Shower of Arrows (3.5e Optimized Character Build)
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Introduction[edit]
Shoot a barrage of arrows every round, adding Skirmish damage to each of them all the while keeping full skirmish damage and a high BAB.
References[edit]
- Flaws (Unearthed Arcana)
- Complete Adventurer
- Complete Scoundrel
- Complete Warrior
- Magic Item Compendium
- Races of the Wild
- Complete Mage
Game Rule Components[edit]
Progression[edit]
Starting Ability Scores (Before Racial Adjustments): (Assuming 32 Point Buy) 10 18 14 14 10 8
Race (Templates): human
ECL | Class/HD/LA | Base Attack Bonus |
Saving Throws | Feats | Class Features |
Special | ||
---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | ||||||
1st | Scout 1 | +0 | +0 | +2 | +0 | Point-Blank Shot, Precise Shot, Expeditious Dodge{ where is the 3rd feat coming from at first lvl? I think from taking a flaw from the unearthed arcana} | Skirmish +1d6, Trapfinding | |
2nd | Scout 2 | +1 | +0 | +3 | +0 | Battle Fortitude +1, Uncanny Dodge | ||
3rd | Scout 3 | +2 | +1 | +3 | +1 | Weapon Focus: Longbow | Fast Movement +10', Skirmish +1d6/+1 AC, Trackless Step | |
4th | Ranger 1 | +3 | +3 | +5 | +1 | Track | Arcane Hunter, Wild Empathy | |
5th | Scout 4 | +4 | +3 | +6 | +1 | Swift Hunter | Favored Enemy: Undead, Skirmish +2d6/+1 AC | |
6th | Ranger 2 | +5 | +4 | +7 | +1 | Improved Skirmish, Rapid Shot | ||
7th | Ranger 3 | +6 | +4 | +7 | +2 | Endurance | Skirmish +2d6/+2 AC | |
8th | Ranger 4 | +7 | +5 | +8 | +2 | Animal Companion | ||
9th | Ranger 5 | +8 | +5 | +8 | +2 | Mobility (Why? Why not a second flaw for Far Shot and then take Ranged Skirmisher [Dragon 346, pg87] to boost skirmish to 60ft) | Skirmish +3d6/+2 AC | |
10th | Ranger 6 | +9 | +6 | +9 | +3 | Manyshot | Favored Enemy: Constructs | |
11th | Ranger 7 | +10 | +6 | +9 | +3 | Skirmish +3d6/+3 AC, Woodland Stride | ||
12th | Ranger 8 | +11 | +7 | +10 | +3 | Greater Manyshot | Swift Tracker | Build reaches full potential |
13th | Ranger 9 | +12 | +7 | +10 | +4 | Evasion, Skirmish +4d6/+3 AC | ||
14th | Ranger 10 | +13 | +8 | +11 | +4 | |||
15th | Ranger 11 | +14 | +8 | +11 | +4 | Elusive Target, Improved Precise Shot | Favored Enemy: Oozes, Skirmish +4d6/+4 AC | |
16th | Ranger 12 | +15 | +9 | +12 | +5 | |||
17th | Ranger 13 | +16 | +9 | +12 | +5 | Camouflage, Skirmish +5d6/+4 AC | ||
18th | Ranger 14 | +17 | +10 | +13 | +5 | Woodland Archer | ||
19th | Ranger 15 | +18 | +10 | +13 | +6 | Skirmish +5d6/+5 AC | ||
20th | Ranger 16 | +19 | +11 | +14 | +6 | Favored Enemy: Elementals |
At level 20: Scout 4 / Ranger 16
Items of Note[edit]
z
- Goggles of Foefinding (Get this ASAP to ignore soft cover)
- Boost Wisdom at higher levels with an item to get access to your spells
- Skirmisher Boots allow you to add 2 to all skirmish attack damage rolls. Also, you may add an extra attack at your full base attack bonus when you move at least 10ft from the space you began in 2 times per day.
- Bow with Splitting enchantment. Fire an arrow and it turns into two. Now you too can block out the sun.
Highlights[edit]
- Use Greater Manyshot to add Skirmish damage to each arrow, firing all arrows as a Standard Action after moving.
- Assumed stats at level 20:
- Dex: 18 (Base) + 2 (Racial) + 5 (Level) + 6 (Item) + 5 (Tome) = 36 (+13)
- Attack Bonus: 19 (BAB) + 13 (Dex) + 1 (Weapon Focus) + 5 (Magic) + 1 (Point Blank Shot) - 8 (Greater Manyshot) = +31/+31/+31/+31
- Damage: 1d8 (Arrow) + 5d6+5 (Magic) + 5d6 (Skirmish) + 2d6 (Improved Skirmish) + 1 (Point Blank Shot) = 1d8+12d6+6
- Total damage per attack comes out to 52.5 (on average). Should all attacks hit, that's 210 damage, or 126 damage when weighted against an AC of 40.
Combat Sequence[edit]
- Move, then use Greater Manyshot to attack foes in range, adding Skirmish damage to every arrow.
- Keep foes within 30' for skirmish damage, and move at least 40' per round to gain +2 to AC from Expeditious Dodge.
Munchkin-Size Me[edit]
- Replace Woodland Archer or Elusive Target with Dead Eye (Dragon Compendium) to add your Dexterity modifier to damage.
- Pick up a strength-enhancing item and a Composite Longbow.
- Pick up a wand of Hunter's Eye (PHB2) and have someone cast Greater Invisibility upon you to add even more damage.
- Pick up a wand of Hunter's Mercy (Spell Compendium) for an automatic critical on your next attack the following round.
Limitations[edit]
- Creatures immune to Skirmish (though Favored Enemy through Swift Hunter should help)
DM Counters[edit]
- Defenses apart from AC (illusions, concealment, etc)
- Keep enemies at a distance greater than 30' so they can't be affected by Skirmish.
Variants[edit]
- If you don't care for Ranger spells, take the Champion of the Wild alternative class feature in Complete Champion for more feats.
- Undead/Orc heavy or underdark campaign, be an elf and combine the above with the first level elf ranger subsitution level from races of the wild for a +3 bonus to undead, orc or creatures of Lolth (drow, drider,yochol[an outsider],zin`carla [an undead], spiders, and other worshipers of the drow pantheon[if forgotten realms]) instead of +2.
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