Protection from "magical" arrows


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How about a high level flame shield? D6 + 15 should destroy even magical arrows. I know the spell doesn't state that it works this way, but if putting your hand or a sword through it causes damage, it should damage the weapon as well. I know, I know RAW > logic, just a thought. Wall of fire could also work.
 

There are very many spells mentioned here that work great.

But there are also a couple of things that everyone can get, if you can't always cast spells:

- total cover
- a small room

Ranged attackers need two things mostly: line-of-sight and enough distance.
Take away the first and they are useless. Take away the second and they are dead. :D

Of course it's not always possible to get cover or to close-up, but at least try sometimes to avoid being in the open, or try to force the PC to follow the foes (and not always viceversa) into a locale that negates the archer's advantages.
 


Actually, I think that the Scout is hideously weak compared to nearly any other character of that level, and that someone using Greater Manyshot is the only way to compete.
 

jefgorbach said:
Animated Tower Shield
Tower shield offers total cover vs his ranged attacks while the animation eliminates the shield's normal encumberance hinderance.
Animation does not eliminate the shield's normal encumberance hinderance
 

Greater Manyshot can only be used within 30ft. An archer should really not be within that range of the enemy...

ADDENDUM: Unless you happen to be a Cleric Archer with DMM: Persistent.
 

frankthedm said:
Though not once greater manyshot enters the mix.
VonRichthofen asked here more than once and I did so as well... Several posters here told me it's not out of the line. I do not fully agree and I'm happy to see you think so too. I am not certain though whether Imp Skirmish or Greater Manyshot is the problem, IMHO Imp Skirmish gives a damage boost at low levels that is a little bit too high. Greater Manyshot by itself is often balanced by the decreased chance to hit... but both feats in combination are against most opponents simply too strong.

I think Imp Skirmish would have been better with +1d6/+1AC.
Cameron said:
Greater Manyshot can only be used within 30ft. An archer should really not be within that range of the enemy...

ADDENDUM: Unless you happen to be a Cleric Archer with DMM: Persistent.
The problem with Scout archers: They can start a round within 30ft of the opponent, shoot a full salvo and move away with a real good AC. Next round they close and shoot. Our hobgoblin scout/ranger was in a row of arena fights in a 30ft pit against specialised archers, grapplers, tower shield dwarves, dudes with Deflect arrows, a raging barbarian gnoll with twohanded weapon and several other builds. A locked gauntlet helped against the disarm specialist though... And I didn't use Sunder. Still, with the possible exception of Sunder, he dished out so much damage thanks to Imp Skirmish that he even beat the luckily rolling gnoll (who had a str of 29 thanks to some drugs atm).

Scouts who take the alternative class feature with climb speed are even worse since they can often stay within 30 ft of their enemies while staying out of reach.
 

drothgery said:
Also note that at levels where a scout can be doing that, a blaster caster is throwing around 15d6 or so from spells

Mind you, between saves and energy resistance and spell resistance this doesn't often amount to much. Last Sunday I saw a wizard throw an empowered chain lightning (~17d6 equivalent) and do no damage to the main target and 3 points damage to each of the secondary targets. 3!
 

Last tuesday my party of 7th level detonated a Necklace of fireballs type V while under the effect of energy resistance and despite the triggering fire effect of 2d8+16, and the detonation of 39d6 damage, they all survived - though the dragon they were hunting was less lucky (being left at exactly 1hp :D)

Energy resistance works wonders against simply blasting.
 

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