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Thread: Swift Hunter tips + archery
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2010-12-16, 02:26 AM (ISO 8601)
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2010-12-16, 10:22 PM (ISO 8601)
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Re: Swift Hunter tips + archery
I always liked the Wounding enhancement on bows. Especially for a greater many shot-using Swift Hunter.
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2010-12-17, 09:06 AM (ISO 8601)
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2010-12-17, 11:29 AM (ISO 8601)
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Re: Swift Hunter tips + archery
I too am a fan of Stalker of Kharesh. If you do your progression right, you end up getting +10 vs. all Evil enemies. It's particularly nice when combined with the Wise to Your Ways feat (Ghostwalk - 3.0 material) which gives you your Favored Enemy bonus to most Saves against your Favored Enemy.
More importantly, it lets you pick 4 non-Evil enemies for your other Favored Enemies (constructs, elementals, etc), which allows your Skirmish damage to apply to pretty much everyone.Last edited by Person_Man; 2010-12-17 at 11:30 AM.
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2010-12-17, 01:25 PM (ISO 8601)
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Re: Swift Hunter tips + archery
Handbooks:
Shax's Indispensable Haversack, TWF OffHandbook
Builds:
Archon of Nine, Jellobomber, King of Pong, Lightning Thief
Spells:
Druidzilla, Healbot, Gish
Iron Chef:
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2010-12-17, 02:04 PM (ISO 8601)
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Re: Swift Hunter tips + archery
The huge advantage I find with FE: Evil is that it bypasses most of the annoying higher level NPCs (BBEG, high-level lieutenants, any other hostile organizations you may clash with) with Fortifications Armor, magical protection or similar that you wouldn't be bypassing otherwise unless you happened to guess the race correctly (god forbid you face such foes of different races). In general, things that lack native critical protection but have it from another source.
Outsiders, Humans or Dragons, chances are it's going to be Evil anyways so you get free bypass on those defenses. And since Undead are categorically Evil, it covers that too. I like Nemesis: Evil for the free Evildar and extra 1d6 you get with it.Last edited by Eldariel; 2010-12-17 at 02:04 PM.
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2010-12-28, 07:22 PM (ISO 8601)
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2010-12-28, 07:46 PM (ISO 8601)
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Re: Swift Hunter tips + archery
Those seem to be custom magic items, Arrow Mind and Sniper's Shot are spells in the Spell Compendium if i recall correctly.
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2010-12-29, 02:09 AM (ISO 8601)
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Re: Swift Hunter tips + archery
More generally, I'm curious about interesting archer builds,
thoughts?Last edited by SylvanPrincess; 2010-12-29 at 02:10 AM.
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2010-12-29, 02:21 AM (ISO 8601)
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Re: Swift Hunter tips + archery
What psychic warrior powers are especially valuable to an archer? I think there's skate for better move speed (for improved kiting ability, potentially, but probably not that useful usually) and expansion offhand, with expansion just being useful for becoming a bigger target and having higher base damage dice at the cost of a double penalty to one's ability to hit... If one can threaten with the bow though, that does give reach to aid in preventing others from reaching one's self.
So I think I need my memory refreshed.
Edit: Hustle is, of course, always nice...
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2010-12-29, 02:54 AM (ISO 8601)
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Re: Swift Hunter tips + archery
i admit, it seems a better option for two weapon fighting. however, some feats like up the walls work great in a skirmish build. vampiric blade would be awesome if it could be applied to a bow + greater many shot. there are bunch of good defensive abilities, but generally youre right, bow isnt as good. still, a psionic swifthunter would be cool
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2010-12-29, 08:42 AM (ISO 8601)
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Re: Swift Hunter tips + archery
I put together a kalashtar swift hunter/seer, using Expanded Knowledge to pick up Dimension Hop. Good powers to enhance scouting and Dimension Hop was ruled to qualify for skirmish. Since I was already taking the BAB hit, I took Seer to 5th level. Dimension Hop can also be augmented to enable Improved Skirmish to activate. The kalashtar's racial power point boost also helps fuel the ability.
Not as effective as many true Swift Hunter combos, but I thought it was pretty appropriate for a Kalashtar swift hunter.
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2010-12-29, 09:39 AM (ISO 8601)
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Re: Swift Hunter tips + archery
They are indeed custom magic items. They are all based on the spells in the name of the item.
Goggles of Sniper’s Shot (8,000gp) - Sniper's Shot (Sorcerer/Wizard 1st, Spell Compendium)
Headband of Arrow Mind (8,000gp) - Arrow Mind (Sorcerer/Wizard 1st, Spell Compendium)
Armbands of Guided Shot (8,000gp) - Guided Shot (Sorcerer/Wizard 1st, Spell Compendium)
You could put some of these effects on the same item. If you add two of the effects together, the cost would be 24,000. Example: Sniper Shot and Guided Shot on the same bracer would be 24,000. If you add all three together on the same item, the cost would be 32,000. Depending on your DM's ruleing, it may cost a little more if the spell does not fit the slot.
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2010-12-29, 10:02 AM (ISO 8601)
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2010-12-29, 11:36 AM (ISO 8601)
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2010-12-29, 11:50 AM (ISO 8601)
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2010-12-29, 12:06 PM (ISO 8601)
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Re: Swift Hunter tips + archery
They look like rules to me. I consider most of the stuff listed in the Players Handbook and the Dungeon Masters Guide to be rules unless they have a sidebar that says "optional" or something.
And since you don't consider them "rules (or entitlements)", what do you think the cost of these items should be? Any archer and/or ranged skirmisher I build typically purchase these items.
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2010-12-29, 12:14 PM (ISO 8601)
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Re: Swift Hunter tips + archery
Here's the sidebar (from DMG page 282):
BEHIND THE CURTAIN: MAGIC ITEM GOLD PIECE VALUES
Many factors must be considered when determining the price of magic items you invent. The easiest way to come up with a price is to match the new item to an item priced in this chapter and use its price as a guide. Otherwise, use the guidelines summarized on Table 7–33: Estimating Magic Item Gold Piece Values.
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2010-12-29, 12:17 PM (ISO 8601)
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Re: Swift Hunter tips + archery
Last edited by Siosilvar; 2010-12-29 at 12:18 PM.
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2010-12-29, 12:18 PM (ISO 8601)
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Re: Swift Hunter tips + archery
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2010-12-29, 12:29 PM (ISO 8601)
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2010-12-29, 12:34 PM (ISO 8601)
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Re: Swift Hunter tips + archery
Guided Shot not only ignores distance, but gives you the effect of Improved Precise Shot, a feat with 11th level prerequisites.
So, the prices I'd suggest:
Continuous Sniper's Shot: 8,000gp
Continuous Arrow Mind: ...however much Gloves of Storing cost, and then a little bit. You get the same effect (attack both melee and ranged at will or close to will) but don't have to spend a swift action or enchant two weapons.
Continuous Guided Shot: 25,000gp (or less, depending on how much IPS is worth to you)
[hr]
EDIT:
By being a 6th-level Ranger or having their Sor/Wiz friend make it, I imagine.Last edited by Siosilvar; 2010-12-29 at 12:39 PM. Reason: Continuous price was already included
ze/zir | she/her
Omnia Vincit Amor
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2010-12-29, 12:37 PM (ISO 8601)
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Re: Swift Hunter tips + archery
Yes, most magic items require the appropriate item creation feat, but that gose without saying.
Continuous Use Item
Spell Level (1st) x Caster Level (1st) x 2,000 gold = 2,000 gold.
If a continuous item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4.
TOTAL COST = 8,000 gold
See, it's very simple to figure out the cost according to the "guidelines/rules/options". If your DM strays too far from this formula, you might as well go through the DMG and the Magic Item Compendium and re-write all the prices since the pre-made items pretty much follow these "guidelines/rules/options".
If your DM will not allow these three magic items, you might do well to get Scrolls, Wands, or Staffs with the spells Arrow Mind, Guided Shot, and Sniper Shot.
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2010-12-29, 12:40 PM (ISO 8601)
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Re: Swift Hunter tips + archery
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2010-12-29, 12:42 PM (ISO 8601)
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2010-12-29, 12:43 PM (ISO 8601)
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2010-12-29, 12:43 PM (ISO 8601)
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2010-12-29, 12:51 PM (ISO 8601)
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Re: Swift Hunter tips + archery
If your DM is like Siosilvar, then dip into two levels of Specialist Wizard (Divination) since they are all divination spells. You would need an intelligence of at least 11. Get a ring of Wizardry I. You can then memorize each spell 3 times per day, and that's without a high intelligence bonus. If your Intelligence is higher, you can then memorize more as needed.
If you have a lower intelligence, then pick up Sorcerer instead. Again, 11 charisma needed and you're good to go.
Don't forget that you can also make scrolls and/or potions of each spell. It wouldn't cost much to make a scroll or potion of each of these spells.
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2010-12-29, 12:52 PM (ISO 8601)
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Re: Swift Hunter tips + archery
Last edited by Siosilvar; 2010-12-29 at 12:56 PM. Reason: whoop, math
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2010-12-29, 12:53 PM (ISO 8601)
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Re: Swift Hunter tips + archery
And then you'd pay in actions. They're all swift/immediate, so you can only use one of them per turn, and Sniper's Shot and Guided Shot only last one round, so you couldn't benefit from both (unless you're RKV or similar).
Then you could, as a focused diviner, cast them a grand total of 4 times a day.
By the by, were there any spells with duration of 1 round (not round/level) around when the guidelines were written? It seems the former should sport a larger cost multiplier.
[Edit]: Potions are standard action to drink. Scrolls are standard actions to read. Making a 1 round duration spell into either would be silly.Last edited by Greenish; 2010-12-29 at 12:56 PM.
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