Yuukale
2013-01-29, 10:08 PM
http://digital-art-gallery.com/oid/14/489x803_4341_Elf_Archer_2d_fantasy_elf_archer_pict ure_image_digital_art.jpg
Toxophilus, from the greek Toxoi (bow) and Philia (love).
Much has been written on the subject of Archery, but there's still too much information, too many builds and options around not accounted in every handbook.
My intention is to be, indeed, a definite resource for those looking to build or optimize an archer in any of the (many) possible ways. I count on you too to help me with whatever I forget to add.
I also intend to borrow (shamelessly steal) from the aforementioned handbooks, therefore, I must thank and credit the ones I'll steal from:
Eldariel's Archery Handbook (http://brilliantgameologists.com/boards/index.php?topic=642.0)
Carnivore's Ultimate Archer Handbook (http://community.wizards.com/go/thread/view/75882/19866186/The_Ultimate_Archer_Handbook?pg=1)
KSB Snow Owl's Archery Handbook (http://brilliantgameologists.com/boards/index.php?topic=194.0)
Dictum Mortuum's Swift Hunter Handbook (http://dictummortuum.blogspot.com.br/2011/09/swift-hunters-handbook.html)
Dictum Mortuum's Cleric Archer Handbook (http://dictummortuum.blogspot.com.br/2011/08/quickstart-cleric-archer.html)
Disclaimer
* I will only address here 3.5 material WotC, not including Dragon Magazines/Dragon Compendium.
Why is that? My intention here is to focus on the material that has most chances of getting DM approval. When I finish writing this handbook, I may consider changing this policy.
* I will not address Crossbow usage here. These require much more time and research than I have at my hands right now. Then again, I might change my mind later...
1- Introduction, Ranges, Abilities and Feats
2- Classes to shoot
3- Prestige Shooters
4- Equipment and Spells
5- Builds
6- Last Words
Acronyms:
AE = Arms and Equipment Guide (3.0)
BoED = Book of Exalted Deeds
BoVD = Book of Vile Darkness (3.0)
CA = Complete Arcana
CAdv = Complete Adventurer
CC = Complete Champion
CD = Complete Divine
CM = Complete Mage
CP = Complete Psionic
CS = Complete Scoundrel
CW = Complete Warrior
CoR = Champions of Ruin
CoV = Champions of Valor
City = Cityscape
DM = Dragon Magic
DMG = Dungeon Master's Guide
DMGII = Dungeon Master's Guide 2
DotU = Drow of the Underdark
Drac = Draconomicon
DS = Dungeonscape
ECS = Eberron Campaign Settings
FN = Five Nations
Frost = Frostburn
FRCS = Forgotten Realms Campaign Settings (3.0)
LoM = Lords of Madness
MinH = Miniatures Handbook
MIC = Magic Item Compendium
MM = Monster Manual
MMII = Monster Manual II (3.0)
MMIII = Monster Manual III
MMIV = Monster Manual IV
MMV = Monster Manual V
MoF = Magic of Faerūn (3.0)
MoI = Magic of Incarnum
MotW = Masters of the Wild (3.0)
PGtF = Player's Guide to Faerūn
PGtE = Player's Guide to Eberron
PHB = Player's Handbook
PHBII = Player's Handbook 2
PlHB = Planar Handbook
PoF = Powers of Faerūn
RoD = Races of Destiny
RotD = Races of the Dragon
RoE = Races of Eberron
RoF = Races of Faerūn (3.0)
RoS = Races of Stone
RotW = Races of the Wild
Sand = Sandstorm
SoS = Secrets of Sarlona
SoX = Secrets of Xen'drik
SC = Spell Compendium
S&F = Sword and Fist (3.0)
SM = Silver Marshes (3.0)
SS = Savage Species (3.0)
SRD = System Reference Document (http://www.d20srd.com) [All game rules from 3.5 PHB, DMG, MM, XPH and some parts of UA]
ToB = Tome of Battle
ToM = Tome of Magic
UA = Unearthed Arcana
Und = Underdark (3.0)
XPH = Expanded Psionics Handbook
Ranges of Archery
When playing as an archer, it is interesting that you choose a "range" in which you'll focus your attentions. Depending on the range you choose, your build will be entirely different. For example, precision-based damage (sneak attack) only works from a maximum of 30ft. away from your target.
The ranges are:
Point Blank Range [Up to 30']
This is the range for Point Blank Shot, Manyshot and the range limitation for most sorts of Precision Damage. The common Swift Hunter Archer is going to want to visit this range quite often and this is also the range for a normal Rogue to Sneak Attack. This is also the standard move action, so acting at this range is almost as dangerous as fighting in melee.
Extended Point Blank Range [Up to 60']
This is the range for Precision Damage Dealers with range extending feats, such as a Swift Hunter with Ranged Skirmisher. If you can move after attack, this range gives you relative safety and alpha strike capability as an average movement speed of 30' cannot charge beyond 60'. This is generally also the maximum range you'll have to deal with in dungeons.
Long Range [Up to ~300']
This is generally one-two increments away and a range where normal characters can still succeed their spot checks, so a good range to start an encounter at for a non-Precision Damage Archer in wilderness areas. At this range, you can generally pepper the opponent with a few full attacks before they close in to casting/melee range and free damage never hurt anyone. Most Cleric Archers and other non-Fighter Archers tend to operate at this range.
Extreme Range [~300' upwards]
To effectively act at such a range, you tend to need uncanny means of detecting opponents, be it ridiculously high spot check or some divination magic/spotter, and very high attack bonuses or long range increments to act effectively. A Fighter Archer with Ranged Weapon Mastery, Dragonbone Bow, Far Shot/Distance-weapon and levels in Cragtop Archer can probably still act effectively given the means to detect opponents, but usually it already starts to take effort and specialization to function at such a range. High attack bonuses of course help too.
Abilities
Strength: It is desirable to have at least a +1 here, since you may benefit from a composite bow strength adjustment. Considering that you'll probably shoot lots of arrows (5 to 7 without the splitting enchantment), the damage can add up quickly. If you don't have the points or dice to afford it, get some str enhancing item.
Dexterity: This is your main attribute unless you go the Zen Archer route. Keep this as high as possible. Also helps many other skills, such as tumble to get our of harm's way or hide+move silently for the roguish ones.
Constitution: Although you'll keep a minimum distance of 30' from your target, it's never recommended to neglect your resilience.
Intelligence: Unless you're a Gish Archer, don't bother with this.
Wisdom: Zen archer's main attribute. Also important to Dex archers because spot keys off it.
Charisma: Are you a bard or Sorcerer? No? Ignore this.
Archery-related Feats
These feats deal exclusively with archery/ranged attacks, adding options to your attack or plain bonuses to hit/dmg. Again, which ones you'll use will depend on what do you intend to achieve with your build.
Point Blank Shot [SRD] - Requires:
The feat sucks, but it's a prerequisite for practically everything archery.
Precise Shot [SRD] - Requires: Point Blank Shot
Without this, you'll be peppering your allies in melee or alternatively cannot use archery as your main tactic after the combat is joined. This is also a requirement to utilize the best equipment-based buff for archery, Splitting [CoR Pg. 42], so if you've got access to Splitting, this is an absolute must.
Manyshot[SRD] - Requires: Dex 17, Point Blank Shot, Rapid Shot, BAB +6.
This one is a staple of many swift hunter builds. Since it costs you only one standard action, you may move (activating skirmish) and fire. The downside is that skirmish will only apply on the first arrow and all attacks must be committed to a single enemy.
This isn't a problem when you have:
Improved Manyshot[SRD] - Requires: Dex 17, Manyshot, Point Blank Shot, Rapid Shot, BAB +6.
Now your precision-based damage will apply to all arrows and your attacks may have multiple targets. Needless to mention splitting and skirmish abuse here, right?
Sharp-Shooting [CW] - Requires: Point Blank Shot, Precise Shot, BAB +3
This feat has very few uses; mostly it's just one of those "My Fighter had too many feats and doesn't qualify for Improved Precise Shot yet so he picked this to be retrained later."-feats, and quite frankly, optimized Fighters don't have too many feats. So what it does - it halves the AC-bonus standard cover gives opponents. That's it. It doesn't help against opponents behind a tree, with concealment and it doesn't even remove the Cover-bonus.
You're still better off looking for clear shots than shooting through cover, so effectively you spent a feat to make an unfavourable situation slightly less unfavourable, but still one you don't want to be in. Congratulations. Oh yeah, and this doesn't help the standard problem of not dealing sufficient damage at all.
Improved Precise Shot [SRD] - Requires: Dex 19, Precise Shot, Point Blank Shot, BAB +12
Hitting into Grapple is handy, although by the time you get this, you'll mostly have Freedom of Movement available anyways along with swift action teleportation, so this ability won't be as helpful as it could possibly be earlier. Much more important though is the ability to ignore all but total concealment and cover. This opens up some interesting uses with some spells (basically anything that grants lesser degrees of concealment) and items such as Eversmoking Bottle, causing one-sided miss chance. It's also fun to be able to shoot through that keyhole with 100% accuracy. Overall, a handy feat if not "OMG MUST HAVE"-material. Steep requirements though; not available to Zen Archers and +12 BAB means it comes very late for everyone. It's the Be All-End All feat for hitting though, ignoring just about any obstacles but solid walls and complete darkness.
Woodland Archer [RotW] - Requires: Point Blank Shot, +6 BAB
The tactical feat offers three options. Volley archers love the first one; the more attacks, the better. The volley types with maximized number of attacks can often be hitting ACs over 100 easily towards the last ~10 shots or so, so it's solid 400-500 damage to opponents at AC 100.
The second option allows ignoring all concealment including total concealment giving you a strong tool against invisibility and similar abilities, while also making up for Improved Precise Shot for those builds that can't afford picking up Improved Precise Shot, and for those looking to pick it up later.
Finally, the third option is great for snipers; being able to move while sniping makes it easier to avoid being located, and also to keep the distance you want between shots.
Handy for snipers, but really the true power is the first ability for the volley archers.
Far Shot [SRD] - Requires: Point Blank Shot
This allows you to shoot further than everyone else. Frankly, it isn't worth a feat as such long-range combat isn't all that commonplace and you can gain this ability magically (through the Distance-enhancement on arrows) for when you need to shoot at faraway targets. This isn't worth a feat (except for qualifying purposes), but this does warrant inclusion on a bunch of arrows.
Zen Archery [CW] - Requires: Wis 13, BAB +1
If you are making a Wisdom-based character dumping Dex, this is a must. It's the Weapon Finesse of Ranged Weapons. Clerics, Druids and generally Wisdom-based casters are the most likely subjects, although some martial Wisdom-based classes might also end up in a sitiuation where this is optimal.
Ranged Disarm [CW] - Requires: Dex 15, Point Blank Shot, Precise Shot, BAB +5
This allows you to make Disarm-attempts with ranged weapons at the range of 30'. Unfortunately, the limit of point blank range makes it much worse than just using a two-handed weapon such as Spiked Chain, giving you bonuses to the Disarm-attempt. Further, Disarming is a rather weak strategy in the first place due to the existence of abilities such as Locked Gauntlets making it just useless, and the fact that many monsters fight with natural weapons, which aren't very disarmable. Extra options are nice though, but unfortunately Disarming isn't usually worth the trouble. Still, seeing that we're talking about an opposed attack roll here, I could see some implications in some campaigns. Generally you just won't have the feats to burn though. Note that this feat gains no benefit of the Improved Disarm-feat.
Ranged Sunder [CW] - Requires: Str 13, Point Blank Shot, Precise Shot, BAB +5
This allows you to make Sunder-attempts with ranged weapons at the range of 30'. Again, it's annoying to only be able to use it at point blank range, and further annoying that Piercing Ranged Weapons only deal ½ damage even with this feat. Serpenttongue Arrows could help there though. I could definitely see implications for this feat, but often you don't want to Sunder opponent's weapons simply because they're loot. Still, it also works against objects, and it can be handy in arena settings so I wouldn't consider it entirely useless. Generally you can't afford the feat for this though. Note that this feat isn't helped by Improved Sunder-feat.
Ranged Pin [CW] - Requires: Dex 15, Point Blank Shot, Precise Shot, BAB +5
This is my favourite of the three; this allows you to make ranged Grapple-checks. You need to beat opponent's AC, and then you get to make Grapple-checks provided that opponent is close to a surface (such as the floor when flying overhead). If you do manage to win the Grapple-check, they are considered Grappled until they succeed DC 15 Strength- or Escape Artist-check as a Standard Action. Therefore, they'll at least waste a turn, and it requires no actions whatsoever from you.
This is quite handy for archers focusing on Strength for damage (as while you don't get Improved Grapple-benefits, Strength-modifier and Size-modifier apply as normal), giving you extra tools against certain archetypes (such as an easy way to keep casters in AMF; Arcane Archer shooting an AMF with Imbue Arrow, using the arrow to Grapple the target would pretty much one-hit KO a caster at any range). This really works the better, the bigger you are as the bonuses are hard to come by. Overall though, there're lots of implications for this - very handy to keep Melee away.
Shot on the Run [SRD] - Requires: Dex 13, Point Blank Shot, Dodge, Mobility, BAB +4
The effect is handy...but then you look at the prerequisites! Two useless feats. And what it gets you? You get to move before and after an attack. That means it doesn't work with Order of the Bow Initiate's Precise Shot, Manyshot, Penetrating Shot or really anything else for that matter. Basically, the base idea is good, but the feat has worthless prerequisites and is mistemplated for use with the abilities that could utilize it. Stay away, unless you can talk your DM into allowing Standard Action-effects including Ranged Attack instead of just a Ranged Attack between the movements; Manyshot would be useful with this, but one shot? Not so much.
Rapid Shot [SRD] - Requires: Dex 13, Point Blank Shot
The Dex requirement can be problematic for Wisdom-based archers, but that extra attack goes a long way towards making archery worth your time. I'd snag this if at all possible and consider pumping my Dex just to get it. The extra attack is probably going to do more damage on average than an extra point of Strength.
Improved Rapid Shot [CW] - Requires: Point Blank Shot, Rapid Shot, Manyshot
Unfortunately Manyshot isn't a very good feat for volley archers (it is occasionally useful though; extra options are always good) and likewise, Manyshotters don't want Improved Rapid Shot. That fact bringing this feat down in value by having a semi-wasted prerequisite either way. Rangers do get Manyshot as a bonus though and Fighters get enough feats to pick it up, and two extra points for hitting is nothing to scoff at, especially on later levels with a number of iteratives. Not a must have, but handy.
Plunging Shot [RoTW] - Requires: Dex 13, Point Blank Shot
Get extra 1d6 damage on targets 30' below you. At first glance, this feat appears awesome. Once you start thinking about it though, it appears incresingly bad. First of all, this practically means you'll need to be in the air. 30' is either a cliff overseeing the opponent's position or simply flight and of those, flight should be a more common option. Therefore, it gives you an advantage when you can fly and your opponent can't. Seems good, except if that's the case, your opponent isn't exactly the most dire of threats in the first place, except when talking about another archer. So it's decent in archery duels where you invested in flight and opponent didn't and that's pretty much it.
Second, the feat is simply unusable in lots of locales. Good luck getting 30' up in a dungeon. Same goes to pretty much any building. So the feat has a powerful effect, but unfortunately it's way too sitiuational to truly be worth a feat slot.
Able Sniper [RotW] - Requires: Dex 13, Hide: 5 ranks
You get bonuses to hitting flat-footed opponents, and more importantly +4 to Hide-checks made to hide afterwards. If you're going Sniping, this is probably the feat to start with; hitting with Snipes and staying hidden go a long way to keeping you alive. There's one unfortunate drawback here, and it's the fact that you only get bonuses to hit against opponents that are at least 30' away. That makes triggering Sneak Attack difficult as you need the opponent at exactly 30' for that, or alternatively you need some way to extend Sneak Attack-range (such as Crossbow Sniper [PHBII Pg. 77] - as the name suggests though, that's only for crossbow snipers).
Bowslinger [Und] - Requires: BAB +1
This gives you +2 on attacks against Flat-Footed opponents. Again handy for making sure you hit, but I don't find this worth a feat; something to pick up with an Action Point when you feel you need the extra accuracy. If it helped in Hiding, it could be worth actually picking, but as it stands...
Penetrating Shot [PHBII] - Requires: Str 15, Point Blank Shot, BAB +10
Gives you the ability to shoot through opponents in a 60' line as a Standard Action. This could be somewhat useful as since it's a Standard Action, you've got the Move left to Hide with. So this is a bonus to a Sniper, but lined up opponents are relatively rare. Still, it may just be worth it, especially with Woodland Archer to shift position to get the lines right.
Ranged Weapon Mastery [PHBII] - Requires: Base Attack Bonus +8, Weapon Focus (any
must choose type: Bludgeoning, Slashing or Piercingbludgeoning,Slashing,Piercing ranged), Weapon Specialization (any bludgeoning,Slashing,Piercing) ranged)
Any Ranged weapon you wield has a +2 bonus on attack, damage +20 range increment.
Psionic Archer Feats
Psionic Shot [XPH] - Requires: 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 [XPH] - Requires: 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.
Fell Shot
Return Shot
General Feats
These feats will help you get your build together, circumvent you fighting style deficiencies or even add moar power to it:
Knowledge Devotion [CC] - Requires: Knowledge (any): 5 ranks
One of the best feats for boosting the damage output in archery. If you have the feats to burn for Education [ECS Pg. 52, PGtF Pg. 38] along with some skillpoints and Int-modifier, you can cover all Knowledges used for identifying creatures (Arcana, Dungeoneering, Local, Nature, Religion, The Planes) adequately and be the party Knowledge Bank while at it. Even just one rank in all Knowledges gets you at least +1/+1 for all combats with the potential for +2/+2 on decent rolls. Oh yeah, the free Knowledge as a class skill regardless of your multiclassing doesn't hurt either.
Ancestral Relic [BoED] - Requires: Any Good alignment, Character Level 3rd
Basically, this feat allows you to spend items for their full price when enhancing your ancestral relic. In this case, you'll of course want an ancestral weapon. A strong alternative to Mercantile Background, but while the feat is not Exalted, it does require Good alignment which is something to keep in mind. Oh yeah, and there's a limitation as to how much you can spend on the feat.
Item Familiar [UA] - Requires: Character Level 3rd
Make your Bow your Item Familiar. You'll be able gain a number of free +1-abilities, some Intelligent Item-bonuses or similars. Further, you'll gain the ability to invest skill points and experience to it for increased returns (although it'll suck royally if it is destroyed - have your contingencies for Disjunction later on). Oh, and you can enhance your bow without actually having Item Creation feats. And you get a free Alertness when wielding the item (That is, all the time! And Spot just happens to be your most important skill!). Easily my favourite of the three, although it really combines well with either. I especially like the Mercantile Background+Item Familiar-combo, and pull strings for the enchanting, providing the XP myself. That gives me the item for 37.5% of the original price with each item sale providing 25%-units more money. And it's available to any alignment (although Mercantile Background is Faerūn-specific - very easy to convert to any world though (basically, any member of a merchant family would do) - and Item Familiar is from a source you can never assume anything from).
Gish Archer Feats
Divine Metamagic - Requires: 1 metamagic feat
Enables you to use a metamagic feat (chosen when you select the feat) fueling it with Turn/Rebuke Undead uses equal to the Metamagic level modifier +1.
Persistent Spell - Requires: Extend Spell
Have your buffs 24/7. The downside is that it's a steep price to persist (+6 level adjustment).
Check this on how to reduce the cost of Persistent Spell: Metamagic and you: a thesis (http://brilliantgameologists.com/boards/index.php?topic=9876.0)
Extend Spell - Requires:
Double your spell's duration.
Sweet and solid. +3 level adjustment.
Precision-based Archers or How to activate skirmish and qualify for ranged sneak attacks
Travel Devotion [CC] - Requires:
1/day move your speed as a swift action.
This ability lasts for 1 minute, which will get you through most battles. To initiate it, each round you will have to spend your swift action. Obviously you can then use the full attack action to full skirmish your opponents. This made the cloistered cleric dip important to the swift hunter. That's because not only you can permanently sacrifice turn undead attempts for extra travel devotion uses per day, but you can gain travel devotion for free if you select the travel domain and swap it for the appropriate domain feat.
Flyby Attack [SRD] - Requires: Requires Fly speed.
This is the feat Shot on the Run, Spring Attack and company always wanted to be! This is the be-all end-all movement feat, but it requires Fly speed so it isn't available for all PCs. In fact, mostly it's available for Dragonborn, Raptorans and characters picking feats to get Wings (along with possibly casters with magical flight). Though if you can get it with item-based qualifications, give it a good hard look. It enables you to move, Manyshot and retreat in the same round. It also works with Penetrating Shot, spellcasting and so on; basically the perfect tool for getting in range for Precision-attack and getting outside opponent's effective range for your own turn. Skirmisher's feat, though archery is notoriously reliant on its full attacks, and its primary advantage over other combat styles is getting them consistently and reliably.
Improved Skirmish [CS] - Requires:
+2d6/+2AC to skirmish bonuses if you move 20ft. Great.
Swift Ambusher [CS] - Requires: +1d6 Sneak Attack; Skirmish +1d6/+1AC
This will let your Rogue levels advance your skirmish damage and armor bonus.
Swift Hunter [CS] - Requires: Favored Enemy; Skirmish +1d6/+1AC
This will let your Scout and Ranger levels stack to determine your Favored Enemy and Skirmish damage/armor bonus.
Incarnum Feats
Cobalt Precision [MoI] - Requires: 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 [MoI] - Requires: 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 [MoI] - - Requires: 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.
Toxophilus, from the greek Toxoi (bow) and Philia (love).
Much has been written on the subject of Archery, but there's still too much information, too many builds and options around not accounted in every handbook.
My intention is to be, indeed, a definite resource for those looking to build or optimize an archer in any of the (many) possible ways. I count on you too to help me with whatever I forget to add.
I also intend to borrow (shamelessly steal) from the aforementioned handbooks, therefore, I must thank and credit the ones I'll steal from:
Eldariel's Archery Handbook (http://brilliantgameologists.com/boards/index.php?topic=642.0)
Carnivore's Ultimate Archer Handbook (http://community.wizards.com/go/thread/view/75882/19866186/The_Ultimate_Archer_Handbook?pg=1)
KSB Snow Owl's Archery Handbook (http://brilliantgameologists.com/boards/index.php?topic=194.0)
Dictum Mortuum's Swift Hunter Handbook (http://dictummortuum.blogspot.com.br/2011/09/swift-hunters-handbook.html)
Dictum Mortuum's Cleric Archer Handbook (http://dictummortuum.blogspot.com.br/2011/08/quickstart-cleric-archer.html)
Disclaimer
* I will only address here 3.5 material WotC, not including Dragon Magazines/Dragon Compendium.
Why is that? My intention here is to focus on the material that has most chances of getting DM approval. When I finish writing this handbook, I may consider changing this policy.
* I will not address Crossbow usage here. These require much more time and research than I have at my hands right now. Then again, I might change my mind later...
1- Introduction, Ranges, Abilities and Feats
2- Classes to shoot
3- Prestige Shooters
4- Equipment and Spells
5- Builds
6- Last Words
Acronyms:
AE = Arms and Equipment Guide (3.0)
BoED = Book of Exalted Deeds
BoVD = Book of Vile Darkness (3.0)
CA = Complete Arcana
CAdv = Complete Adventurer
CC = Complete Champion
CD = Complete Divine
CM = Complete Mage
CP = Complete Psionic
CS = Complete Scoundrel
CW = Complete Warrior
CoR = Champions of Ruin
CoV = Champions of Valor
City = Cityscape
DM = Dragon Magic
DMG = Dungeon Master's Guide
DMGII = Dungeon Master's Guide 2
DotU = Drow of the Underdark
Drac = Draconomicon
DS = Dungeonscape
ECS = Eberron Campaign Settings
FN = Five Nations
Frost = Frostburn
FRCS = Forgotten Realms Campaign Settings (3.0)
LoM = Lords of Madness
MinH = Miniatures Handbook
MIC = Magic Item Compendium
MM = Monster Manual
MMII = Monster Manual II (3.0)
MMIII = Monster Manual III
MMIV = Monster Manual IV
MMV = Monster Manual V
MoF = Magic of Faerūn (3.0)
MoI = Magic of Incarnum
MotW = Masters of the Wild (3.0)
PGtF = Player's Guide to Faerūn
PGtE = Player's Guide to Eberron
PHB = Player's Handbook
PHBII = Player's Handbook 2
PlHB = Planar Handbook
PoF = Powers of Faerūn
RoD = Races of Destiny
RotD = Races of the Dragon
RoE = Races of Eberron
RoF = Races of Faerūn (3.0)
RoS = Races of Stone
RotW = Races of the Wild
Sand = Sandstorm
SoS = Secrets of Sarlona
SoX = Secrets of Xen'drik
SC = Spell Compendium
S&F = Sword and Fist (3.0)
SM = Silver Marshes (3.0)
SS = Savage Species (3.0)
SRD = System Reference Document (http://www.d20srd.com) [All game rules from 3.5 PHB, DMG, MM, XPH and some parts of UA]
ToB = Tome of Battle
ToM = Tome of Magic
UA = Unearthed Arcana
Und = Underdark (3.0)
XPH = Expanded Psionics Handbook
Ranges of Archery
When playing as an archer, it is interesting that you choose a "range" in which you'll focus your attentions. Depending on the range you choose, your build will be entirely different. For example, precision-based damage (sneak attack) only works from a maximum of 30ft. away from your target.
The ranges are:
Point Blank Range [Up to 30']
This is the range for Point Blank Shot, Manyshot and the range limitation for most sorts of Precision Damage. The common Swift Hunter Archer is going to want to visit this range quite often and this is also the range for a normal Rogue to Sneak Attack. This is also the standard move action, so acting at this range is almost as dangerous as fighting in melee.
Extended Point Blank Range [Up to 60']
This is the range for Precision Damage Dealers with range extending feats, such as a Swift Hunter with Ranged Skirmisher. If you can move after attack, this range gives you relative safety and alpha strike capability as an average movement speed of 30' cannot charge beyond 60'. This is generally also the maximum range you'll have to deal with in dungeons.
Long Range [Up to ~300']
This is generally one-two increments away and a range where normal characters can still succeed their spot checks, so a good range to start an encounter at for a non-Precision Damage Archer in wilderness areas. At this range, you can generally pepper the opponent with a few full attacks before they close in to casting/melee range and free damage never hurt anyone. Most Cleric Archers and other non-Fighter Archers tend to operate at this range.
Extreme Range [~300' upwards]
To effectively act at such a range, you tend to need uncanny means of detecting opponents, be it ridiculously high spot check or some divination magic/spotter, and very high attack bonuses or long range increments to act effectively. A Fighter Archer with Ranged Weapon Mastery, Dragonbone Bow, Far Shot/Distance-weapon and levels in Cragtop Archer can probably still act effectively given the means to detect opponents, but usually it already starts to take effort and specialization to function at such a range. High attack bonuses of course help too.
Abilities
Strength: It is desirable to have at least a +1 here, since you may benefit from a composite bow strength adjustment. Considering that you'll probably shoot lots of arrows (5 to 7 without the splitting enchantment), the damage can add up quickly. If you don't have the points or dice to afford it, get some str enhancing item.
Dexterity: This is your main attribute unless you go the Zen Archer route. Keep this as high as possible. Also helps many other skills, such as tumble to get our of harm's way or hide+move silently for the roguish ones.
Constitution: Although you'll keep a minimum distance of 30' from your target, it's never recommended to neglect your resilience.
Intelligence: Unless you're a Gish Archer, don't bother with this.
Wisdom: Zen archer's main attribute. Also important to Dex archers because spot keys off it.
Charisma: Are you a bard or Sorcerer? No? Ignore this.
Archery-related Feats
These feats deal exclusively with archery/ranged attacks, adding options to your attack or plain bonuses to hit/dmg. Again, which ones you'll use will depend on what do you intend to achieve with your build.
Point Blank Shot [SRD] - Requires:
The feat sucks, but it's a prerequisite for practically everything archery.
Precise Shot [SRD] - Requires: Point Blank Shot
Without this, you'll be peppering your allies in melee or alternatively cannot use archery as your main tactic after the combat is joined. This is also a requirement to utilize the best equipment-based buff for archery, Splitting [CoR Pg. 42], so if you've got access to Splitting, this is an absolute must.
Manyshot[SRD] - Requires: Dex 17, Point Blank Shot, Rapid Shot, BAB +6.
This one is a staple of many swift hunter builds. Since it costs you only one standard action, you may move (activating skirmish) and fire. The downside is that skirmish will only apply on the first arrow and all attacks must be committed to a single enemy.
This isn't a problem when you have:
Improved Manyshot[SRD] - Requires: Dex 17, Manyshot, Point Blank Shot, Rapid Shot, BAB +6.
Now your precision-based damage will apply to all arrows and your attacks may have multiple targets. Needless to mention splitting and skirmish abuse here, right?
Sharp-Shooting [CW] - Requires: Point Blank Shot, Precise Shot, BAB +3
This feat has very few uses; mostly it's just one of those "My Fighter had too many feats and doesn't qualify for Improved Precise Shot yet so he picked this to be retrained later."-feats, and quite frankly, optimized Fighters don't have too many feats. So what it does - it halves the AC-bonus standard cover gives opponents. That's it. It doesn't help against opponents behind a tree, with concealment and it doesn't even remove the Cover-bonus.
You're still better off looking for clear shots than shooting through cover, so effectively you spent a feat to make an unfavourable situation slightly less unfavourable, but still one you don't want to be in. Congratulations. Oh yeah, and this doesn't help the standard problem of not dealing sufficient damage at all.
Improved Precise Shot [SRD] - Requires: Dex 19, Precise Shot, Point Blank Shot, BAB +12
Hitting into Grapple is handy, although by the time you get this, you'll mostly have Freedom of Movement available anyways along with swift action teleportation, so this ability won't be as helpful as it could possibly be earlier. Much more important though is the ability to ignore all but total concealment and cover. This opens up some interesting uses with some spells (basically anything that grants lesser degrees of concealment) and items such as Eversmoking Bottle, causing one-sided miss chance. It's also fun to be able to shoot through that keyhole with 100% accuracy. Overall, a handy feat if not "OMG MUST HAVE"-material. Steep requirements though; not available to Zen Archers and +12 BAB means it comes very late for everyone. It's the Be All-End All feat for hitting though, ignoring just about any obstacles but solid walls and complete darkness.
Woodland Archer [RotW] - Requires: Point Blank Shot, +6 BAB
The tactical feat offers three options. Volley archers love the first one; the more attacks, the better. The volley types with maximized number of attacks can often be hitting ACs over 100 easily towards the last ~10 shots or so, so it's solid 400-500 damage to opponents at AC 100.
The second option allows ignoring all concealment including total concealment giving you a strong tool against invisibility and similar abilities, while also making up for Improved Precise Shot for those builds that can't afford picking up Improved Precise Shot, and for those looking to pick it up later.
Finally, the third option is great for snipers; being able to move while sniping makes it easier to avoid being located, and also to keep the distance you want between shots.
Handy for snipers, but really the true power is the first ability for the volley archers.
Far Shot [SRD] - Requires: Point Blank Shot
This allows you to shoot further than everyone else. Frankly, it isn't worth a feat as such long-range combat isn't all that commonplace and you can gain this ability magically (through the Distance-enhancement on arrows) for when you need to shoot at faraway targets. This isn't worth a feat (except for qualifying purposes), but this does warrant inclusion on a bunch of arrows.
Zen Archery [CW] - Requires: Wis 13, BAB +1
If you are making a Wisdom-based character dumping Dex, this is a must. It's the Weapon Finesse of Ranged Weapons. Clerics, Druids and generally Wisdom-based casters are the most likely subjects, although some martial Wisdom-based classes might also end up in a sitiuation where this is optimal.
Ranged Disarm [CW] - Requires: Dex 15, Point Blank Shot, Precise Shot, BAB +5
This allows you to make Disarm-attempts with ranged weapons at the range of 30'. Unfortunately, the limit of point blank range makes it much worse than just using a two-handed weapon such as Spiked Chain, giving you bonuses to the Disarm-attempt. Further, Disarming is a rather weak strategy in the first place due to the existence of abilities such as Locked Gauntlets making it just useless, and the fact that many monsters fight with natural weapons, which aren't very disarmable. Extra options are nice though, but unfortunately Disarming isn't usually worth the trouble. Still, seeing that we're talking about an opposed attack roll here, I could see some implications in some campaigns. Generally you just won't have the feats to burn though. Note that this feat gains no benefit of the Improved Disarm-feat.
Ranged Sunder [CW] - Requires: Str 13, Point Blank Shot, Precise Shot, BAB +5
This allows you to make Sunder-attempts with ranged weapons at the range of 30'. Again, it's annoying to only be able to use it at point blank range, and further annoying that Piercing Ranged Weapons only deal ½ damage even with this feat. Serpenttongue Arrows could help there though. I could definitely see implications for this feat, but often you don't want to Sunder opponent's weapons simply because they're loot. Still, it also works against objects, and it can be handy in arena settings so I wouldn't consider it entirely useless. Generally you can't afford the feat for this though. Note that this feat isn't helped by Improved Sunder-feat.
Ranged Pin [CW] - Requires: Dex 15, Point Blank Shot, Precise Shot, BAB +5
This is my favourite of the three; this allows you to make ranged Grapple-checks. You need to beat opponent's AC, and then you get to make Grapple-checks provided that opponent is close to a surface (such as the floor when flying overhead). If you do manage to win the Grapple-check, they are considered Grappled until they succeed DC 15 Strength- or Escape Artist-check as a Standard Action. Therefore, they'll at least waste a turn, and it requires no actions whatsoever from you.
This is quite handy for archers focusing on Strength for damage (as while you don't get Improved Grapple-benefits, Strength-modifier and Size-modifier apply as normal), giving you extra tools against certain archetypes (such as an easy way to keep casters in AMF; Arcane Archer shooting an AMF with Imbue Arrow, using the arrow to Grapple the target would pretty much one-hit KO a caster at any range). This really works the better, the bigger you are as the bonuses are hard to come by. Overall though, there're lots of implications for this - very handy to keep Melee away.
Shot on the Run [SRD] - Requires: Dex 13, Point Blank Shot, Dodge, Mobility, BAB +4
The effect is handy...but then you look at the prerequisites! Two useless feats. And what it gets you? You get to move before and after an attack. That means it doesn't work with Order of the Bow Initiate's Precise Shot, Manyshot, Penetrating Shot or really anything else for that matter. Basically, the base idea is good, but the feat has worthless prerequisites and is mistemplated for use with the abilities that could utilize it. Stay away, unless you can talk your DM into allowing Standard Action-effects including Ranged Attack instead of just a Ranged Attack between the movements; Manyshot would be useful with this, but one shot? Not so much.
Rapid Shot [SRD] - Requires: Dex 13, Point Blank Shot
The Dex requirement can be problematic for Wisdom-based archers, but that extra attack goes a long way towards making archery worth your time. I'd snag this if at all possible and consider pumping my Dex just to get it. The extra attack is probably going to do more damage on average than an extra point of Strength.
Improved Rapid Shot [CW] - Requires: Point Blank Shot, Rapid Shot, Manyshot
Unfortunately Manyshot isn't a very good feat for volley archers (it is occasionally useful though; extra options are always good) and likewise, Manyshotters don't want Improved Rapid Shot. That fact bringing this feat down in value by having a semi-wasted prerequisite either way. Rangers do get Manyshot as a bonus though and Fighters get enough feats to pick it up, and two extra points for hitting is nothing to scoff at, especially on later levels with a number of iteratives. Not a must have, but handy.
Plunging Shot [RoTW] - Requires: Dex 13, Point Blank Shot
Get extra 1d6 damage on targets 30' below you. At first glance, this feat appears awesome. Once you start thinking about it though, it appears incresingly bad. First of all, this practically means you'll need to be in the air. 30' is either a cliff overseeing the opponent's position or simply flight and of those, flight should be a more common option. Therefore, it gives you an advantage when you can fly and your opponent can't. Seems good, except if that's the case, your opponent isn't exactly the most dire of threats in the first place, except when talking about another archer. So it's decent in archery duels where you invested in flight and opponent didn't and that's pretty much it.
Second, the feat is simply unusable in lots of locales. Good luck getting 30' up in a dungeon. Same goes to pretty much any building. So the feat has a powerful effect, but unfortunately it's way too sitiuational to truly be worth a feat slot.
Able Sniper [RotW] - Requires: Dex 13, Hide: 5 ranks
You get bonuses to hitting flat-footed opponents, and more importantly +4 to Hide-checks made to hide afterwards. If you're going Sniping, this is probably the feat to start with; hitting with Snipes and staying hidden go a long way to keeping you alive. There's one unfortunate drawback here, and it's the fact that you only get bonuses to hit against opponents that are at least 30' away. That makes triggering Sneak Attack difficult as you need the opponent at exactly 30' for that, or alternatively you need some way to extend Sneak Attack-range (such as Crossbow Sniper [PHBII Pg. 77] - as the name suggests though, that's only for crossbow snipers).
Bowslinger [Und] - Requires: BAB +1
This gives you +2 on attacks against Flat-Footed opponents. Again handy for making sure you hit, but I don't find this worth a feat; something to pick up with an Action Point when you feel you need the extra accuracy. If it helped in Hiding, it could be worth actually picking, but as it stands...
Penetrating Shot [PHBII] - Requires: Str 15, Point Blank Shot, BAB +10
Gives you the ability to shoot through opponents in a 60' line as a Standard Action. This could be somewhat useful as since it's a Standard Action, you've got the Move left to Hide with. So this is a bonus to a Sniper, but lined up opponents are relatively rare. Still, it may just be worth it, especially with Woodland Archer to shift position to get the lines right.
Ranged Weapon Mastery [PHBII] - Requires: Base Attack Bonus +8, Weapon Focus (any
must choose type: Bludgeoning, Slashing or Piercingbludgeoning,Slashing,Piercing ranged), Weapon Specialization (any bludgeoning,Slashing,Piercing) ranged)
Any Ranged weapon you wield has a +2 bonus on attack, damage +20 range increment.
Psionic Archer Feats
Psionic Shot [XPH] - Requires: 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 [XPH] - Requires: 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.
Fell Shot
Return Shot
General Feats
These feats will help you get your build together, circumvent you fighting style deficiencies or even add moar power to it:
Knowledge Devotion [CC] - Requires: Knowledge (any): 5 ranks
One of the best feats for boosting the damage output in archery. If you have the feats to burn for Education [ECS Pg. 52, PGtF Pg. 38] along with some skillpoints and Int-modifier, you can cover all Knowledges used for identifying creatures (Arcana, Dungeoneering, Local, Nature, Religion, The Planes) adequately and be the party Knowledge Bank while at it. Even just one rank in all Knowledges gets you at least +1/+1 for all combats with the potential for +2/+2 on decent rolls. Oh yeah, the free Knowledge as a class skill regardless of your multiclassing doesn't hurt either.
Ancestral Relic [BoED] - Requires: Any Good alignment, Character Level 3rd
Basically, this feat allows you to spend items for their full price when enhancing your ancestral relic. In this case, you'll of course want an ancestral weapon. A strong alternative to Mercantile Background, but while the feat is not Exalted, it does require Good alignment which is something to keep in mind. Oh yeah, and there's a limitation as to how much you can spend on the feat.
Item Familiar [UA] - Requires: Character Level 3rd
Make your Bow your Item Familiar. You'll be able gain a number of free +1-abilities, some Intelligent Item-bonuses or similars. Further, you'll gain the ability to invest skill points and experience to it for increased returns (although it'll suck royally if it is destroyed - have your contingencies for Disjunction later on). Oh, and you can enhance your bow without actually having Item Creation feats. And you get a free Alertness when wielding the item (That is, all the time! And Spot just happens to be your most important skill!). Easily my favourite of the three, although it really combines well with either. I especially like the Mercantile Background+Item Familiar-combo, and pull strings for the enchanting, providing the XP myself. That gives me the item for 37.5% of the original price with each item sale providing 25%-units more money. And it's available to any alignment (although Mercantile Background is Faerūn-specific - very easy to convert to any world though (basically, any member of a merchant family would do) - and Item Familiar is from a source you can never assume anything from).
Gish Archer Feats
Divine Metamagic - Requires: 1 metamagic feat
Enables you to use a metamagic feat (chosen when you select the feat) fueling it with Turn/Rebuke Undead uses equal to the Metamagic level modifier +1.
Persistent Spell - Requires: Extend Spell
Have your buffs 24/7. The downside is that it's a steep price to persist (+6 level adjustment).
Check this on how to reduce the cost of Persistent Spell: Metamagic and you: a thesis (http://brilliantgameologists.com/boards/index.php?topic=9876.0)
Extend Spell - Requires:
Double your spell's duration.
Sweet and solid. +3 level adjustment.
Precision-based Archers or How to activate skirmish and qualify for ranged sneak attacks
Travel Devotion [CC] - Requires:
1/day move your speed as a swift action.
This ability lasts for 1 minute, which will get you through most battles. To initiate it, each round you will have to spend your swift action. Obviously you can then use the full attack action to full skirmish your opponents. This made the cloistered cleric dip important to the swift hunter. That's because not only you can permanently sacrifice turn undead attempts for extra travel devotion uses per day, but you can gain travel devotion for free if you select the travel domain and swap it for the appropriate domain feat.
Flyby Attack [SRD] - Requires: Requires Fly speed.
This is the feat Shot on the Run, Spring Attack and company always wanted to be! This is the be-all end-all movement feat, but it requires Fly speed so it isn't available for all PCs. In fact, mostly it's available for Dragonborn, Raptorans and characters picking feats to get Wings (along with possibly casters with magical flight). Though if you can get it with item-based qualifications, give it a good hard look. It enables you to move, Manyshot and retreat in the same round. It also works with Penetrating Shot, spellcasting and so on; basically the perfect tool for getting in range for Precision-attack and getting outside opponent's effective range for your own turn. Skirmisher's feat, though archery is notoriously reliant on its full attacks, and its primary advantage over other combat styles is getting them consistently and reliably.
Improved Skirmish [CS] - Requires:
+2d6/+2AC to skirmish bonuses if you move 20ft. Great.
Swift Ambusher [CS] - Requires: +1d6 Sneak Attack; Skirmish +1d6/+1AC
This will let your Rogue levels advance your skirmish damage and armor bonus.
Swift Hunter [CS] - Requires: Favored Enemy; Skirmish +1d6/+1AC
This will let your Scout and Ranger levels stack to determine your Favored Enemy and Skirmish damage/armor bonus.
Incarnum Feats
Cobalt Precision [MoI] - Requires: 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 [MoI] - Requires: 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 [MoI] - - Requires: 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.