What's the point of magic arrows?

Plane Sailing said:
You mean math like "the archer can take full attacks every round without having to expose himself to a full attack in return like the melee fighter"

or

"The archer could get +10 hit, +10 damage from magic while the fighter could only get +5/+5"

:)
Hey, I remember these 10 pager threads. Luved dem! :D

Let's go at it again? ;)
 

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You mean math like "the archer can take full attacks every round ...
Don't forget all those AoO's that the archer doesn't get ;)

The answer is: The math that countered the argument that the archer was doing an order of magnitude more damage than the melee character. Contributing factors were discussed but can't be given mathematical weight.

Of course it was done under 3e rules, and with the changes in archery and two-handed fighting the math would be all wrong now.
 

Zad said:
Don't forget all those AoO's that the archer doesn't get ;)
Or provoke ;)
The answer is: The math that countered the argument that the archer was doing an order of magnitude more damage than the melee character. Contributing factors were discussed but can't be given mathematical weight.
Let's see that math, then. Oh, and if you're leaving out "contributing factors," it's hardly useful math, is it?

As for the arcane archer: The PrC has been headed for a fall from Day 1. Its primary ability (access to fancy arrows) is something that can be duplicated by someone of any class; the fact that a cheap-and-easy spell could do it just adds insult to injury. Saving cash on some magical arrows or, worse still, a wand of greater magic weapon isn't exactly a candidate for #1 hot-and-heavy PrC ability.

Much better "arcane archers" include the oh-so-simple Ftr/Wiz/Eldritch Knight or just a straight-up multiclass.
 

Benefits of magical ammunition.

If you are an arcane archer and can imbue magical arrows with a +5 enhancement bonus then you can have a +1 Magical bow with 9 additional special abilities.

You could have a +1 Composite longbow (+3) of Distance, Flaming, Frost, Shock, Holy, Speed.

Magical amunition found can be split among party members who rarely use bows, but need additional bonuses to hit, and do not spend much money on their range weapons.
 


As I see it, there are three solutions to this problem.

1) Use a homebrewed version of the Arcane Archer. Nifft's is particularly good, if I do say so myself.

2) Use a "light dip" into Arcane Archer. For example, build your character as a Fighter 2/Wizard 3/Spellsword 1/Arcane Archer 2 (for Imbue Arrow)/Eldritch Knght 10 this cheats you out of the cool concept/skill list of a "pure" arcane archer, but is really quite handy in other regards.

3) Simply rule that Arcane Archer's gain an unnamed bonus to their arrows rather than an enhancement bonus.

I think I prefer number 1, Nifft's AA is great, and I'm working on my own version which blends his with a touch of another alternate AA from the WizO boards.
 

EPRock said:
Benefits of magical ammunition.

If you are an arcane archer and can imbue magical arrows with a +5 enhancement bonus then you can have a +1 Magical bow with 9 additional special abilities.

That's the only thing I could think of as to why an Arcane Archer would be viable in the new rules. Having a +5 enchantment AND 9 points of special abilities on my bow could be pretty cool. I am very tempted by Speed (isn't it only +3 now?), and the elemental ones (Flaming, Shocking, etc) are always good.

The question for me now is whether or not it's worth it to get the Arcane Archer class or simply stay a Ranger. We are making level 9 characters, and I was thinking of having either a Ranger 9 or a Ranger 6/Wizard 1/Arcane Archer 2. I have enough money for a +5 bow, but what i do with the extra 4 points depends upon which class I go with.

Any suggestions?
 

Don't get speed. It doesn't with HAste, and HAste now affects the entire party, so you should be able to get your wizardly type to hook you up. If not, boots of speed are much less costly.

Whichever route you go, look into Foe Hunter arrows (or the enhancement for your bow). Doubling your ranger favored enemy bonus is much nicer in 3.5 than in 3.0.

I've never played an AA though, so that's about the extent of the comments I can make. :)
 

James McMurray said:
Don't get speed. It doesn't with HAste, and HAste now affects the entire party, so you should be able to get your wizardly type to hook you up. If not, boots of speed are much less costly.

Good point. Unfortunately we don't have a Wizard or Sorcerer in our group, so I can't depend on others to haste me. The boots are an option, but aren't they only 10 rounds per day?

James McMurray said:
Whichever route you go, look into Foe Hunter arrows (or the enhancement for your bow). Doubling your ranger favored enemy bonus is much nicer in 3.5 than in 3.0.

Foe Hunter arrows?! :eek: Are those in the DMG? They sound really cool!
 

LordAO said:
The boots are an option, but aren't they only 10 rounds per day?
Yes, only 10 rounds per day, but they are much better then they were in 3.0 since activating them is a free action. That allows you to basically pick and choose the rounds when you can make best use of them and turn them off and on at will, conserving the rounds.
 

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