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General Tabletop Discussion
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3.5 Archer help.
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<blockquote data-quote="LiL KiNG" data-source="post: 5948799" data-attributes="member: 83799"><p>Tumble takes care of most of your worries...</p><p>If charged, hopefully between armor, dex, +AC from moving with skirmish, and various other defense bonuses you have keep you relatively safe. Then, on your turn make an easy Tumble DC 15 check to move up to half speed without provoking an AoO and with luck that should move you 10+ feet which is enough to reactivate your skirmish again for another Manyshot attack - or if the Travel Devotion feat was used you may be able to use Rapid Shot/Improved Rapid Shot.</p><p></p><p>Magic bow makes ammo magic so I just carried a quiver of each metal (silver, cold iron, adamantine) plus a normal quiver. Was heavy, but I didn't need much else. Also for the archer PC I played I was almost never directly attacked as there was usually a Fighter type between me and the target.</p><p></p><p>I'm not saying my way is the right or only way, I just saying for the archer I played this was very effective and dealt significant amounts of damage as I was either using Rapid Shot or Manyshot on every turn with skirmish damage. I don't know how much of the MIC you use, but there is so much in that book an archer can benefit from. Hell, just the +1d6 elemental damage weapon crystals for 3,000gp are great so you can spend your +1 enchantment bonus(es) on something better.</p><p></p><p>O'yeah, if playing an Elf PC for your archer, look into Elvencraft Bows. You're bow doubles as a staff and you threaten with it/can make alternating ranged or melee attacks with it IIRC.</p><p></p><p>There is also a 1st level spell, I don't recall the name, but the spell lets you threaten and make AoO's with a ranged weapon - get a wand with that or use the DMG rules to craft a ring with either charges/day or a permanent effect, pricey, but could be worth it.</p></blockquote><p></p>
[QUOTE="LiL KiNG, post: 5948799, member: 83799"] Tumble takes care of most of your worries... If charged, hopefully between armor, dex, +AC from moving with skirmish, and various other defense bonuses you have keep you relatively safe. Then, on your turn make an easy Tumble DC 15 check to move up to half speed without provoking an AoO and with luck that should move you 10+ feet which is enough to reactivate your skirmish again for another Manyshot attack - or if the Travel Devotion feat was used you may be able to use Rapid Shot/Improved Rapid Shot. Magic bow makes ammo magic so I just carried a quiver of each metal (silver, cold iron, adamantine) plus a normal quiver. Was heavy, but I didn't need much else. Also for the archer PC I played I was almost never directly attacked as there was usually a Fighter type between me and the target. I'm not saying my way is the right or only way, I just saying for the archer I played this was very effective and dealt significant amounts of damage as I was either using Rapid Shot or Manyshot on every turn with skirmish damage. I don't know how much of the MIC you use, but there is so much in that book an archer can benefit from. Hell, just the +1d6 elemental damage weapon crystals for 3,000gp are great so you can spend your +1 enchantment bonus(es) on something better. O'yeah, if playing an Elf PC for your archer, look into Elvencraft Bows. You're bow doubles as a staff and you threaten with it/can make alternating ranged or melee attacks with it IIRC. There is also a 1st level spell, I don't recall the name, but the spell lets you threaten and make AoO's with a ranged weapon - get a wand with that or use the DMG rules to craft a ring with either charges/day or a permanent effect, pricey, but could be worth it. [/QUOTE]
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