Hello all,
I've actually bounced back and forth between several character classes trying to make a good archer. Unfortunately, I haven't played DnD since 2nd edition and I seem to be getting confused by what stats apply where. My most recent character is a Ranger, who has the speed and hit I was hoping for but I'm rather stunned that all the pluses I get from bow, arrows, dex, proficiences, etc. only seem to apply to +hit and not to damage.
When I started out I was doing 1d6 -1 with my bow, effectively making 1/6th of my attacks do no damage. Now with 19 dex, a +1 longbow, longbow specialization, point blank, rapid shot, and +1 arrows I have 2 shots per round and an insane chance to hit, but still am only doing 1d8 -1/+1 for a basic total of 1d8. Meanwhile the dorf is running around one-shot cleaving multiple mobs every round for +20, +22, +26. I'm glad my NPC is doing so much damage but I just feel my main toon is sucky. How do I make an archer that ROCKS instead of being a second-class citizen?
Thanks
Ranger, need help
LOL..:laugh:
Yeah, archers in general are not exactly fantastic.
The real "killer" to this type of build though is that you can't enchant damage into your arrows, and even if you could they would be expendable.
Strength will give you a "mighty" bonus to your damage modifier. Supposedly it only works with "mighty" capable bows, BUT as of version 1.11 (something) I haven't found that to be the case. (the latest version may well have this limitation.)
Rangers can get archery damage up with:
1. Strength - (they don't have to have high dexterity to get the good archery feats).
2. Favored Enemy - the more class levels the greater the damage, AND you can add additional Favored Enemy damage via a feat (per favored enemy). There is also a good epic damage feat available for them at epic ranger levels
3. Arrows - the "+" arrows add + to damage, NOT to hit. (..also the elemental versions.)
4. Critical hits - the higher you attack bonus, the better chance it seems that criticals occur. They are however useless against a fair number of opponents. ALWAYS select the "Improved Critical Short or Long Bow" feat (when you have the opportunity).
That's pretty much it.
You could also multi-class:
Fighter for Weapon specialization feats.
AA for additional damage and hit modifiers, BUT be careful here - I'm not sure it adds up with anything other than normal arrows.
Various other bonuses offered by spells (cleric), or class specific spell-like abilities (..like the bard has)
Sneak Attack Damage (from various classes).
Yeah, archers in general are not exactly fantastic.
The real "killer" to this type of build though is that you can't enchant damage into your arrows, and even if you could they would be expendable.
Strength will give you a "mighty" bonus to your damage modifier. Supposedly it only works with "mighty" capable bows, BUT as of version 1.11 (something) I haven't found that to be the case. (the latest version may well have this limitation.)
Rangers can get archery damage up with:
1. Strength - (they don't have to have high dexterity to get the good archery feats).
2. Favored Enemy - the more class levels the greater the damage, AND you can add additional Favored Enemy damage via a feat (per favored enemy). There is also a good epic damage feat available for them at epic ranger levels
3. Arrows - the "+" arrows add + to damage, NOT to hit. (..also the elemental versions.)
4. Critical hits - the higher you attack bonus, the better chance it seems that criticals occur. They are however useless against a fair number of opponents. ALWAYS select the "Improved Critical Short or Long Bow" feat (when you have the opportunity).
That's pretty much it.
You could also multi-class:
Fighter for Weapon specialization feats.
AA for additional damage and hit modifiers, BUT be careful here - I'm not sure it adds up with anything other than normal arrows.
Various other bonuses offered by spells (cleric), or class specific spell-like abilities (..like the bard has)
Sneak Attack Damage (from various classes).
For more damage go fighter/AA
Moon Elf 20 DEX 12 Con 12+ STR 14 INT
1 Fighter WF Longbow Point Blank Shot
2 Fighter Rapid Shot
3 Fighter Able Learner
4 Fighter WS Longbow
5 Fighter
6 Fighter Blindfighting Manyshot
7 Fighter
8 Fighter GWF Longbow
9 Wizard 1 Improved Critical Longbow (use shield spell for AC)
10 Arcane Archer 1
11 AA 2
12 AA 3 weapon finesse
13 AA 4
14 AA 5
15 Assassin 1 Improved Rapid Shot (now start cross classing UMD/tumble/spellcraft)
16 AA 6
17 AA 7
18 AA 8 Power Critical
19 AA 9
20 Fighter 9
21 Fighter 10 Great Dex EWF Longbow
22 Fighter 11
23 Fighter 12 Great Dex GWS Longbow
24 Fighter 13
25 Fighter 14 One Shot EWS Longbow
26 Fighter 15
27 Fighter 16 Great Dex Epic Prowess
28 Wizard 2
29 Wizard 3 Practiced Caster Wizard (= mirror image)
30 AA 10
Moon Elf 20 DEX 12 Con 12+ STR 14 INT
1 Fighter WF Longbow Point Blank Shot
2 Fighter Rapid Shot
3 Fighter Able Learner
4 Fighter WS Longbow
5 Fighter
6 Fighter Blindfighting Manyshot
7 Fighter
8 Fighter GWF Longbow
9 Wizard 1 Improved Critical Longbow (use shield spell for AC)
10 Arcane Archer 1
11 AA 2
12 AA 3 weapon finesse
13 AA 4
14 AA 5
15 Assassin 1 Improved Rapid Shot (now start cross classing UMD/tumble/spellcraft)
16 AA 6
17 AA 7
18 AA 8 Power Critical
19 AA 9
20 Fighter 9
21 Fighter 10 Great Dex EWF Longbow
22 Fighter 11
23 Fighter 12 Great Dex GWS Longbow
24 Fighter 13
25 Fighter 14 One Shot EWS Longbow
26 Fighter 15
27 Fighter 16 Great Dex Epic Prowess
28 Wizard 2
29 Wizard 3 Practiced Caster Wizard (= mirror image)
30 AA 10
Right Speech has four aspects: 1. Not lying, but speaking the truth, 2. Avoiding rude and coarse words, but using gentle speech beneficial to the listener, 3. Not slandering, but promoting friendliness and unity, 4. Avoiding frivolous speech, but saying only what is appropriate and beneficial.
I created another toon, planning to go the arcane archer path. Right now it is a 3F/3Bd that should be able to pick arcane at level seven. I already am noticing a major improvement in damage.
I remember skeletons in 2nd edition taking min damage from arrows but what's with ALL undead having innate damage resistance to bows now? I hate being forced to carry around multiple sets of weapons and gear.
I remember skeletons in 2nd edition taking min damage from arrows but what's with ALL undead having innate damage resistance to bows now? I hate being forced to carry around multiple sets of weapons and gear.
Yes, undead have pretty much always been resistant to piercing damage. Better to use elemental arrows against them. Fortunately none seem to have elemental resistance, nor do many have much in the way of hit points (..the exception here are Death Knights which you won't seen in the OC).
MINOR SPOILER:
The best place for elemental arrows that I can think of in the OC is from a merchant at the Old Owl Well (chapter one). STOCK UP HERE (..perhaps enough to fill an entire inventory page with acid arrows as funds permit).
MINOR SPOILER:
The best place for elemental arrows that I can think of in the OC is from a merchant at the Old Owl Well (chapter one). STOCK UP HERE (..perhaps enough to fill an entire inventory page with acid arrows as funds permit).