Soulbow+Lucky Mind Arrows
Rediculously accurate. Maybe not as much damage as other archer builds, but often hits more. Can also take Zen Archery to become SAD for combat.
i think Soulbow builds can easily keep up with other Archers .... try this:
Super Bat
Dragonborn(Mind aspect) Anthropomorphic Bat, -4 Str,-2 Dex, +2 Con +6 Wis,-2 Cha, speed 5, 20 Fly(Average), Blindsense 20', gaining immunity to paralysis and magic sleep effects. She gains darkvision out to 30 feet and low-light vision, plus a +2 racial bonus on Listen, Search, and Spot checks.. Fav Classes : Druid, Fighter
Monk 4/ Soulknife 4/ Fighter 4/ Soulbow 8
Variants used:
Bonus Feats Soulknife
Attributes: (32pt buy)7 Str(base 8 - 4 Racial +1 lvl +2 VOP)
20 Dex(base 16 -2 Racial +6 VOP)
20 Con(base 14 +2 Racial +4 VOP)
14 Int(base 14)
34 Wis(base 16 +6 Racial +4 levels +8 VOP)
6 Cha(base 8 -2 Racial)
Flaws:
Noncombatant: -2 on All Melee Attacks
Vulnerable: -1 AC
Traits:
Aggressiv: +2 Initiative, -1 AC
Feats:Sacred vow(Flaw bonus)
VOP(Flaw bonus)
Imp Unarmed Strike(monk bonus)
Monastic Training(Soulknife)(monk bonus)
Combat Reflexes(Monk bonus)
Weapon Focus(Mindblade(Soulknife Bonus)
Wild Talent(Soulknife Bonus)
Practiced Mindblade(Soulknife bonus)
Point Blank Shot(Fighter bonus)
Precise Shot(Fighter bonus)
Weapon Specialization(Mindblade)(Fighter bonus)
Zen Archery(Soulbow bonus)
Rapid Shot(Soulbow bonus)
Manyshot(Soulbow bonus)
Improved Rapid Shot(Soulbow bonus)
1st lvl: Education
3rd lvl: Knowledge Devotion
6th lvl: Flowing Blade
9th lvl: Monastic training(Soulbow)
12th lvl: Tashalatora(Soulbow)
15th lvl: Ranged Weapon Mastery(Piercing)
18th lvl: Fly-by Attack or Far Shot or Woodland Archer
Combat Abilities: BAB +16
Attack Bonus = BAB +16 +12 Wis +5 Enhancement +5 Insight +1 Size +1 WF + 2 RWM +1 Pt blk sht =
+43 Attack with Mind ArrowsFull Attack with Imp Rapid Shot and Greater Flurry =
+43/+43/+43/+43/+38/+33/+28Damage:
small comp longbow arrow 1d6= 3.5 ave +5 Enhancement +5 Insight +1 Pt blk Sht + 2 Wspl +2 RWM +12 Wis =
30 damage per arrowaverage 210 damage per round vs AC 38 .... can easily hit AC 53 ... max out at AC 63
Range increment = as Composite Longbow = 110' + 20' Ranged Weapon Mastery =
130' Range Increment[spoiler]thus these are the adjustments:
-0 from 0-130'
-2 from 131'-260'
-4 from 261'-390'
-6 from 391'-520'
-8 from 521'-650"
-10 from 651'-770"
-12 from 771'-900"
-14 from 901'-1030"
-16 from 1031'-1160"
-18 from 1161'-1290"
[spoiler]
what this means ... for ALL SHOTS
he is 100% effective from 0-1290' vs AC 20 or less
he is 100% effective from 0-1160' vs AC 22 or less
he is 100% effective from 0-1030' vs AC 24 or less
he is 100% effective from 0-900' vs AC 26 or less
he is 100% effective from 0-650' vs AC 28 or less
he is 100% effective from 0-520' vs AC 30 or less
he is 100% effective from 0-390' vs AC 32 or less
he is 100% effective from 0-260' vs AC 34 or less
he is 100% effective from 0-130' vs AC 36 or less
for only the first 4 shots ... add +15 to the AC values .... as follows:
for ALL of the first 4 SHOTS
he is 100% effective from 0-1290' vs AC 35 or less
he is 100% effective from 0-1160' vs AC 37 or less
he is 100% effective from 0-1030' vs AC 39 or less
he is 100% effective from 0-900' vs AC 41 or less
he is 100% effective from 0-650' vs AC 43 or less
he is 100% effective from 0-520' vs AC 45 or less
he is 100% effective from 0-390' vs AC 47 or less
he is 100% effective from 0-260' vs AC 49 or less
he is 100% effective from 0-130' vs AC 51 or less
[/spoiler][/spoiler]
this means he can hit the BBEG(Balor AC 40) who is standing behind cover(+4 AC) at 520' or less for the first 4 shots on a roll of 7 or better ..... he can also do it from 130' or less on a roll of 1 or better
Weapon Special Abilities:
[spoiler]heres a list of specials he can add to his Mind arrows:
Bane +1
Distance +1
Flaming +1
Frost +1
Lucky* +1
Merciful +1
Psychokinetic* +1
Returning +1
Seeking +1
Shock +1
Anarchic +2
Axiomatic +2
Collision* +2
Flaming burst +2
Psychokinetic burst* +2
Psibane* +2
Shocking burst +2
Suppression* +2
Wounding +2
Dislocator* +3
Speed +3
since he has Practiced Mindblade... it adds +4 to the level of Soulbow for Specials that he can add(max at 10th lvl Soulbow) .... since Soulbow allows a Max +3 Special ability .... he can add any of these .......... it might be houseruled even more if other abilities were allowed(Force +2, or Splitting +3)[/spoiler]
sources
[spoiler]
Soulknife bonus feats version
www.wizards.com/default.asp?x=dnd/psm/20...
DRAGONBORN RACIAL TRAITS
A dragonborn combines some of the racial traits of her original race and her new form. Only those traits gained from transformation are given here; see also the Mechanics of Rebirth sidebar.
+2 Constitution, -2 Dexterity. Dragonborn are hearty and healthy, but they are awkward in their newly adopted bodies.
Humanoid (dragonblood): Dragonborn are humanoids with the dragonblood subtype and any other subtypes they had before undergoing the Rite of Rebirth. For all effects related to race, a dragonborn is considered a dragon and a member of her original race.
Age: After a dragonborn underoes the Rite of Rebirth, she emerges as an adult creature regardless of her previous age. If she lives for 200 years (see Table 1-1, page 10), she enters middle age.
+2 dodge bonus to Armor Class against creatures of the dragon type. The dragonborn have an innate sense of how best to defend themselves against their potential enemies.
Immunity to Frightful Presence: Dragonborn are immune to the frightful presence ability of dragons, just as if they were dragons.
Draconic Aspect: Bahamut has blessed the dragonborn with aspects combining some of the best attributes of good dragons. Upon completing the Rite of Rebirth, a dragonborn chooses which of the following three aspects to manifest. Once the choice is made, it cannot be changed.
Heart (Su): A dragonborn who chooses heart as her draconic aspect gains a breath weapon. The breath weapon is a bright, shining line that coruscates with every metallic color. The line's length is 5 feet per Hit Die the dragonborn has, up to a maximum of 100 feet at 20 HD. The breath weapon deals 1d8 points of damage, plus an extra 1d8 points for each 3 HD the dragonborn possesses (2d8 at 3 HD, 3d8 at 6 HD, and so on). The damage can be acid, cold, electricity, or fire, changing on each use as the dragonborn chooses. A successful Reflex save (DC 10 + 1/2 the dragonborn's HD + her Con modifier) halves the damage. A dragonborn can use her breath weapon once every 1d4 rounds.
Mind (Ex): A dragonborn who selects the mind aspect sharpens her senses, gaining immunity to paralysis and magic sleep effects. She gains darkvision out to 30 feet and low-light vision, plus a +2 racial bonus on Listen, Search, and Spot checks.
At 6 HD, the dragonborn's darkvision extends to 60 feet. At 9 HD, the dragonborn's darkvision extends to 90 feet, and her low-light vision allows her to see three times as far as a human in shadowy illumination.
At 12 HD, the dragonborn's darkvision extends to 120 feet, and her low-light vision allows her to see four times as far as a human in shadowy illumination.
At 15 HD, the dragonborn gains blindsense out to 30 feet.
Wings (Ex):A dragonborn who selects the wings aspect hatches sporting fully formed wings. Dragonborn can use these wings to aid their jumps (granting a +10 racial bonus on Jump checks) and to glide. Those with 6 HD or more can use their wings to fl y.
Gliding: A dragonborn can use her wings to glide, negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent. Dragonborn glide at a speed of 30 feet with average maneuverability. Even if a dragonborn's maneuverability improves, she can't hover while gliding. A dragonborn can't glide while carrying a medium or heavy load.
If a dragonborn becomes unconscious or helpless while in midair, her wings naturally unfurl, and powerful ligaments stiffen them.The dragonborn descends slowly in a tight corkscrew and takes only 1d6 points of falling damage, no matter the actual distance of the fall.
Flight: When a dragonborn who selected the wings aspect reaches 6 HD, she gains a fly speed of 30 feet with average maneuverability. A dragonborn can't fly while carrying a medium or heavy load or while fatigued or exhausted.
A dragonborn can safely fly for a number of consecutive rounds equal to her Constitution modifier (minimum 1 round). She can double this length of flight but is fatigued by such exertion. The dragonborn is likewise fatigued after spending a total of more than 10 minutes per day flying. Because a dragonborn can glide before, after, and between rounds of actual flight, she can remain aloft for extended periods, even if she can only use flight for 1 round at a time without becoming fatigued.
When she reaches 12 HD, a dragonborn has enough stamina and prowess to fly without tiring. She can fly at a speed of 30 feet (average maneuverability) with no more exertion than walking or running.
A dragonborn with flight can make a dive attack. A dive attack works like a charge, but the dragonborn must move a minimum of 30 feet and descend at least 10 feet. A dragonborn can make a dive attack only when wielding a piercing weapon. If the dive attack hits, it deals double damage.
A dragonborn with flight can use the run action while flying, provided she flies in a straight line.
Automatic Languages: Draconic. Dragonborn gain the ability to speak Draconic upon their transformation but do not lose the ability to speak languages they already know.
Favored Class: Fighter. A multiclass dragonborn's fighter class does not count when determining whether she takes an experience point penalty for being a multiclassed character. Furthermore, dragonborn paladins can leave that class and return to it without penalty. Also, see the Mechanics of Rebirth sidebar.[/spoiler]
hows that for Damage output? .... and thats with a VOW OF POVERTY!!!