Anyone know how to make a good Archer

Lagmastor

First Post
Ok here is my position, my friends and i are starting a new Dnd Group and one of the guys we are going to play with is a super Munchkin and he ruins all the fun of the game by making the most cheaped out character he can manage, well he HATES it when someone else is as cheap as him, so i was wondering if anyone knows any good ways to Cheap out a Archer so i can at least piss him off and have a little fun while playing.

ok thanks!
 

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Level one and i belive we are going to be doing a points based Abilitiy score thing so i can have at least a 18 in dex if not more for being like an elf
 


Use a Composite Greatbow (CW) for 1d10 damage.
Take 4 levels of Fighter for Weapon Specialization and Ranged Weapon Mastery (PHB2)
Consider Woodland Sniper (RotW)

Archers often get to take full attack actions because they generally don't have to move. In light of this, even small increases in damage add up quickly.

Have your bow enchanted with multiple energy types. (Flaming, Frost, Shocking)
Far Shot is not all that useful with a bow, but Point Blank Shot, Precise Shot, and Rapid Shot are a given.
You can't take Improved Precise Shot until 11th level, but plan ahead for the Dex 19 requirement.
Improved Rapid Shot (CW) removes the penalties for Rapid Shot.


I don't know of a feat that adds Dex bonus to bow damage. Crossbow Sniper (PHB2) adds 1/2 Dex bonus to crossbow damage.

I haven't seen Complete Scoundrel yet, but I heard there is a feat that allows you to count levels in another class in addition to Scout levels for skirmish damage progression. Combined with Manyshot, this could be a deadly combination.
 


Lagmastor said:
Level one and i belive we are going to be doing a points based Abilitiy score thing so i can have at least a 18 in dex if not more for being like an elf

If you are using a point-buy system, I suggest something along the lines of 16 Str 16 Dex and choosing Elf. This is a far more efficient use of points.

Faerunian Wood Elves get +2 Str/Dex, -2 Con/Int/Cha
Core Wild Elves get +2 Dex, -2 Int
 

My Response

Be a warlock. :)

In all seriousness, I believe archer types are the least munchkinable, and if I ever wanted to play an archer, I would just play a warlock.
 

Brother Richard said:
Be a warlock.
I've got some sympathy for this approach. If your DM allows it, the warlock is a much simpler solution.

Otherwise Elf fighter all the way for damage - although survivability (hit points and saves) isn't that startling. Using point buy (if <32), take a 15 Dex to start, +2 racial to 17, and then bump to 18 Dex at 4th.

Feats would be Point Blank Shot, Precise Shot, Rapid Shot, Sharp Shooting (Complete Warrior to reduce your penalties for firing through cover, ie your buddies engaging some enemy), Wpn Focus/Specialisation, Ranged Weapon Mastery (PHBII), Manyshot, Improved Precise Shot, and Greater Manyshot (Complete Psionics? It's in the SRD under the Psionics section at any rate). Eventually Greater Wpn Focus/Specialisation and a few other feats from PHBII would fill the few remaining feat slots.

As for a bow, it should be a magical composite bow (with the appropriate strength rating) and (as was said peviously) should have bonus abilities such as frost/shock/holy etc. See if the arcane or divine caster will Greater Magic Weapon your arrows at later levels.

Need Efficient Quiver to carry all the arrows you need, and maybe some decent ranks in Craft (bowmaking) to make your own arrows in your downtime when away from cities.

A Glove of Storing wouldn't be a bad idea to keep the bow out of harms way.

Enlarge Person would also increase your damage, but not worth taking a level of Wiz for.
 

Ok, I am assuming a couple of things with this but maybe it works. Then again, maybe it does not.

First off, what races are you able to choose from and what sources for stuff?

I will assume that orc is ok and that most sources are allowed.

Orc
Put an 18 into strength and get +4 from orc for a total of 22
First level feat, Brutal Throw from complete adventurer
First level, Totemist from Magic of Incarnum

At second level you get to bind a totem chakra, pick manticore belt. With 2 points of essentia in it you get 2 spike attacks that will deal d6+3 points of damage each. Both attacks are at your full attack bonus. Since this only takes a standard action you are still very mobile.

This also gives you +6 enhancement to jump and spot. Plus you have a lot of other options of what to get.

At level 3 grab a level of barbarian and pick up the feat Extra Rage. This gives you faster movement and more damage with your spines.

For levels 4 - 6 pick up 3 levels of incarnate. At level 4 pick up lucky dice, these will give you a luck bonus to attack and damage, saves, or skill checks which you get to choose each round. At level 6 you will be able to have 4 spike attacks that deal, while raging, d6+5 before any equipment you might have picked up.

Here I would probably take 2 levels of Swordsage (tome of battle) and have fun with things like child of shadow to take advantage of the mobility and boosts like improved invisibility.

Once you qualify for the Totem Rager (magic of incarnum) that would be a good choice to swing in to.

At higher levels with appropriate equipment, feats, and class ability choices you will be able to throw up to 8 spines as a standard action that will be dealing decent amounts of damage. I think a conservative estimate would be d6+17. If you bind the belt to the waist then you will also have a fly speed of 80 and get fly-by attack along with it.

It probably is not as powerful as many archer builds but I think it looks like a lot of fun.

Edited to change 7 spines to 8 since the higest level of totem rager gives an extra +1 essence for totem chakra and added in the flight speed.
 
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