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construct an uber archer
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<blockquote data-quote="Jeremy" data-source="post: 404127" data-attributes="member: 4036"><p>One magical item? Well unless you find something for 260,000 gp, that skews the experiment a little. But if you like, take away everything from the following character save the Oathbow. Nothing is quite so important as a damage doubler to a physical attack character.</p><p></p><p>My vote goes to Psychic Warrior 9/Deepwood Sniper 7. Here he is as he enters combat. Powers up include displacement, animal affinity (strength, dexterity, and charisma [2, 4, and 5]), metaphysical weapon (bow and 50 arrows), combat prescience, vigilance, combat precognition, and chrysalis. Only spell effect in place is haste from the boots. Most of these powers are 9 hours/day, but I just threw them all in there to show what this guy can do for the sake of the experiment.</p><p></p><p><strong>Serafil, Male Wood Elf Psychic Warrior9/Deepwood Sniper7</strong>; Medium-Size humanoid; Init +12; Speed 30' (40' with Burst); AC 38 (+12 dex, +8 armor, +3 luck, +1 insight, +4 haste); +38/+38/+33/+28 [+15 base +12 dex +3 luck +1 competence +1 focus +2 bonded weapon +6 metaphysical weapon -2 rapid shot] (2d8+26, Oathbow*) [+4 strength +2 specialization +1 bonded weapon +6 metaphysical weapon x2 oathbow]; SV Fort +17, Ref +27, Will +12; Str 16 (18), Dex 30 (34), Con 14, Int 15, Wis 11, Cha 22 (27).</p><p></p><p>*Oathbow doubles damage against enemies you swear aloud to slay [DMG 189].</p><p></p><p><em>Skills and Feats</em>: Concentration +21, Hide +44, Move Silently +29, Spot +37, Tumble +19, Wilderness Lore +4; Bonded Weapon [NBoF], Called Shot [NBoF], Far Shot, Fell Shot [PsiH], Improved Critical (Composite Longbow), Point Blank Shot, Precise Shot, Psionic Shot, Rapid Shot, Weapon Focus (Composite Longbow), Weapon Specialization (Composite Longbow).</p><p></p><p><em>Possessions</em>:</p><p></p><p>Mighty [+4] Composite Oathbow -- Metaphysical Weapon to +3</p><p>Robe of Blending</p><p>Boots of Speed -- Active</p><p>Psychoactive Skin of the Hero</p><p>Gloves of Dexterity +6</p><p>Third Eye of Aware</p><p>Cloak of Charisma +6</p><p>Bracers of Armor +8</p><p>Pale Green Ioun Stone</p><p>Vest of Resistance +3</p><p>Eyes of the Eagle</p><p></p><p>Total Value = 260,000 gp</p><p></p><p>---------------------</p><p></p><p>Summary: Besides having rather exceptional attack bonuses for this level, this archer is capable of making his arrows into touch attacks, and due to called shot [NBoF], he can take a penalty to hit in exchange for damage up to his base attack. For example, against an average touch AC of 14, he could attack at +23/+23/+18/+13. Even at sacrificing his full base attack bonus, he still hits one every shot unless he rolls a 1. Damage for those shots is 2d8+56. His arrows are automatically keen, and he's got improved critical so his threat range is 18-20/x6 against sworn enemies. That's around 222 points of damage on a critical hit.</p><p></p><p>Anyways, his hide and spot skills are phenomenal and his AC is 38 with a 50% miss chance for anything that hits that and DR 2/-- if it matters.</p><p></p><p>Or if all else fails, he can mind blast foes who will have to make a will save (DC 22) or be stunned for 3d4 rounds.</p><p></p><p>Actually, looking at this, the cleric made a better archer. Lemme go dig him up.</p></blockquote><p></p>
[QUOTE="Jeremy, post: 404127, member: 4036"] One magical item? Well unless you find something for 260,000 gp, that skews the experiment a little. But if you like, take away everything from the following character save the Oathbow. Nothing is quite so important as a damage doubler to a physical attack character. My vote goes to Psychic Warrior 9/Deepwood Sniper 7. Here he is as he enters combat. Powers up include displacement, animal affinity (strength, dexterity, and charisma [2, 4, and 5]), metaphysical weapon (bow and 50 arrows), combat prescience, vigilance, combat precognition, and chrysalis. Only spell effect in place is haste from the boots. Most of these powers are 9 hours/day, but I just threw them all in there to show what this guy can do for the sake of the experiment. [b]Serafil, Male Wood Elf Psychic Warrior9/Deepwood Sniper7[/b]; Medium-Size humanoid; Init +12; Speed 30' (40' with Burst); AC 38 (+12 dex, +8 armor, +3 luck, +1 insight, +4 haste); +38/+38/+33/+28 [+15 base +12 dex +3 luck +1 competence +1 focus +2 bonded weapon +6 metaphysical weapon -2 rapid shot] (2d8+26, Oathbow*) [+4 strength +2 specialization +1 bonded weapon +6 metaphysical weapon x2 oathbow]; SV Fort +17, Ref +27, Will +12; Str 16 (18), Dex 30 (34), Con 14, Int 15, Wis 11, Cha 22 (27). *Oathbow doubles damage against enemies you swear aloud to slay [DMG 189]. [i]Skills and Feats[/i]: Concentration +21, Hide +44, Move Silently +29, Spot +37, Tumble +19, Wilderness Lore +4; Bonded Weapon [NBoF], Called Shot [NBoF], Far Shot, Fell Shot [PsiH], Improved Critical (Composite Longbow), Point Blank Shot, Precise Shot, Psionic Shot, Rapid Shot, Weapon Focus (Composite Longbow), Weapon Specialization (Composite Longbow). [i]Possessions[/i]: Mighty [+4] Composite Oathbow -- Metaphysical Weapon to +3 Robe of Blending Boots of Speed -- Active Psychoactive Skin of the Hero Gloves of Dexterity +6 Third Eye of Aware Cloak of Charisma +6 Bracers of Armor +8 Pale Green Ioun Stone Vest of Resistance +3 Eyes of the Eagle Total Value = 260,000 gp --------------------- Summary: Besides having rather exceptional attack bonuses for this level, this archer is capable of making his arrows into touch attacks, and due to called shot [NBoF], he can take a penalty to hit in exchange for damage up to his base attack. For example, against an average touch AC of 14, he could attack at +23/+23/+18/+13. Even at sacrificing his full base attack bonus, he still hits one every shot unless he rolls a 1. Damage for those shots is 2d8+56. His arrows are automatically keen, and he's got improved critical so his threat range is 18-20/x6 against sworn enemies. That's around 222 points of damage on a critical hit. Anyways, his hide and spot skills are phenomenal and his AC is 38 with a 50% miss chance for anything that hits that and DR 2/-- if it matters. Or if all else fails, he can mind blast foes who will have to make a will save (DC 22) or be stunned for 3d4 rounds. Actually, looking at this, the cleric made a better archer. Lemme go dig him up. [/QUOTE]
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