power given for Strength bows is for an 18 Strength
Saying that archers have some sort of inherent advantage on this score is making huge assumptions.
And the Wizard probably has a permanent Protection from Arrows, and probably a couple precast Protection from Elements spells in place, sucking up large volumes of the archer's damage. Assuming that a Wizard is not going to have a raft of defensive spells in place is somewhat silly.
(1) Assuming he always hits, and high level Wizards frequently have very high ACs
(2) Assuming the Wizard does not have a number of other protections in place, like elemental defenses, bracers of fortitfication, and varous spells such as ghostform.
(3) Assuming the Wizard is visible to begin with.
I can get damn close to making ~70 hit point criticals pretty common, at least as common as the archer hitting with all four shots. Raging, power attacking fighters with +4 weapon (keen, with two elemental abilities) can do a lot of damage. Let's see: a 30 Strength (reasonable with buffs) two handed weapon fighter can whack out 2d4+2d6+15 (Strength) +4 (magic) +2 (Specialization) = 33 points of average. My critical threat range (since I'm using a Keen falchoin with the improved critical feat) is 12-20, meaning almost half my hits will be criticals
The melee fighter has a huge advantage in a grapple: his Strength based damage bonuses will almost always outpower the archer's Dexterity dased attacks, even if the archer has gotted Weapon Finesse (unusual too, since most archers are spending most of their feats on bow related stuff).
Unless it is made of admantium or some other strong material (you were smart and had your high powered sword made from adamantium or other hard metals didn't you?)
Magical spiked chains...the Tempest
A tempest can hack through a bow like it was so much driftwood
You should have no trouble coming up with a dozen indoor flying encounters.
There are so many ways to bypass the front rank and get to the rear (and so many good reasons to do it) that it should be a fairly commpnplace occurence
Plus, even a simple 1st level spell can make an archer completely worthless (try firing your bow at targets in an obscuring mist).
This wizard usually.
I find it not so bad if you have protection from evil on you
Giving the PCs sole access to magical augmentation while keeping their opponents magic free is just giving the PCs an easy time of it
PHB 136 "You can use a melee attack with a slashing weapon to strik a weapon...The attacking weapon must be no more than one size category smaller". Show me an effective dual-*longsword* wielding Tempest build and I'll concede this point.
KaeYoss said:You don't have to wait for the wizard to run out of spells. Take or destroy his component pouch and put silence (a must-have for every cleric) on or around him.
We're assuming that the bow is non-magical, or the enhancement bonus of enemies' weapons is better than or equal to that of the archer's bow?
What if it's only one giant? And what's got into those giants to stand side by side? The boys have reach, they can stand a couple of feat apart and still hit the same guy.
Cut through very hard, magically reinforced metal? Nope.
I think you disarm (or sunder) a PC's weapon once and no more, for then he will come up with something to foil it.
1500gp? That's small change. Characters that had several wish spells cast on them to increase their ability scores (or had books) don't care 'bout a mere 1500gp.
Al said:If anything, there is no reason why if the meleeist has a 16-point advantage on Strength then the archer should not have a 16-point advantage on Dex.
The wizard's Protection from Arrows will, of course, only protect him from up to +3 arrows, but the archer is using +4s; Stoneskin would give protection, but is equally as valid against melee weapons. Protection from Elements is equally as effective against elemental melee weapons as missile weapons.
Of course, I'm not saying that an archer can kill a well-prepared wizard.
I'm saying that the archer is more likely than the meleeist to be able to kill the wizard before he can start the heavy-gun spells rolling, and possibly even before he can erect his defenses.
Assuming a successful critical, this will do average 66 points of damage if the fighter manages to close to range. Even beyond 30', the archer can deal in surplus of 80.
Within 30', with ranged sneak attack, Weapon Spec etc. also coming into play, the archer can get to roughly 180 points, disregarding criticals (four attacks, each attack doing d8+8(magic)+4d6(two elements, holy)+4d6(sneak attack)+2(spec)+1(bracers)+4(str)+1PBS).
With this sort of damage, it's not just the wizards who are worrying. Even a 12th level barbarian with average HP rolls and 24 Con is going down (167.5HPs).
That is why archers are so deadly- because of the pivotal first round of combat. If the archer gets the drop on melee man (12th level fighter, 18 Con, average 120 HPs). His to-hit bonuses can reach very high levels (12 base + 8 Dex + 2 bracers + 8 magic + 1 focus +1 PBS - 2 RS = +30 to hit) with melee man only on a 35 AC (10 base + 11 armour + 5 shield + 3 Dex + 3 amuletnatarmour + 3 ringofprot), and he only needs three hits (a 5,5,10 would do) to take out melee man in one fell swoop.
The melee fighter will have an advantage in grappling, as I have repeatedly said. Incidentally, I would say that Weapon Finesse is relatively common, since every character, let alone every archer, ought prepare for the worst-case scenario, and there are only eight archery-based feats (Rapid Shot, PBS, Precise Shot, WF, WS, Distant Shot, Improved Crit, Sharpshooting), not all of which will be taken (especially Far Shot, which I've never seen).
Sure, like I said, melee weapons are harder to sunder than missile weapons. I've already conceded this, though I said that the adept sunderer (Improved Sunder et al.) can get through nearly anything, melee or missile.
Arguments about disarm, sunder and so forth I fail to see much merit in. I have already repeatedly admitted to in a one-on-one battle, the meleeist can use such tactics and can gain an advantage. My case is that the archer, whilst not invincible by any stretch of the imagination, has greater overall power than the meleeist, all cases considered (i.e. not just in terms of disarming, sundering and grappling).
...etc. A second ago you were using a keen falchion for the nice crits. Before that you were using a greatsword for the sundering and disarming.
For PrCs you oscillate between the spiked chain and dual-wielding (shortswords?).
Just because I refer to the 'meleeist' it does not give you liberty to chop-and-change his melee weapon at will depending on which is the most advantageous in the given situation!
PHB 136 "You can use a melee attack with a slashing weapon to strik a weapon...The attacking weapon must be no more than one size category smaller". Show me an effective dual-*longsword* wielding Tempest build and I'll concede this point.
To be fair, I didn't say all flying encounters were indoors- I said most. Given, moreover, that the creature is question was an elder arrowhawk, I think that an outside encounter is probably more realistic.
Presumably because the back rank is dishing out more damage than the front one? With comparable ACs and HPs, the only reason one would go to the back rank, forfeiting full attacks and provoking AoOs is if they posed a significantly greater threat than the front rank, which sort of proves my point.
We can trade spells all day. Grease or Entangle can mess up a meleeist. Wind Wall can mess up an archer. Expeditious Retreat makes life difficult for the meleeist. Fire Shield makes it painful for the meleeist. Protection from Arrows causes real difficulty for the archer...ad nauseam. Using spell X to beat archery is invalid as I can find a spell Y to beat melee.
But not every monster has spells! Ever seen the tarrasque Haste himself? A dire tiger with Greater Magic Fang? Gray Renders with Mirror Images? Vermin with a penchant for Protection from Arrows? Sure, a fair proportion of mid- to high-level opponents will have some form of magical assistance, but not all, or even most.