The Ultimate Archer Handbook

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The Ultimate Archer



This Handbook is to assist in Optimizing Archery, for all types. To get the most from Ranged Attacks with the Classes, Feats, and Prestige Classes Available

Before we start, I would like to set some things Straight first. Ranged Attacks are what we are considering here, but What Ranges.... to make things Easier for everyone lets do this...... everything should be broken down into one of 4 Range Categories:

Range Categories:


[indent]
Point Blank Range: ..... from 1-30', this is the range for Sneak Attacks, and other Ranged precision attacks, also the Feats: Weapon Focus, and Point Blank Shot work in this range. In addition, most Dungeon Encounters will occur in this range.

Tactical Range: .... from 31-130', this is generally the Maximum Range for Dungeon Encounters. Also it is the Range where Charge attacks start(most average Creatures have a Base Speed between 30-60'/round, and Charge @ 60-120'

Long Range .... from 131-500' , this is a good Spotting range in the Wilderness environments(subject to local conditions), also this is one of the best ranges for general Volley fire, and Full attacks with bows.

Extreme Range 500+(assume Composite longbow with Far Shot : 1650' +) you can get even farther, but Range Penalties also occur for Spot checks to See your Target, that are hard to avoid.



[/indent]

Archery Handbook
IMAGE(http://www.wizards.com/dnd/images/cw_ag/75421.jpg)



Now you want to be an Archer .... so to begine with, an Archer requires some thought as to "What Kind of Archer you would like to be"?. What type of Attacks are you thinking of Focusing on? The Basic types are:

1) Precision Damage Dealer
2) Tactical Damage Dealer
3) Long Range Damage

Then you need to determine how you will boost Damage?

1) Ranged Spell Enhanced Damage(Gish Types)
2) Psionic Buffing
3) Martial Ability only


for most archers....the first place to start......KSB Snow Owl's archer builds
solbergb;11718027 wrote:
My advice for archers.

1.Attributes: Your strength is as important as your dex, possibly moreso if you hit pretty accurately. Don't neglect it and don't consider a build that dumps strength. You can usually swipe some points from constitution in a pinch since archers really don't want to be tanks due to the fragile nature of the bow (easy to disarm, easy to sunder, and if you are grappled or tripped, most of your offense goes away) but don't go too far down that road.

2.Range: Stay the hell away from feats/PRC's that encourage you to be in melee range or within 30' of the target unless they come for free (such as ranger's multishot). See the last part of #1. It's ok to have something like arrow mind to use in a pinch but it's usually better to just open the range up rather than try to tank and shoot. It is too easy to disable the projectile weapon.

3.Attacks: Stay the hell away from feats/PRC's that focus on a single attack, unless they come for free, such as ranger's multishot. You will ALWAYS do more damage with a full attack volley, and that full attack volley can be done from a long way away, where the single shot precision stuff is always relatively close range. Because the full attack is so much better, consider working quickdraw into your build, or expect to face the social consequences of always having your bow ready to fire.

4. Skills: The spot skill is probably the most vital non-archery thing an archer needs. Not only does it help you aim your volleys, but it means encounters start from further away, because you see the bad guys before they ambush you. A correlary is many archers are good scouts, because it is in their interest to be better at the combo of spot/hide than most of their opponents...any fight where they spot and aren't spotted they can start at a range that suits them, not their opponents.

5. Saves: Most archers will suck at will saves. Rather than going crazy about it and weakening your build trying to shore that up...note that most will save spells are both targeted and short range. Distance alone makes you immune to dominate, fear, tasha's laughter, etc...takes a bit more for hold person. If you can't be seen you can't be affected. 5' step behind full cover after shooting and you're immune to those nasty mind effects for another round. If you just can't stand to be without a good will save, some of the better options are pious templar, holy liberator or occult slayer. A couple levels of monk costs you a BAB but makes you more durable to spellfire - evasion, boosts to all 3 saves and deflect arrows (you always have a free hand, and usually can see any other enemies) rather than combat reflexes are helpful, as is improved grapple, both as a defense and as something to do in environments where the bow won't work well (high winds, underwater, helping a grappled friend before you have improved precise shot)

6.Damage: Your role is to do lots of damage, every single round. That is the only thing you bring to the table in combat. If you aren't doing damage comparable to a BDF in melee full attack or a fully optomized ray-blaster arcanist, you're not doing your job. Invest feats, get a better bow, do something to fix the situation.

7. Feats: If you don't have point blank, precise and rapid shot by 3rd level, you probably aren't really an archer. If you don't take improved precise by level 12, you also will be underperforming. With introduction of ranged weapon mastery (PHB2), fitting in weapon spec is much more attractive than it used to be.

8.Quantity: you do your damage with many, smaller shots. You MUST be able to penetrate DR. That means silver and cold iron at level 1, adamantine by mid-levels, holy around level 10-12 for most adventurers and maybe elemental bane backup bow or just arrows, because you can't actually bypass their DR. If you have access to races of wild, being able to do slashing with serpenttongue helps with plants, zombies and ranged sundering. Some things that need blunt can't be affected by nonlethal (lich, for example). Have a plan for that situation that doesn't involve full attacking it and doing 1-2 points of damage per shot.

Other useful Links:


The 3.5 Ranger Handbook
Swift Hunter Guidebook:
Artillery-Type Archer
My Optimized Hail-Of-Arrows Build by kadeity
The Fighter's Handbook -- 2007















:D

Races



:D

Attributes



:D

Feats


All Archers have a few things in common.... they all need certain feats... and several feats benifit most builds:



Base Archer Feats:[indent]
Point Blank Shot
Rapid Shot
Precise Shot[/indent]

handy Archer Feats:[indent]
Penetrating Shot[General, Fighter](PH2 p81)Strength 15,Base Attack Bonus +10,Point Blank Shot
As a Standard Action, you may attack all creatures in a 60’ Line with a single projectile weapon attack.Roll separately for each creature and special Damage (i.e., Sneak Attack, Flaming weapon, etc.) only applies to the first.

Woodland Archer[Tactical, Fighter](RotW p154)Point Blank Shot,Base Attack Bonus +6
You may use the following 3 tactical maneuvers:
[indent]
Adjust for Range – If you miss a foe with a projectile weapon, you gain a +4 bonus on all other attacks in the same round to hit the same foe.
Pierce the Foliage – If you hit a foe with a Miss Chance due to Concealment with a ranged attack, you can ignore the Miss Chance against the same foe in the following round.
Moving Sniper – If you succeed in a Sniping Attack (i.e., hit your foe and make a Hide check to remain hidden), the following round you can make a single attack, take a Move Action (normally not allowed),and then make a Hide check to remain hidden. As long as you remain unseen, you can continue making Sniping Attacks.[/indent]
Shot on the Run
Deflect Arrows
[/indent]

Psionic Archer Feats:[indent]
Psionic Shot
Greater Psionic Shot
Psionic Meditation
Psicrystal Affinity
Psicrystal Containment
Fell Shot
Return Shot
[/indent]


as you can see...Archery is almost Exclusively Feat Dependant


Able Sniper[General](RotW p148)Dexterity 13,Hide: 5 ranks
When using at ranged attack on a flat-footed opponent who is at least 30’ away, you gain a +2 bonus on the
attack roll.Gain a +4 bonus on Hide checks to hide again after making an attack roll from hiding (PH p76).

Bowslinger[General, Fighter] (Und p24)Base Attack Bonus +1
+2 bonus on your attack roll when you fire or throw a ranged weapon at a Flat Footed opponent.

Far Shot[General, Fighter, Scout](PH p94)(CAdv p10)Point Blank Shot
Range increment of projectile weapons you use is multiplied by 1.5. Range increment for thrown weapons is multiplied by 2.

Improved Precise Shot[General, Fighter](PH p96)Dexterity 19, Base Attack Bonus +11, Point Blank Shot, Precise Shot,(Ranger 11th gives this for free)
When you are making a ranged attack, the following apply:
Ignore the AC bonus granted by Cover (but Total Cover still applies).
Ignore the miss chance granted by Concealment (but Total Concealment still applies).
When attacking an opponent that is being Grappled, you have no chance of hitting the wrong target.

Improved Rapid Shot[General, Fighter](CWar p101)Point Blank Shot, Rapid Shot, Manyshot
When making a Full Attack action with a ranged weapon, you may take one extra attack (at your highest base attack bonus) without the standard –2 penalty.

Manyshot[General, Fighter](PH p97)Dexterity 17, Base Attack Bonus +6, Point Blank Shot, Rapid Shot(Ranger 6th gives this for free)
As part of a Standard Action, you may fire two arrows at a single opponent within 30’. You make a single attack roll with a –4 penalty. If it hits, then the opponent takes the damage from both arrows, but only takes “precision based” damage once (this includes Sneak Attack, Ranger Favored Enemy, Critical hits, etc.). Damage Reduction applies to each arrow separately.
If your Base Attack Bonus is +11 or higher, you may shoot 3 arrows at once at a penalty of –6.
If your Base Attack Bonus is +16 or higher, you may shoot 4 arrows at once at a penalty of –8.

Penetrating Shot[General, Fighter](PH2 p81)Strength 15, Base Attack Bonus +10, Point Blank Shot
As a Standard Action, you may attack all creatures in a 60’ Line with a single projectile weapon attack. Roll separately for each creature and special damage (i.e., Sneak Attack, Flaming weapon, etc.) only applies to the first.

Plunging Shot[General] (RotW p152)Dexterity 13, Point Blank Shot
If your target is at least 30’ lower than you, your ranged attack does +1d6 damage.

Point Blank Shot[General, Fighter, Scout](PH p98)(CAdv p10)
+1 bonus on attack & damage rolls with ranged weapons when used within 30’ of their target. A spellcaster receives this bonus when using a Ray or Energy Missile spell.

Precise Shot[General, Fighter, Scout](PH p98)(CAdv p10)Point Blank Shot
You can use ranged weapons into melee without taking a –4 penalty on your attack. A spellcaster receives this bonus when using a Ray or Energy Missile spell.

Psicrystal Affinity[PSIONIC](XPH)]Prerequisites: Manifester level 1st.
You have created a psicrystal.
Benefit: This feat allows you to gain a psicrystal.

Psicrystal Containment[PSIONIC](XPH)Prerequisites: Psicrystal Affinity, manifester level 3rd.
Your psicrystal has advanced enough that it can hold a psionic focus that you store within it.
Benefit: You can spend a full-round action attempting to psionically focus your psicrystal. At any time when you need to expend your psionic focus, you can expend your psicrystal’s psionic focus instead, as long as the crystal is within 5 feet of you. Psionically focusing your psicrystal works just like focusing yourself. The psicrystal cannot focus itself - only the owner can spend the time to focus the crystal.


Psionic Meditation[PSIONIC](XPH)Prerequisite: Wis 13, Concentration 7 ranks.
You can focus your mind faster than normal, even under duress.
Benefit: You can take a move action to become psionically focused.


Psionic Shot[PSIONIC](XPH)Prerequisite: Point Blank Shot.
You can charge your ranged attacks with additional damage potential.
Benefit: To use this feat, you must expend your psionic focus. Your ranged attack deals +2d6 points of damage. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.

Greater Psionic Shot[PSIONIC](XPH)Prerequisite: Point Blank Shot, Psionic Shot, base attack bonus +5.
You can charge your ranged attacks with additional damage potential.
Benefit: When you use the Psionic Shot feat, your ranged attack deals an extra 4d6 points of damage instead of an extra 2d6 points.


Ranged Disarm[General, Fighter](CWar p103)Dexterity 15, Base Attack Bonus +5, Point Blank Shot, Precise Shot
This feat applies to one ranged weapon with which you are proficient.
You may make a Disarm Attempt with the chosen weapon as long as you are within 30’ of your opponent. This feat does not stack with Improved Disarm.
This feat may be taken multiple times, each with a different weapon.

Ranged Pin[General, Fighter](CWar p104)Dexterity 15, Base Attack Bonus +5, Point Blank Shot, Precise Shot
You may pin your opponent’s clothes / armor to a wall, tree, etc., that is within 5’. You must succeed on a Ranged Attack and then win an Opposed Grapple Check (size modifier still apply). If successful, you opponent must make an Escape Artist check vs. DC 15 as a Standard Action to become free.
This feat does not stack with Improved Grapple.

Ranged Sunder[General, Fighter](CWar p104)Strength 13, Base Attack Bonus +5, Point Blank Shot, Precise Shot
When attacking an object, you deal full damage (instead of ½ damage) with Slashing or Bludgeoning Ranged Weapons –or– ½ damage (instead of no damage) with Piercing Ranged Weapons. You must be within 30’ of your target to use this feat. This feat does not stack with Improved Sunder.

Ranged Weapon Mastery – must choose type: Bludgeoning or Slashing or Piercing
[General, Fighter](PH2 p82)Base Attack Bonus +8, Weapon Focus (any
bludgeoning,Slashing,Piercing ranged), Weapon Specialization
(any bludgeoning,Slashing,Piercing) ranged)
Any Ranged (Bludgeoning,Slashing,Piercing) weapon you wield has a +2 bonus on attack & damage –and– +20’ range increment.

Rapid Shot[General, Fighter](PH p99)Dexterity 13, Point Blank Shot
(Ranger 2nd gives this for free)
When making a Full Attack action with a ranged weapon, you may take one extra attack (at your highest base attack bonus), but all your attacks are at –2.

Sense Weakness[General](Dragonnomicon page 106)
Prerequisites: Intelligence 13, Combat Expertise, Weapon Focus (any)
Whenever you attack with a weapon with which you have Weapon Focus, you may ignore up to 5 points of the target’s Damage Reduction. This benefit cannot reduce the effective DR to less than 0.

Sharp-Shooting[General, Fighter](CWar p105)Base Attack Bonus +3,
Point Blank Shot, Precise Shot
If your target has Cover (but not Total Cover), he/she only gain a +2 bonus to AC (instead of the standard +4 bonus to AC).

Shot on the Run[General, Fighter, Scout](PH p100)(CAdv p10)
Dexterity 13, Base Attack Bonus +4, Point Blank Shot, Dodge, Mobility
When making a Standard Action attack with a ranged weapon, you can move before and after the attack, up to your base movement.


Woodland Archer[Tactical, Fighter](RotW p154)Point Blank Shot, Base Attack Bonus +6
You may use the following 3 tactical maneuvers:[indent]
Adjust for Range – If you miss a foe with a projectile weapon, you gain a +4 bonus on all other attacks in the same round to hit the same foe.
Pierce the Foliage – If you hit a foe with a Miss Chance due to Concealment with a ranged attack, you can ignore the Miss Chance against the same foe in the following round.
Moving Sniper – If you succeed in a Sniping Attack (i.e., hit your foe and make a Hide check to remain hidden), the following round you can make a single attack, take a Move Action (normally not allowed), and then make a Hide check to remain hidden. As long as you remain unseen, you can continue making Sniping Attacks.[/indent]

Zen Archery[General] (CWar p106)Wisdom 13, Base Attack Bonus +1
You may use your Wisdom modifier instead of your Dexterity modifier when making ranged attacks.


:D

Equipment



Items:

Great Bow(CW)(exotic) 150gp, 1d10 damage(x3), 120' Increment, 6lbs, Piercing Damage..... cant be used Mounted,Shared Focus (Longbow)

Composite Great Bow(CW)(exotic) 200gp, 1d10 damage(x3), 130' Increment, 6lbs ,Piercing Damage..... cant be used Mounted,Shared Focus (Longbow)

Bonebow(Frost p76)(DR349 p22)250 gp, 1d10 damage (20 / x3) 120’ increment, 4 lbs , piercing, ........ Cannot be used while mounted, Shared Focus (Longbow)

Longbow, Aquatic(Storm p107)(DR349 p22)400 gp, 1d8 damage (20 / x3) 60’(10’ underwater) Increment, 3 lbs

Elvencraft+300 gp(RotW p166)(DR349 p22)any Longbow (including
Composite, Mighty, etc.),any Shortbow (including Composite, Mighty, etc.)
Shortbow May be used as a Shortbow –or– a Club.Longbow May be used as a Longbow –or– a Quarterstaff. The wielder threatens the squares around himself/herself even if the last use was as a ranged weapon.
The bow is not damaged when used as a melee weapon and the wielder may shift between ranged and melee as part of a Full Round Attack (if desired).


Dwarvencraft Quality+600 gp(RoS p159)Improvement on Masterwork quality
+2 Hardness
+10 hp
+2 on all saving throws made by the item

Serren+4,000 gp(BoED p38) Wood
Arrows & bolts made from Serren wood gain the Ghost-Touch property as an Exceptional (i.e., non-magical) ability Bows made from Serren wood grant the Ghost-Touch property to their ammo as an Exceptional ability.

Arrow, Swiftwing(RotW p165)(DR349 p22)1 gp 1/6 lb
Arrow with a smaller, more aerodynamic head and longer fletchings.
Receives –1 penalty per range increment (instead of –2), but does 1 category
less damage (1d8 -> 1d6, etc.).

Arrow,Serpentstongue(RotW p165)(DR349 p22)3/20 gp 1/6 lb
Arrow whose arrow head has a wide cutting area. Does Slashing & Piercing damage and does full damage to objects with a Hardness of 5 or less (instead of ½ damage). Used for cutting rope at range.

Arrow, Dragonbreath(RotW p165)(DR349 p22)2 ½ gp 1/6 lb
Arrow with a hollow head containing Alchemist’s Fire and a pitch-soaked shaft. Arrow does 1 category less damage (1d8 -> 1d6, etc.) Whistles and ignites during flight, doing 1 hp Fire damage and setting the target on Fire (RefNeg, DC15). Cannot be reused.

Arrow, Blunt(RotW p165)(DR349 p22)1/20 gp 1/6 lb
Bows Arrow with a blunt, leather wrapped head. Arrow damage is bludgeoning & subdual, critical 20/x2, x50% range


Weapon Special Abilities :

Splitting(Champions of Ruin)(+3 bonus).... Double the number of shots

Force(+2 bonus)(MIC) .................... Auto-overcome Any DR, arrows become force effects

Explosive(+3 bonus) ................ +2d4 to target and all Adjacent squares

Holy(DMG)(+2 bonus) .............. great vs any Evil

Sacred(libris mortis,Boed)(+1 bonus)..+1d6 vs undead,+2d6 vs evil outsiders, considered good vs DR...great, stacks with Bane and Holy

Accurate(Drow of the Underdark)(+1 bonus) ........ when you miss, +2 Circumstance to next Attack

Exit Wound(CW)(+2bonus) ...................... +1d6 and Additional Attack to creature behind, +4 AC(cumulative) for each previous Target

Knockback(CW)(+3 bonus) ............. initiates Bull Rush as Med Creature (+8 Str bonus) with each hit

Magebane(CA)....... CA version great, MIC version sucks

Transmuting(+2 bonus) from Magic Item Compendium......overcome any DR

Precise ...from Magic Item Compendium...gives virtual Precise Shot

IMAGE(http://i13.photobucket.com/albums/a298/animefunkmaster/EnergyBow.jpg)

Links:


:D

Skills



Skills: The Spot skill is probably the most vital non-archery thing an archer needs. Not only does it help you aim your volleys, but it means encounters start from further away, because you see the bad guys before they ambush you. A correlary is many archers are good scouts, because it is in their interest to be better at the combo of spot/hide than most of their opponents...any fight where they spot and aren't spotted they can start at a range that suits them, not their opponents.

Listen
Search
Hide
Move Silently

Tumble
Climb


:D

Classes


Base Classes already listed... others are well suited for Archery Focus:
[indent]
Ranger... is an Ideal class that can Be used in ANY build.... gives :Full BAB,Lots of Skills,Archery bonus feats

fighter aslo is handy for a 2 or 4 lvl dip , for extra feats...and Weapon Specialization
[/indent]


Incarnum

Soulmelds

Sighting Gloves Soulmeld: Gain a +1 insight bonus on all damage rolls made with a ranged weapon. For every point of essentia invested into it, you gain an additional +1 bonus. If bound to the Hands chakra, you essentially gain the benefit of the Precise shot feat.

This meld can be gained through the shape soulmeld feat.

Feats:

Cobalt Precision
PreReq: Con 13, Point blank Shot
Gain a bonus equal to essentia invested on attack rolls to confirm critical hits, and critical hit damage rolls (before damage is multiplied). Only works on targets within 30ft. Gain 1 point of essentia.

Indigo Strike
Prereq: Con 13, and either skirmish, sudden strike, or sneak attack.
Gain an insight bons equal to twice the essentia invested on skirmish, sudden strike, or sneak attack damage rolls. This only applies once on any attack (I.E. if you have skirmish and sneak it applies only to one of them).
Gain one point of essentia
*great for scouts, or any ranged sneak attack builds.

Sapphire Smite
Pre req: Con 13, ability to smite.
Gain additional uses of your smite ability, and a +1 bonus to smite damage for every point of essentia invested.

Racial Substitution levels

Elf Soulborn
Lvl 1: In addition to normal soulborn abilities, an Elf soulborn can smite with an arrow fired by a bow, provided that the target is within 30ft.
Lvl 2: In addition to the normal soulborn abilities, an Elf Soulborn also gets immunity to Enchantment (Charm) effects.
Lvl 7: Range of low light vision becomes triple that of a human. If a meld occupies the brow chakra, gain a bonus on search and spot checks equal to twice the essentia invested, increase the range of your bow by 1/2. This replaces the soulborn bonus feat gained at 7th lvl.

Assuming lvl 20, a Soulborn can smite, dealing 28 extra damage (Sapphire smite with 4 essentia, and sighting gloves with 4 essentia) on a single arrow. With feats and focus items, this bonus can be upped to +31 max. In addition, on a crit, he could add an additional 4 or 5 damage before the multiplier. This isn't including anything from the bow or arrows themselves.

Elf Soulborn 20

Elf Soulborn 20
1. Point blank shot
3. Rapid Shot, Bonus Feat: Sapphire Smite
6. Bonus Essentia
9. Improved Smite
11. Bonus Feat: Cobalt Precision
12. Many Shot
15. Expanded Soulmeld Capacity
18. ?

Incarnum also makes a nice dip.
Duskling Ranger 2/Totemist 2/Scout 16

For the build below, I dipped 2 levels of totemist. I did this mostly for 2 points of essentia, and a chakra bind. Blink shirt seemed awesome for the build as well. The main purpose was to have just enough essentia to max out indigo strike.

Duskling Ranger 2/Totemist 2/Scout 16
1. Point Blank shot, Bonus: Track, Wild Empathy, Favored Enemy
2. Bonus: Rapid Shot
3. Precise Shot
6. Bonus Essentia
8. Swift Hunter
9. Indigo Strike
12. Incarnum Dodge, Bonus Feat: Mobility
15. Manyshot
16. Bonus: Improved Skirmish
18. ?

So you will have Skirmish damage of 5d6, an ac bonus of 4, 4 favored enemies, 3 soulmelds, the ability to bind to your totem chakra, and 7 essentia. I would have blink shirt up, and bound to the totem chakra. This will allow you to D-door 10ft, +10ft per essentia invested as a move action. With Indigo strike will be kept at max essentia capacity, adding up to 8 extra damage on skirmishes. This can be done with any race, but I chose a duskling simply for the extra point of essentia. Otherwise, just keep 4 essentia in indigo strike, and 2 in the Blink shirt (for 30ft D-Doors)


Dwarf Incarnate (chaotic) 8/Fighter 2/Ironsoul Forgemaster 10
I was just thinking about putting up an Incarnum build, though I went in a different direction:
Dwarf Incarnate (chaotic) 8/Fighter 2/Ironsoul Forgemaster 10
BAB 13, saves 16/5/13
speed 20' +20 (radiance)
hp = 8d6 + 12d8 + con = 82 + 20*con + vitality belt = ~290 (assuming moderate 20 Con by the end)
feats: bonus essentia, expanded soulmeld capacity (multiple), archery feats
soulmelds 8, essentia 22, chakra 5
chakras: crown, feet, hands, arms, shoulders, waist, heart

Soulmelds: Astral Vambraces, Incarnate Avatar, Sighting Gloves, Vitality Belt
Invest essentia fully into the avatar, sighting gloves, vitality belt, and weapon bond class feature
Result: +6 ranged attack rolls, +15 damage per arrow

There are still a few open feats, and your chakras are open as well. Astral Vambraces bound to your hands gives you a construct menu A ability (I'd pick speed for a total of +30' with your radiance)

The wording on the Weapon Bond class feature says you can invest essentia as if it were a soulmeld. If you read this as making it eligible for your expanded soulmeld capacity (feat and incarnate class ability), that increases damage to +19 per arrow.


:D

Prestige Classes


3) Prcs ..that have Archery as a Focus:
[indent]
Cragtop Archer, is excellent for long range attacks
Soulbow, excellent for many builds, even VOP
Pious Templar .... can be handy also for Patrons with Bow as a favored Weapon...it gives DR and Weapon Specialization and Mettle
Exotic Weapon Master... for use with Exotic Bows(Great Bow,Yuan-ti Serpent Bow,etc...), to gain Close Combat Shot
Order of the Bow Initiate
Peerless Archer
Deepwoods Sniper
[/indent]
:D

Tactics



You have a few main routes:

The powerfull shot.
Gets one powerfull attack. Probably very mobile. Sniping & sneaking.

The sneaker.
Needs rogue LvLs & Greater Manyshot

The swift hunter.
See above.

The barrage.
Fighter LvLs. Get as many arrows as possible with as much extra damage.


I'd go for a Ranger/Rogue/Nightsong Enforcer aiming for greater manyshot.

Ok so what is the maximum distance you can get using a bow?



:D

Cleric Archers


Cleric Archers
Archer Clerics

Clerics make solid ranged characters. It takes a bit of work to make things effective, but the payoff is great. Archery makes a great combat style for Cloistered Clerics, but it can also be used by standard clerics who retain the ability to wade into the thick of the fight if need be.

Base Class: Cloistered Cleric is a viable option if going with a DEX focused archer. DEX based archers won’t benefit from a standard cleric’s heavy armor proficiency, and the lost BAB points are shored up by a high attack bonus from DEX until Divine Might is reached. Standard Cleric is better if going with a WIS centered archer.

Ability Scores:
STR – MEDIUM - Higher STR lets you deal more damage with your bow. Aim for 14 if possible.
DEX – MEDIUM or HIGH - You need at least 13 to qualify for Rapid Shot. DEX clerics will want DEX as high as possible.
CON – MEDIUM - Because you’re further from the fight, you can skimp on CON if need be. Of course, 14 CON is always nice.
INT – LOW - You just need Concentration maxed.
WIS – HIGH - You’ll want a 15 here if possible.
CHA – LOW or HIGH - depending on Divine Feat selection

Races:
Humans – Always attractive for the bonus feat and skills.
Elves – A great choice! The Elf domain grants PBS as a free feat, and the boost to DEX helps if you’re aiming down the DEX based road. MWP Longbow solves a big problem as well.
Half Elves – Less useless than normal if your DM lets you take the Elf domain. Would be alright for a WIS focused archer.
Dwarves – Not the best choice. No natural advantages for archery.
Gnomes – Not the best choice. No natural advantages for archery.
Halflings – At low levels, some interesting options with slings. Rapidly becomes sub-par, however.

Substitution Levels of Special Interest: None.

Prestige Classes: Radiant Servant of Pelor grants MWP and is a great way to gain access to the Longbow. War Priest also grants MWP, but you lose a caster level in the process. Human Paragon grants MWP and a bonus feat along with greater skill points at the cost of a caster level.

General Feats – You need to gain MWP Longbow. Four common ways to do this are (1) take the feat, (2) use the war domain, (3) be an elf or (4) be a RSoP (or perhaps a War Priest).

Furthermore, you will need PBS, Precise Shot, and Rapid Shot. Zen Archery will be required as well if you are prioritizing WIS and keeping DEX around 13. Clerics are feat-starved, usually, so you won't be taking many more archery feats. Those are all of the essential ones, anyways.

Metamagic Feats – Quicken Spell is great for quickened Divine Favors. Divine Favor provides bonus damage on each shot, which synergizes nicely with Rapid Shot.

Divine Feats – Divine Vigor is great as it adds to your movement speed, helping you stay out of trouble and use your ranged advantage. DMM Quicken is also great. DMM Persistent is probably not a great idea due to MAD and a shortage of feats.

Crafting Feats – Craft Magic Arms and Armor may be attractive in order to create your own magic ammunition. Bane Ammo is particularly attractive. While it is normally pretty cheap, it may be worthwhile for you if you enjoy having lots of +1 Bane Seeking ammo at your disposal for those important shots.

Patrons withBow as Favored Weapon... or are handy for Cleric Archers:
Core:
[indent]
Ehlonna (NG) Animal, Celerity, Healing, Plant, Sun......Fav Weapon: Longbow[/indent]


Living Greyhawk:
[indent]
Gadhelyn(CN) Animal , Chaos, Plant ......Fav Weapon: Longbow
Myrhiss(NG) Community, Domination, Good, Healing, Protection ...Fav Weapon: Shortbow or Whip
Phaulkon (CG) Air, Animal, Chaos, Good, Sky, War ......Fav Weapon: Longbow
[/indent]


Deities and Demigods:
[indent]
Appolo (CG) Good, Healing, Knowledge, Magic, Sun......Fav Weapon: Composite Longbow
Uller(CN) Chaos, Protection, Travel......Fav Weapon: Longbow[/indent]


Faerun:
[indent]
Solonor Thelandira .... (CG) Chaos, Elf, Good, Plant, War ......Fav Weapon: Longbow
Shevarash (CN) Chaos, Elf, Retribution,War ......Fav Weapon: Longbow[/indent]


Eberron:
[indent]
Silver Flame(LG) Exorcism, Good, Inquisition, Law, Protection, Purification......Fav Weapon: Longbow
[/indent]


32-pt buy, FR + Core + Complete + Races Material allowed. No Eberron or Dragon

Wood Elf, CG of Solonor

Str 10 (8+2), Dex 17 (15+2), Con 12 (14-2), Int 12 (14-2), Wis 15, Cha 14

1. Healer: Augment Healing
2. Healer: *Skill Focus (heal)
3. Healer: Pt Blank Shot
4. Healer:
5. Healer:
6. Healer: Rapid Shot
7. Seeker of the Misty Isle: *Travel Domain, *Medium Armor Proficiency
8. Seeker of the Misty Isle:
9. Healer: Magic of the Land
10. Healer:
11. Contemplative: *War Domain, *Weapon Focus (longbow)
12. Contemplative: Precise Shot
13. Healer:
14. Healer:
15. Healer: Spontaneous Healer
16. Healer:
17. Healer:
18. Healer: Improved Critical (longbow)
19. Healer:
20. Healer:

*Bonus feats/abilities

Just to give an idea of how many extra spells this adds to the list:

Travel Domain
Longstrider, Locate Object, Fly, Dimension Door, Teleport, Find the Path, Teleport Greater, Phase Door, Astral Projection

War Domain
Magic Weapon, Spiritual Weapon, Magic Vestment, Divine Power, Flame Strike, Blade Barrier, Power Word Blind, Power Word Stun, Power Word Kill

Living Greyhawk
Faith Healing, Healing Lorecall, Stabilize, Vigor Lesser, Close Wounds, Vigor Mass Leser, Positive Energy Aura, Revenance, Vigor, Delay Death, Rejuvenation Cocoon, Vigor Greater, Dance of the Unicorn, Stalwart Pact, Vigorous Circle, Energy Immunity, Restoration Mass, Fortunate Fate, Renewal Pact

Feat selection is pretty open. I just decided to focus on archery and healing. With the spells from the domains (which you automacally know all on your list) you add some versatility to the class. Flamestrike and Blade Barrier for damaging spells, Divine Power for combat and Travel domain spells for mobility. You retain an amazing ability to heal, as well as a 16th level Unicorn companion to ride around with a bit of extra healing. When you get Magic of the Land at level 9, 4th Mass Cure Light heals 1d8+9+8+8+2, for a minimum of 28. 5th Mass Cure Mod heals 2d8+9+10+10+2, for a minimum of 33.

my Healer Archer

Wood Elf, CG of Shevarash(Solonor...;) )

Str 12 (10+2)
Dex 17 (15+2)
Con 12 (14-2)
Int 10 (12-2)
Wis 15
Cha 14

1. Healer: Foe Hunter
2. Healer: *Skill Focus (heal)
3. Healer: Sacred Vow
4. Healer:
5. Healer:
6. Healer: Favored of the champions
7. Seeker of the Misty Isle: *Travel Domain
8. Seeker of the Misty Isle:
9. Healer: Vow of Obedience
10. Healer:
11. Contemplative
12. Contemplative Extra Spell(Dissmissal)
13. Sacred Exorcist
14. Harper Paragon
15. Harper Paragon ...Feat....
16. Harper Paragon
17. Harper Paragon
18. Harper Paragon ....Feat...
19. Harper Paragon
20. Harper Paragon

it does work, you gain:

Turn Undead
most Harper Paragon abilities
.....however , you now have very few Archery related feats.....

if you want a Good Healer and Archer....Cleric is much Better

try this:

Wood Elf(CG)
Cleric of Solonor

Cleric 6/ Seeker of the Misty Isle 4/ Contemplative 1/ Harper Paragon 9

Domains: Elf(gives Point Blank Shot), War(gives Weapon Focus)

this way you have 2 bonus Feats and Turn Undead already......when you get to Harper Paragon, you will get an Exalted Animal companion, why not take Natural Bond(+3 Druid lvls for Companion abilities)....even if you didnt you still would be much better

Sample 13th lvl
Elf
Patron:Ehlonna
Cleric 6/ Radient Servant of Ehlonna 7

Domains:
Sun
Celerity
Healing



Stats includes Racial Modifiers and Leveling up

18 Str (base 12+6 Divine Power)
18 Dex(base 14+2 racial+2 gloves)
12 Con(base 14-2racial)
12 Int
20 Wis(base 17+1 level+2 periapt)
22 Cha(base 16+2 levels +4 cloak)

Feats:
Extra Turning
Extend Spell
Persistant Spell
Divine Metamagic(persistant)
Extra Turning

Number of turns / day = 3+6 Cha +8 Extra Turning....and 3+6 Cha Greater Turnings

17 regular turnings......spend 14 to make 2 spells Persistant...3 left to turn undead with plus greater turnings



110000gp to spend:

16000gp +4 Cloak of Charisma
4000gp +2 Gloves of Dexterity
4000gp +2 Periapt of Wisdom
13000gp monks belt(Wis to AC)
1800gp Efficient quiver
2500gp Ring of Sustenance
8000gp Ring of Mind Shielding
6000gp 2x Rod of extend,lesser
11500gp +1 Bracers of Armor with Silent moves(+5 move silent) Shadow(+5 Hide)
2500gp Eyes of the eagle(+5 Spot)
3500gp Lens of detection(+5 Search)
2250gp 3xWands Cure light wounds
2000gp Handy Haversack

8400gp +1 Magebane Composite Long Bow
11000gp +1 Adamantine Magebane Longsword

3350gp for Misc Mundane and Alchemical items...and Animals(Guard Dogs Riding dogs trained to fight and Guard you and your party)..also lots of ARROWS



Spells to Persist:
Divine Power....gives:
+6 Str
BAB of Fighter
extra Hitpoints

Visage of Diety....gives:
Darkvision 60'
Resistance 20 Acid,Cold, Electricity
DR 10/Magic
SR 20
Smite evil 1/day(Charisma to Attack, Character level to Damage as bonus)

use Metamagic rods to cast Greater Magic Weapon on Weapons and Magic Vestiment on Bracers


Sample Build 8th lvl


Wood Elf

Ranger 2/ Cleric 4/ Knight of the Raven 2

Patron: Solonor Theandria

Domains:
Elf................ bonus: Point Blank Shot
War.............. bonus: Weapon Focus(Longbow)

feats:
Track(bonus)
Rapid Shot(bonus)
Point Blank Shot(bonus)
Weapon Focus(longbow)(bonus)


other nice feats:
True Believer..... but i believe you need to have Ehlonna as Patron to use Raptor arrows...unless your DM allows it
Holy Warrior
Zen Archery
Quick Reconoiter
Woodland Archer
Penetrating Shot
Darkstalker

works great ..... at 20th looks like this:

Ranger 2/ Cleric 4/ Knight of the Raven 10/ xxxxxx 4...can be any Full Divine Casting PrC

will get Minimum BAB +17

and 9th lvl Divine Spells...and Turn as 12th+ lvl Cleric

i would do this:
Ranger 2/ Cleric 4/ Knight of the Raven 10/ Paragnostic Apostle 4

it works well , because at early levels.... you focus on Martial Abilites... you dont need Divine Power, notice....

@5th lvl ... Ranger 2/ Cleric 3:
BAB +4
4 bonus feats
better skills than fighter


@6th lvl ... Ranger 2/ Cleric 4
BAB +5 ...... only 1 behind fighter.... but much better survivability
also Spot and Listen are Wisdom based Skills.... his are great

@7th lvl ... Ranger 2/ Cleric 4/ Knight of the Raven 1
BAB +6 ..... again, fighters are only at BAB+7 .... this build is still better

@8th lvl ... Ranger 2/ Cleric 3/ Knight of the Raven 2
BAB+7 ......

as you gain levels in Knight of the Raven.... the focus switches to Divine ability, while at the same time never losing any Martial ability... and no feats are needed to qualify for these PrCs

this build:

Ranger 2/ Cleric 4/ Knight of the Raven 10/ Paragnostic Apostle 4

will work for several Patrons:

Ehlonna...... use Raptor Arrows...need True Believer
use Domains:
Animal and Celerity

Corellon ..... use Millineal Chain armor
Show
Millenial Chainmail(Relic)(MIC) +1 Mithral Chain, Light Armor,+8 max Dex, Armor chk -2, ASF 15% ....... Incredible armor ..... Gives Fast Healing 3 continuously , in light brighter than Shadowy

use Domains:
Elf and War .... gain bonus feats(Weapon Focus(longsword),Point Blank Shot)

Solonor Theandria .... extra feats(Weapon Focus(longbow),Point Blank Shot)
use Domains:
Elf and War

Labelas Enoreth ..... Extra Feats(Point Blank Shot,Improved Initiative)
use Domains:
Elf and Time

you can also use Cloistered Cleric ...... but it will take longer and change the final look..... but you can still get BAB+16....and gain Knowledge as additional Domain
Ranger also Supplies 6 skill points/lvl.... but at 1st you gain 16 bonus Skill points and 4 additional @ 2nd... and add a lot of Great Skills to your Class Skill list...... all in all much better

remember the OP wants to be an Archer ..... this makes the most of the Archer

also at high levels.... this Archer does not need to worry about Dispels or Antimagic areas




Example build:
Cleric of Corellon

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

Ranger 2/ Cloistered Cleric 3/ Seekre of the Misty Isle 3/ Knight of the Raven 10/ xxxx 2

Patron: Corellon Larethian

Domains:
Elf
War
Knowledge
Sun
Travel


32 point buy

Str
Dex
Con
Int
Wis
Cha

Feats:

(bonus)
Track(bonus)
Quick Reconoiter
Rapid Shot(bonus)
Point Blank Shot(bonus)
Weapon Focus(longsword)(bonus)
Improved Turning
True Believer
Touch Of Healing
Knowledge Devotion
Smiting Spell
Feat????.... Extra Turning, Penetrating Shot, Imp Rapid Shot, Domain Spontaneity(Travel), ????


Items:@7th lvl
1000gp Misc Arrows
1800gp Efficient Quiver
800gp Ephod of Authority
1400gp Lenses of Revelation
1000gp Reliquary holy Symbol
750gp Healing Belt
750gp Wand of Cure light Wounds
2405gp +1 Alchemical Silver Longsword
4600gp +1 Serren Wood Composite longbow
1000gp Truedeath Crystal(lesser)
2000gp Handy Haversack


@8th lvl
8150gp Millinneal Chainmail

@9th lvl
8000gp Quiver of Elvenkind
1100gp Gloves of Starry Sky
4000gp +2 Amulet of Wisdom

:D

Gish Archers



The Archer: Light martial OR spell focused gish, archer gish focus on bow art and ranged touch spells. Arcane archers have nothing on dedicated archer gish, as most arcane archers won't be able to launch a full ranged bow attack employing Improved Rapid Shot and Improved Mounted Archery and the next round cast an empowered scorching ray or magic missile. This build focuses on any sort of armor preference, almost exclusively archer-focused feats, spell selection emphasizing on enhancing own mobility, decreasing enemy mobility, and on ranged touch spells, and for ability scores a lower Strength and high Dexterity, and a high primary spellcasting attribute. Almost none of the feats in this build should be for non-archer benefits, as a focused spell-supported archer gish is fearsome enough without specializing too much, and emphasizing the archery makes him simply lethal.
Order of the Imbued Arrow
Fighter 2/Wizard 4/Spellsword 3/Eldritch Knight 9/Arcane Archer 2
Hit Dice 2d10 + 4d4 + 3d8 + 9d6 + 2d8; Base Attack Bonus +18/+13/+8/+3; Saves +16/+8/+10; Requires knowledge (arcana) 6, Point Shot, Precise Shot, Weapon Focus (Composite Longbow).
Wizard Caster 14

Attribute Distribution (before racial modifiers)
25 pt: Str 10, Dex 15, Con 13, Int 14, Wis 12, Cha 8
28 pt: Str 10, Dex 15, Con 14, Int 15, Wis 12, Cha 8
32 pt: Str 10, Dex 16, Con 14, Int 16, Wis 12, Cha 8
Rolled: Int, Dex 15+, Con, Wis, Str (weight limits), Cha

Elf or Half-Elf
1 Ftr 1: Point Blank Shot, Precise Shot
2 Ftr 1/Wiz 1: Summon Familiar, Scribe Scroll
3 Ftr 1/Wiz 2: Weapon Focus (Composite Longbow)
4 Ftr 2/Wiz 2: Far Shot
5 Ftr 2/Wiz 3:
6 Ftr 2/Wiz 4: Rapid Shot
7 Ftr 2/Wiz 4/Sps 1: Ignore ASF 10%, +1 Wiz Caster
8 Ftr 2/Wiz 4/Sps 1/EK 1: Dodge
9 Ftr 2/Wiz 4/Sps 1/EK 1/AA 1: Enhance Arrow +1, Mobility
10 Ftr 2/Wiz 4/Sps 1/EK 1/AA 2: Imbue Arrow
11 Ftr 2/Wiz 4/Sps 1/EK 2/AA 2: +1 Wiz Caster
12 Ftr 2/Wiz 4/Sps 1/EK 3/AA 2: Shot on the Run, +1 Wiz Caster
13 Ftr 2/Wiz 4/Sps 1/EK 4/AA 2: +1 Wiz Caster
14 Ftr 2/Wiz 4/Sps 1/EK 5/AA 2: +1 Wiz Caster
15 Ftr 2/Wiz 4/Sps 1/EK 6/AA 2: Manyshot, +1 Wiz Caster
16 Ftr 2/Wiz 4/Sps 1/EK 7/AA 2: +1 Wiz Caster
17 Ftr 2/Wiz 4/Sps 1/EK 8/AA 2: +1 Wiz Caster
18 Ftr 2/Wiz 4/Sps 1/EK 9/AA 2: Ranged Pin, +1 Wiz Caster
19 Ftr 2/Wiz 4/Sps 2/EK 9/AA 2: Ranged Disarm
20 Ftr 2/Wiz 4/Sps 3/EK 9/AA 2: Ignore ASF 15%, +1 Wiz Caster

The Order of the Imbued Arrow is exclusive with its membership, so exclusive that it only allows elves and half-elves to join its ranks. They do with arrows what many arcane knightly orders do with swords and axes. Survivors of ambushed caravans report strange arrows (shadowy, flaming, and many others) flying out of the trees and plunging a otherwise well guarded convoy into darkness and fire.

:D

Arcane Archers



Arcane Archer : +20 BAB & 20th lvl Caster


Elf

Bard 4/ Favored Soul 4/ Arcane Archer 2/ Mystic Theurge 7

loads of fun ..... make sure to take the feat: Smiting Spell(allows touch spells to be Imbued on weapons, discharged with Hit).... then you can put Area Spells and Touch Spells onto your Arrows

Eldritch Archer
Fighter 1/Wiz 3/Elf Paragon 3/Arcane Archer 2/Spellsword 1/Eldritch Knight 10
BAB: +18
Caster Level: 15 (8th level Wiz spells)
Saves: +16/+10/+9
Special: Familiar, Scribe Scroll, Fighter Feat, Elfsight, resist enchantments, Weapon Focus, +2 Int, Bonus Feat, Enhance Arrow +1, Imbue Arrow
Requirements: Elf, Point Blank Shot, Precise Shot, Weapon Focus(bow), Able to cast 2nd level arcane spells, all Armor Proficiencies, BAB +6
Books: Unearthed Arcana, Complete Warrior

The Ultimate Archer


:D

Psionic Archers


IMAGE(http://www.wizards.com/dnd/images/cpsi_gallery/96349.jpg)
Soulbow Based Builds:
remember... having the Soulbow PrC...does not mean you cant use a regular bow.... it would be great to Use a regular Bow, because you can still use some of your Class Features(Feats) with other Bows..... thus without Droping your Weapon you have a choice of Firing the Bow or Using your Mind Arrows

a fun archer Build ... can be very easy, like this:

Ranger 2/ Soulknife 3/ Soulbow 10/ Cragtop Archer 5

BAB+16
great Skills
excellent range(15 range increments)
just Point and Shoot...no equipment to worry about, and can use in melee
extra feats.... can choose Psionic feats also

the key to remember......stay away from Melee, focus on Damage from Afar..... keep hidden(or Invisible).... be Mobile, dont stay in one spot


exa: Pixies are lots of Fun as Archers:

Pixie
Ranger 2/ Soulknife 3/ Soulbow 8/ Cragtop Archer 3
BAB+13

has most all of the things that the other build has....and:

Constant Greater Invisibility...while FLYING

if you want a Wisdom Focused Build:

Ranger 2/ Monk 3/ Soulknife 2/ Soulbow 8/ Warmind 5

feats:
Monastic Training(Soulbow)
Tashalatora(Soulbow)
Zen Archery
Intuitive Attack

thus you are ready for Ranged combat, or Melee.... and can Kick Butt with Either...but best of All Wisdom is the Main Stat:

Wis to Attack...Ranged and Melee(Unarmed Strike)
Wis to Damage(ranged)
Wis to AC
Wis for PP and DC of Powers(Warmind)

and you still get the benifit of :
Greater Flurry of Blows
Huge Unarmed Damage
Lots of Skills
Evasion
Close Combat
Ability Boosts
DR
Psionics

works great with a VOP also.
Elan

Monk(Cobra Strike Variant) 2/ Soulknife 3/ Illumine Soul 4/ Soulbow 8/ Cragtop Archer 3

BAB +15(+17 with Mind Arrows)
+2 mindblade with +2 Enhancements and Constant Undead Bane
+4 Mind Arrows with +2 Enhancements and Constant Undead Bane

Feats:

Dodge(monk Bonus)
Mobility(monk Bonus)
Weapon Focus(mindblade) (Soulknife Bonus)
Wild Talent(Soulknife Bonus)

1st lvl: Quick Reconoiter .............. Free Spot and Listen check EACH Round, +2 Initiative
3rd lvl: Practiced mind blade
6th lvl: Point Blank Shot
9th lvl: Penetrating Shot
10th lvl: Zen Archery (Soulbow Bonus)
12th lvl: Elusive Target ,Rapid Shot (Soulbow Bonus)
14th lvl: Shoot on the Run (Soulbow Bonus)
15th lvl: Woodland Archer
16th lvl: Far Shot (Soulbow Bonus)
18th lvl: Mountain Warrior
Mountain Warrior
Mountain Warrior[General](RoS p142)Base Attack Bonus +3,Survival: 5 ranks
+1 bonus to attack rolls on ranged attacks made from higher ground.
+1 bonus to damage rolls on melee attacks made from higher ground.
Opponents making a melee attack from higher ground do not receive the normal +1 to attack roll.
+2 bonus on Balance checks made when moving on steep slopes.



this should give you most of what you want...... a build that focuses on Wisdom(AC,Attacks,Damage,Detection(Spot and Listen Checks))

you will have a huge range:

1)15 Range Increments instead of 10
2)Composite Long bow range increment = 110' x far shot(1.5) = 165' per range increment
3)total long range attack Range= 2475'...just pointing your finger and shooting

the drawbacks...low damage output, difficulty with DR

feats that can help:

Psionic Shot
Greater Psionic Shot
Sense Weakness
Sense Weakness

Sense Weakness[General](Dracominicon p106)Intelligence 13,Combat Expertise,Weapon Focus (any)
Whenever you attack with a weapon with which you have Weapon Focus, you may ignore up to 5 points of
the target’s Damage Reduction. This benefit cannot reduce the effective DR to less than 0.

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

Ranger 3/ Soulknife 2/ Soulbow 8/ Horizon Walker 7 ........

BAB +17
great Mobility(Dimension Door at will every 1d4 rounds)
pick these Terrains:

[indent]

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.

Hills: You gain a +4 competence bonus on Listen checks. You gain a +1 insight bonus on attack and damage rolls against hills 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.

Cavernous (Planar): You gain tremorsense with a 30-foot range.
[/indent]

in addition you will have lots of feats to use
Track- Ranger bonus
Rapid Shot - ranger bonus
Endurance - ranger bonus
Weapon Focus (mind blade) - Soulknife Bonus
Wild Talent - Soulknife Bonus
Fell Shot - Soulbow Bonus feat
Improved Precise Shot - Soulbow Bonus feat
Improved Rapid Shot - Soulbow Bonus feat
Zen Archery - Soulbow Bonus feat

1st Point Blank Shot
3rd Psionic Shot
6th Psionic Meditation
9th Greater Psionic Shot
12th Penetrating Shot ...... gives you a 60' line effect(you get to attack All in that area with Full Attack bonus)
15th Precise Shot
18th Far Shot

Human
Soulknife 2/ Ardent 5/ Soulbow 4/ Slayer 9

+16 BAB
13th lvl Manifester(17th with Practiced Manifester)
9th Lvl powers(4 Mantles:13 Powers Known)
147+ bonus PP,Based on Wisdom
easy to Play....Wisdom is Primary Stat, Dex is Secondary.....can fire in Melee, lots of great Powers to choose from
2 bonus feats for Archery from Soulbow

Vow Of Poverty Builds:

a VOP doesnt give enough protection by itself....try this:

attribute focus.....WISDOM....Dexterity....Constitution

12 Str
16 Dex
14 Con
12 Int
18 Wis
12 Cha

Human

Monk 2/ Soulknife 3/ Soulbow 8/ Illumine Soul 4/ Incarnum Blade 3

Feats:
Zen archery
Intuitive Attack
combat Reflexes
Robilars Gambit

also you may want to use 2 feats to be able to Shape and Bind a Soulmeld(Blink Shirt...or Airstep Sandals)

links to more:
Optimizing the Soulbow
Arrow Demon Form Acquisition, and a really strong 8th level archer
Psychic Warrior Archer
http://forums.gleemax.com/wotc_archive/index.php/t-650996
http://forums.gleemax.com/wotc_archive/index.php/t-635764
http://forums.gleemax.com/wotc_archive/index.php/t-525295

:D
[delete]

Core Archery



For Core Archery feats you have...

Point Blank Shot
Far Shot
Precise Shot
* Improved Precise Shot
* Rapid Shot
* Manyshot
Shot On The Run
Weapon Focus
Weapon Specialization
Greater Weapon Focus
Greater Weapon Specialization
Improved Critical

* = Ranger Archery Mastery line


so from this ...... Ranger 12/ Fighter 8 ... works great

to me the best Core Archer is:

Wood Elf
patron: Ehlonna
Domains: Animal,Plant

Ranger 2/ Cleric 18

this gives 2 extra feats, a whole lot more skill points than Cleric 20, and still gets 9th lvl spells(including Shapeshift)

if you want a more Ranger Approach... try this:

Wood Elf
Rogue 1/ Fighter 2/ Ranger 17

get a ton of Skills, Extra Feats, and Still get Hide in Plain Sight


[sblock=Core Dragon Slayer]
CORE Dragon Slayer

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 Dragon
[indent]
Gargantuan
HD 28d12+196 (378 hit points)
Speed:40 ft., fly 200 ft. (clumsy)
Initiative +0
AC 33 (–4 size, +27 natural), touch 6, flat-footed 33
DR 10/magic
SR 24
Sorceror caster lvl =11th , 5th lvl spells

35 Str
10 Dex
25 Con
20 Int
21 Wis
20 Cha

BAB+28/+52 Grapple
+36 Attack Bonus

saves(FRW) +23/ +16 /+21

Breath Weapon 16d10 (save DC 31) 60' cone

Frightful presence DC 29(240' range)

Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.

Keen 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
[/indent]

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)

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

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.

[sblock=Stealth and Detection in Mountains]
Stealth and Detection in Mountains: As a guideline, the maximum distance in mountain terrain at which a [b]Spot check for detecting the nearby presence of others can succeed is 4d10

EPIC levels



:D

Archery Builds



gestalt archer optimizing


here is a fighter archer, not espcially optimized, made using the proposed numbers with the same Items.
I chose a composite shortbow because I like it.

Here are the basics:

Fighter Human
str. 20 (+5)
dex 30 (+10 dex)

+5 bow, +5 Flaming, Shock, frost, acidic
Haste Item
bracers of greater archery

19 feats: Point blank shot, far shot, precise shot, rapid shot, shot on run, mounted combat,
mounted archery, mobility, dodge, weapon focus: Bow, weapon specialization: bow, GwF: bow, GWS: bow, Leadership, Improved critical: bow, Improved initiative, ride by attack, spirited charge, Weapon focus: longsword

Bab: +20, +20, +15, +10,+5

BAB Bow: 20+10 dex +1 Spec+1 g spec +1 haste +2 boga +5 bow= 40 (haste)/40(rapid shot)/40/35/30/25

Damage: 1d6+ 4d6 elemental+ 5 st +2 WS+2GWS+5 magic+2BOGA : 5d6+16

AB Bow @30 ft or less: 41/41/41/36/31/26
AB on moving mount @ 30 feet: 39/39/39/35/29/23
AB on moving mount 37/37/37/32/27/22
AB on running mount 36/36/36/31/26/21
AB on running mount @ 30 ft or less: 37/37/37/32/27/22

He does marginally less damage per attack, but has one more attack per round due to rapid shot.

He has leadership to give him a nasty, likely flying cohort to ride as a mount (I think at 20th level, we are close to dragon, or sothing similar, but I could be wrong).

Note he can make a full attack action from the back of the horse while moving, or from the ground while moving. If your warbalde moves, he only gets one attack.

He is much less nasty on a running mount, but the mount is making a triple move!

Warblade archery build, required material: Core, PHB2, ToB, CW, I think thats all.

Human warblade 20, 32 point buy (its what I use in my campaigns)
Str 14 +6 item = 20
Dex 18 +5 levels +6 item +1 tome = 30
Con 12
Int 14
Wis 8
Cha 8

Feats
1: EWP Composite Great Bow, Point Blank Shot
3: rapid shot
5: bonus Improved initiative
6: weapon focus: GB
9: weapon specialization: GB
9: bonus blind fight
12: ranged weapon mastery: GB
13: quickdraw
15: Greater weapon focus: GB
17: diehard
18: Greater weapon specialization: GB

Stances: blood in the water, stone foot stance, giants stance, hearing the air

Maneuvers
1: Moment of perfect mind, sudden leap, stone bones, 1

2: Action before thought

3: mind over body

4: fountain of blood

5: dancing mongoose

6: boulder roll

7: quick silver motion

8: raging mongoose

9: Time stands still, diamond defence

Upgrade stonebones and unneeded maneuver as needed. quick silver motion isn't 100% needed, it can be exchanged for Iron Heart surge if the unused maneuver is also iron heart.

Weapons and ammo.
MW composite greatbow +5 str 1510 gp
+5 flaming shock frost acidic 162k gp
bracers of greater archery 25k gp
item of haste

unmodified attacks
Attack 20 BAB + 10 dex +5 magic +1 PBS +1 wf +1 gwf +2 rwm +2 boga + 1 haste = +43
damage = 1d10 +4d6 elemental +5 str +5 magic +1 PBS +2 ws +2 gws +2 rwm +1 boga = 1d10+18 +4d6

Stances: Giants stance + blood in the water. Giants stance treats my damage as one size category larger, bloodin the water gives me +1 to hit and damage for every critical hit with a few limitations. These are the only offensive stances that work well with ranged weapons unfortunately.

This boosts my damage to 2d8+4d6+18 at +42 to hit with a conditional +1 to +X from blood in the water where X is the number of critical hits I have made since BitW was activated (though I loose the bonus if I don't critically hit for 1 minute).

The attack sequence is Raging Mongoose then Time stands still in the first round, and then a full attack with dancing mongoose in the second, then a full attack + swift action in the third to recover.

So i get
r1: 2 attacks at +43, then 2 full round attacks with speed and rapid shot (+41, +41, +41, +35, +31, +26)x2
r2: 1 attack at +43, then 1 full round attack with speed and rapid shot (+41, +41, +41, +35, +31, +26)
r3: rapid recovery then 1 full round attack with speed and rapid shot (+41, +41, +41, +35, +31, +26)

Against a defence 27 or less target I am hitting 95% on 14 attacks at ~41 damage per hit in round one for an average damage of 545.3 in round 1, 272.65 in round 2 and 233.7 in round 3. Then I can repeat as needed for 350.55 damage per round.

Another option is to skip the second round for an average damage of 389.5 per round.

None of this is counting critical hits, and with that the math gets a bit tricky...
there is a 5% chance on each hit to crit for a 4.75% chance of +~54 damage for +2.565 damage per attack. that gives me +35.91 in r1, +17.955 in r2 and 15.39 in r3. Except that each crit increases the damage as well. And I just don't feal like doing that math.

Also note that by taking 1 level of fighter I loose only one of my defensive maneuver slots, 1 hp, but gain 1 or 2 (if droping the ewp) feats and +1 fort save.
With a fighter level and switching to longbow, I loose 2 points of average damage (1d8->2d6 while in giants stance) but I can get weapon supremacy and another feat. I could add twf and replace the unused maneuver and boulder roll with melee strikes for added versitility (because the mongoose maneuvers are quite effective with twf. Or instead of supremacy and twf, I could get many shot/ improved rapid shot to focus on my archery though I am not convinced the +2 effective to hit would be worth it compared to being able to take 10 and add 5 on lower attacks that I would get with supremacy.

ranged weapon compatable maneuvers and stances
The following martial stances are at least somewhat useful for ranged combatants
Desert Wind
Flames Blessing
Holocaust Cloak
Rising Pheonix

Devoted Spirit
Aura of Perfect Order [law]
Aura of Triumph [good] *6
Aura of Tyranny [Evil]
Immortal Fortitude

Diamond Mind
Hearing the Air
Pearl of Black Doubt
Stance of Alacrity
Stance of Clarity

Iron Heart
Absolute Steel
Supreme Blade Parry

Setting Sun
Ghostly Defense
Giant Killing Style
Shifting Defense
Step of the Wind

Shadow Hand
Assassins Stance
Balance on the Sky *7
Child of Shadow
Dance of the Spider *7
Step of the Dancing Moth

Stone Dragon
Giants Stance
Stonefoot Stance
Strenth of Stone
Roots of the mountain

Tiger Claw
Blood in the Water
Hunters Sense
Leaping Dragon Stance

White Raven
Bolstering Voice
Leading the Charge
Press the Advantage
Swarm Tactics

The following martial maneuvers do not require melee attacks
Desert Wind
Blistering Flourish
Distracting Ember
Dragons Flame
Fan the Flames
Fire Repost ****
Fire Snake *****
Hatchlings Flame
Inferno Blast
Leaping Flame
Ring of Fire
Wind Stride
Wyrm's Flame
Zypher Dance

Devoted Spirit
Shield Block ***

Diamond Mind
Action Before Thought
Diamond Defense
Mind over body
Moment of Alacrity
Quicksilver Motion
*Time Stands Still

Iron Heart
Iron Heart Endurance
Iron Heart Focus
Iron Heart Surge

Setting Sun
Baffling Defence
Feigned Opening *6
Mirrored Pursuit
Scorpion Parry
Stalking Shadow

Shadow Hand
Cloak of Deception
One With Shadow
Shadow Blink
Shadow Garrote
Shadow Jaunt
Shadow Noose
Shadow Stride

Stone Dragon
*Adamantine Bones
Boulder Roll
*EarthStrike Quake
Mountain Avalanche

Tiger Claw
**Dancing Mongoose
Fountain of Blood
**Raging Mongoose
Sudden Leap

White Raven
Lions Roar
Order Forged From Chaos
White Raven Tactics

* strikes that work with ranged weapons
** boosts that grant extra attacks that work with ranged weapons
*** debatable: only when using a bluckler or shield. It does not specificy if you must be recieving the shields bonus yourself, so with a loose interperetation a bow user could use this with a buckler.
**** Debatable: While you do make a melee touch attack, it does not specify if this is a weapon related attack or not.
***** Broken: Duration is instantanious, but the firesnake moves at 60ft per round? What action is it to control a fire snake? none is indicated. How many firesnakes can one control at once? no limit is specified? What is to stop me from having nigh infinate firesnakes running around? and dealing 6d6 damage to everything in sight (In this case evasion is actually bad because if I deal no damage on a successful reflex save the fire snake can keep passing through your square until you fail a save.) Can a target he stuck by different fire snakes in the same round? if so we are looking at an infinate damage loop. I recommend as a houserul a duration of concentration, IE 1 standard action per round to mantain or a 5 round effect limit (like salamander charge).
*6 partial: while you don't benifit, a melee using ally can.
*7 while using a 1 handed ranged weapon.

Anyone see any errors here? Anyone have any suggestions? Anyone want to make comparisons to other builds? This is one of my first optimization experiments, and i did it just to demonstrate that the warblade can be effective at ranged combat even if he doesn't start with a martial ranged weapon or bonus feats that apply to ranged combat. Plus he not only is a good archer, but he with the diamond mind save buffs he can survive save or dies more easilly than the fighter and if using iron heart surge he can even remove hostile status effects on himself.

if you have Players Guide to Faerun ... try this:

Ranger 9/ Divine Crusader 1/ Harper Paragon 10

gives 9th lvl Divine Spells
BAB +16
Favored Enemy (EVIL) ... and +10 to fav enemy bonus(put it into Evil)
Celestial Companion, as 14th lvl Druid(17th with Natural Bond)

Domain to Choose :Celestia .... it is a Planar Domain:

Celestia Domain
Granted Power: Planar Handbook, page 87.
1 Light of Lunia. Planar Handbook, page 100.
1 Shield of Faith. Player’s Handbook, page 278.
2 Bear’s Endurance. Player’s Handbook, page 203.
2 Shield Other. Player’s Handbook, page 278.
3 Magic Vestment. Player’s Handbook, page 251.
3 Summon Monster III.* Player’s Handbook, page 286.
4 Divine Power. Player’s Handbook, page 224.
4 Magic Weapon, Greater. Player’s Handbook, page 251.
5 Righteous Might. Player’s Handbook, page 273.
5 Summon Monster V.* Player’s Handbook, page 286.
6 Blade Barrier. Player’s Handbook, page 205.
6 Bear’s Endurance, Mass. Player’s Handbook, page 203.
7 Regenerate. Player’s Handbook, page 270.
7 Summon Monster VII.* Player’s Handbook, page 287.
8 Power Word Stun. Player’s Handbook, page 263.
8 Shield of Law. Player’s Handbook, page 278.
9 Foresight. Player’s Handbook, page 233.
9 Summon Monster IX.* Player’s Handbook, page 288.
* Cast as a lawful good spell only.

from Maximizing Archer Damage
Eldariels Martial Archer
Alright, here's where I'm at now. Can anyone help me figure out a way to get any more damage out of the build before adding the Magical bow and enhancements and spells? The reason I built this is, I wanted to see if it's possible to build such a character usable at any range (Swift Hunter has the maximum of 60' range, which makes it very impractical for hammering that approaching Dragon before it's already here, and even then it's easy enough for a Dragon to stay beyond 60'). So, I'm looking for any more non-range-dependant damage enhancements. Here's what I've got now:


Str 18 (+2 levels)
Dex 20 (+3 levels)
Con 11
Int 16
Wis 8
Cha 8


Feat Rogue 1 - 1st, Human, Flaw, Flaw, Rog - Point Blank Shot, Rapid Shot, Precise Shot, Far Shot, Education - ACF Poison Use over Trapfinding from Drows of the Underdark
Warblade 1
Warblade 2 - Mountain Warrior
Warblade 3
Warblade 4
Warblade 5 - Warblade, 6th - Combat Reflexes, Knowledge Devotion
Exoticist Fighter (Dragon, gets 4 Exotic Weapon Proficiencies instead of Martials) 1 - Fig, EWP - EWP: Greatbow, Ranged Threat
Swordsage 1 Weapon Focus - Weapon Focus (Weapon Aptitude it to Greatbow; let's assume this works even though RAW doesn't)
Warblade 6 - 9th - Weapon Specialization: Greatbow
Warblade 7
Warblade 8
Warblade 9 - Warblade - Improved Initiative - 12th - Ranged Weapon Mastery
Warblade 10
Exoticist 2 - Fighter - Improved Precise Shot
Warblade 11
Warblade 12 - 15th - Greater Weapon Focus: Greatbow
Manyshot
Feat Rogue 2 - Greater Weapon Specialization: Greatbow
Cragtop Archer - 18th - Improved Critical: Greatbow
Warblade 13 - Warblade - Quick Draw
Warblade 14


Relevant stances and maneuvers (the idea of an Adept Archer from here, btw - credits where they're due):
Giant's Stance (treats weapon as one category larger)

Time Stands Still (two times full attack)
Raging Mongoose (two more attacks)
Rapid Counter (extra AoO)
defensive stuff, Diamond Defense, Sudden Leap, Iron Heart Surge, maybe White Raven Tactics, the like. Then Swordsage is mostly defensive, Shadow Jaunt to get out of binds, etc.


Since the character has Education and sufficient Int, all the Knowledges should be more or less maxed out along with Collector of Stories so that the bonus should be around 30 (22 ranks+3 Int+5 Collector of Stories=30), thus guaranteeing +4 from Knowledge Devotion and making +5 rather accessible (75% of the time, to be precise).

If I count correctly, the damage from one shot should be:
2d8 base+4 Str+5 Knowledge+6 Weapon Use=An average of 24 + 19-20/X3 Crits (Warblade's Int-bonus To Crit Confirmation applies too!). The character takes a volley of 12 arrows in the first turn so the damage should be around few hundred, without Magic added. Further, if opponents do get in the 15' range, Rapid Counter+Ranged Threat allow for double shot. Add to that Colossal Scorpion's poison for each of the arrows, giving them DC33 Fort-save vs. 1d10 Con-damage. That should add solid amounts of extra damage to the volley.


Oh, and the level of Cragtop Archer is there purely to start the volleys much earlier and more efficiently; 1000ft is only -4 from range increments, so it's fully doable still. Mountain Warrior and Farshot are both requirements, so meh. Oh, and the range increment is 215ft (130ft Greatbow+65ft Farshot+20ft Ranged Weapon Mastery), so 4 increments is actually 1075ft. Allows for nice bombardment before the opponent ever closes in on the party. Even a Great Wyrm Red Dragon takes 4 turns to cover that distance and most foes aren't nearly as quick. 4 turns equals to a good amount of arrows. Oh, and the attack run starts from +31 (18 BAB+5 Dex+4 Weapon Mastery+5 Knowledge+1 Masterwork-2 Rapid Shot=+31).


Anyway, any ideas on how to improve the damage output? I'm aware of the Efficient Pull-feat from Dragon, but that seems just plain subpar, and I don't qualify for Exalted Feats with Charisma at 8. Also, no Favoured Enemy so I can't fit Nemesis or Improved Favoured Enemy in.



AlterForm's Archer: Monk 2/ Psychic Warrior 3/ Ranger 15(not in that order) ....very nice use of Fell Shot and Many Shot

very nice Archery Build .... covers all the bases, many great class abilities.. top notch build:
Wood Elf
Ranger(Champion of the Wild) 6/ Pious Templar 4/ Hit and Run Fighter 2/ Cragtop Archer 3/ Wildrunner 2/ Ranger +3
Feats, level:
1) Point Blank Shot
3) Weapon Focus(Longbow)
6) True Believer(Elhonna)
9) Ranged Weapon Mastery
12) Mountain Warrior
15) Open Feat
18) Open Feat
Feats, bonus:
1) Track
2) Rapidshot
3) Endurance
4) Precise Shot
6) Manyshot
9) Weapon Specialization(Longbow)
10) Improved Rapidshot
11) Woodland Archer
12) Far Shot
19) Some Bonus Feat

:D
Make sure you include that build you designed to slay dragons with core material only. It deserves a neat little spotlight in here.
i will .... also am going to get as many other Archery types in here too


:D
under construction .... but if you have a Build or want to ADD to the guide .... post away

thanks for your consideration

:D
Here's one that I saved from the boards a while ago:
LogicNinja
http://boards1.wizards.com/showthread.php?t=736566
Default Re: Soulknife

The best thing to do with Atavist is actually to go Soulbow.

If you pick up enough Psychic Warrior to store a second focus in your psicrystal, you can end up as something like, oh, Soulknife 2/Psychic Warrior 4/Soulbow 4/Atavist 10 (Soulknife 2/PsyWar3/Soulbow 1 -> Atavist 10 -> more Soulbow -> PW +1). You have two psionic focuses, and recover them as move actions; between Hustle and your normal move action, you can take a whole lot of standard actions.

The key is to get Manyshot. Greater manyshot is even better. Zen Archery if you can afford the feats, early on, to focus on WIS (for the bonus PP). You'll need a decent dex to take Manyshot/Greater Manyshot, though.

Your first combat round could look like this:
-Greater Manyshot with your standard action.
-Expend your first focus to get another standard action.
-Greater Manyshot a second time.
-Use your move action to regain your focus.
-Expend your focus again. Greater Manyshot a third time.
-Manifest Hustle as a swift action, getting another move action.
-Use your move action to regain your focus.
-Expend your focus. Greater Manyshot #4.
-Expend the second focus in your psicrystal. Greater Manyshot #5

Maybe you could include this? It is the Warblade 20 archer build that floated around the forum some time ago. At least I think it is worth adding to the thread, since this seems to be pretty comprehensive about archery.
Should Crossbowers be given some space? While not "true" archery", they are rather similar and Crossbowing has actually become viable due to Crossbow Sniper and Hand Crossbow Focus (DotU).
Maybe you could include this? It is the Warblade 20 archer build that floated around the forum some time ago. At least I think it is worth adding to the thread, since this seems to be pretty comprehensive about archery.

thanks.... already had it in the Builds section ... but thanks for the thought

Should Crossbowers be given some space? While not "true" archery", they are rather similar and Crossbowing has actually become viable due to Crossbow Sniper and Hand Crossbow Focus (DotU).

sure ... we could add several other Categories as All Ranged attacks have similar things in common:

1)Crossbow:
handy links:A crossbower to rival an archer?
2)Throwing

i may readjust several posts, and consolidate them, so as to give the other categories thier own posts. right now i am still filling the posts with raw data.

i will try to get coherent guidelines written later with advice and other stuff(FAQ)

:D
thanks.... already had it in the Builds section ... but thanks for the thought



sure ... we could add several other Categories as All Ranged attacks have similar things in common:

1)Crossbow
2)Throwing

i may readjust several posts, and consolidate them, so as to give the other categories thier own posts. right now i am still filling the posts with raw data.

i will try to get coherent guidelines written later with advice and other stuff(FAQ)

:D

Do you hate sblocks? They really add a measure of professionalism and make it easier to read through.
no..... i just havent had time to do any really useful formatting yet .... if you would like to help ... just edit the sections you want and Post them, and i will adjust the posts... or PM me , and i will add or adjust whatever you like


:D
no..... i just havent had time to do any really useful formatting yet .... if you would like to help ... just edit the sections you want and Post them, and i will adjust the posts... or PM me , and i will add or adjust whatever you like


:D

Just like this:


and



and so on. Whenever something is a subcatagory just sblock it and give it a title. Imbed sblocks within each other if neccessary.

Equipment


Items:
Splitting from Champions of Valor(+3 bonus)

Splitting is from Champions of Ruin.

GREAT idea for a guide, by the way. I've waited a long time for something like this. ;)
Carnivore, if you need any help finding material or formatting stuff, just give me a PM. I can go through the forums and get some throwing builds or something. Well, you know how to reach me...
I actually don't like sblocks all that much (and that goes double for embedded sblocks). I find it detracts from the flow of reading, and in some cases makes searching for things more difficult.
I actually don't like sblocks all that much (and that goes double for embedded sblocks). I find it detracts from the flow of reading, and in some cases makes searching for things more difficult.

Really? I find that I can just cut to the parts I need rather than wade through soulbow builds to get to the rogue optimization. This assumes *good* titles and organization is being used.
I feel that if the sections are clearly labeled with large fonts and use of colour, I have no problem browsing. Sometimes I'm just looking for random things, in which case sblocks don't help me. Say for example I'm looking for a build that incorporates the Dragon Devotee PrC, or uses incarnum in some way. There is no specific category for that, and I'd have to go and open each sblock separately rather than just do a broad search. Now this would be moot if searching would work within closed sblocks, but I digress.

Regardless, it's really more of a personal preference on my part. Things feel too compartmentalized when they're all buried into sblocks for me. I like having things spread out (as long as they're organized).
I feel that if the sections are clearly labeled with large fonts and use of colour, I have no problem browsing. Sometimes I'm just looking for random things, in which case sblocks don't help me. Say for example I'm looking for a build that incorporates the Dragon Devotee PrC, or uses incarnum in some way. There is no specific category for that, and I'd have to go and open each sblock separately rather than just do a broad search. Now this would be moot if searching would work within closed sblocks, but I digress.

Regardless, it's really more of a personal preference on my part. Things feel too compartmentalized when they're all buried into sblocks for me. I like having things spread out (as long as they're organized).

That's basicly what I find the best. Sblocks just help keep the page to a managable size to scroll down and find stuff.
If your including Dragon stuff, the Targeteer variant of the fighter deserves special mention. Also there are some neat Psionic powers for archers in CPsi that you might want to look at.
Erm. You're missing the two key archer PrCs, at least that I noticed. Peerless Archer and Deepwood Sniper, either together or separately are pretty boss builds for archers. Peerless Archer in particular works exceptionally well with the 'shoot an arrow as a line attack' option with Power Shot.
Erm. You're missing the two key archer PrCs, at least that I noticed. Peerless Archer and Deepwood Sniper, either together or separately are pretty boss builds for archers.

i already Talked to KSBSnowOwl about that .... i am going to include them ... but am still loading info.... they are Great PrCs

Peerless Archer in particular works exceptionally well with the 'shoot an arrow as a line attack' option with Power Shot.

you mean "Penetrating Shot";)

am still working on cleaning things up .... if anyone has stuff to put in... please post it(my time is very limited lately...hence the sloppy format, currently)


:D
If you don't have it already, you should add a note about Penetrating Shot + Smiting Spell.

Also, I'm gonna toss in my Core-only Archer build. (Core being SRD). ~128 dmg/round on a touch attack. (will edit in soon)

EDIT: Urgh, I need a better way to keep track of what I put together for builds...PCGen and my saved build file conflicted on quite a few points...I wouldn't be surprised if there were more than a few errors in here.

AlterForm's Archer


OVERVIEW

Race: Wood Elf

Ranger(1)/PsyWar(1)/Ranger(4)/Monk(2)/PsyWar(2)/Ranger(9)

Ranger(15)/PsyWar(3)/Monk(2)

One could conceivably drop the monk levels for 2 more ranger levels, to get HiPS.

ABILITY SCORES

Point-Buy 25:

Str: 13 (+1 at lvl 4)
Dex: 16 (+1 at lvl 8, 12, 16, 20)
Con: 12
Int: 10
Wis: 12
Cha: 8

Stats should look like:

Str: 24 (16 base, +2 race, +6 item) (Secondary stat)
Dex: 26 (20 base, +2 race, +4 item) (Primary stat)
Con: 12+ (12 base, -2 race, +2 item) (Tertiary stat)
Int: 8 (10 base, -2 race)
Wis: 12? (PCGen and my original file disagree on this... 12 or 14 is plenty though)
Cha: Dump this. You don't need it.

Priority: DEX (end at 22 before items), STR, CON, WIS, INT, CHA

FEATS

1st level: Point Blank Shot
2nd level(psywar): Psionic Shot
3rd level: Precise Shot
4th level(ranger): Rapid Shot
6th level: Fell Shot
7th level(monk): Stunning Fist *
8th level(monk): Combat Reflexes *
9th level(psywar): Psionic Meditation
9th level: Return Shot *
11th level(ranger): Manyshot
12th level: Greater Manyshot *
15th level: Psycrystal Affinity *
16th level(ranger): Imp. Precise Shot
18th level: Psycrystal Containment *

Feats marked with * are not critical to the build.

SKILLS

The only skill you should worry about is Concentration. Hide, Move Silently, and Tumble make great places to put your extra points though.

CLASS/RACIAL ABILITIES

+2 racial saving throw bonus against enchantment spells or effects.
AC Bonus (Ex)
An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Animal Companion (Ex)
Archery Combat Style
Base Power Points (3)
Bonus Power Points (3)
Camouflage (Ex)
Evasion (Ex)
Fast Movement (Ex)
Favored Enemy (?) x4
Favored Enemy (Bonus) x3
Flurry of Blows (Ex)
Immunity to magic sleep effects.
Stunning Fist 6/day (DC 22)
Swift Tracker (Ex)
Total Power Points (6)
Wild Empathy (Ex) +14 (+10 on Magical Beasts)
Woodland Stride (Ex)


INVENTORY

------------------------- Equipment ------------------------
Name QTY LBS
Amulet of Natural Armor +5 1 0lbs
Belt of Giant Strength +6 1 1lbs
Boots of Landing 1 1lbs
Bracers of Archery (Lesser) 1 1lbs
Cloak of Resistance +5 1 1lbs
Crystal Mask (Mindarmor) 1 0lbs
Flurry of Blows 1 0lbs Special: Flurry of Blows can not be used when armored
Gloves of Dexterity +4 1 0lbs
Ioun Stone (Dull Grey) 20 0lbs Special: Provides 1 psionic power point then disintegrates.
Ioun Stone (Dusty Rose) 1 0lbs
Ioun Stone (Pale Blue) 1 0lbs
Ioun Stone (Pink) 1 0lbs
Manual of Gainful Exercise +3 1 5lbs
Outfit (Monk's) 1 2lbs
Padded +5 (Gleaming/Acid Resistance/Cold Resistance/Sonic Resistance/Shadow (Improved)/Silent moves (Improved)) 1 10lbs Special: absorbs 10 points of Acid damage per attack, absorbs 10 points of Cold damage per attack, flashes and gleams give wearer a 'fuzzy' appearance granting concealment, +10 competence bonus to wearer's Hide checks, +10 competence bonus to wearer's Move Silent checks, absorbs 10 points of Sonic damage per attack
Ring (Protection +5) 1 0lbs

Efficient Quiver (2 lbs.)
Arrow (Adamantine) 10 1lbs Special: Ignore 20 hardness
Arrow (Alchemical Silver) 10 1lbs Special: 10hp/inch and 8 hardness
Arrow (Cold Iron) 10 1lbs Special: 30hp/inch and 10 hardness
Arrows (20) 1 3lbs
Arrow 10 1lbs
Longbow +5 (Composite/Collision/Flaming/Frost/Shock/+7) (3 lbs.)

Shield +5 (Heavy/Wood/Animated/Arrow Deflection/Heartening)

(Really important stuff bolded)


COMBAT

AC: 42 Main, 34 Flat Footed, 24 Touch (10 base + 6 armor + 7 shield + 8 DEX + 5 nat armor + 6 misc)

Attack: Use manyshot to fire 4 arrows at once, and expend your psionic focus to engage fell shot on the single attack roll you make with manyshot. Et Voila, a single touch attacker every round (be sure to meditate to regain Psionic Focus!), doing 4 x (d8 + 3d6 + 18 = ~30) per round!

IMAGE(http://i183.photobucket.com/albums/x38/MightyDraco/ArcherAttack-1.jpg)

OVERVIEW

IMAGE(http://i183.photobucket.com/albums/x38/MightyDraco/ArcherMain.jpg)

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i already Talked to KSBSnowOwl about that ....

Erhm... yeah, sorry 'bout that. Work's been busy and I haven't had time for much more than casual posting recently. Sometimes the real world sucks. That's why I play D&D ;)
What a kick-ass guide. I am really excited for it.

Also, wouldn't that reserve feat in CC for the War Domain be pretty good for a cleric archer? It's called "Holy Warrior" IIRC.
I remember seeing some interesting Chameleon/Arcane Archer builds (using racial emulation to qualify). I can't really remember any details though.
Erhm... yeah, sorry 'bout that. Work's been busy and I haven't had time for much more than casual posting recently. Sometimes the real world sucks. That's why I play D&D ;)

no problem .... i fully understand exactly what you mean

:D