4 Levels of figter is required if you are planning on going for OOBI, since it does require that you be specialized in your bow of choice, and specilization requires you to be a 4th level fighter. I would recommend that you take 3-4 levels of rogue first, partially to get the added skills, and partially to be able to afford a mighty composite longbow or regular composite longbow to focus and specialize in, since they are rather expensive. You will be kicking yourself in the behind if you weapon focus in shortbow and then later be forced to specialize in it or waste a feat, since the composite bow is the way to go at higher levels. (At least until you get feats that increase your range and allow you to shoot any thing you can see.)
Other than that, OOBI is the way to go. We are playing in an Epic campain with characters in the party being around 28th level, and taking OOBI to level 10 gets you all but one of the epic feats needed to start the epic level of that prestige class. (All that cannot be substituted for the class skills of the OOBI is the swarm of arrows epic feat)
Some things to keep in mind for developing an archer are..
Put ranks in the tumble skill, it will help you get the hell out of combat when the fighter you just sneak attacked charges you, or tumble past somebody that your companion is fighting so you can pop up behind them and flank attack them. At higher levels you will have access to feats that allow you to shoot a bow at combatants right next to you and not draw attacks of oppertunity, but it is still nice to be able to tumble away away if you are surrounded by hostiles..
Invest in light armor, rings/bracers that add armor, and cloaks of displacement. Your primary strength at lower levels will finding a high, hard to reach place NEAR combat, but not IN combat, and keeping your armor check penalty low will help you jump, climb, and balance your way to the prime sniping spots in addition to allowing you to tumble out if your spot gets over taken. It might cause some tension with the party mage as you two fight over magic rings, but just taking his cast offs should be ok, since you will probably have a much higher dex any way.
And finally.. When you get a chance buy specialty arrows and bows. A bow with "Heart Seeking" on it will be helpful for increasing your crit range, since bows cannot be "Keen". A bow with "Speed" for a modifier will give you an extra flank attack and be worth it's hefty price. And if you are good aligned then adding "Holy" to the bow will help even things out when fighting undead that are imune to crits and flank attacks all together.
As for arrows.. Buy lots of healing arrows. LOTS.. Or make sure that your party cleric can imbue Arms and Armor with magic. An archer with a cure arrow can easily stabilize two or three people in a round that have been knocked down below 0 hitpoints, where a cleric in chainmail running around the battlefield might get to one or two before the rest bleed out, and probably take a few attacks of oppertunity in the proccess. Healing arrows would be nearly as advantagious to a party as a cleric with the "Ranged Touch" feat, while keeping the party cleric free to flamestrike things or mix in up in battle.
Additionally, cure critical wounds arrows will give you plenty of added combat effectiveness when dealing with undead that would normally charm/drain/or incapacitate you if you were to enter melee combat with them. Plugging 3-4 4d8+4 healing arrows into a banshee before she can wail is a hell of a way to start combat, and ensure that your party stands a good chance of walking away intact. The MOTW book lists the healing arrows starting at around 50 GP for a cure light, and going up to 2k for the cure serious, but any price is relatively cheap compared with having to raise people or restore multiple drained levels to every one in the party.
Another type of arrow you might want to try to get ahold of is an arrow enchanted with a rust effect, like rusting grasp. These puppies will make short work of golems, constructs, metal doors, or cursed equipment that is turning your partiy fighter into a berserk PC killing machine. A bow enchanted with this would be great, but you would tend to piss off the party fighter when you destroy the +5 full plate that he has called dibs on when you flank attack the bad guy currently wearing it, so a few arrows kept for emergencys would probably be best. (Actually in the campain I am playing in now I would give my eye teeth for a quiver of these since golems seem to be a dime a dozen, but since we were sucked into Ravenloft I doubt there will be any place I can pick some up.)
Other than that, OOBI is the way to go. We are playing in an Epic campain with characters in the party being around 28th level, and taking OOBI to level 10 gets you all but one of the epic feats needed to start the epic level of that prestige class. (All that cannot be substituted for the class skills of the OOBI is the swarm of arrows epic feat)
Some things to keep in mind for developing an archer are..
Put ranks in the tumble skill, it will help you get the hell out of combat when the fighter you just sneak attacked charges you, or tumble past somebody that your companion is fighting so you can pop up behind them and flank attack them. At higher levels you will have access to feats that allow you to shoot a bow at combatants right next to you and not draw attacks of oppertunity, but it is still nice to be able to tumble away away if you are surrounded by hostiles..
Invest in light armor, rings/bracers that add armor, and cloaks of displacement. Your primary strength at lower levels will finding a high, hard to reach place NEAR combat, but not IN combat, and keeping your armor check penalty low will help you jump, climb, and balance your way to the prime sniping spots in addition to allowing you to tumble out if your spot gets over taken. It might cause some tension with the party mage as you two fight over magic rings, but just taking his cast offs should be ok, since you will probably have a much higher dex any way.
And finally.. When you get a chance buy specialty arrows and bows. A bow with "Heart Seeking" on it will be helpful for increasing your crit range, since bows cannot be "Keen". A bow with "Speed" for a modifier will give you an extra flank attack and be worth it's hefty price. And if you are good aligned then adding "Holy" to the bow will help even things out when fighting undead that are imune to crits and flank attacks all together.
As for arrows.. Buy lots of healing arrows. LOTS.. Or make sure that your party cleric can imbue Arms and Armor with magic. An archer with a cure arrow can easily stabilize two or three people in a round that have been knocked down below 0 hitpoints, where a cleric in chainmail running around the battlefield might get to one or two before the rest bleed out, and probably take a few attacks of oppertunity in the proccess. Healing arrows would be nearly as advantagious to a party as a cleric with the "Ranged Touch" feat, while keeping the party cleric free to flamestrike things or mix in up in battle.
Additionally, cure critical wounds arrows will give you plenty of added combat effectiveness when dealing with undead that would normally charm/drain/or incapacitate you if you were to enter melee combat with them. Plugging 3-4 4d8+4 healing arrows into a banshee before she can wail is a hell of a way to start combat, and ensure that your party stands a good chance of walking away intact. The MOTW book lists the healing arrows starting at around 50 GP for a cure light, and going up to 2k for the cure serious, but any price is relatively cheap compared with having to raise people or restore multiple drained levels to every one in the party.
Another type of arrow you might want to try to get ahold of is an arrow enchanted with a rust effect, like rusting grasp. These puppies will make short work of golems, constructs, metal doors, or cursed equipment that is turning your partiy fighter into a berserk PC killing machine. A bow enchanted with this would be great, but you would tend to piss off the party fighter when you destroy the +5 full plate that he has called dibs on when you flank attack the bad guy currently wearing it, so a few arrows kept for emergencys would probably be best. (Actually in the campain I am playing in now I would give my eye teeth for a quiver of these since golems seem to be a dime a dozen, but since we were sucked into Ravenloft I doubt there will be any place I can pick some up.)
Last edited: