Theo R Cwithin
I cast "Baconstorm!"
That's way better than good AC!Let's assume nobody wants to fight him, he has cooties.
What sourcebook can I find this "Cooties" feat in?

That's way better than good AC!Let's assume nobody wants to fight him, he has cooties.
That's way better than good AC!
What sourcebook can I find this "Cooties" feat in?
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"be a cleric"
Uh, no. To be good at ranged combat in D&D, you just have to stay at range. You may notice that historically, archers decimated infantry from a distance, and got slaughtered in hand-to-hand combat.You've touched on another gripe of mine with ranged combat in D&D: you have to really, really specialise to be any good at it (or "be a cleric") and there's only a handful of builds that actually work through a range of levels.
All you need to do "heinous damage" at range is a decent BAB, a high Dexterity, and a ranged (preferably projectile) weapon. The point is, you have to be at range. Melee combatants do no damage at range.Persiflage said:Whereas all you need to do heinous damage in melee is a decent BAB, a high Strength and a two-handed weapon (or "be a cleric").
Speaking as a hobbyist archer myself, I'm not buying what you're selling.Persiflage said:Speaking as someone who has spent many years as a longbow archer, the weakness of archery in D&D (in all its forms) makes me sad...
I'm confused. Isn't 110' just the first range increment? And can't you have 5 range increments? So isn't 550' the more likely range limitation? Maybe I don't understand a nuance or something.The max range on a composite longbow is 110 ft, the best you're gunna get without a form of specialization or another.
Actually...The problem is that D&D players put archers 30 feet away from axe-wielding barbarians and expect them to do well (without being really, really specialized or whatever). That's like making a "fire sorcerer" and then sticking him in lots of underwater encounters.
Uh, no. To be good at ranged combat in D&D, you just have to stay at range. You may notice that historically, archers decimated infantry from a distance, and got slaughtered in hand-to-hand combat.
The problem is that D&D players put archers 30 feet away from axe-wielding barbarians and expect them to do well (without being really, really specialized or whatever). That's like making a "fire sorcerer" and then sticking him in lots of underwater encounters.
All you need to do "heinous damage" at range is a decent BAB, a high Dexterity, and a ranged (preferably projectile) weapon. The point is, you have to be at range. Melee combatants do no damage at range.
Okay, so maybe you don't have to be "really, really specialized or whatever" to consistently succeed on a DC 20 + spell level Spellcraft check (at least, by a certain level). You still get my point.Actually...Vegepygmy said:The problem is that D&D players put archers 30 feet away from axe-wielding barbarians and expect them to do well (without being really, really specialized or whatever). That's like making a "fire sorcerer" and then sticking him in lots of underwater encounters.
Fire
Nonmagical fire (including alchemist’s fire) does not burn underwater. Spells or spell-like effects with the fire descriptor are ineffective underwater unless the caster makes a Spellcraft check (DC 20 + spell level)...
Actually, it's ten times the range increment for missile weapons and five times the range increment for thrown weapons.I'm confused. Isn't 110' just the first range increment? And can't you have 5 range increments? So isn't 550' the more likely range limitation? Maybe I don't understand a nuance or something.