Keen Arrows (or bow) would be useless since the Deepwoods Snipers arrows are already keen (from a class ability) and it specifically states in the class ability description that it does not stack with any other keen effect.
Burst of some sort is pretty much mandatory, since the enhanced crit mods, bump up the number of dice you get on a crit with a burst weapon. For a DWS at 7th lvl with x5 crit, you are getting +4d10 on a crit. I don't think you can stack the Burst and regular versions of an energy effect, though (up to your GM however).
Pick your energy based on what you will be fighting. Acid and Sonic are good because there are few creatures with resistance to them, but you also miss out on the bonus damage to creatures that are vulnerable to an energy type (generally fire/cold). Lighting/Shocking is probably a poor choice since there are no creatures that are vulnerable to it and many with resistance to it.
Holy and/or Chaotic/lawful are good choices as well depending on the types of creatures you might be fighting. Bane is good as well, especially since it bumps up the + if you are going to be fighting a lot of a type of creature.
Distance (x2 range increments) also goes well with the general theme of the DWS. One thing to think about would be something to enhance your spot check since you are going to want to be shooting at long ranges. One note, I believe it works like most doublings in D&D so it would add +110 to your range increments not double your 110 Base +10/DWS lvl
One last thought, since bows are vulnerable to sundering, you might want to look into making it out of/coating it with Adamantite or mythril, to increase the hardness and HP of the bow.
Burst of some sort is pretty much mandatory, since the enhanced crit mods, bump up the number of dice you get on a crit with a burst weapon. For a DWS at 7th lvl with x5 crit, you are getting +4d10 on a crit. I don't think you can stack the Burst and regular versions of an energy effect, though (up to your GM however).
Pick your energy based on what you will be fighting. Acid and Sonic are good because there are few creatures with resistance to them, but you also miss out on the bonus damage to creatures that are vulnerable to an energy type (generally fire/cold). Lighting/Shocking is probably a poor choice since there are no creatures that are vulnerable to it and many with resistance to it.
Holy and/or Chaotic/lawful are good choices as well depending on the types of creatures you might be fighting. Bane is good as well, especially since it bumps up the + if you are going to be fighting a lot of a type of creature.
Distance (x2 range increments) also goes well with the general theme of the DWS. One thing to think about would be something to enhance your spot check since you are going to want to be shooting at long ranges. One note, I believe it works like most doublings in D&D so it would add +110 to your range increments not double your 110 Base +10/DWS lvl
One last thought, since bows are vulnerable to sundering, you might want to look into making it out of/coating it with Adamantite or mythril, to increase the hardness and HP of the bow.
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