![]() You wont be nearly as good in close melee combat but there will be times where it will be required. It's better to have a magic bow (or 2?) than magic arrows because the magic will apply to every shot.ĭo not ignore other methods in combat, there are many times when you can't use a bow and will still need to fight efficiently. Lathalon had 4 for different situations and backup - you'll want a backup bow. Magic arrows are good but you will have limited quantities so use them sparingly. Always have at least 100 arrows (and a way of keeping them) - you will need them! And they will go fast with Rapid/Many shot. If you can, get an Efficient Quiver or something similar. So a suggestion or two for what it's worth. I went straight fighter with a specialization on mounted archery. I had lots of fun with the archer I put together. The save boost is nice, and the Wis to AC may be helpful if you intend to pump Wis for Zen Archery. If your DM allows the Martial Monk subclass, you could even use your level of monk to take a fighter feat. ![]() If you're willing to shell out the cash, you can save feats on Manyshot and make a more accurate full attack. I remember it costing about 32,000 gp, but you can always sell it after you finish training (or just give it to a monastery for some boy scout points). However, a skirmisher with Greater Manyshot may still have better damage output.Ī final note about skirmishing: the Sparring Dummy of the Master can let anyone with at least one monk level train for about a month and gain the ability to make a 10-foot step instead of a 5-foot step. The flash drive that it's on is not in my possession, so I don't have the full spread I just figured this might bring a slightly different perspective. The idea here is to have the option of using a single ~devastating strike, in addition to a standard Rapid Shot routine. I've picked up OotBI levels for precision, the Fell Shot feat to expend psionic focus and make a ranged attack as ranged touch, and the Mind Cleave and Mind Empowerment feats to recharge my psychic strike with each foe brought down. I'm trying to shoehorn shield bashing into the build, since a set of cold iron shield spikes rounds out the DR penetration nicely and mind arrows only need one hand free to fire. ![]() ![]() I've seen nothing to indicate that they won't function simultaneously. There is a feat that allows you to treat your mind blade (and mind arrow) attacks as adamantine, and there is a pair of gloves that treats your attacks as silver for ~16,000 gp. I've found an interesting way to get around the DR problem with it. I've recently been working on a Soulbow build, myself. I'll have to check over the Cleric Archer build another time, I'm too sleepy to think that well tonight. Add in the Plunging Shot feat for an extra 1d6 damage on each projectile and your good to go. The ability to fly 40' (average maneuverability) would make moving atleast 10'-20' each round a fairly reliable expectation. ![]() Perhaps the Raptoran race from Races of the Wild would be a good skirmish character. I like your advice on keeping tumble high, and I'd need to look into other feats and things that would keep the character able to move.Īnother great thing about this build is it accomplishes the goals I had set out, AND has all those Ranger spells, AND all those skill points, AND has a land speed bonus, AND an AC bonus, AND the list continues. This would accomplish the goals I had set up quite nicely (although not as uber-godly as my mistaken understanding of my previous build, sigh). Longbow1d8+ Skirmish 5d6 + Improved Skirmish 2d6 + *Ībility scores, weapons, additional feats, spells and such would build upon these base numbers. So the Scout3/Ranger17 build with Improved Skirmish and Greater Manyshot would do:īAB 19+ Point Blank Shot 1 - G.Manyshot(with four arrows) 8 ![]()
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