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:
[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.
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.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.
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]
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.
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
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.
[b]Base Classes[/b] 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]
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.
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.
Incarnum also makes a nice dip. Duskling Ranger 2/Totemist 2/Scout 16Show
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.
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)
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.
3) [b]Prcs[/b] ..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
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]
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.
carnivore]my Healer Archer
Wood Elf, CG of Shevarash(Solonor... wrote:
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
Wood Elf(CG) Cleric of Solonor
[b]Cleric 6/ Seeker of the Misty Isle 4/ Contemplative 1/ Harper Paragon 9[/b]
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
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
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
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 armorSpoiler: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