Arcane Archer (3.5e Optimized Character Build)

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Introduction[edit]

This is my optimised build of an arcane archer that packs a serious punch on any opponent. If 500 damage per round average is to your tastes, then come have a taste at this build.

References[edit]

  • Players Handbook
  • Races of the Wild
  • Complete Warrior
  • Magic Item Compendium
  • Champions of Ruin (Splitting weapon property)

Game Rule Components[edit]

Spells, Powers, Soulmelds, Stances, etc...[edit]

the sorceror level gives spells, but its too trivial to mention.

Items[edit]

-Gloves of Dexterity +6
-Tome of Dexterity +5
-Belt of Strenght +6
-Tome of Strenght +5
-Shirt of Constitution +6 (Magic Item Compendium 234)
-Headband of Greater Archery (no such thing-MIC gives rules for it[where?])
-Bracers of Armor +8
-Boots of Speed
-Wings of Flying
-Ring of Greater Invisibility(use-activated)
-Ring of Enlarge Person(continual)
-Amulet of Proof against poison
-Ioun stone of Sustenance(food & water)
-Ioun stone of Sustenance(air)
-Efficient Quiver

Weapons & ammo:
-Radiance:
+1 Composite greatbow (Pull STR +10)
Enchants:
-Splitting(+3)
-Force(+2)
-Bane(Evil Outsider)(+1)
-Fiercebane(+1)
-Holy(+2)

Medium Arrows(1000)
Large Arrows(1000) no purpose

Progression[edit]

Starting Ability Scores (Before Racial Adjustments): STR 17, DEX 18, CON 14, INT 14, WIS 13, CHA 14

Race (Templates): Wild Elf: +2 DEX, -2 INT; rest as normal elf race

Class progression:

ECL Class/HD/LA Base
Attack Bonus
Saving Throws Feats Class
Features
Special
Fort Ref Will
1st Fighter1 +1 +2 +0 +0 Point-blank Shot, Weapon Focus: Longbow
2nd Fighter2 +2 +3 +0 +0 Precise Shot
3rd Fighter3 +3 +3 +1 +1 Exotic Weapon Prof.: Greatbow
4th Fighter4 +4 +4 +1 +1 Rapid Shot
5th Fighter5 +5 +4 +1 +1
6th Fighter6 +6 +5 +2 +2 Manyshot, Weapon Focus: Greatbow
7th Fighter6/Sorceror1 +6 +5 +2 +4 Summon Familiar
8th Fighter6/Sorceror1/Arcane Archer1 +7 +7 +4 +4 Enhance Arrow +1
9th Fighter6/Sorceror1/Arcane Archer2 +8 +8 +5 +4 Improved Critical: Greatbow Imbue Arrow
10th Fighter6/Sorceror1/Arcane Archer3 +9 +8 +5 +5 Enhance Arrow +2
11th Fighter6/Sorceror1/Arcane Archer4 +10 +9 +6 +5 Seeker Arrow
12th Fighter6/Sorceror1/Arcane Archer5 +11 +9 +6 +5 Improved Rapid Shot Enhance Arrow +3
13th Fighter6/Sorceror1/Arcane Archer6 +12 +10 +7 +6 Phase Arrow
14th Fighter6/Sorceror1/Arcane Archer7 +13 +10 +7 +6 Enhance Arrow +4
15th Fighter6/Sorceror1/Arcane Archer8 +14 +11 +8 +6 Woodland Archer Hail of Arrows
16th Fighter6/Sorceror1/Arcane Archer9 +15 +11 +8 +7 Enhance Arrow +5
17th Fighter6/Sorceror1/Arcane Archer10 +16 +12 +9 +7 Arrow of Death
18th Fighter7/Sorceror1/Arcane Archer10 +17 +12 +9 +7 Plunging Shot
19th Fighter8/Sorceror1/Arcane Archer10 +18 +13 +9 +7 Weapon Spec.: Greatbow
20th Fighter9/Sorceror1/Arcane Archer10 +19 +13 +10 +8

Final Ability Scores:
STR 30 (17 Base, +2 Racial, +6 Item, +5 Tome)
DEX 36 (18 Base, +2 Racial, +6 Item, +5 Tome, +5 Levels)
CON 18 (14 Base, -2 Racial, +6 Item)
INT 12 (14 Base, -2 Racial)
WIS 13 (13 Base)
CHA 14 (14 Base)


Other Stats:
HP: 254 = 9d10(fighter)+1d4(sorceror)+10d8(arcane archer)+80
AC: 31 = 10+13(dex)+8(Item) Flatfooted: 18 Touch: 23
Initiative: +13
Saves: Fort 23, Reflex 29, Will 15
Movement: 30ft land, 60ft Flight(Perfect)
Grapple: +29 = 19(BAB) + 10(STR)

Highlights[edit]

Tactics: In any occasion, try to get at least 30ft above the enemy(or enemies)
Stay at almost maximum distance (80-100ft)

Then Start Rattling like a howitzer:

Attack rolls:(including haste[h], rapid shot[rs] and splitting[sp])
+40/+40[sp]/+40[h]/+40[sp]/+40[rs]/+40[sp]/+35/+35[sp]/+30/+30[sp]/+25/+25[sp] = 12 attacks
The number of attacks can be increased to as much as double your Arcane Archer level at full BA using Hail of Arrows and Splitting.
+2 attack bonus on all rolls if it's an evil outsider
+4 attack bonus on all other attack rolls if one attack misses

Damage Rolls:(including enlarge person, firing actual Large arrows(damage is 2d8 in stead of 1d10)
2d8+10(str)+5(enhance arrows)+1(headband)+2(weapon spec.) If you have large arrowss they will become huge and won't work.
+2d6 when foe has evil alignment
+2 and +4d6 when it's an evil outsider
+1d6 when at least 30ft above target
+2d10 on a critical hit
all damage is Force damage and thus bypasses DR, except when stated otherwise.

Average damage(vs evil outsider, 30ft higher) 43 force damage x12 attacks = 516 force damage
Maximum damage(vs evil outsider, 30ft higher) 66 force damage x12 attacks = 792 force damage
Average Critical Damage(vs evil outsider, 30ft higher) 139 force damage
Maximum Critical Damage(vs evil outsider, 30ft higher) 218 force damage

if you are within 30ft, use manyshot, so you can run away after:
one +32 roll for the first 4 arrows, and a seperate +32 for the other 4 arrows(splitting)

If you come in melee range of an enemy, use the withdraw action to fly away as far as possible, otherwise you will die.

Munchkin-Size Me[edit]

Literally take it to the next level, go epic.

Side Notes[edit]

This Build Functions through simplicity of the build. not a lot of books, nor rules are being used.

Limitations[edit]

when at range, no limitations, except:

Forceward blocks all force effects.

Windwall still blocks arrows, even those magical in nature, from crossing its vertical barrier.

DM Counters[edit]

Confined Spaces, Obscured Vision and Anti-magic fields.
Overwhelming amounts of monsters can help as well.
also non-evil monsters limit part of the damage.

Miscellaneous[edit]

Wanted to point out. Going past level 10 Arcane Archer into Epic Archer, character must be advancing to level 21 to continue the arcane archer build per Epic Level Handbook


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