Super Archers -- so what?

Greatwyrm

Been here a while...
Okay, maybe I'm the only person here who's played a Druid. Maybe I'm the only person who's used this spell. Heck, maybe I'm the only person this spell has ever worked for.

The thing is, I see a lot of people going on and on about how superior a Fighter specialized in archery is. Well, the more specialized something is, the less useful it is out of it's element.

Unless I'm doing the math wrong (entirely possible), a third level Druid should be able to use Warp Wood (min save DC 13) to zap a 20th level Fighter's bow or arrows (base will save +6) about 50% of the time.

So, am I wrong? This is just one spell. You've still got Protection from Arrows, Wind Wall, and Entropic Shield--all low level spells.

<HR>

Warp Wood

Transmutation
Level: Drd 2
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 lb. of wood/level, all within a 20-ft. radius
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (0bject)

The character cause wood to bend and warp, permanently destroying its straightness, form, and strength. At 1st level, the character can warp a handaxe handle or ten crossbow bolts. At 3rd level, the character can warp the shaft of a typical shortspear. Boards or planks can also be affected, causing a door to be sprung or a boat or ship to leak. Warped ranged weapons are useless. Warped melee weapons suffer a –4 penalty to their attack rolls.

Alternatively, the character can unwarp wood (effectively warping it back to normal) with this spell, straightening wood that has been warped by this spell or by other means. Make whole, on the other hand, does no good in repairing a warped item.
 

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Greatwyrm said:
So, am I wrong? This is just one spell. You've still got Protection from Arrows, Wind Wall, and Entropic Shield--all low level spells.

Nope. This is probably the first spell I think of when I consider a magical response to archers. The only problem with this is to get close enough (due to the Close range) to the archer to use it, but in a dungeon setting that is rarely difficult. And if there's no archer around, it's equally useful against the barbarian's greataxe.
 

your right and wrong.

Your right in that the spell can work.

your wrong in that it means anything.

Yes there are counters to archers.

There are counters to mellee types as well. Fly, levitate, expeditions retreat, a beter base more etc. just stay more than 10' away and mellee means crap and with spells that's a fairly easy task.

Archers provide the most damage per round and they provide the best offensive tactical support all from relative safety. Some people have a problme with the fighers who take the lumps to also be outdamaged. More risk, less reward= less fun for them.
 

Shard O'Glase said:
your right and wrong.

Your right in that the spell can work.

your wrong in that it means anything.

Yes there are counters to archers.

The fact that counters for archers exist is really my only point here.

I'm not getting into how much damage archers should take and how fast they can do it. I just see a number of threads here about how all the archery related stuff is just broken and now with the new Manyshot blah, blah, blah.

All I'm saying is a master archer who has put all his eggs in one basket can be crippled by a second level spell with a save of 13 to 16. Everybody keeps freaking out about how dangerous the archer is and I'm pointing out how much danger the ARCHER is in.
 

Greatwyrm said:
The fact that counters for archers exist is really my only point here.

Absolutely there are counters - of course, as Shard points out, there are generally counters to *everything*.

I think what a lot of people are talking about when they complaing about archers (or other power characters) is how to counter an archer *consistently* and *reasonably*.

Always sending a druid to warp wood against an archer who is doing well on a consistent basis is neither reasonable nor fun.

Though you are absolutely right - a druid is a great counter. That can be used *once* or twice ever.
 

arnwyn said:


Absolutely there are counters - of course, as Shard points out, there are generally counters to *everything*.

Sure.

I think what a lot of people are talking about when they complaing about archers (or other power characters) is how to counter an archer *consistently* and *reasonably*.

The tactic that anyone can use is to just run up and sunder the bow. No attack of opportunity to worry about. It just lacks style.


Always sending a druid to warp wood against an archer who is doing well on a consistent basis is neither reasonable nor fun.

Couldn't agree more. That's why I also mentioned Protection from Arrows, Wind Wall, and Entropic Shield. None of them offer the complete solution Warp Wood does, but all are still valuable defenses.

Though you are absolutely right - a druid is a great counter. That can be used *once* or twice ever.

Why only once or twice ever? Are druids that rare in your campaign?
 

Any moron fighter running around with his BASE save deserves whatever's coming to him.

Warp Wood also has close range.
 

So, am I wrong?

Should work just fine. Except that an arrow in a quiver of ehlonna is in an extra dimensional space and wouldn't be affected. How common those are will vary of course.

Protection from arrows is not an issue usually when GMW is in the picture.

Now wind wall... there's a bugger to get around.
 


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