Author Topic: The Archery Handbook  (Read 283924 times)

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Uriel_Ventris

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Re: The Archery Handbook
« Reply #80 on: November 18, 2009, 04:23:17 PM »
+X arrows aren't considered to be something else...They are still arrows.

Negative Zero

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Re: The Archery Handbook
« Reply #81 on: November 18, 2009, 04:31:05 PM »
If an Orb of Force is a normal ranged weapon, what isn't?

Akalsaris

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Re: The Archery Handbook
« Reply #82 on: November 18, 2009, 04:38:28 PM »
I always ruled that small projectiles and small thrown items were "normal", whereas ballista bolts, cannonballs, and magical ranged spells (scorching ray, etc) had the power to burst through the wind wall without a miss chance.  Though I'd also add a house-rule that especially powerful arrows and bolts (either magical or from a bow with a +6 or higher str adjustment) could also penetrate the wind wall with a 30% miss chance, to avoid the spell being an auto-win against high level archers.

bearsarebrown

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Re: The Archery Handbook
« Reply #83 on: November 18, 2009, 04:44:35 PM »
I always ruled that small projectiles and small thrown items were "normal", whereas ballista bolts, cannonballs, and magical ranged spells (scorching ray, etc) had the power to burst through the wind wall without a miss chance.  Though I'd also add a house-rule that especially powerful arrows and bolts (either magical or from a bow with a +6 or higher str adjustment) could also penetrate the wind wall with a 30% miss chance, to avoid the spell being an auto-win against high level archers.

But is there an actual ruling about Force ignoring the walls?

Uriel_Ventris

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Re: The Archery Handbook
« Reply #84 on: November 18, 2009, 05:35:50 PM »
Or ignoring spell effects of any/every kind.

Force effects are powerful, yes. But not to the point of saying :fu to every other effect under the sun.

skuro

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Re: The Archery Handbook
« Reply #85 on: March 12, 2010, 02:01:52 PM »
( i know this thread is a bit old)
Force arrows are made of pure energy (brute energy) that's why they ignore RD and affect incorporeal creatures.
As so they DO ignore wall of wind, but they are stopped by Wall of Force.

The price for Raptor Arrow is for ONE arrow. There's a subtle explanation for that, look at the price: 6006. And
in the creation costs it says "6g for masterwork". Now, where this 6g comes? Player Handbook page 122:
"The masterwork quality adds 300 gp to the cost of a normal weapon (or 6 gp to the cost of a single unit of ammunition, such as
an arrow)". The price is for one arrow, and anyone buying for a stack is also messing with the lore. Lohenna as a god made a set of five
and those arrows are EXTREMALLY RARE so having 20 of them is really... odd.

And my DM for balance purposes consider a single Raptor Arrow to be a entire Weapon, otherwise you can pay 20k to have 5 raptor arrows + 10 (since
its only 10% of 50 arrows.) witch would be extremaly inbalanced (since those arrows are "almost" eternal ). And i agree with that rule.

As for the handbook: great handbook! .  You could add "Arrows of Dislocator , Great" too , activate with a swift action and the target must make
will cd 20 or be teleported 30 feet.  Blunt Arrows of Dislocator are great too, you can save allies by teleporting them 9m!

Aliment

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Re: The Archery Handbook
« Reply #86 on: March 14, 2010, 02:28:46 PM »
For the Tome of Battle section, you should include links to the GiTP forums, where they have various ranged disciplines.
True Sign of Player Paranoia:
Player:"I look out of the keep"
DM:"There are no visible armies"
Player:"Aw crap theres an Invisible army!"

reddir

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Re: The Archery Handbook
« Reply #87 on: March 19, 2010, 06:34:50 AM »
re: JeronK's build

Specifically the arms from grafts (or alternatively from a permanent Girallon's Blessing).

If we assume that reloading is a free action, wouldn't adding 2 arms mean the character can wield 2 more xbows? Is one hand not enough to reload all the crossbows during a round?

JaronK

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Re: The Archery Handbook
« Reply #88 on: March 19, 2010, 05:15:08 PM »
You need four arms to hold the pair of great crossbows, since each takes two arms.  However, it's a free action to let go of something and a free action to put another hand on something you're already holding, so you can still reload with just four arms, I believe.  If you got more than four arms, you could indeed hold more crossbows.

JaronK

carnivore

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Re: The Archery Handbook
« Reply #89 on: March 19, 2010, 06:26:12 PM »
might as well add this also


Centaur 6/ Fighter 4/ Ranger 3/ Horizon Walker 7
[spoiler]

Centaur 6/ Fighter 4/ Ranger 3/ Horizon Walker 7

BAB+18

Attributes (25pt buy)

32 Str(14 +8 Racial +4 lvls +6 Belt)
21 Dex(11 +4 Racial +6 Gloves)
24 Con(14 +4 Racial +6 Amulet)
13 Int(15 -2 Racial)
11 Wis(9 +2 Racial)
8 Cha(8)

Feats: Great Movement : (50'(250' Run) + Dimension Door every 1d4 rounds(Quickened 3/day)
Great Detection: Darkvision 120' + Tremorsense
Great Melee Combat: Large size + 32 Str + Imp Trip
Great Ranged Combat: Large mighty (+11 Str bonus) Composite Longbow

Combat Tactics: neat trick:
[spoiler]1)Fire Arrows (Standard Action or Full Round Action)
2)Store Bow in Glove of Storing(Free Action)
3)Draw Guisarme(Free Action)
4)now ready and Threaten 10' and adjacent with Guisarme and Natural Attacks(Hoves)[/spoiler]
Attack Bonus=

+18 BAB +11 Str +5 Enhancement =

+34 Attack with Guisarme... 2d8(9 average) +5 + 11 +7(holy) = +32 per hit
+37 Attack with Longbow ... 2d6(7 average) +5 +11 +2 WS = +25 per hit[/spoiler]


 :D
« Last Edit: July 14, 2010, 02:27:29 PM by carnivore »

carnivore

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Re: The Archery Handbook
« Reply #90 on: March 19, 2010, 06:27:07 PM »

PHB, DMG, and Complete Warrior .... Archer Build ...
:

Pixie 4/ Fighter 4/ Paladin 4/ Horizon walker 8
Equipment:
[spoiler]
265000gp 10 Wishes cast by 17th lvl Wizard
16000gp +4 Belt of Str
16000gp +4 Amulet of Con
16000gp +4 Gloves of Dex
36000gp +6 Cloak of Cha
13000gp Monks Belt
12000gp Boots of Speed
25000gp Greater Bracers of Archery
64000gp +8 Bracers of Armor   
201000gp+5 Holy Distance Seeking Undead Bane Mighty(+6 Str) Composite Longbow

664000gp spent[/spoiler]

you gain a lot:
BAB +16
Greater Invisibility
SR 31
DR 10/ Cold Iron
Dimension Door every 1d4 rounds
Spell-like abilities
Fly 60'(Good)
Resistance 20 (Fire)
immune to fatigue
Immune to harmful Spells and Effects based on Alignment
Darkvision 60'
Low-Light Vision


all of this is Constant... without costing anything

Combat Stats:

BAB +16
BAB +16 +12 Dex +1 Haste +1 WF +2 Competence +5 Enhancement = +37

Full attack with Imp Rapid shot + Haste
+37/+37/+37/+32/+27/+22

Damage:
1d6= 3.5 ave +2 WS + 1 Competence +6 Str +5 Enhancement = 17 damage

Normal 17 damage per shot
vs Evil =  24 damage per shot
vs Undead = 24 damage per shot
vs Evil Undead = 31 damage per shot

with Divine Might:
Normal 23 damage per shot
vs Evil =  30 damage per shot
vs Undead = 30 damage per shot
vs Evil Undead = 37 damage per shot


 :D

carnivore

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Re: The Archery Handbook
« Reply #91 on: March 19, 2010, 06:28:48 PM »
here is another try:

Wood Elf(+2 Str,+2 Dex,-2 Con,-2 Int)

Fighter 12/ Ranger 6/ Exotic Weapon Master 2

Attributes: (32pt buy)

30 Str(base 14 +2 Racial +3 lvl +5 Inherent +6 Item)
30 Dex (base 16 +2 Racial +2 lvls +4 Inherent +6 Item)
20 Con (base 16 -2 Racial +6 item)
12 Int (base 14 -2 Racial)
12 Wis (base 8 +4 item)
8 Cha (base 8)


Ranger 1  ................................... Exotic Weapon(Greatbow), Track(Ranger bonus)
Ranger 2 .................................... Rapid Shot(Ranger bonus)
Fighter 1 .................................... Weapon Focus(Greatbow), Point Blank Shot(Fighter bonus)
Fighter 2 .................................... Precise Shot(Fighter bonus)
Fighter 3
Fighter 4  ................................... Dodge, Weapon Specialization(Greatbow)(Fighter bonus)
Exotic Weapon Master 1
Exotic Weapon Master 2
Ranger 3 .................................... Mobility, Endurance(Ranger bonus)
Ranger 4
Ranger 5
Ranger 6 .................................... Elusive Target, Manyshot(Ranger bonus)
Fighter 5
Fighter 6 .................................... Improved Precise Shot(Fighter bonus)
Fighter 7 .................................... Combat Reflexes
Fighter 8 .................................... Greater Weapon Focus(Greatbow)(Fighter bonus)
Fighter 9
Fighter 10 .................................. Close Quarters Fighting, Improved Rapid Shot(Fighter bonus)
Fighter 11
Fighter 12 .................................. Greater Weapon Specialize(Greatbow)(Fighter bonus)
 

Equipment:[spoiler]
36000gp +6 Belt of Str
36000gp +6 Gloves of Dex
36000gp +6 Amulet of Con
16000gp +4 Item of Wis
247500gp +9 Inherent
25000gp Greater Bracers of Archery
12000gp Boots of Speed
202200gp +5 Speed Seeking Distance Mighty(+10 Str) Greatbow
40000gp Ring of Freedom of Movement
27000gp Ring of Blinking
[/spoiler]

Exotic Weapon Master tricks:
Close-Quarters Ranged CombatRanged DisarmBAB +20

Attack bonus: BAB +20 +10 Dex +5 Enhancement +2 Competence +1 Haste +2 GWF = +40

Full Attack with Imp Rapid Shot + Haste
+40/+40/+40/+35/+30/+25


Damage:
1d10 = 5.5 Average + 10 Str +5 Enhancement +1 Competence +4 GWS = 25.5 damage per shot

the best thing is this Archer can do this all day long ....... vs All enemies ..... with a Range Increment of 195' ..... @ 585' he is only at -6 to hit .....so it gives him a few rounds of Free shots before they get to him .... but he can even fight in Melee, and cant be Grappled

also this requires NO Spellcasting and NO Polymorph/Alternate Form abuse


he can even shoot Invisible things :smirk

that would be a lot better .... like this:

Ranger 1  ................................... Exotic Weapon(Greatbow), Track(Ranger bonus)
Ranger 2 .................................... Rapid Shot(Ranger bonus)
Fighter 1 .................................... Weapon Focus(Greatbow), Point Blank Shot(Fighter bonus)
Fighter 2 .................................... Precise Shot(Fighter bonus)
Fighter 3
Fighter 4  ................................... Mounted Combat, Weapon Specialization(Greatbow)(Fighter bonus)
Exotic Weapon Master 1
Exotic Weapon Master 2
Ranger 3 .................................... Mounted Archery, Endurance(Ranger bonus)
Ranger 4
Ranger 5
Ranger 6 .................................... Leadership, Manyshot(Ranger bonus)
Fighter 5
Fighter 6 .................................... Improved Precise Shot(Fighter bonus)
Fighter 7 .................................... Combat Reflexes
Fighter 8 .................................... Greater Weapon Focus(Greatbow)(Fighter bonus)
Fighter 9
Fighter 10 .................................. Close Quarters Fighting, Improved Rapid Shot(Fighter bonus)
Fighter 11
Fighter 12 .................................. Greater Weapon Specialize(Greatbow)(Fighter bonus)


i need to keep Combat Reflexes and Close Combat Fighting, for when someone tries to Grapple him.... even though he has a Ring of Freedom of Movement... he will get to damage them when they try to Grapple him


 :D

carnivore

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Re: The Archery Handbook
« Reply #92 on: March 19, 2010, 06:30:10 PM »
PHB, DMG, Complete Warrior ONLY build ..... heres another one i call .....

Lord of the Ranged

Human
Ranger 2/ Fighter 12/ Master Thrower 5/ Exotic Weapon Master 1

Attributes: (32pt buy)

26 Str(Base 16 +1 Lvl +5 Inherent +4 Item)
30 Dex(Base 16 +4 Lvls +4 Inherent +6 Item)
18 Con(Base 14 +4 Item)
14 Int(Base 14)
10 Wis(Base 8 + 2 item)
8 Cha(Base 8)

Feats & Progression:

Ranger 1  ................................... Improved Initiative, Track(Ranger Bonus), Exotic Weapon(Greatbow)(Human Bonus)
Fighter 1 .................................... Point Blant Shot(Fighter bonus)
Ranger 2 .................................... Precise Shot, Rapid Shot(Ranger Bonus)
Fighter 2 .................................... Exotic Weapon(Sai) (Fighter bonus)
Fighter 3
Fighter 4 ................................... Weapon Focus(Greatbow), Weapon Focus(Sai)(Fighter bonus)
Exotic Weapon Master 1 
Master Thrower 1 ..................... Quickdraw(Master Thrower Bonus)
Master Thrower 2 ..................... Weapon Specialize(Greatbow)
Master Thrower 3 ..................... Imp Critical(Sai)(Master Thrower Bonus)
Master Thrower 4
Master Thrower 5 ..................... Leadership, Snatch Arrows(Master Thrower Bonus)
Fighter 5
Fighter 6 ................................... Manyshot(Fighter bonus)
Fighter 7 ................................... Far Shot
Fighter 8 ................................... Improved Rapid Shot(Fighter bonus)
Fighter 9
Fighter 10 ................................. Improved Precise Shot, Greater Weapon Focus(Greatbow)(Fighter bonus)
Fighter 11
Fighter 12 .................................  Greater Weapon Specialize(Greatbow)(Fighter bonus)

Exotic Weapon Master Stunts:Master Thrower Tricks:Equipment:
[spoiler]
238770gp +9 Inherent to Attributes
201800gp +5 Distance Seeking Speed Mighty(+8) Greatbow
83010gp 10 x +1 Returning Sai
89000gp +8 Bracers of Armor + Greater Bracers of Archery(+2 Competence Attack, +1 Competence Damage)
8000gp 50x +1 Bane Arrows(various types)
3350gp 50 Adamantine Arrows
700gp 50 Cold Iron Arrows
352gp 50 Alchemical Silver Arrows
40000gp Ring of Freedom of Movement
12000gp Boots of Speed
36000gp +6 Gloves of Dex
16000gp +4 Belt of Str
16000gp +4 Amulet of Con
4000gp +2 Item of Wis

 ... 11018 left[/spoiler]


Combat abilities:

BAB +20

Greatbow combat[spoiler]
Greatbow = BAB +20 +10 Dex +5 Enhancement +2 GWF +2 Competence +1 Haste = +40 to Hit
Full Attack with Imp Rapid Shot and Haste:
+40/+40/+40/+35/+30/+25
Boost:
Bane Arrows add +2 to Hit

Damage:
1d10 = 5.5 Average +8 Str +4 GWS +5 Enhancement +1 Competence = +23 Damage
Boost:
Bane Arrows add +9 damage
[/spoiler]
Sai Combat[spoiler]
Sai = BAB +20 +10 Dex +1 Enhancement +1 WF +1 Haste= +33 to Hit
Full Attack with Imp Rapid Shot and Haste and Palm throw:
(+33/+33)(+33/+33)(+33/+33)(+28/+28)(+23/+23) and (+18/+18) usually wont use these since i dont have enough Returning Sais ..... but these are All Ranged Touch Attacks
Damage:
1d4 = 2.5 ave +1 enhancement = 3 damage ...... usually will use to make Trip Attacks @+14 , if i need to Damage something i will not use Palm Throw... and Add +8 Str =+11 Damage with 6 attacks
[/spoiler]


This Archer is not afraid of Melee or Ranged combat, and has a Variety of options to use ...... and even Evasion ;)

:D
« Last Edit: March 19, 2010, 11:52:24 PM by carnivore »

carnivore

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Re: The Archery Handbook
« Reply #93 on: March 19, 2010, 06:36:32 PM »
heres 2 builds:
Core Dragon Slayer
[spoiler]

This should be effective vs any creature....but especially vs Dragons(ANY)

try this ..... first what the Dragon of Similar CR can do.... CR 20 Red Dragon =


CR 20 Old Red DragonBlindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feetKeen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Skills:
Spot 36
Listen 36
Search 36

vs:

Human
Ranger 6/ Fighter 4/ Horizon Walker 6/ Shadowdancer 4

28 Str (Base 14+4 inherent +4 levels+ 6 item)
28 Dex (Base 16+5 inherent +1 level +6 item)
20 Con (Base 14+6 item)
12 Int (Base 12)
10 Wis (Base 10)
8 Cha (Base 8)

Feats:
1st lvl Point Blank Shot
Weapon Focus(Composite Long bow)(human Bonus)
Track (Ranger Bonus)
Rapid Shot (Ranger Bonus)
3rd lvl Precise Shot/ Endurance (Ranger Bonus)
6th lvl Dodge/ Many Shot (Ranger Bonus)
Mobility (Fighter Bonus)
Combat Reflexes(Fighter Bonus)
9th lvl Quickdraw
Weapon Specialization(Composite Longbow)(Fighter Bonus)
12th lvl Shoot on the Run
15th lvl Improved Precise Shot
18th lvl Improved Initiative

Base Saves(FRW)15/12/6 ...
+1 Luck all
+1 Haste(Ref)
+5 Fort(con)
+9 Ref(Dex)
+4 Resistance(rod) all
+2 Morale All
final saves:
FRW 27/29/13

BAB +19
Attack: BAB+19 + 1 Haste + 1 Insight +2 Competence +7 Enhancement+ 9 Dex +2 Morale = +41 Attack

Full Attack with Rapid Shot and Haste @ 330'= +35/+35/+35/+30/+25/+20

Damage:
4.5 Composite Arrow + 4 Fav enemy + 2 Morale +1 Insight + 1 Competence +9 Str +2 Wpn Spclz + +7 Holy +7 Axiomatic +7 Bane +5.25 frost = average 49.75 points of Damage + 1pt Con damage with each hit(2 Hits do 28 additional points of Damage from Con loss)

estimate 1 1/2 rounds of Combat to Kill...if 4 shots Hit(199 damage+56 from con damage) round 1, 4 shots Hit(199 damage+56 from con damage) round 2

AC +1 Haste +1 Insight +2 Deflection(Magic Circ vs Evil)


Skills:.... these might be higher, havent checked for everything yet
29 Spot 23 ranks + 4 competence + 2 Morale
26 Search 23 ranks +1 Int+ 2 Morale
25 Listen 23 ranks+ 2 Morale
38 Hide 23 ranks + 4 competence+ 2 Morale+9 Dex
34 Move Silent 23 ranks + 2 Morale+9 Dex



[Horizon Walker Terrain Mastery chosen][spoiler]
Desert: You resist effects that tire you. You are immune to fatigue, and anything that would cause you to become exhausted makes you fatigued instead. You gain a +1 insight bonus on attack and damage rolls against desert creatures.

Forest: You have a +4 competence bonus on Hide checks. You gain a +1 insight bonus on attack and damage rolls against forest creatures.

Mountains: You gain a +4 competence bonus on Climb checks, or a +10- foot bonus to your climb speed if you have one. You gain a +1 insight bonus on attack and damage rolls against mountain creatures.

Plains: You have a +4 competence bonus on Spot checks. You gain a +1 insight bonus on attack and damage rolls against plains creatures.

Underground: You have 60-foot darkvision, or 120-foot darkvision if you already had darkvision from another source. You gain a +1 insight bonus on attack and damage rolls against underground creatures.

Shifting (Planar): You instinctively anticipate shifts in the reality of the plane that bring you closer to your destination, giving you the spell-like ability to use dimension door (as the spell cast at your character level) once every 1d4 rounds. You gain a +1 insight bonus on attack and damage rolls against outsiders and elementals native to a shifting plane.[/spoiler]

Stealth and Detection in Mountains[spoiler]
Stealth and Detection in Mountains: As a guideline, the maximum distance in mountain terrain at which a Items:

201300gp +1 Dragon Bane Flaming Frost Holy Axiomatic Wounding Composite Longbow(+9 Str)
27000gp 9x Greater magic weapon +5 (oil)  
22060 gp  +2 Luckblade(0 wishes)+1 Luck to all saves, and reroll any one Roll 1/day
50000 gp Rod of Flailing: Once per day the wielder can use a free action to cause the rod to grant her a +4 deflection bonus to Armor Class and a +4 resistance bonus on saving throws for 10 minutes. The rod need not be in weapon form to grant this benefit. Transforming it into a weapon or back into a rod is a move action.
3350gp 50 Adamantine Arrows
700gp 50 Cold Iron Arrows
352gp 50 Alchemical Silver Arrows

238770gp +9 Inherent to Attributes
25000gp Greater bracers of Archery(+2 Competence Att, +1 Damage)
18900 gp +3 Banded Mail of Luck..... force opponent reroll att 1/week..didnt know what to pick????
36000gp +6 Amulet of Con
36000gp +6 Gloves of Dex
36000gp +6 Belt of Str
5000gp Dusty rose Ioun Stone....+1 Insight to AC
6500 gp Horn of goodness....1/day Magic circle vs Evil
20,000 gp Ring of Invisibility: By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.
2500gp 10x Elixers(5 Hiding, 5 Sneaking)
2000gp Handy haversack
3600gp 2x Efficient Quiver
2500gp Ring of Sustenance
12000gp Boots of Speed
2,250 gp Elemental Gem: ...Air...Large Air Elemental.... if needed...have the Air Elemental throw this(Dust of Sneezing and Choking) at the Dragon, if it tries to land and initiate Melee combat
2,400 gp Dust of Sneezing and Choking: This fine dust appears to be dust of appearance. If cast into the air, it causes those within a 20- foot spread to fall into fits of sneezing and coughing. Those failing a DC 15 Fortitude save take 2d6 points of Constitution damage immediately. In addition, those failing a second DC 15 Fortitude save 1 minute later are dealt 1d6 points of Constitution damage. Those who succeed on either saving throw are nonetheless disabled by choking (treat as stunned[/COLOR]) for 5d4 rounds.
1500gp 2x Potions Heroism(+2 morale bonus on attack rolls, saves, and skill checks)



Overview:
This is a Ranged Attack Specialist ...... he is designed for Long Range Attacks, and Hit-and-Run tactics. this character can handle most anything thrown at him , in any circumstance, but Dragons are his specialty.... he Knows where they live, tracks them down..... prepares his assault, he knows thier Tactics,Strengths, Weaknesses. he then Plans his attack....while Hidden and Invisible.... he locates the battlefield, scouts the area for backup DD locations that give overlapping areas of Fire...so if he abandons one spot, he can direct fire back on his previous location(preferably from a Flanking Position)

he is patient...waits for his Prey...when he spots his prey.... he starts his Buffing...while remaining Invisible and Hiding, with Cover and Concealment.... then at the right moment(when the Dragon is leaving his Lair) he opens fire....usually when the Dragon is Flying AWAY FROM HIS POSITION or Directly overhead if possible(this is why he takes so long in scouting the area and his Preys habits)...remember old Dragons are CLUMSY flyers...they fly fast in a straight line, but cant manuver or stop very well..... the first Round is a Surprise Round, the second he will gain Initiative and fire a Second full attack.....there is no third round for the Dragon

and at the end of the battle.... this character is still ready to go for more..... he doesnt have to wait until the next morning to get more spells..... he is ready to take on some more Bag Guys RIGHT NOW:elf: :thumbsup:

More tactics:this only helps if the creature that the Dragon is looking for is within 60'...outside of that range, he doesnt even know you are there78 Immobile or 58 moving, with his Spot check (31 Ranks + 5 Wis) = 36....even if he took 20, he could not Spot my Character Moving

besides that..... my character is aware of HOW to Hunt Dragons,thier Senses, and Weaknesses...... My character can easily Find,stalk, and kill the Dragon ..... even if he saw him out in the open...he can Drop the Dragon in 2 rounds, before the Dragon can get to him..... he could even wait for the Dragon to See Him...Charge to Attack him, Hold an Action to DD when he gets 80' from him...and DD Behind the Dragon, who cant Stop Fast enough..and can only Slowly Turn...While the Archer...puts 2 rounds of Arrows into him

a Final Note about Capabilities:

Vs other things besides Dragons... he still does just fine.... he still gets the same Number of Attacks, his attack bonus goes down to +39 ... and the damage goes down an Average of 7 hp/shot , vs Undead or Constructs he dosent do Con damage...but Direct Damage still works just fine

the Main Weakness of this Character:

1)Melee Combat...... this guy is Death from Afar, but is much weaker in Melee, he can do it....but it is just more efficient to keep his distance...it is better to reach out and touch someone else, than to have them be able to touch you back.

2)Multiple Strong Foes ..... although he can Dispatch many very strong Enemies. large numbers of them can overwhelm him..... but at least he can escape(DD) and Hide...then Start attacking from Range again.

[/spoiler]
Core Undead/Demon Hunter
[spoiler]
Core Undead/Demon Hunter

Human
Ranger 6/ Fighter 4/ Horizon Walker 7/ Shadowdancer 2

26 Str (Base 14+3 inherent +3 levels+ 6 item)
28 Dex (Base 16+5 inherent +1 level +6 item)
20 Con (Base 14+6 item)
12 Int (Base 12)
10 Wis (Base 10)
8 Cha (Base 8)

Feats:
1st lvl Point Blank Shot
Weapon Focus(Composite Long bow)(human Bonus)
Track (Ranger Bonus)
Rapid Shot (Ranger Bonus)
3rd lvl Precise Shot/ Endurance (Ranger Bonus)
6th lvl Dodge/ Many Shot (Ranger Bonus)
Mobility (Fighter Bonus)
Combat Reflexes(Fighter Bonus)
9th lvl Quickdraw
Weapon Specialization(Composite Longbow)(Fighter Bonus)
12th lvl Shoot on the Run
15th lvl Improved Precise Shot
18th lvl Improved Initiative


Favored Enemy:
Undead
Evil Outsiders




Base Saves(FRW)15/12/6 ...
+1 Luck all
+1 Haste(Ref)
+5 Fort(con)
+9 Ref(Dex)
+4 Resistance(rod) all
+2 Morale All
final saves:
FRW 27/29/13

BAB +19
Attack: BAB+18 + 1 Haste + 1 Insight +2 Competence +7 Enhancement(+5+2 Bane)+ 9 Dex +2 Morale = +40 Attack

Full Attack with Rapid Shot and Haste @ 330'= +34/+34/+34/+29/+24/+19

Damage:
4.5 Composite Arrow + 4 Fav enemy + 2 Morale +1 Insight + 1 Competence +8 Str +2 Wpn Spclz + +7 Holy +7 Axiomatic +7 Bane  = average 43.55 points of Damage + 1pt Con damage with each hit(2 Hits do 28 additional points of Damage from Con loss)





VS a Balor(AC 35, 290hp)..... you will probably get at least 5 Hits and do 215+ and an additional 56 from Con Damage.... he goes down in one round if someone else in your party can at least hit him, 2 rounds if you have to do it all

VS a Nightcrawler(undead)(AC35, 212hp) ...... mostly the same, except he drops in one round
 


AC +1 Haste +1 Insight +2 Deflection(Magic Circ vs Evil) +16 Celestial Armor and 28 Dex = AC 30


Skills:.... these might be higher, havent checked for everything yet
29 Spot 23 ranks + 4 competence + 2 Morale
26 Search 23 ranks +1 Int+ 2 Morale
25 Listen 23 ranks+ 2 Morale
38 Hide 23 ranks + 4 competence+ 2 Morale+9 Dex
34 Move Silent 23 ranks + 2 Morale+9 Dex



[sblock=Horizon Walker Terrain Mastery chosen]
Desert: You resist effects that tire you. You are immune to fatigue, and anything that would cause you to become exhausted makes you fatigued instead. You gain a +1 insight bonus on attack and damage rolls against desert creatures.

Forest: You have a +4 competence bonus on Hide checks. You gain a +1 insight bonus on attack and damage rolls against forest creatures.

Mountains: You gain a +4 competence bonus on Climb checks, or a +10- foot bonus to your climb speed if you have one. You gain a +1 insight bonus on attack and damage rolls against mountain creatures.

Plains: You have a +4 competence bonus on Spot checks. You gain a +1 insight bonus on attack and damage rolls against plains creatures.

Underground: You have 60-foot darkvision, or 120-foot darkvision if you already had darkvision from another source. You gain a +1 insight bonus on attack and damage rolls against underground creatures.

Shifting (Planar): You instinctively anticipate shifts in the reality of the plane that bring you closer to your destination, giving you the spell-like ability to use dimension door (as the spell cast at your character level) once every 1d4 rounds. You gain a +1 insight bonus on attack and damage rolls against outsiders and elementals native to a shifting plane.


Aligned (Planar): You have the instinctive ability to mimic the dominant alignment of the plane. You incur none of the penalties for having an alignment at odds with that of the plane, and . You have the dominant alignment of the plane with regard to magic, but your behavior and any alignment-related Class Features you have are unaffected.

[/sblock]

Items:

201300gp +1 Undead Bane Demon Bane Ghost Touch Holy Axiomatic Wounding Composite Longbow(+9 Str)
27000gp 9x Greater magic weapon +5 (oil)  
22060 gp  +2 Luckblade(0 wishes)+1 Luck to all saves, and reroll any one Roll 1/day
50335 gp Sun Blade

3350gp 50 Adamantine Arrows
700gp 50 Cold Iron Arrows
352gp 50 Alchemical Silver Arrows
22400 gp Celestial Armor: This bright silver or gold +3 chainmail is so fine and light that it can be worn under normal clothing without betraying its presence.this gives +16 to AC(+3 Enhancement+8 Dex + 5 Armor)

212240gp +8 Inherent to Attributes
25000gp Greater bracers of Archery(+2 Competence Att, +1 Damage)
36000gp +6 Amulet of Con
36000gp +6 Gloves of Dex
36000gp +6 Belt of Str
5000gp Dusty rose Ioun Stone....+1 Insight to AC
6500 gp Horn of goodness....1/day Magic circle vs Evil
20,000 gp Ring of Invisibility: By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.
2500gp 10x Elixers(5 Hiding, 5 Sneaking)
2000gp Handy haversack
3600gp 2x Efficient Quiver
12000gp Boots of Speed
1500gp 2x Potions Heroism(+2 morale bonus on attack rolls, saves, and skill checks)

also this character is great at Hiding ..... and sneaking up on stuff.... they wont even Know he is there.... until the Arrows start sprouting from thier bodies


[/spoiler]
 :D
« Last Edit: March 22, 2010, 06:07:37 PM by carnivore »

Sinfire Titan

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Re: The Archery Handbook
« Reply #94 on: March 20, 2010, 01:38:58 AM »
Don't know if this has been pointed out or not, but Baatorian Greensteel (FC2) is fairly nice for an archer. Any Piercing or Slashing weapon made from it gain a +1 Enhancement bonus to damage rolls, which explicitly stacks with the weapon's actual enhancement bonus.


Not much, but what do you expect from a mundane material? Considering Splitting, this will add up fairly quick.


[spoiler][/spoiler]

reddir

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Re: The Archery Handbook
« Reply #95 on: March 20, 2010, 08:03:01 AM »
You need four arms to hold the pair of great crossbows, since each takes two arms.  However, it's a free action to let go of something and a free action to put another hand on something you're already holding, so you can still reload with just four arms, I believe.  If you got more than four arms, you could indeed hold more crossbows.

JaronK

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Re: The Archery Handbook
« Reply #96 on: March 20, 2010, 09:19:32 AM »
Since switching a hand from one weapon to another is a free action, if you have four hands couldn't you hold three crossbows and keep switching your free hand between attacks and reloading?

That is, fire crossbow #1 with two hands, then switch one hand to crossbow #2 as a free action and fire that with two hands, and so on...
It's all about vision and making reality conform to your vision. By dropping a fucking house on it.

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bearsarebrown

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Re: The Archery Handbook
« Reply #97 on: March 20, 2010, 02:31:22 PM »
Since switching a hand from one weapon to another is a free action, if you have four hands couldn't you hold three crossbows and keep switching your free hand between attacks and reloading?

That is, fire crossbow #1 with two hands, then switch one hand to crossbow #2 as a free action and fire that with two hands, and so on...
Yes that would work.

you have four hands A, B, C, and D. ACB are all holding great crossbows.

You shoot the crossbow from hand A while using D as a second arm. You free action move hand D to crossbow B and fire, you free action move hand D to crossbow C and fire.

Prime32

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Re: The Archery Handbook
« Reply #98 on: March 22, 2010, 10:17:08 PM »
And then you take the Prehensile Tail feat for a fifth hand. :p
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

carnivore

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Re: The Archery Handbook
« Reply #99 on: March 23, 2010, 08:02:43 AM »
another CORE + Complete Warrior build

Minotaur 8/ Fighter 12

Attributes:Equipment:Combat Abilities

AC 35 : Base 10 -1 Size +5 Natural Armor +8 Armor +8 Dex +5 Shield
BAB +18

Ranged Combat
[spoiler]
BAB +18 +9 Dex +5 Enhancement +2 Competence +2 GWF -1 Size  +1 Haste= +36

Unbuffed Full Attack with Greatbow and Imp Rapid shot and Haste: +36/+36/+36/+31/+26/+21

Boost:
Bane Arrows Add +2 to hit
Heroism Potion Adds +2 Morale to hit

Fully buffed Full Attack with Greatbow and Imp Rapid shot and Haste: +40/+40/+40/+35/+30/+25


Damage:

Large Composite Greatbow 2d8 = 9 ave +15 Str +4 GWS +5 Enhancement +1 Competence = 30 damage

Boost: Bane Arrows add +9 damage

Fully Buffed with Bane Arrows = 39 Damage
[/spoiler]

Melee Combat
[spoiler]BAB +18 +15 Str +5 Enhancement -1 Size +1 Haste= +38

Unbuffed Full Attack with Spiked Chain and Haste: +38/+38/+33/+28/+23

Boost:
Heroism Potion Adds +2 Morale to hit
Fully buffed Full Attack with Spiked Chain and Haste: +40/+40/+35/+30/+25

but when making Trip Attacks ... these are Melee Touch Attacks, and if he Trips... he gets a Free Attack @additional +4 to hit, and he gets +4 to the rest of his attacks as long as his opponent is Prone
 
Damage:
Large Spiked Chain 2d6 = 7 ave +15 Str +5 Enhancement  = 27 damage
[/spoiler]

this Build can be very effective at Range, and in Melee... he can support any Party with Combat Ability... he is effective with minimal Buffing or even NO Buffing

The best thing is that this build can Switch from Ranged to Melee as a Free Action, Fire his Bow-switch to Spiked Chain for Melee-switch back if Needed to assist party members-switch again to continue with Combat.... due to his using 2 Gloves of Storing


 :D