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View Full Version : 3rd Ed [3.5] Elven Archer theoretical optimization



liquidformat
2020-01-03, 12:04 PM
So I have been mulling over creating an elven archer and wanted to get some input from the community here is what I have so far: 40 point buy 2 flaws, was thinking of Mystic Ranger base; Magical Training (as a wizard for that spell book and all them 0 level spells), Sword of the Arcane Order and maybe Precocious Apprentice; and a 2 level dip into Arcane Archer.

Anyways I am interested in seeing what people come up with, Cheers!

Biggus
2020-01-03, 01:37 PM
Order of the Bow Initiate (CW) might be worth a 2-level dip to allow you to use your bow in melee without provoking AoOs. If un-updated 3.0 content is allowed, 3 levels of Peerless Archer (Silver Marches) gets you power shot (ranged Power Attack) and 2 levels of Deepwood Sniper (Masters of the Wild) gets you keen arrows and increased critical multiplier. They all require multiple feats to enter though, so you might need a level or two of Fighter to help with that.

What the best build is depends what you want to focus on: a stealthy sniper is a lot different to a stand-in-the-open-and-shoot archer.

Also, have a look at Dictum Mortuum's archery handbook if you haven't already: http://dictummortuum.blogspot.com/2018/01/the-archery-handbook-completed.html

Biffoniacus_Furiou
2020-01-03, 02:49 PM
Cloistered Cleric, Elf and War domains with Knowledge Devotion. Dip Ruathar and Paragnostic Apostle and Seeker of the Misty Isle. Take Contemplative for the Spell domain. DMM: Persist your Divine Power, Divine Favor, Righteous Wrath of the Faithful, etc. Take Otherworldly, use Greater Anyspell to cast and DMM: Persist Draconic Polymorph into an Arrow Demon. Get two Elvencraft Energy Bows, add Splitting to each, put Greater Magic Weapon on each every day.

Thurbane
2020-01-03, 04:56 PM
As gets mentioned in every archery thread: Hank's Energy Bow (http://archive.wizards.com/default.asp?x=dnd/ask/20061227a) is basically the best bow in the game, if you can get it.


Energy Bow
Price: 22,600 gp
Body Slot: — (held)
Caster Level: 6th
Aura: Moderate; (DC 18) evocation
Activation: See below
Weight: 3 lb.
Simply drawing your fingers in the air near this finely crafted bow causes it to be strung with an arrow of glimmering energy.
Hank’s energy bow acts as a +2 composite longbow that accommodates a user of any Strength. Although unstrung, it fires arrows of pure magical force that deal 2d6 points of damage. As they are force effects, the arrows do not suffer a miss chance when used against incorporeal creatures.The bow can be used to fire normal or magic arrows, but in such cases the bow does not confer its damage due to force.When drawn, the energy bow sheds light like a torch.
In addition, Hank can use the bow to make power shots.To do so, before making attack rolls, choose a number to subtract from your attack rolls up to Hank’s base attack and add this same number to the damage dealt by the bow with any attack that hits. The penalty on attack rolls and bonus on damage rolls last until Hank’s next turn.
Prerequisites: Craft Magic Arms and Armor, magic missile.
Cost to Create: 11,500 gp, 888 XP, 23 days.

MaxiDuRaritry
2020-01-03, 06:14 PM
I've always been partial to the idea of using an artificer with a dip into modified arcane archer and using returning/spell storing dye arrows (https://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/ammunition/ammunition-bow-arrows-common/ammunition-bow-arrow-dye/) made of aurorum to fire spells at both allies and enemies using attack action ranged touch attacks from across the battlefield. Emergency cure spells here, a nasty acid arrow spell there, and a quick black tentacles to wrap things up for the round. Even better if you have Manyshot or the Greater version so you can do all the above AND move in a round.