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Is the Order of the Bow Initiate Overpowered?

Numion said:
In our game OotBI did the most damage on average even without SA. This is due to superior attack bonuses (stacked WIS, superior weapon focus), and decent damage bonus from weapon spec, improved weapon spec, bow of might. The main factor in comparison to meleers is though that OotBI doesn't need to change positions in melee as often, and thus gets majorly more full attacks in with rapid shot. This often gets missed in "damage per round comparisons", that are too theoretical anyway.
I'll give you that one.
 

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Rackhir said:
Arrow Mind from Complete Adventurer is a 1st level Ranger spell that enables an archer to threaten a standard 5' area around the character and avoid AoOs due to firing a bow.

I'd think twice before allowing that, not because it was too powerful (determining that would require further thought), but because I'd like to keep some distinction between melee and ranged combat. OotBIs ability to avoid AoOs was pushing it for me, but I did allow it. It's wasn't too bad after I saw Legolas in combat doing just that ;)
 

Numion said:
I'd think twice before allowing that, not because it was too powerful (determining that would require further thought), but because I'd like to keep some distinction between melee and ranged combat. OotBIs ability to avoid AoOs was pushing it for me, but I did allow it. It's wasn't too bad after I saw Legolas in combat doing just that ;)

Eh, it I find AoOs come up infrequently enough that it really isn't much of an issue. I suspect though that Legolas had a 10' threatened range when he was dropping those orcs as they charged in at him durring the fight at the end of Fellowship. It certainly looked like they were triggering AoOs due to moving in a threatened area to me.

RE: OoBI 3.0 with ring of imp invisibility - That's just asking for trouble when you hand a class with sneak attack an item that essentially guarentees they can get sneak attack damage on every attack.
 

Numion said:
I'd think twice before allowing that, not because it was too powerful (determining that would require further thought), but because I'd like to keep some distinction between melee and ranged combat. OotBIs ability to avoid AoOs was pushing it for me, but I did allow it. It's wasn't too bad after I saw Legolas in combat doing just that ;)
Or you could go the opposite route and give melee fighters a feat that lets them throw their greatswords several hundred yards.
 

Mallus said:
Or you could go the opposite route and give melee fighters a feat that lets them throw their greatswords several hundred yards.

Sounds GREAT! As long as they don't have the returning enchantment on their swords. Then it sucks.
 

Rackhir said:
Eh, it I find AoOs come up infrequently enough that it really isn't much of an issue.

They come up infrequently for the precise reason that archers stay clear of their enemys threatened area when firing. If the group keeps a tight battle formation and plays together, this isn't that hard. But it does require thought on the archers part to stay outside reach, but still within the 30ft sweet range.

All that tactical thinking goes away when AoO's aren't an issue anymore.

IMO, YMMV, this being based on my experience.
 


Numion said:
They come up infrequently for the precise reason that archers stay clear of their enemys threatened area when firing. If the group keeps a tight battle formation and plays together, this isn't that hard. But it does require thought on the archers part to stay outside reach, but still within the 30ft sweet range.

All that tactical thinking goes away when AoO's aren't an issue anymore.

IMO, YMMV, this being based on my experience.
My "mileage" is that the free attack that the OotBI has does make them fairly useful, IF foes are actually provoking AoO's in the first place. Which almost never happens. If not for the part about making an AoO while flat-footed, Combat Reflexes would be such a waste of a feat IME... in the same way, I seldom got to use Free Attack.
 

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