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Building a magic bow?!?!?!?!???
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<blockquote data-quote="Jondor_Battlehammer" data-source="post: 266337" data-attributes="member: 5335"><p>Personally, there are only two kinds of magic arrows I feel are worth the money it takes to make. Bane and Sure Striking. Both are +1, bane adds +2 to hit and 2d6 damage, essentially Tripling it's effectiveness, and the Sure Striking goes through DR, which won't happen with only a magic bow. I also count the various alighnment modifiers as Bane. At +2 effective enchantments, you can justify the cost. Any higher, and arrows become cost prohibitive. Not only are they expendable, but you can't increase their effectiveness over time unless you have multiples of fifty, or a DM that will let you split hairs. </p><p></p><p>For the bow, Distance and Speed are good ones, as is a bow of true arrows, if you can use it. Sonic damage is your best bet to beat resistances, but don't go Screaming unless you like everyone knowing where you are. Seeking will negate miss chances for concealment, tough it loses it's meaning at higher levels of DWS. Merciful adds versatility, allowing you to subdue at range, something you can't normally do. If you are a ranger, Hunting would be a good choice, and only gets more powerful as your favored enemy bonus goes higher.</p><p></p><p>See if you can get your DM to allow you to put returning on your arrows or bow. Normally you can't, but if you have it count only for those arrows that miss, he might let you, and that would ease the strain on your arrow supply. Especially if you use magic arrows.</p><p></p><p>I would go for +1, Distance, and Seeking. Upgrade to speed later, and max the bonus to hit. Your attack bonus can never be too high. If you are looking for damage, Either bane it twards a favored enemy, Evil, or a burst effect, as you see fit. The rest depends on your other charachter classes.</p></blockquote><p></p>
[QUOTE="Jondor_Battlehammer, post: 266337, member: 5335"] Personally, there are only two kinds of magic arrows I feel are worth the money it takes to make. Bane and Sure Striking. Both are +1, bane adds +2 to hit and 2d6 damage, essentially Tripling it's effectiveness, and the Sure Striking goes through DR, which won't happen with only a magic bow. I also count the various alighnment modifiers as Bane. At +2 effective enchantments, you can justify the cost. Any higher, and arrows become cost prohibitive. Not only are they expendable, but you can't increase their effectiveness over time unless you have multiples of fifty, or a DM that will let you split hairs. For the bow, Distance and Speed are good ones, as is a bow of true arrows, if you can use it. Sonic damage is your best bet to beat resistances, but don't go Screaming unless you like everyone knowing where you are. Seeking will negate miss chances for concealment, tough it loses it's meaning at higher levels of DWS. Merciful adds versatility, allowing you to subdue at range, something you can't normally do. If you are a ranger, Hunting would be a good choice, and only gets more powerful as your favored enemy bonus goes higher. See if you can get your DM to allow you to put returning on your arrows or bow. Normally you can't, but if you have it count only for those arrows that miss, he might let you, and that would ease the strain on your arrow supply. Especially if you use magic arrows. I would go for +1, Distance, and Seeking. Upgrade to speed later, and max the bonus to hit. Your attack bonus can never be too high. If you are looking for damage, Either bane it twards a favored enemy, Evil, or a burst effect, as you see fit. The rest depends on your other charachter classes. [/QUOTE]
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