MotW: deepwood sniper and true strike

Re: Greater magic weapon at 2nd level?

hong said:
On a related note, I also just noticed that the magic weapon ability at 2nd level is utterly lame. As if a maxed-out archer character isn't going to have at least a +1 bow at 7th level.

Would changing it to greater magic weapon 1/day, as cast by a cleric of the same level, be reasonable? (Ie, you get a +1 bow or 50 +1 arrows from 1st to 5th level, then a +2 bow or 50 +2 arrows from 6th to 8th level, and a +3 bow or 50 +3 arrows at 9th to 10th level.)

The text of the power says you can only use it on a projectile weapon. I think it would be sufficient to add 'or ammunition' and leave it as Magic Weapon. It at least saves you from wasting your +1 arrows ... GMW may be a bit much.
 

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you do NOT want this being a +20 to all attacks in a round.

Think Sneak Attack somehow... it could get ugly fast.

now, if you wanted to say "true strike at will" as the 10th level of ability - I would think that this is alright, as you only get one shot - but your expertise is in making that shot hit.
 

Magus_Jerel said:
you do NOT want this being a +20 to all attacks in a round.

Think Sneak Attack somehow... it could get ugly fast.

now, if you wanted to say "true strike at will" as the 10th level of ability - I would think that this is alright, as you only get one shot - but your expertise is in making that shot hit.

Magus, your credibility at this point in time is about two-tenths short of bugger-all. Nevertheless, out of the goodness of my heart, I'll point out that the sniper PrC doesn't get sneak attacks, it already has essentially 2-3 guaranteed hits per round, and sneak attacks don't apply past 30 feet.

Happy?
 

Re: Re: Greater magic weapon at 2nd level?

Christian said:


The text of the power says you can only use it on a projectile weapon. I think it would be sufficient to add 'or ammunition' and leave it as Magic Weapon. It at least saves you from wasting your +1 arrows ... GMW may be a bit much.

Hmm. If you look at the DMG's arcane archer, it gets essentially unlimited +5 ammo at 9th level (16th character level minimum). As I've statted it, the sniper would get a maximum of +3 at 10th (or +4 if you use caster level = PrC level + 2), and that only for 50 arrows at most. 10th PrC level = 15th character level.

A lot of the things you're going to be fighting at 15th level are probably going to have at least DR X/+2. Also, it just doesn't strike me as right to have a specialist archer going to a cleric or mage to powerup his arrows every day.
 


dvvega said:

The 1750 feet comes from normal increment 110 feet + far shot (pre req) + 100 feet extra at 10th level.

I know that this is being a nit picky... but
the distance is a little more than that
110 feet for comp long bow plus far shot(increase by 50%) plus the 100 feet for 10 levels of the DWS,so the calculation is
110x1.5+100=265 feet (half a mile at the farthest increment(2650 feet)
 

Skullfyre said:


I know that this is being a nit picky... but
the distance is a little more than that
110 feet for comp long bow plus far shot(increase by 50%) plus the 100 feet for 10 levels of the DWS,so the calculation is
110x1.5+100=265 feet (half a mile at the farthest increment(2650 feet)

Add in the Distance ability on a bow (+110ft) and flight arrows (+30ft). That adds another 1400ft to the fartyhest incrument making it 4050ft.

Does adding the magical quality of distance stack with a bow of distance? My guess would be no, but the discription of tha ability is not forthcoming with answers. So, if it does stack tack on an additional 1100ft and we are getting close to a mile. Scarey.
 

I agree with everybody who find too much the range a sniper can reach, and at the same time true strike is a too weak power for a 10th level PrC.

So why don't we decrease the range increment to 5 feet, and we say that for each 2 levels, any arrows fired by a sniper would make normal damage to creatures immune to normal, or magical weapons?

I try to explain better

1 .... + range increment 5 feet/level
2 magic weapon + can hit monsters DR X/+1
3 ....
4 .... + DR X/+2
...
10 .... + can hit monsters DR X/+5

I know that in this way we're granting him having infinite magical bolts, but those ones will not add bonuses to hit or damage.

Steven McRownt
 

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