Because I'm nostalgic, and can't let go, and to make an easily referred-to post here at Brilliant Gameologist, I represent my Archer Build Thread.
This thread started years ago on the WotC Optimization Boards, as a 3.0 ed handbook of sorts, but over time has grown to include 3.5 items as well. Now there are soley-3.0 sections, 3.0/3.5 mix sections, and soley-3.5 sections, so it can still be useful to those playing any incarnation of 3rd edition.
The classes and prestige classes used in this post, and their locations, are thus:
Deepwood Sniper (Masters of the Wild)
Order of the Bow Initiate (Sword and Fist)
Peerless Archer (Silver Marches – a Forgotten Realms campaign accessory)
Order of the Bow Initiate (3.5 - Complete Warrior) - note, the 3.5 version is only used in the 3.5-compatible builds.
Pious Templar (Complete Divine)
Cragtop Archer (Races of Stone)
Justice of the Weald and Woe (Champions of Ruin - a Forgotten Realms campaign accessory)
Dread Commando (Heroes of Battle)
Shooting Star Ranger Substitution Level (Champions of Valor - a Forgotten Realms campaign accessory)
Fighter (Player's Handbook)
Ranger (Player's Handbook)
Scout (Complete Adventurer)
There is a list of the acronyms and abbreviations used in this thread at the end of this post.
First, the Combat Archer:
Human
Level Class Feats Class Abilities
1 Ranger PBShot, Precise Shot Fav En (?), TWF*, Ambidex*,
. Track
2 Fighter Rapid Shot BF
3 Fighter Far Shot, WF BF
4 Fighter
5 Fighter Weap Spec BF/WS
6 OotBI Quick Draw RSA +1d6
7 OotBI Close Combat Shot
8 Peer Arch Expert Bowyer, RSA +2d6
9 Peer Arch Imp. Crit. Sharp Shooting 1, Fletching +1
10 Peer Arch Power Shot
11 Peer Arch RSA +3d6, Fletching +2
12 Peer Arch Manyshot Sharp Shooting 2
13 Peer Arch Fletching +3
14 Peer Arch RSA +4d6
15 Peer Arch Combat Reflexes Threaten, Fletching +4
16 OotBI RSA +5d6
17 OotBI Sup. Weap Foc
18 OotBI Zen Archery RSA +6d6
19 OotBI Free Attack, Zen Archery
20 OotBI Sup. Weap Spec
Base Saves Fort +14 Ref +8 Will +8
To use this exact progression, you must be either Human or Strongheart Halfling, because the early levels are very feat intensive to meet the prerequisites of OotBI and Peer Arch by 5th and 7th levels, respectively. A similar build can be played by other races, but you must remove either Zen Archery, Manyshot, or Improved Crit, and move the first level of Peerless Archer back to 10th level, shifting levels 3 and 4 of OotBI up to character levels 8 and 9. Improved Crit is probably the best option for a 3.5 player, as they could stick a level of DWS into the build somewhere, only losing the Superior Weapon Specialization from the 7th level of OotBI.
This build provides some great combat abilities to an archer. By 7th level he no longer suffers AoO’s from firing his bow in melee. At 10th character level, he is able to make Power Attacks with his bow, helping him deal damage and break through lower degrees of DR. By the 5th level of Peer Arch (12th character lvl) he no longer suffers any chance of striking his friends in combat due to them providing cover to the enemies (not otherwise able to be achieved without an epic feat in 3.0). This also replicates a large portion of the 3.5 feat Improved Precise Shot. At 15th level this combat archer gains a large measure of his power. The threaten ability of the Peer Arch allows him to threaten at 10 feet as if he were wielding a melee reach weapon. This, in combination with Combat Reflexes, allows him to be just as effective at melee range as a fighter with a pole-arm; better, actually, since he’ll have a much higher dexterity, allowing him numerous AoO’s within each round. At 19th level, the addition of the Free Attack and stacking Zen Archery abilities of the OotBI makes this archer a combat god, especially if you have another party member who wields a reach weapon.
By 19th level, with a Dex score of 24 (easily obtainable by the higher levels), and under the effects of
Haste, this archer is able to fire up to 18 arrows a round; 11 of them at one target. Here’s the breakdown: 4 arrows from iterative attacks, 1 arrow from Rapid Shot, 4 arrows from Manyshot (during your
hasted action), 1 arrow from an AoO, and 1 arrow from Free Attack. You also have the possibility of 7 more AoO’s due to Combat Reflexes.
Now, the Sniper Archer:
Human
Level Class Feats Class Abilities
1 Ranger PBShot, Precise Shot Fav En (?), TWF*, Ambidex*,
. Track
2 Fighter Rapid Shot BF
3 Fighter Far Shot, WF BF
4 Fighter
5 Fighter Weap Spec BF/WS
6 DWS Quickdraw Keen Arrows,
. Range Inc Bonus +10ft/lvl
7 DWS Conc Reduc 10%, Magic Weap,
. Proj Imp Crit +1
8 Peer Arch Expert Bowyer, RSA +1d6
9 Peer Arch Manyshot Sharp Shooting 1, Fletching +1
10 Peer Arch Power Shot
11 DWS Safe Poison Use
12 DWS Craven Take Aim +2
13 DWS Consistent Aim 1/day
14 DWS Conceal Reduc 20%
15 DWS Imp Crit Consistent Aim 2/day,
. Proj Imp Crit +2
16 OotBI RSA +2d6
17 OotBI Close Combat Shot
18 OotBI ? Imp Init ? RSA +3d6
19 OotBI Sup Weap Foc
20 OotBI RSA +4d6
This is the be-all and end-all of snipers. The following analyses are dependant upon a few different things.
First, a character with a single level of ranger is able to use wands of ranger spells. You do
not have to be a 4th level ranger before you can use wands. I will post the quoted rule at the bottom of this thread, so as to not clutter this section.
Secondly,
Hunter’s Mercy (found in Magic of Faerun) causes your next bow shot to automatically hit and threaten a critical. Also note that HM affects you, not your weapon.
Thirdly,
Bless Weapon causes your next critical threat against an evil creature to automatically confirm as a critical hit. Apparently, BW is not a valid spell to be made into an oil (potion) under 3.0 rules; however, it is listed as a randomly generated oil in the 3.5 DMG. For 3.0, you can obtain a wand of BW and have either the party Paladin or Rogue (through use of Use Magic Device) cast it for you.
Fourthly, it is debatable whether a weapon with the burst enhancement can produce damage higher than +3d10 (on a x4 critical), since it does not list it as going higher than that in the DMG; however, at the time the DMG was printed there was no way to get a critical multiplier of higher than x4. I am of the opinion that it is obviously linear, and would increase to +4d10 at a x5 critical and +5d10 at a x6 critical. As such, that is what is represented in this build.
Lastly, it is unlikely that BW can be used on an arrow fired from an Oathbow, so I will show at each level the values without using an Oathbow, but will also show the use of an advanced Oathbow at 20th level, along with the to-hit modifiers (assuming a Dex of 20). In that advancement of the Oathbow, I am treating the Oathbow property as a +3 modifier, as it is similar to Bane (a +2 modifier), but perhaps a little better.
The last 5 levels of the build can really be composed of any +1 BAB class; however, I chose OotBI because of its sneak attack progression. Here is an analysis of this build’s damage potential at character levels 10, 15, and 20. If there are any mistakes that anyone notices, please point them out so that I may fix them.
The items used for this analysis are:
A wand of
Hunter’s MercyA wand or oil of
Bless WeaponBracers of Archery
Magic arrows obtainable at that level from a straight classed wizard or cleric of equal level
A Mighty Composite Longbow (+4 str mod) of magical enhancement relatively appropriate for the level (+2 shocking burst @ 10th, +5 Shocking Burst @ 15th, +5 Shocking Burst, Icy Burst or advanced +5 Shocking Burst Oathbow @ 20th).
The tactics employed by this sniper are composed of him being made invisible (either through the help of party spell-casters, Wondrous Items, or a Ring of Invisibility at higher levels), placing
Bless Weapon upon an arrow (either with an oil or wand), sneaking to within 30 feet of the target, and casting
Hunter’s Mercy from a wand. He then uses Manyshot to fire the maximum number of arrows at the target.
10th level:
+2 Mighty Comp (+4) Shocking Burst Longbow (19-20/ x4 crit)
Damage: 4d8(primary arrow) +8(+2 magical bow) +12(+3 magic arrow) +40(power shot) +8(Weap. Spec.) +16 (strength) +4 (PBS) +4(Bracers) + 1d6(sneak attack) + 1d6(shocking) + 3d10(burst) +1d8(2nd arrow) +2(2nd magical bow) +3(2nd magic arrow) +10(power shot) +2(Weap. Spec.) +4(strength) +1d6(shocking)
Total: 5d8 + 3d6 + 3d10 + 113
Avg Dmg: 162.5
Max Dmg: 201
Min Dmg: 124Alternatively, one could take the Craven feat at 9th level and push Manyshot back to 12th level. If this is done, it boosts the overall damage at 10th level thusly:
10th level:
+2 Mighty Comp (+4) Shocking Burst Longbow (19-20/ x4 crit)
Damage: 4d8(primary arrow) +8(+2 magical bow) +12(+3 magic arrow) +40(power shot) +8(Weap. Spec.) +16 (strength) +4 (PBS) +4(Bracers) + 40(Craven) + 1d6(sneak attack) + 1d6(shocking) + 3d10(burst)
Total: 4d8 + 2d6 + 3d10 + 132
Ave Dmg: 173.5
Max Dmg: 206
Min Dmg: 14115th level:
+5 Mighty Comp (+4) Shocking Burst Longbow (18-20/ x5 crit)
Damage: 5d8(primary arrow) +25(+5 magical bow) +25(+5 magic arrow) +75(power shot) +10(Weap. Spec.) +20 (strength) +5 (PBS) +5(Bracers) + 75(Craven)+ 1d6(sneak attack) + 1d6(shocking) + 4d10(burst) +2d8(2nd&3rd arrows) +10(2&3 magical bow) +10(2&3 magic arrow) +30(2&3 power shot) +4(2&3 Weap. Spec.) +8(2&3 strength) +2d6(2&3 shocking)
Total: 7d8 + 4d6 + 4d10 + 327
Avg Dmg: 369.5
Max Dmg: 422
Min Dmg: 31720th level:
+5 Mighty Comp (+4) Shocking Burst, Icy Burst Longbow (18-20/ x5 crit)
Damage: 5d8(primary arrow) +25(+5 magical bow) +25(+5 magic arrow) +100(power shot) +10(Weap. Spec.) +20 (strength) +5 (PBS) +5(Bracers) + 100(Craven) +4d6(sneak attack) +1d6(shocking) +4d10(burst) +1d6(icy) +4d10(burst) +3d8(2nd, 3rd, &4th arrows) +15(2nd, 3rd, &4th magical bow) +15(2nd, 3rd, &4th magic arrow) +60(2nd, 3rd, &4th power shot) +6(2nd, 3rd, &4th Weap. Spec.) +12(2nd, 3rd, &4th strength) +3d6(2nd, 3rd, &4th shocking) +3d6(2nd, 3rd, &4th icy)
Total: 8d8 + 12d6 + 8d10 + 398
Avg Dmg: 520
Max Dmg: 614
Min Dmg: 426You could, at great expense (approximately 16,000 gp), obtain and use four +10 equivalent arrows in the above attack. Actually, you could make that four +6 equivalent arrows that are +1 with +5-worth of abilities, and then subject them to a
Greater Magic Weapon spell, so the four arrows would cost less than 6000 gp. For example, you could obtain four +5 Holy, Acidic Burst, Screaming arrows (Acidic Burst and Screaming are found in MoF). Using these would add 8d6 (Holy), 4d6 (Sonic), 4d6 (acid), and 4d10 (burst) damage to the above analysis. This would increase the Average, Maximum, and Minimum damage from 520, 614, and 426 respectively, to:
Avg Dmg: 598
Max Dmg: 750
Min Dmg: 446Although this is talking in extreme hypotheticals, it is also possible that you could obtain four arrows with the
bane property against your target. For example, four +5 Holy, Bane, Screaming arrows. Against the
Bane target the arrows would function as +7 arrows. This would add 16 (magical) + 8d6 (Bane) +8d6 (Holy) + 4d6 (sonic) damage, and would increase the 520, 614, and 426 values to:
Avg Dmg: 606
Max Dmg: 750
Min Dmg: 462Now, with an oathbow, and simple +5 arrows.
20th level:
+5 Mighty Comp (+4) Shocking Burst Oathbow (18-20/ x5 crit)
(+7 Mighty Comp (+4) Shocking Burst Oathbow (18-20/ x6 crit) [versus a sworn enemy]
Bonuses to confirm the Critical Hit:
+14 = +7(bow) +5(arrows) +1(Weap Foc) +1 (Grtr Weap Foc) +1(PBS) +2(bracers) +5(Dex) – 8(manyshot); Or
+16(with an additonal +2 by taking a full-round to aim [DWS's Take Aim +2 ability])
Damage: 6d8(primary arrow) +42(+7 magical bow) +30(+5 magic arrow) +120(power shot) +12(Weap. Spec.) +24 (strength) +6 (PBS) +6(Bracers) +100 (Craven) +4d6(sneak attack) +1d6(shocking) +5d10(burst) +3d8(2nd, 3rd, &4th arrows) +21(2nd, 3rd, &4th magical bow) +21(2nd, 3rd, &4th magic arrow) +60(2nd, 3rd, &4th power shot) +6(2nd, 3rd, &4th Weap. Spec.) +12(2nd, 3rd, &4th strength) +3d6(2nd, 3rd, &4th shocking)
Total: 9d8 + 8d6 + 5d10 + 460
Avg Dmg: 556
Max Dmg: 630
Min Dmg: 48220th level, but at a distance of greater than 30 feet:
+5 Mighty Comp (+4) Shocking Burst Oathbow (18-20/ x5 crit)
(+7 Mighty Comp (+4) Shocking Burst Oathbow (18-20/ x6 crit) [versus a sworn enemy]
Bonuses to confirm the Critical Hit:
+21 = +7(bow) +5(arrow) +1(Weap Foc) +1 (Grtr Weap Foc) +2(bracers) +5(Dex); Or
+23(with an additonal +2 by taking a full-round to aim [DWS's Take Aim +2 ability])
Damage: 6d8(primary arrow) +42(+7 magical bow) +30(+5 magic arrow) +120(power shot) +24 (strength) +1d6(shocking) +5d10(burst)
Total: 6d8 + 1d6 + 5d10 + 216
Avg Dmg: 274
Max Dmg: 320
Min Dmg: 228