Shower of Arrows (3.5e Optimized Character Build)

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"Light as a feather, sharp as a needle, swift as the wind."

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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