Author Topic: KSB Snow Owl's Archer Build Thread  (Read 34710 times)

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ksbsnowowl

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KSB Snow Owl's Archer Build Thread
« on: May 18, 2008, 10:54:11 AM »
Code: [Select]
Human
Level Class Feats Class Abilities
1 Ranger PBShot, Precise Shot Fav En (?), TWF*, Ambidex*,
. Track
2 Fighter Rapid Shot BF
3 Fighter Far Shot, WF BF
4 Fighter
5 Fighter Weap Spec BF/WS
6 OotBI Quick Draw RSA +1d6
7 OotBI Close Combat Shot
8 Peer Arch Expert Bowyer, RSA +2d6
9 Peer Arch Imp. Crit. Sharp Shooting 1, Fletching +1
10 Peer Arch Power Shot
11 Peer Arch RSA +3d6, Fletching +2
12 Peer Arch Manyshot Sharp Shooting 2
13 Peer Arch Fletching +3
14 Peer Arch RSA +4d6
15 Peer Arch Combat Reflexes Threaten, Fletching +4
16 OotBI RSA +5d6
17 OotBI Sup. Weap Foc
18 OotBI Zen Archery RSA +6d6
19 OotBI Free Attack, Zen Archery
20 OotBI Sup. Weap Spec
Base Saves Fort +14  Ref +8 Will +8
Hastehasted
Code: [Select]
Human
Level Class Feats Class Abilities
1 Ranger PBShot, Precise Shot Fav En (?), TWF*, Ambidex*,
. Track
2 Fighter Rapid Shot BF
3 Fighter Far Shot, WF BF
4 Fighter
5 Fighter Weap Spec BF/WS
6 DWS Quickdraw Keen Arrows,
. Range Inc Bonus +10ft/lvl
7 DWS Conc Reduc 10%, Magic Weap,
. Proj Imp Crit +1
8 Peer Arch Expert Bowyer, RSA +1d6
9 Peer Arch Manyshot Sharp Shooting 1, Fletching +1
10 Peer Arch Power Shot
11 DWS Safe Poison Use
12 DWS Craven Take Aim +2
13 DWS Consistent Aim 1/day
14 DWS Conceal Reduc 20%
15 DWS Imp Crit Consistent Aim 2/day,
. Proj Imp Crit +2
16 OotBI RSA +2d6
17 OotBI Close Combat Shot
18 OotBI ? Imp Init ? RSA +3d6
19 OotBI Sup Weap Foc
20 OotBI RSA +4d6
This is the be-all and end-all of snipers.  The following analyses are dependant upon a few different things.

First, a character with a single level of ranger is able to use wands of ranger spells. You do not have to be a 4th level ranger before you can use wands.  I will post the quoted rule at the bottom of this thread, so as to not clutter this section.

Secondly, (found in Magic of Faerun) causes your next bow shot to automatically hit and threaten a critical. Also note that HM affects you, not your weapon.

Thirdly, Bless Weapon
A wand or oil of Bless Weapon
Bracers of Archery
Magic arrows obtainable at that level from a straight classed wizard or cleric of equal level
A Mighty Composite Longbow (+4 str mod) of magical enhancement relatively appropriate for the level (+2 shocking burst @ 10th, +5 Shocking Burst @ 15th, +5 Shocking Burst, Icy Burst or advanced +5 Shocking Burst Oathbow @ 20th).

The tactics employed by this sniper are composed of him being made invisible (either through the help of party spell-casters, Wondrous Items, or a Ring of Invisibility at higher levels), placing Bless Weapon upon an arrow (either with an oil or wand), sneaking to within 30 feet of the target, and casting from a wand.  He then uses Manyshot to fire the maximum number of arrows at the target.

10th level:
+2 Mighty Comp (+4) Shocking Burst Longbow (19-20/ x4 crit)

Damage: 4d8(primary arrow) +8(+2 magical bow) +12(+3 magic arrow) +40(power shot) +8(Weap. Spec.) +16 (strength) +4 (PBS) +4(Bracers) + 1d6(sneak attack) + 1d6(shocking) + 3d10(burst) +1d8(2nd arrow) +2(2nd magical bow) +3(2nd magic arrow) +10(power shot) +2(Weap. Spec.) +4(strength) +1d6(shocking)
Total: 5d8 + 3d6 + 3d10 + 113
Avg Dmg: 162.5
Max Dmg: 201
Min Dmg: 124


Alternatively, one could take the Craven feat at 9th level and push Manyshot back to 12th level.  If this is done, it boosts the overall damage at 10th level thusly:

10th level:
+2 Mighty Comp (+4) Shocking Burst Longbow (19-20/ x4 crit)

Damage: 4d8(primary arrow) +8(+2 magical bow) +12(+3 magic arrow) +40(power shot) +8(Weap. Spec.) +16 (strength) +4 (PBS) +4(Bracers) + 40(Craven) + 1d6(sneak attack) + 1d6(shocking) + 3d10(burst)
Total: 4d8 + 2d6 + 3d10 + 132
Ave Dmg: 173.5
Max Dmg: 206
Min Dmg: 141


15th level:
+5 Mighty Comp (+4) Shocking Burst Longbow (18-20/ x5 crit)

Damage: 5d8(primary arrow) +25(+5 magical bow) +25(+5 magic arrow) +75(power shot) +10(Weap. Spec.) +20 (strength) +5 (PBS) +5(Bracers) + 75(Craven)+ 1d6(sneak attack) + 1d6(shocking) + 4d10(burst) +2d8(2nd&3rd arrows) +10(2&3 magical bow) +10(2&3 magic arrow) +30(2&3 power shot) +4(2&3 Weap. Spec.) +8(2&3 strength) +2d6(2&3 shocking)
Total: 7d8 + 4d6 + 4d10 + 327
Avg Dmg: 369.5
Max Dmg: 422
Min Dmg: 317


20th level:
+5 Mighty Comp (+4) Shocking Burst, Icy Burst Longbow (18-20/ x5 crit)

Damage: 5d8(primary arrow) +25(+5 magical bow) +25(+5 magic arrow) +100(power shot) +10(Weap. Spec.) +20 (strength) +5 (PBS) +5(Bracers) + 100(Craven) +4d6(sneak attack) +1d6(shocking) +4d10(burst) +1d6(icy) +4d10(burst) +3d8(2nd, 3rd, &4th arrows) +15(2nd, 3rd, &4th magical bow) +15(2nd, 3rd, &4th magic arrow) +60(2nd, 3rd, &4th power shot) +6(2nd, 3rd, &4th Weap. Spec.) +12(2nd, 3rd, &4th strength) +3d6(2nd, 3rd, &4th shocking) +3d6(2nd, 3rd, &4th icy)
Total: 8d8 + 12d6 + 8d10 + 398
Avg Dmg: 520
Max Dmg: 614
Min Dmg: 426


You could, at great expense (approximately 16,000 gp), obtain and use four +10 equivalent arrows in the above attack.  Actually, you could make that four +6 equivalent arrows that are +1 with +5-worth of abilities, and then subject them to a Greater Magic Weapon spell, so the four arrows would cost less than 6000 gp.  For example, you could obtain four +5 Holy, Acidic Burst, Screaming arrows (Acidic Burst and Screaming are found in MoF).  Using these would add 8d6 (Holy), 4d6 (Sonic), 4d6 (acid), and 4d10 (burst) damage to the above analysis.  This would increase the Average, Maximum, and Minimum damage from 520, 614, and 426 respectively, to:
Avg Dmg: 598
Max Dmg: 750
Min Dmg: 446


Although this is talking in extreme hypotheticals, it is also possible that you could obtain four arrows with the bane property against your target. For example, four +5 Holy, Bane, Screaming arrows.  Against the Bane target the arrows would function as +7 arrows.  This would add 16 (magical) + 8d6 (Bane) +8d6 (Holy) + 4d6 (sonic) damage, and would increase the 520, 614, and 426 values to:
Avg Dmg: 606
Max Dmg: 750
Min Dmg: 462


Now, with an oathbow, and simple +5 arrows.

20th level:
+5 Mighty Comp (+4) Shocking Burst Oathbow (18-20/ x5 crit)
(+7 Mighty Comp (+4) Shocking Burst Oathbow (18-20/ x6 crit) [versus a sworn enemy]

Bonuses to confirm the Critical Hit: +14+16(with an additonal +2 by taking a full-round to aim [DWS's Take Aim +2 ability])

Damage: 6d8(primary arrow) +42(+7 magical bow) +30(+5 magic arrow) +120(power shot) +12(Weap. Spec.) +24 (strength) +6 (PBS) +6(Bracers) +100 (Craven) +4d6(sneak attack) +1d6(shocking) +5d10(burst) +3d8(2nd, 3rd, &4th arrows) +21(2nd, 3rd, &4th magical bow) +21(2nd, 3rd, &4th magic arrow) +60(2nd, 3rd, &4th power shot) +6(2nd, 3rd, &4th Weap. Spec.) +12(2nd, 3rd, &4th strength) +3d6(2nd, 3rd, &4th shocking)
Total: 9d8 + 8d6 + 5d10 + 460
Avg Dmg: 556
Max Dmg: 630
Min Dmg: 482


20th level, but at a distance of greater than 30 feet:
+5 Mighty Comp (+4) Shocking Burst Oathbow (18-20/ x5 crit)
(+7 Mighty Comp (+4) Shocking Burst Oathbow (18-20/ x6 crit) [versus a sworn enemy]

Bonuses to confirm the Critical Hit: +21 = +7(bow) +5(arrow) +1(Weap Foc) +1 (Grtr Weap Foc) +2(bracers) +5(Dex); Or +23(with an additonal +2 by taking a full-round to aim [DWS's Take Aim +2 ability])

Damage: 6d8(primary arrow) +42(+7 magical bow) +30(+5 magic arrow) +120(power shot) +24 (strength) +1d6(shocking) +5d10(burst)
Total: 6d8 + 1d6 + 5d10 + 216
Avg Dmg: 274
Max Dmg: 320
Min Dmg: 228
The greatest trick the devil ever pulled was convincing the world he didn't exist.

KSB Snow Owl's Archer Build thread

ksbsnowowl

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Re: KSB Snow Owl's Archer Build Thread
« Reply #1 on: May 18, 2008, 10:54:25 AM »
3.5 Updated Sniper Build
3.5 Sniper Archer update:
Code: [Select]
Human
Level Class Feats Class Abilities
1 Ranger PBShot, Precise Shot Fav En (?), Track
2 Ranger Rapid Shot Combat Style
3 Ranger Far Shot
4 Ranger (Shooting Star Sub-Level) Spells, Bonus Spell
5 Fighter WF: Longbow BF
6 Fighter Quickdraw BF
. Sword of the Arc Order
7 DWS Keen Arrows,
. Range Inc Bonus +10ft/lvl
8 DWS Conc Reduc 10%, Magic Weap,
. Proj Imp Crit +1
9 Peer Arch Manyshot Expert Bowyer, RSA +1d6
10 Peer Arch Sharp Shooting 1, Fletching +1
11 Peer Arch Power Shot
12 DWS Craven Safe Poison Use
13 DWS Take Aim +2
14 DWS Consistent Aim 1/day
15 DWS Imp Init Conceal Reduc 20%
16 DWS Consistent Aim 2/day,
. Proj Imp Crit +2
17 Peer Arch RSA +2d6, Fletching +2
18 Peer Arch ? Sharp Shooting 2
19 Peer Arch Fletching +3
20 Peer Arch RSA +3d6
This is an update to my Sniper Archer build, and was built using the assumption that all WotC Third Edition material is usable, but all 3.5 updates apply where applicable.

Part of the impetus for this revision is the inclusion of in the Spell Compendium.  The new incarnation of Hunter's Mercy makes your next hit an auto crit, removing the need for Bless Weapon.  The spell has all the same target line and duration information as its previous self, but it now functions such that if you successfully strike an opponent in the following round, HM causes that attack to auto-critical.

True Strike affects your next attack roll, and since all the arrows fired in a Manyshot attack use one attack roll, TS applies to all arrows in that Manyshot attack.

Again, I am of the opinion that the burst enhancement is obviously linear, and would increase to +4d10 at a x5 critical and +5d10 at a x6 critical.  As such, that is what is represented in this build.

The Shooting Star 4th level Ranger Substitution level from Champions of ValorChampions of Valor) allows a Ranger (or Paladin) to use a Wizard spellbook (either borrowed from another caster, or one they scribe themselves) and prepare Wizard spells in his Ranger spell slots.  These spells are arcane, and require an appropriately high Intelligence score (Int 11 to cast 1st level Wizard spells, etc.)  The feat also allows your Wizard caster level, if you have levels as a Wizard, to equal the sum of all your Wizard, Paladin, and Ranger levels.  Note that the Shooting Star organization is one of three sub-orders that are a part of the Arcane Order, so there are no roleplay problems between these two feats.

So, now a 4th level Ranger with a mere 12 Wisdom can get two spell slots per day, and assuming he also has an 11 Intelligence, he can cast True Strike.

The last 4 levels of this build can really be composed of any +1 BAB class.  I think Dread Commando would be a good choice, but sadly our archer is a bit short of feats to complete its entry requirements.  Any easily obtainable PrC that grants either Dodge or Mobility at its first level would be helpful in this case.  I used Peerless Archer because it has Full BAB and grants +2d6 Sneak Attack in those 4 levels.

Due to the fact this Sniper Build comes into his power slightly later than the previous version (by one level), I am just going to do an analysis starting from level 12, then again at 16, and lastly at level 20.

The items used for this analysis are:
A spellbook with the spell True StrikeBless Weapon upon an arrow (either with an oil or wand), sneaking to within 45 feet of the target, casting an extended True Strike, and sneaking to within 30 feet of the target and casting Avg Dmg: 238.5
Max Dmg: 262
Min Dmg: 215
Avg Dmg: 421
Max Dmg: 477
Min Dmg: 365
Avg Dmg: 532.5
Max Dmg: 624
Min Dmg: 441
« Last Edit: May 18, 2008, 10:56:20 AM by ksbsnowowl »
The greatest trick the devil ever pulled was convincing the world he didn't exist.

KSB Snow Owl's Archer Build thread

ksbsnowowl

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Re: KSB Snow Owl's Archer Build Thread
« Reply #2 on: May 18, 2008, 10:54:41 AM »
3.5 Core and Complete series
Code: [Select]
Human
Level Class Feats Class Abilities
1 Ranger PBShot, Precise Shot Fav En (?), Track*, Wild Empathy
2 Ranger Rapid Shot* Combat Style
3 Fighter Far Shot, WF BF
4 Fighter Imp. Init. BF
5 Ranger Endurance*
6 OotBI True Believer Precision Shot +1d8
7 OotBI Close Combat Shot
8 Pious Temp Mettle
9 Pious Temp Manyshot Smite 1/Day
10 Pious Temp Weap Spec WS, DR 1/-
11 Pious Temp Imp Prec Shot BF
12 OotBI Imp Crit Precision Shot +2d8
13 OotBI Grt Weap Foc* Greater WF
14 Pious Temp
15 Pious Temp ? Smite 2/Day
16 Pious Temp DR 2/-
17 Pious Temp ? BF
18 ? ?
Those last three feats could be filled with Dodge, Mobility, and Shot on the Run, or some of the ranged feats from Complete WarriorDraconomicon, improving your Pious Templar spell casting along the way; or take three levels of Dragonstalker from the same book, gaining the ability to ignore Natural Armor once per day.

Now, you may wonder why I chose to go with the 3.5 version of OotBI to gain Close Combat Shot, rather than taking a level of Exotic Weapon Master and using a greatbow.  Well, I have a feeling that you will have a hard time finding a god with a greatbow as his favored weapon.  I know some FR gods do have bows as favored weapons, and in 3.5 Ehlonna now has the longbow as her favored weapon.

Swift Hunter

I know, I'm late in the game when it comes to scouts.  I didn't get Complete Adventurer until long after it came out, and didn't feel the need to rehash what others had done a hundred times.  However, with the fairly recent addition of the Swift Hunter feat from Complete Scoundrel, it is perhaps time to bring a skirmishing archer into the thread.

For those who do not know the feat, Swift Hunter allows Scout and Ranger levels to stack for Favored Enemies and Skirmish.  Here is a basic framework for a Swift Hunter archer:

Code: [Select]
Level Class Feats Special

. Human Point Blank Shot
1. Scout 1 Precise Shot [Skirmish +1d6], {Favored Enemy 1}
2. Ranger 1 Track* [Favored Enemy]
3. Ranger 2 Rapid Shot*, [i]Open Feat[/i] {Skirmish +1d6/+1 AC}
4. Scout 2 [Battle Fort +1], [uncanny dodge]
5. Scout 3 [Skirmish +1d6/+1 AC], [Trackless Step],
. [Fast Movement +10 ft.], {Skirmish
. +2d6/+1 AC}, {Favored Enemy 2}
6. Scout 4 Swift Hunter, Improved Skirmish^
7. Ranger 3 Endurance* [Skirmish +2d6/+2 AC]
8. Ranger 4 [1st level spells], [Animal Companion]
9. Ranger 5 [i]Open Feat[/i] [Skirmish +3d6/+2 AC]
10. Ranger 6 Manyshot [Favored Enemy 3]
11. Ranger 7 [Skirmish +3d6/+3 AC], [Woodland Stride]
12. Ranger 8 Greater Manyshot [2nd level spells], [Swift Tracker]
13. Ranger 9 [Skirmish +4d6/+3 AC], [Evasion]
14. Ranger 10
15. Ranger 11 Improved Pecise Shot*, [Skirmish +4d6/+4 AC], [3rd level spells],
. [i]Open Feat[/i] [Favored Enemy 4]
16. Ranger 12
17. Ranger 13 [Skirmish +5d6/+4 AC], [Camouflage]
18. Ranger 14 [i]Open Feat[/i] [4th level spells]
19. Ranger 15 [Skirmish +5d6/+5 AC]
20. Ranger 16 [Favored Enemy 5]

For additional info on Swift Hunter, check out the Swift Hunter's Handbook.  Dictum Mortuum has done a good job of organizing and explaining ways to optimize this feat.

As I said, this is a bare-bones build, leaving several feat slots open.  Possible archery feats to gain in these slots include Woodland Archer (Races of the Wild), Improved Rapid Shot (Complete Warrior), Improved Critical, as well as Martial Study: Cloak of Deception, and Martial Stance: Assassin's Stance, both from Tome of Battle.

Many of the archer feats listed above have the problem of not synergizing well with skirmish.  Skirmish requires you to move 10 or more feat, while Rapid Shot requires you to move no more than 5 feet.  Improved Critical works to increase your critical damage, while much of your damage cannot be enhanced by criticals.  If you do take Improved Critical, it may be wise to look into the Telling Blow feat from the Player's Handbook II.  Combined with Hunter's Mercy from your Ranger spellcasting, it could lead to a nice combat-opening combo.

Martial Study: Cloak of Deception, and Martial Stance: Assassin's Stance from Tome of Battle open up a few interesting options for this or any other archer.  Cloak of Deception allows you to, once per encounter, make yourself invisible for your turn as a swift action.  Note, this is not Invisible, as the spell, this is the condition of being invisible.  In combat it is functionally equivalent to being affected by a Greater Invisiblity spell for one turn.  Thus it allows you easily activate Sneak Attack, if you have it.  That is where Assassin's Stance comes in.  Assassin's Stance grants you +2d6 sneak attack, so long as you remain in the stance.  Since you have no other stances, you will be in that stance virtually all the time.  Just a handy trick for boosting an archer's damage, especially on a full attack.  For a Swift Hunter it would be a nice companion to your Greater Manyshot feat.

Of the feats listed in this build, Swift Hunter is the most important, for obvious reasons.  Next is Greater Manyshot (from the XPH), which allows you to make separate attack rolls with your arrows from a Manyshot attack, aiming them at different targets, and applying precision-based damage, such as skirmish, to all arrows fired.  Thus, it will be the main method for moving and getting off multiple skirmish-inflicting attacks.

Third most important is Improved Skirmish from Complete Scoundrel.  If you move 20 ft, you get an additional +2d6/+2 AC skirmish on top of your normal skirmish.  Along with your Woodland Stride ability, it can make you into a great guerilla fighter.

Some may not agree with my choice to take Ranger 2 so early.  Others may wish to get to scout 3 and 4 as quickly as possible, so as to pick up Swift Hunter one level earlier.  However, in my play experience with archers, I've noticed that in the early levels, when you don't have very many bonuses to attack, it is often more advantageous to get more opportunities to hit, than to only attack once and pray that you roll high.  Thus, I chose to get Rapid Shot earlier, when it will actually make a difference in play, and thus hold off on emphasizing the bonus skirmish damage to a slightly later level, when your chances to hit with the one big shot have improved.

One possible alternate ending to the above build would be to sacrifice the last two levels of Ranger, and instead take two levels of Highland Stalker from Complete Adventurer.  You would be sacrificing your 5th Favored Enemy and a bonus spell slot or two, but you would gain Skirmish +6d6/+4 AC rather than Skirmish +5d6/+5 AC.  The class would require no extra expenditures on your part (BAB +5, Listen 8 ranks, Spot 8 Ranks, Survival 8 Ranks, Track, Skirmish class feature), and would actually compliment your Woodland Stride ability with Mountain Stride (like woodland stride, but functions through scree, dense rubble, and moving up steep slopes).

3.5 Core, Complete series, and Races series

Since there is a preview of the Cragtop ArcherComplete Adventurer that are pretty powerful.  So, without further eloquence, here are two different takes at a fully 3.5 compatible archer build for those restricted to Core, the Complete series, and the Races series.

I will readily admit that the second build may not work, due to the fact that there probably aren't a lot of deities that have a Greatbow as a favored weapon.

Code: [Select]
Human
Level Class Feats Class Abilities
1 Ranger PBShot, Precise Shot Fav En (?), Track*, Wild Empathy
2 Ranger Rapid Shot* Combat Style
3 Fighter Far Shot, Mountain Warrior BF
4 Fighter WF BF
5 Ranger Endurance*
6 OotBI Manyshot Precision Shot +1d8
7 OotBI Close Combat Shot
8 Crag Arch Adept Climber, Farsight
9 Crag Arch True Believer Strike From Above
10 Crag Arch Arching Shot
11 Crag Arch Horizon Shot
12 Pious Temp Imp Prec Shot Mettle
13 Pious Temp Smite 1/day
14 Pious Temp Weap Spec* WS, DR 1/-
15 Pious Temp Imp Crit, Imp Init BF
16 Ranger Animal Comp, First Level Spells
17 OotBI Precision Shot +2d8
18 OotBI Grt Weap Foc*, ? Greater Weapon Focus
Code: [Select]
Human
Level Class Feats Class Abilities
1 Ranger PBShot, Precise Shot Fav En (?), Track*, Wild Empathy
2 Ranger Rapid Shot* Combat Style
3 Fighter Far Shot, ExWeap Prof (Greatbow)BF
4 Fighter WF BF
5 Ranger Endurance*
6 Ranger Mountain Warrior Animal Comp, First Level Spells
7 ExWM Close Combat Shot Trick
8 Ranger Fav En (?)
9 Ranger Manyshot*, True Believer Improved Combat Style
10 Crag Arch Adept Climber, Farsight
11 Crag Arch Strike From Above
12 Crag Arch Imp Prec Shot Arching Shot
13 Crag Arch Horizon Shot
14 Pious Temp Mettle
15 Pious Temp Imp Crit Smite 1/day
16 Pious Temp Weap Spec* WS, DR 1/-
17 Pious Temp Imp Init BF
As with the previous build, I am unsure how to finish this character off in the top levels.  Many of the options listed above would be perfectly viable in either of these builds.

All 3.5 Sources

I've recently picked up both Champions of Ruin and Heroes of Battle, and I started fiddling in an attempt to make another fully-3.5-compliant archer build for my archer thread.  Here is what I came up with, using both the Justice of the Weald and Woe and Dread Commando PrC's, though I am certainly open to suggestions.  I did not choose a race for the build as of yet; making it Human would give you an additional feat.
Code: [Select]
Level Class Feats Class Abilities
1 Ranger PB Shot, Track Fav En, Wild Emp
2 Ranger Rapid Shot
3 Fighter Precise Shot, Dodge BF
4 Ranger Endurance
5 Fighter Mobility BF
6 Dread Com WF (Longbow) Sud Strk +1d6, Team Init Bonus
7 Just W&W Spells
8 Just W&W Shot on the Run BF, Woodland Stride
9 Just W&W Weap Spec (Longbow) Sneak Attack +1d6
10 Just W&W Lucky Shot, Trackless Step
11 Dread Com Armored Ease 2
12 Dread Com Manyshot Sud Strk +2d6
13 Dread Com Armored Ease 4, Stealthy Movement
14 Just W&W Poison Use
15 Just W&W Imp Crit Steady Hand
16 Just W&W Sneak Attack +2d6
17 Just W&W Far Shot BF
18 Dread Com Imp Precise Shot Sud Strk +3d6
19 Just W&W Hide in Plain Sight
20 Just W&W Death Attack, Poison Immunity
Fort +14 Ref +14 Will +5

I've thought that perhaps Scout would be a good start for this build, though it would push the PrCs' starting levels back, and you're already taking a hit to BAB with Justice of the Weald and Woe (and I don't own Complete Adventurer...) However, overall I'd say the Ranger's bonus feats and full BAB outweigh the small ammount of Skirmish damage you'd get from Scout.

Oh yes, that rule about wand use.  Wands use the spell trigger activation method, and looking up spell trigger in the 3.5 SRD (or page 175 of the 3.0 DMG, and page 213 of the 3.5 DMG) we find that:
Quote
Anyone with a spell on his or her spell list knows how to use a spell trigger item that stores that spell. The user must still determine what spell is stored in the item before she can activate it. Activating a spell trigger item is a standard action and does not provoke attacks of opportunity.
Emphases mine.

And here are the acronyms and abbreviations that are used throughout this post:
Ambidex: Ambidexterity
AoO: Attack of Opportunity
BF: Bonus Feat
BW: Bless Weapon
Conc Reduc: Concealment Reduction
DR: Damage Reduction
DWS: Deepwood Sniper
Fav En: Favored Enemy
HM:
Imp. Crit: Improved Critical
Imp. Init: Improved Initiative
Inc: Increment
OotBI: Order of the Bow Initiate
PBS / PBShot: Point Blank Shot
Peer Arch: Peerless Archer
Proj Imp Crit: Projectile Improved Critical
RSA: Ranged Sneak Attack
Sup. Weap Foc: Superior Weapon Focus
Sup. Weap Spec: Superior Weapon Specialization
TWF: Two Weapon Fighting
WF: Weapon Focus
WS / Weap Spec: Weapon Specialization
« Last Edit: May 18, 2008, 10:56:38 AM by ksbsnowowl »
The greatest trick the devil ever pulled was convincing the world he didn't exist.

KSB Snow Owl's Archer Build thread

ksbsnowowl

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Re: KSB Snow Owl's Archer Build Thread
« Reply #3 on: May 18, 2008, 10:54:54 AM »
I'll have to edit the coding above later when I've got more time.  Just wanted to get it ported over here today.
« Last Edit: May 18, 2008, 10:58:02 AM by ksbsnowowl »
The greatest trick the devil ever pulled was convincing the world he didn't exist.

KSB Snow Owl's Archer Build thread

ksbsnowowl

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Re: KSB Snow Owl's Archer Build Thread
« Reply #4 on: May 18, 2008, 10:55:14 AM »
and once more...
The greatest trick the devil ever pulled was convincing the world he didn't exist.

KSB Snow Owl's Archer Build thread

AfterCrescent

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Re: KSB Snow Owl's Archer Build Thread
« Reply #5 on: May 18, 2008, 11:03:37 AM »
This is what got me lurking back in the day. I'm ecstatic to see it ported over here  :D
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Re: KSB Snow Owl's Archer Build Thread
« Reply #6 on: May 18, 2008, 11:04:36 AM »
You have been added to the Handy Links. Thanks for transporting this over here, I've always liked it a lot.

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Midnight_v

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Re: KSB Snow Owl's Archer Build Thread
« Reply #7 on: May 03, 2009, 09:14:49 PM »
I wish people would update this... like a "Extensive archery thread '90" or something... :bigeye
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ksbsnowowl

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Re: KSB Snow Owl's Archer Build Thread
« Reply #8 on: May 04, 2009, 12:00:45 PM »
I wish people would update this... like a "Extensive archery thread '90" or something... :bigeye
What things would you want me to add and update?
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KSB Snow Owl's Archer Build thread

Midnight_v

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Re: KSB Snow Owl's Archer Build Thread
« Reply #9 on: May 04, 2009, 05:13:59 PM »
Hmm... Tob? Swift hunter? I have no idea, ksbsnowOwl, man. I'm no archer! Its just I started thinking there should be an archers handbook, this is I think the best most progressive "handbook" available. I like the builds guide just as much. Maybe more builds?
I've actually never played an "archer" in 3.5 D&D. So basically MOAR!!! I'd add builds but I'd have no idea where to begin.
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Re: KSB Snow Owl's Archer Build Thread
« Reply #10 on: January 15, 2010, 05:37:03 PM »
thank you for archiving this thread over here! i remember downloading the original somewhere back on the old wotc boards. thank you very much! one build i have using the books i had at the time was:

targetteer 4 / guardian 5 / cragtop archer 4 / deepwood sniper3

said character is about to pick up an arcane casting level in order to add arcane archer.

targetteer is a fighter variant that appeared in a dragon magazine specializing in ranged only combat. had some nifty bonus abilities that could be taken in place of bonus feats, dex to dmg being one of them, another exchanging attacks out of a full attack to increase the threat range or crit multiplier, i don't recall which off hand.

guardian is a homemade ranger variant, no spellcasting, better skills, favored terrain instead of favored enemy, and a few SU.

all put together, with the right feats, equipment, and minor magic items, this character can shoot things nearly a mile away. gets 15 range increments instead of 10, and can reduce spot and to-hit penalties to ranged attacks.... requires some head room, however, and fights better if he has the high ground.
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Re: KSB Snow Owl's Archer Build Thread
« Reply #11 on: September 07, 2010, 07:02:39 PM »
Enhancements to ranged weapons and ammunition do not stack.  Only the higher bonus is used.  In many cases you appear to be adding a +5 bow to a +5 arrow.  It is unnecessary to use both.  Use normal arrows with a +5 bow or use a +5 arrow with a normal bow.  There is no benefit to using magical arrows with a magical bow unless it has magical properties other than the enhancement bonus.

dradamh

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Re: KSB Snow Owl's Archer Build Thread
« Reply #12 on: September 15, 2010, 05:00:52 AM »
Manyshot is a standard action as well.  This is different than a full round action in which you get multiple attacks.

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Re: KSB Snow Owl's Archer Build Thread
« Reply #13 on: September 15, 2010, 07:28:04 AM »
Manyshot is a standard action as well.  This is different than a full round action in which you get multiple attacks.
Enhancements to ranged weapons and ammunition do not stack.  Only the higher bonus is used.  In many cases you appear to be adding a +5 bow to a +5 arrow.  It is unnecessary to use both.  Use normal arrows with a +5 bow or use a +5 arrow with a normal bow.  There is no benefit to using magical arrows with a magical bow unless it has magical properties other than the enhancement bonus.
Note the OP.  There is both 3.0 and 3.5 stuff in this thread, sometimes mixed, sometimes not.  As an example: in 3.0, enhancement bonuses from bows and arrows stacked.  It made the Arcane Archer a little less craptacular (albeit still pretty craptacular).

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Re: KSB Snow Owl's Archer Build Thread
« Reply #14 on: September 15, 2010, 06:03:29 PM »

McPoyo

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Re: KSB Snow Owl's Archer Build Thread
« Reply #15 on: September 15, 2010, 07:03:11 PM »
Greater Manyshot allows precision damage per arrow.
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They don't/haven't, was the point. 3.5 is as dead as people not liking nice tits.

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Re: KSB Snow Owl's Archer Build Thread
« Reply #16 on: September 15, 2010, 07:06:11 PM »
It's in the SRD, too.  http://www.d20srd.org/srd/psionic/psionicFeats.htm#greaterManyshot

dradamh, I recommend you read the thread, note the sources, and do the research yourself before even thinking about writing a critical review of the greatest archery thread ever.  You obviously have no idea what you're talking about.

carnivore

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Re: KSB Snow Owl's Archer Build Thread
« Reply #17 on: September 15, 2010, 07:34:51 PM »
ksbsnowowl has made many important contributions to running Archer characters ... and has been doing this a long time. although i have made a few minor Archers ... i would think twice before trying to find fault with his builds.

here is one reason why this statement may need to be re-evaluated:
"Many shot will always lose to rapid shot.  Building an optimized sneak attack build on many shot cannot compete to a build with sneak attack and rapid shot.
"

Manyshot/Greater Manyshot is a Standard Action ..... Rapid Shot requires a Full-round Action ..... thus with a Standard Action Attack you can do things like Teleport away after firing ... or even just Run away, or move and Hide(Sniping) ..... adding Sneak Attack to a Standard Action attack with 4 shots gives a lot more versatility and Survivability than Rapid Shot on its own

what do you think now?

 :D
« Last Edit: September 15, 2010, 07:46:53 PM by carnivore »

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Re: KSB Snow Owl's Archer Build Thread
« Reply #18 on: September 15, 2010, 09:25:06 PM »
I was always fond of combining Fell Shot with Manyshot (not Greater) to get ranged touch attacks.  If you can get the equivalent of Power Attack with your bow (through Hank's Bow or Power Shot) then you're golden.  Psionic Meditation to do it again the next round.
« Last Edit: September 15, 2010, 09:26:55 PM by bananaphone »

ninjarabbit

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Re: KSB Snow Owl's Archer Build Thread
« Reply #19 on: September 16, 2010, 12:06:49 AM »
Not to mention that classes and PrCs like factotum and swiftblade can really abuse manyshot.