Avoiding AoOs when using ranged weapons


log in or register to remove this ad


In Neverwinter Nights, the Point Blank Shot feat eliminated the AoO. There should definitely be a feat somewhere, maybe not the most basic archery feat, that does this.
 

The Order of the Bow Initiate and Exotic Weapon Master PrCs (both from Complete Warrior) grant this ability.

Don't know of any feats that do so.
 

I don't think there should be, to be honest.

As it is the archer can normally just do a 5ft step and take a full attack anyway, and archery is such a powerful fighting technique anyway (with the way full attack rules work) that I'd hesitate before giving them any additional advantages!
 

Arrow Mind....that's what the PC's were using.

What's the general opinion about this spell? It's an immediate action spell that lasts several minutes and takes away a melee fighters advantage against a bow wielder. It seems like an aweful lot for a 1st lvl spell.

Do most people think this spell is overpowered and shouldn't be allowed? Or is it really not that big of a deal?
 

Plane Sailing said:
I don't think there should be, to be honest.

As it is the archer can normally just do a 5ft step and take a full attack anyway, and archery is such a powerful fighting technique anyway (with the way full attack rules work) that I'd hesitate before giving them any additional advantages!

WHAT?

I'm sorry, I must have misunderstood. I feel this is like my DM telling me that my pixie rogue's innate greater invisibility is powergaming. How exactly is archery so advantageous if you're not a scout or a rogue? (and even then?)
 

Quite a few, actually.

Arrowmind spell (Complete Adventurer).
Order of the Bow Initiate's Close-Combat Shot ability (Complete Warrior)
Combat Shot (iirc) feat (Races of the Wild) gives you a +4 AC to AoO generated by firing a ranged weapon when threatened.
 

Seffbasilisk said:
How exactly is archery so advantageous if you're not a scout or a rogue? (and even then?)
Two reasons - you can reach your enemy, and you usually don't get caught in melee if the party is doing it's job.

Just played a one-shot the other night and I generated a Ftr4 archer for a friend to use who is used to playing a high-strength glaive wielding half-orc Barbarian 12. He really enjoyed the archer - dished out heaps of damage and didn't take a single hit over the course of an entire level. With Dex 18 and Str 16, Point Blank Shot, Precise Shot, Rapid Shot, Sharp Shooting (CW), Weapon Focus/Specialisation (longbow), and using a +1 mighty composite longbow (+3), he was firing 2 arrows per round at +9/+9 for 1d8+7 (within 30ft). Them's pretty reasonable numbers at that level (we had two high AC fighters up front to pin the enemy in position). Mind you, pretty boring and repetitive (bit like a Warlock or a Sorceror with only magic missile in his arsenal), and he wasn't subjected to any Will saves.
 

Seffbasilisk said:
WHAT?

I'm sorry, I must have misunderstood. I feel this is like my DM telling me that my pixie rogue's innate greater invisibility is powergaming. How exactly is archery so advantageous if you're not a scout or a rogue? (and even then?)

Full attack nearly every round while staying out of melee with monsters? melee fighters have to take the risk of getting in toe to toe with their foes, typically take more damage and are much less likely to get their full attacks off.

I'm guessing that you're joking with the pixie rogue comment, yes?
 

Remove ads

Top