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Thread: Swift Hunter tips + archery
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2010-12-29, 01:04 PM (ISO 8601)
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Re: Swift Hunter tips + archery
The are also Ranger spells -- and this is a Swift Hunter build, so I don't see how getting the spells is a problem. If you are going to dip something, dip Cloistered Cleric for Knowledge Devotion and DMM-Persist and persist those divine Ranger spells. Try to save a few turn attempts to fuel Travel Devotion. The feats you save on the Greater Manyshot tree you will probably spend on Extra Turning, and one set of Nightsticks will set you back less than you were planning on spending on any of the custom items.
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2010-12-29, 01:05 PM (ISO 8601)
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Re: Swift Hunter tips + archery
ze/zir | she/her
Omnia Vincit Amor
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2010-12-29, 01:06 PM (ISO 8601)
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2010-12-29, 01:07 PM (ISO 8601)
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Re: Swift Hunter tips + archery
What's uncalled for is having someone spend 30,000 gold on a magic item that duplicates a 1st level spell. That's crazy talk there.
You might as well just go full spellcaster to level 14 to get 7th level spells then have the effect persisted. Then from level 15-20, do Arcane Archer. Augment your effectiveness with spells to make up for the fact that you didn't take any Scout/Ranger for the Swift Hunter stuff.
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2010-12-29, 01:09 PM (ISO 8601)
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2010-12-29, 01:09 PM (ISO 8601)
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Re: Swift Hunter tips + archery
Ah, right, I didn't remember it was also for spell completion items.
Well, pulling the scroll up is still a move action, unless you have that fancy scrollcase.
[Edit]:Yours were items that duplicated persisted 1st level spells, which, as you observed, are 7th level spells.Last edited by Greenish; 2010-12-29 at 01:11 PM.
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2010-12-29, 01:17 PM (ISO 8601)
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Re: Swift Hunter tips + archery
Recent homebrewed necromantic spells (PEACH):
- Hungry Mists (yay, ghost rat swarm!), Long Shadows of the Grave (watch those undead run), Caress of Infinite Pleasure (pain, pleasure, it's all necromancy)
- Deep Sleep (a good night's rest in one hour)
- Envivifying Ray (boost the living, harm the dead)
- Khefernatra's Gracious Wound Refusal ("No, no, really, it's too much. You keep it.")
- Sun Scarabs (glowing undead eating bugs)
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2010-12-29, 01:18 PM (ISO 8601)
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Re: Swift Hunter tips + archery
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2010-12-29, 01:21 PM (ISO 8601)
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Re: Swift Hunter tips + archery
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2010-12-29, 01:22 PM (ISO 8601)
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Re: Swift Hunter tips + archery
A 1st level spell that duplicates an 11th level feat for 1 round.
Since you're so set in going by the guidelines, you should note that they're also intended to be compared to other items, even before you price with those guidelines.
30k for an 11th level ability is cheap when you can spend 25k to get a 2nd level ability (Evasion).
EDIT: By your interpretation, a continuous True Strike effect would still be that 8000gp. +20 to attack, by itself, is worth 400,000gp.Last edited by Siosilvar; 2010-12-29 at 01:23 PM.
ze/zir | she/her
Omnia Vincit Amor
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2010-12-29, 01:32 PM (ISO 8601)
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Re: Swift Hunter tips + archery
True Strike only lasts for one attack, it dose not have a duration. Therefore it cannot be made persistant. Also, the guidelines do not allow for the calculation of True Strike as a continuous item.
Even if someone wanted to make a Continuous Item of True Strike in my world, they would only get the +20 attack bonus on one attack per day. It would still only be 8,000 gold if it could be made continuous.Last edited by Kansaschaser; 2010-12-29 at 01:32 PM.
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2010-12-29, 01:43 PM (ISO 8601)
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Re: Swift Hunter tips + archery
So, this is the new theoretical build to avoid having to spend outragous ammounts of money on items.
Cloistered Cleric 1 / Scout 3 / Ranger 16.
Persist Sniper Shot, Guided Shot, and Arrow Mind using Divine Metamagic (Persist). You still get 4 favored enemies and full Skirmish since Skirmish stops at 19th level.
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2010-12-29, 01:47 PM (ISO 8601)
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Re: Swift Hunter tips + archery
[Devil's Advocate] Oh, okay then. Use-activated true strike sword for 2000gp. It's cheaper and automatically activates with every swing! [/Devil's Advocate]
True Strike was just an example. My point isOriginally Posted by DMG, p282
EDIT: As an aside, could you please use the edit button instead of double posting?Originally Posted by Forum RulesLast edited by Siosilvar; 2010-12-29 at 01:50 PM.
ze/zir | she/her
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2010-12-29, 01:57 PM (ISO 8601)
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Re: Swift Hunter tips + archery
I think I remember somebody posting a build using mix between the Duskblade and the Arcane Archer that was really good, but I can't find it now.
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2010-12-29, 02:30 PM (ISO 8601)
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2010-12-29, 02:42 PM (ISO 8601)
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Re: Swift Hunter tips + archery
Think about how many turn undead attempts that will require. That's 21 turn attempts, before using any for travel devotion, and you probably want about ~9 attempts for 4 combats/day of travel devotion. So 30 turn attempts. That's either outrageous amounts of nightstick stacking, which few DMs will allow, or all of your feats besides swift hunter, extend, persist, and DMM (Persist).
Carnivore's arcane archer:
Duskblade 5/Arcane Archer 10/Abjurant Champion 5, I believe. BAB +20, CL 20Last edited by Akal Saris; 2010-12-29 at 02:44 PM.
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2010-12-29, 02:47 PM (ISO 8601)
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2010-12-29, 02:54 PM (ISO 8601)
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Re: Swift Hunter tips + archery
In this case, you would probably want to find some way of getting a pretty high Charisma for extra turn attempts.
Play a Venerable character (-6 STR, DEX, CON, +3 INT, WIS, CHA), get Zen Archery so you can use your Wisdom modifier instead of your Dexterity modifier for archery. Then just optimize your Charisma for maximum turn attempts. You may also have to take some Extra Turning feats.
Edit: In most builds I've seen, they use Greater Manyshot so you don't have to use the Travel Devotion to get your extra Skirmish.
Example: Move Action - Move 20 feet.
Standard Action - Greater Manyshot (4 arrows)
With the magical enchantment of splitting on the bow, that is 8 arrows, all doing skirmish damage.Last edited by Kansaschaser; 2010-12-29 at 02:58 PM.
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2010-12-29, 02:54 PM (ISO 8601)
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Re: Swift Hunter tips + archery
Sorry I should have clarified better, but thanks Akal :D That's the one.
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2010-12-29, 03:20 PM (ISO 8601)
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2010-12-29, 03:40 PM (ISO 8601)
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2010-12-29, 03:57 PM (ISO 8601)
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Re: Swift Hunter tips + archery
Right, but some folks prefer to take more Scout than Ranger. Rapid Shot is really the only one you need of the above if you figure out a way to get a swift action 20' move (PBS is okay, Manyshots unnecessary, and Improved Precise Shot largely replacable with the Seeking property). Obviously, the BAB and HP loss hurt, but it allows you to pick up HiPS while still being able to dip another class. If you go Ranger over Scout, you won't be able to pick HiPS up if you dip another class, barring possible PrCs.
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2010-12-29, 04:14 PM (ISO 8601)
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Re: Swift Hunter tips + archery
You don't need a "swift action" to move 20 feet. All you need to do is move 20 feet or more normally. Then use a standard action to use Greater Manyshot. You get to fire 4 arrows (8 with splitting enchantment on bow) and each one will do skirmish damage. That's a lot easier than trying to figure out how to get a free 20ft of movement each round.
Hide in plane sight is overrated. Pick up a ring of invisibility and boots of elvenkind.
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2010-12-29, 04:16 PM (ISO 8601)
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Re: Swift Hunter tips + archery
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2010-12-29, 04:17 PM (ISO 8601)
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2010-12-29, 04:18 PM (ISO 8601)
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Re: Swift Hunter tips + archery
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2010-12-29, 04:38 PM (ISO 8601)
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Re: Swift Hunter tips + archery
Agree with Greenish, it's an opposed check. It really depends on how much you choose to max your Hide skill. You really have to have an opponent with an equally high Spot skill or some other form of detecting you to be pinpointed. It's really quite good.
The key thing is to figure out how to move 20' as a swift action and still maintain a +16 BAB. Add Rapid Shot and Haste/Speed and you're up to 6 attacks/round with skirmish. Splitting makes it 12 arrows.Last edited by Forged Fury; 2010-12-29 at 04:43 PM.
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2010-12-29, 04:40 PM (ISO 8601)
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Re: Swift Hunter tips + archery
Scent, Tremorsense, Blindsense, Blindsight, Detect Thoughts, Detect Hostil Intent, Detect Magic, etc....
Even without rolling an opposed check, there are many things that can get past Hide in Plane Sight.
Plus, if you really want Hide in Plane Sight, just wait one more level and you've got it on this build.
Cloistered Cleric 1 / Scout 3 / Ranger 16. At level 21 you'd have Hide in Plane Sight.
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2010-12-29, 04:42 PM (ISO 8601)
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Re: Swift Hunter tips + archery
No. See Invisibility is a second level spell. And available on common magic items like Hand of Glory which you'd want for the extra Ring-slot anyways. With Darkstalker Hide can also protect you from Scent, Tremorsense, Blindsense, Blindsight and so on. Furthermore, many outsiders have True Seeing active constantly, and Invisibility doesn't hide your magic auras making it meh against Detect Magic, Aura Sight and such. Oh, and Hide generally goes hand-in-hand with high Move Silently; Invisibility cannot stop Listen from pinpointing you (+20 DC) and tons of creatures have high natural Listen. Silence is not a Wizard-spell, and is an AoE which disrupts your casting, and makes you somewhat easy to detect anyways if someone ends up in the AoE and realizes no sounds originate from there.
Invisibility is very good but higher up, you really need Superior Invisibility or HiPS+Darkstalker for somewhat reliable stealth. Invisibility still has its uses but being entirely undetectable is not one of them. Oh, and Spot-checks eventually scale so you really need Hide to avoid them. This is especially true with high HD monsters like Dragons.
Far as custom magic items go, no. Getting any spell permanently from a magic item isn't something you can rely on. The guidelines are just that, guidelines, and the DM honestly should be the one making those, not the player. Your character should be able to provide the spells he needs himself; you shouldn't need casters for that. This is why Mystic Ranger with Sword of the Arcane Order is so very key; you get all the spells you want from the first 5 levels and have enough slots to greatly utilize them. Though even just standard Ranger can make decent use out of them.
Personal favorite Swift Hunter-build is Mystic Ranger 9/Scout 5/Stalker of Kharesh 4/Unseen Seer 1/Cloistered Cleric 1 - Stalker of Kharesh gets HiPS on 4.Last edited by Eldariel; 2010-12-29 at 04:43 PM.
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2010-12-29, 04:44 PM (ISO 8601)
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