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Bow of True Arrows (SnF) for 6th level character; good idea?


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What about the weapon in conjunction with Haste?

Partial Action: Activate True Striking

Full Round Attack, first shot at +20.

Unbalanced now? Not sure. Possibly not, given that a wizard who's hasted can lob a pair of fireballs per round instead of just one...

Question: If you have True Strike and you do Rapid Shot, does it apply to both shots, or just one? I don't think so, but I can see a player arguing it, so I'd want to be sure.

-Tacky
 

takyris said:
What about the weapon in conjunction with Haste?

Partial Action: Activate True Striking

Full Round Attack, first shot at +20.

Unbalanced now? Not sure. Possibly not, given that a wizard who's hasted can lob a pair of fireballs per round instead of just one...

Question: If you have True Strike and you do Rapid Shot, does it apply to both shots, or just one? I don't think so, but I can see a player arguing it, so I'd want to be sure.

-Tacky

Combining it with Hasate is okay. There are a lot of great things that can be done with haste. And if it is determined to be "broken", it's not True Strike's fault, it's Hastes.

True Strike only applies to the first shot, even with Rapid shot.
 

With one level of...

Crothian said:
Too bad he can't use it. You need to have the spell on your spell list to make use of the True Strike part.


You really have to let me finish! :D
 

I think the bow is something that makes a lot of people step back and say WOAH when thy first see it, but it quickly becomes something not many characters could use, let alone even want.

1. It is a spell trigger item, which means you must have True Strike on your spell list to use it. That rules out straight rogues and fighters.

2. It takes a standard action to activate the use of the bow, wasting one turn of attacks.

3. The bonus only applies to the first arrow and confers no other bonus, such as overcoming DR.

As I see it, the bow would best be used in the hands of a bard or an arcane archer. If you enchanted the bow to have some other ability or to give it pluses, then it would be more useful.

It would be cool for special effect shots though, like hitting something out to the range limit with just a regular d20 roll, plus your normal to hit bonuses. Ten range increments of 110 feet is 1100 feet. -2 per range increment come out to -20, negated by the true strike on the bow.

I say let them try and run away. It might take the archer a round to activate, but assuming a speed of 30 ft at full run (in clear terrain of course), the archer would get off NINE shots at NO penalty (and quite a bonus for the first couple). Combine that with haste and no one will ever run from you again!
 


Crothian said:
That's what happens when you post before your finished. You might want to look into the problem. :D

Considering your post count, I cannot deny the wisdom of your words... :D
 

Cougar said:
I say let them try and run away. It might take the archer a round to activate, but assuming a speed of 30 ft at full run (in clear terrain of course), the archer would get off NINE shots at NO penalty (and quite a bonus for the first couple). Combine that with haste and no one will ever run from you again!

Full run at 30? Come on now, a double move for most PCs and NPCs is 60 feet...we are talking more like 120 feet per round.
 

I didn't say a full run at 30. I said a speed of 30 at a full run. That would be 120 feet, which I used to figure out my equation.

Sorry to confuse you.
 

Running out of range

He still covers 240 feet per shot (every other round).

Guy runs (120), you True Strike
Guy runs farther (240), you fire plus iterative (-4)
Guy runs (360), you True Strike
Guy runs farther (480), you fire plus iterative (-8)
Guy runs (600), you True Strike
Guy runs farther (720), you fire plus iterative (-12)
Guy runs (840), you True Strike
Guy runs farther (960), you fire plus iterative (-16)
Guy runs (1080), you True Strike
Guy runs farther (1200), out of range
 

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