Shower of Arrows (3.5e Optimized Character Build)

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"Light as a feather, sharp as a needle, swift as the wind."

Introduction

3e Summary::Shoot a barrage of arrows every round, adding Skirmish damage to each of them all the while keeping full skirmish damage and a high BAB.

gollark: Why would it be *their* fault if some idiot climbed it?
gollark: It will try and directly message you if the channel the reminder was created in doesn't exist, and if even *that* fails it'll find a channel in the guild it was created in which you can see.
gollark: I finally got round to making my Discord bot's reminder function go to greater lengths to try and deliver reminders.
gollark: I know (on the internet) someone who just says "good morning" regardless of the time to skip that hassle.
gollark: Oh, right, chemistry.

References

  • Flaws (Unearthed Arcana)
  • Complete Adventurer
  • Complete Scoundrel
  • Complete Warrior
  • Magic Item Compendium
  • Races of the Wild
  • Complete Mage

Game Rule Components

Progression

Starting Ability Scores (Before Racial Adjustments): (Assuming 32 Point Buy) 10 18 14 14 10 8

Race (Templates): 3e Race::human

ECL Class/HD/LA Base
Attack Bonus
Saving Throws Feats Class
Features
Special
FortRefWill
1stScout 1+0+0+2+0Point-Blank Shot, Precise Shot, Expeditious Dodge{ where is the 3rd feat coming from at first lvl? I think from taking a flaw from the unearthed arcana}Skirmish +1d6, Trapfinding
2ndScout 2+1+0+3+0Battle Fortitude +1, Uncanny Dodge
3rdScout 3+2+1+3+1Weapon Focus: LongbowFast Movement +10', Skirmish +1d6/+1 AC, Trackless Step
4thRanger 1+3+3+5+1TrackArcane Hunter, Wild Empathy
5thScout 4+4+3+6+1Swift HunterFavored Enemy: Undead, Skirmish +2d6/+1 AC
6thRanger 2+5+4+7+1Improved Skirmish, Rapid Shot
7thRanger 3+6+4+7+2EnduranceSkirmish +2d6/+2 AC
8thRanger 4+7+5+8+2Animal Companion
9thRanger 5+8+5+8+2Mobility (Why? Why not a second flaw for Far Shot and then take Ranged Skirmisher [Dragon 346, pg87] to boost skirmish to 60ft)Skirmish +3d6/+2 AC
10thRanger 6+9+6+9+3ManyshotFavored Enemy: Constructs
11thRanger 7+10+6+9+3Skirmish +3d6/+3 AC, Woodland Stride
12thRanger 8+11+7+10+3Greater ManyshotSwift TrackerBuild reaches full potential
13thRanger 9+12+7+10+4Evasion, Skirmish +4d6/+3 AC
14thRanger 10+13+8+11+4
15thRanger 11+14+8+11+4Elusive Target, Improved Precise ShotFavored Enemy: Oozes, Skirmish +4d6/+4 AC
16thRanger 12+15+9+12+5
17thRanger 13+16+9+12+5Camouflage, Skirmish +5d6/+4 AC
18thRanger 14+17+10+13+5Woodland Archer
19thRanger 15+18+10+13+6Skirmish +5d6/+5 AC
20thRanger 16+19+11+14+6Favored Enemy: Elementals

At level 20: 3e Final Class Progression::Scout 4 / Ranger 16

Items of Note

z

  • Goggles of Foefinding (Get this ASAP to ignore soft cover)
  • Boost Wisdom at higher levels with an item to get access to your spells
  • Skirmisher Boots allow you to add 2 to all skirmish attack damage rolls. Also, you may add an extra attack at your full base attack bonus when you move at least 10ft from the space you began in 2 times per day.
  • Bow with Splitting enchantment. Fire an arrow and it turns into two. Now you too can block out the sun.

Highlights

  • Use Greater Manyshot to add Skirmish damage to each arrow, firing all arrows as a Standard Action after moving.
  • Assumed stats at level 20:
    • Dex: 18 (Base) + 2 (Racial) + 5 (Level) + 6 (Item) + 5 (Tome) = 36 (+13)
    • Attack Bonus: 19 (BAB) + 13 (Dex) + 1 (Weapon Focus) + 5 (Magic) + 1 (Point Blank Shot) - 8 (Greater Manyshot) = +31/+31/+31/+31
    • Damage: 1d8 (Arrow) + 5d6+5 (Magic) + 5d6 (Skirmish) + 2d6 (Improved Skirmish) + 1 (Point Blank Shot) = 1d8+12d6+6
      • Total damage per attack comes out to 52.5 (on average). Should all attacks hit, that's 210 damage, or 126 damage when weighted against an AC of 40.

Combat Sequence

  • Move, then use Greater Manyshot to attack foes in range, adding Skirmish damage to every arrow.
  • Keep foes within 30' for skirmish damage, and move at least 40' per round to gain +2 to AC from Expeditious Dodge.

Munchkin-Size Me

  • Replace Woodland Archer or Elusive Target with Dead Eye (Dragon Compendium) to add your Dexterity modifier to damage.
  • Pick up a strength-enhancing item and a Composite Longbow.
  • Pick up a wand of Hunter's Eye (PHB2) and have someone cast Greater Invisibility upon you to add even more damage.
  • Pick up a wand of Hunter's Mercy (Spell Compendium) for an automatic critical on your next attack the following round.

Limitations

  • Creatures immune to Skirmish (though Favored Enemy through Swift Hunter should help)
  • Multiclassing XP penalty slows down leveling

DM Counters

  • Defenses apart from AC (illusions, concealment, etc)
  • Keep enemies at a distance greater than 30' so they can't be affected by Skirmish.

Variants

  • If you don't care for Ranger spells, take the Champion of the Wild alternative class feature in Complete Champion for more feats.
  • Undead/Orc heavy or underdark campaign, be an elf and combine the above with the first level elf ranger subsitution level from races of the wild for a +3 bonus to undead, orc or creatures of Lolth (drow, drider,yochol[an outsider],zin`carla [an undead], spiders, and other worshipers of the drow pantheon[if forgotten realms]) instead of +2.

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