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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
[3.5] Archer changes
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<blockquote data-quote="Technik4" data-source="post: 862494" data-attributes="member: 7211"><p>Archer vs DMG NPCs</p><p></p><p>Barb - as you stated, the archer will probably woop the barb. The barbs best chance is a grapple. Couple things you forgot to give the barb - DR 1, use of Dodge Feat. Also, to settle the equipment debate, in my book there is a column "Other Normal Gear" which includes a climber's kit, a silver dagger, and 3 flasks of alchemist's fire.</p><p></p><p>Cleric - with a scroll of wind-walk it seems like the cleric would just leave, or at very least distance himself from the archer if he won initiative (in order to cast spells at a range). If he lost initiative, he is probably dead meat.</p><p></p><p>Rogue - first thing the rogue will do is gulp down a potion of invisibility. He can then proceed to buff himself as needed or decide the archer looks too deadly and retreat perhaps past a trap he set earlier.</p><p></p><p></p><p>Anyway, you were mostly spot on. Archers are incredibly sick and if the enemies don't attempt to deal with them, they shine all the brighter. Hopefully something will be done about GMW (one of your big advantages over meleeist, allowing you to use elemental elemental bows and arrows instead of +3 bows and arrows) and bow and arrow stacking.</p></blockquote><p></p>
[QUOTE="Technik4, post: 862494, member: 7211"] Archer vs DMG NPCs Barb - as you stated, the archer will probably woop the barb. The barbs best chance is a grapple. Couple things you forgot to give the barb - DR 1, use of Dodge Feat. Also, to settle the equipment debate, in my book there is a column "Other Normal Gear" which includes a climber's kit, a silver dagger, and 3 flasks of alchemist's fire. Cleric - with a scroll of wind-walk it seems like the cleric would just leave, or at very least distance himself from the archer if he won initiative (in order to cast spells at a range). If he lost initiative, he is probably dead meat. Rogue - first thing the rogue will do is gulp down a potion of invisibility. He can then proceed to buff himself as needed or decide the archer looks too deadly and retreat perhaps past a trap he set earlier. Anyway, you were mostly spot on. Archers are incredibly sick and if the enemies don't attempt to deal with them, they shine all the brighter. Hopefully something will be done about GMW (one of your big advantages over meleeist, allowing you to use elemental elemental bows and arrows instead of +3 bows and arrows) and bow and arrow stacking. [/QUOTE]
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[3.5] Archer changes
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