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Help an 7th level Rogue Archer
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<blockquote data-quote="ruleslawyer" data-source="post: 2961328" data-attributes="member: 1757"><p>I tend to prefer thrown-weapon rogues for the precise reasons that others have presented. That said, I don't think rogues necessarily make such bad archers. Keep in mind that even if your damage isn't so good, archery is enabling you to stay 30 feet away while you attack! The problem with being a melee rogue is that it's all too easy for your enemy to just turn on you and paste you with a full attack.</p><p></p><p>So, some suggestions:</p><p></p><p>1) Definitely use the "golf bag" approach. You should be carrying 50 each of cold iron, adamantine, and silver arrows, which takes care of all the material DR. Greater magic weapon on your bow is also a must.</p><p></p><p>2) A magic bow. I'd suggest a +1 holy bow, to be honest, rather than an energy enchantment. Assuming your party is good-aligned, holy is more likely to be useful against a wider range of foes (probably at least half of what you'll encounter), whereas energy resistances become ubiquitous at higher levels. Don't buy this until you hit about 10th level, though; an 18,000 gp weapon is a heavy hit. If the DM allows incremental enchantments on magic items, start out with a +1 bow and add the holy enchantment once you hit 10th level. </p><p></p><p>3) Use Magic Device is, of course, a rogue's friend; however, I must buck the trend and advise against wands of blink or improved invisibility. Instead, I would recommend going all the way and investing in a ring of blinking at 9th level. Yes, it's a lot of money (27,000 gp), but it is useful all the way through 20th level and beyond. You don't waste an action to activate it; just use a standard action every 7 rounds to "keep the ring on" and you're golden.</p><p></p><p>4) Rapid Shot is probably not worth it for this character until he can get his attack bonus up; once that happens, though, it's a no-brainer. One extra sneak attack per round is ALWAYS a good idea. I'm not so sure about Manyshot; the restriction on precision-based damage just seems to defeat the purpose, and a -4 attack roll is mighty sucky for a rogue.</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 2961328, member: 1757"] I tend to prefer thrown-weapon rogues for the precise reasons that others have presented. That said, I don't think rogues necessarily make such bad archers. Keep in mind that even if your damage isn't so good, archery is enabling you to stay 30 feet away while you attack! The problem with being a melee rogue is that it's all too easy for your enemy to just turn on you and paste you with a full attack. So, some suggestions: 1) Definitely use the "golf bag" approach. You should be carrying 50 each of cold iron, adamantine, and silver arrows, which takes care of all the material DR. Greater magic weapon on your bow is also a must. 2) A magic bow. I'd suggest a +1 holy bow, to be honest, rather than an energy enchantment. Assuming your party is good-aligned, holy is more likely to be useful against a wider range of foes (probably at least half of what you'll encounter), whereas energy resistances become ubiquitous at higher levels. Don't buy this until you hit about 10th level, though; an 18,000 gp weapon is a heavy hit. If the DM allows incremental enchantments on magic items, start out with a +1 bow and add the holy enchantment once you hit 10th level. 3) Use Magic Device is, of course, a rogue's friend; however, I must buck the trend and advise against wands of blink or improved invisibility. Instead, I would recommend going all the way and investing in a ring of blinking at 9th level. Yes, it's a lot of money (27,000 gp), but it is useful all the way through 20th level and beyond. You don't waste an action to activate it; just use a standard action every 7 rounds to "keep the ring on" and you're golden. 4) Rapid Shot is probably not worth it for this character until he can get his attack bonus up; once that happens, though, it's a no-brainer. One extra sneak attack per round is ALWAYS a good idea. I'm not so sure about Manyshot; the restriction on precision-based damage just seems to defeat the purpose, and a -4 attack roll is mighty sucky for a rogue. [/QUOTE]
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