D&D 3.x Deepwood Sniper PrC - How Easy To Use In a 3.5E Game?

Graf said:
Most "analysis" of magic vs. archery tend to ignore the prevalence of SR, resistance spells and immunities (especially at high levels). In principal a wizard is going to be doing 10d6 to everything at 300 feet.
Of course some of that has changed since the addition of all the new no SR damage causing conjuration spells and energy substitution type feats.

I wasn't aware of any abilities in the Deepwoods Sniper PrC that had a range limit of 30 feet.
The DWS abilities don't, but other abilities that synergize with the DWS abilities do (Many shot is one). My character often had to move and shoot, so it was used a lot.

I saw my character go from high to low pretty fast several times because the two biggest benefits of the PrC (increased crit multiplier and increased crit threat) were often negated by the opponents we faced - constructs, undead, elementals, and some wierd critter in a Goodman mod that we never figured out.

Anyway - I generally agree with you. If the player is going to have the character hunker down and just snipe - it will be a pain. If plays it in close and personal - it evens out prettty quickly.
 

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I've never seen a combat where a sniper at super-long-range picked off the enemy without raising a sweat.

First, the basic D&D paradigm is all about the dungeon. Most of the time, you're going to be in confined quarters where the enemies are 30' away, or maybe 60' if you're lucky.

Second, the DM controls all encounters. If you don't want snipers to reach out and touch someone, don't give them the opportunity. It should be the exceptional encounter that takes place in an open shooting gallery, unless you're in a desert. A few trees, undulating ground or otherwise closed-up terrain makes ultra-long-range less of an issue.

Third, there's the broken Spot rules to even see the target in the first place, but let's not go there.
 

I've run a DWS character in a couple of campaigns now and he's never been a problem. In fact without a good "frontline" archer characters tend to "take it on the nose" a lot of the time.

RE: Crits by the time the DWS is getting the x5 crits, you'll have 15-16 th lv casters who are always going to be far more problematic.
 

jason_gosse said:
Sorry ment skills. if you look at the skills that have wilderness lore and intuit direction. and as far as I know thay are no longer used


They were rolled into Survival. Gives the Deep Woods Sniper a bit more leway for skills.
 

In case no one has already said it -- DWS are no longer quite as deadly in 3.5, with improved crit and keen no longer stacking. I like the class.
 


Abraxas said:
Didn't an undead Ranger/DWS nearly kill Malachite in the DoD campaign?
Close - she put an arrow through Mara's open mouth and out the back of her head, dropping her from full to negative hit points in one shot!

Mind you, the DWS was combat optimized up the ying-yang - but still. It was fun for me!
 

Malachite, Mara - I knew it was a Paladin :D
I have to go reread that now - it was an inspiration for my DWS character, although, I had to be a good guy. The first time I made the DM pause was a one-shot against a Yuan-ti abomination sorcerer. Then we started fighting more elementals :p .
 

Piratecat said:
In case no one has already said it -- DWS are no longer quite as deadly in 3.5, with improved crit and keen no longer stacking. I like the class.
Actually, they don't stack to begin with. The DWS's Projectile Improved Critical feature only improves the critical damage multiplier, not the threat range like the keen weapon ability.
 

Ranger REG said:
Actually, they don't stack to begin with. The DWS's Projectile Improved Critical feature only improves the critical damage multiplier, not the threat range like the keen weapon ability.

Judging from the fact that PC used the word "Keen" I would guess that he was refering to the "Keen Arrows" ability the DWS gains at... 1st level IIRC, and not the improved crit multiple. Since he didn't mention the improved crit multiple.

Though you are correct though, completely unrelated modifiers on total separate abilities don't stack. :p
 

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