This means that dealing damage is an important hurdle to overcome. Of course, depending on the class, the archer will fill secondary functions like the Divine Caster, the Skill Monkey, the Arcane Caster or such, but if you want to do archery, you should do it well enough to actually make shooting arrows worth your time. Since archery generally doesn't lend itself very well to controlling the battlefield, most archers should focus on dealing enough damage to warrant their position in the party. Since archers generally key their damage off a different attribute than their To Hit, they can't solely focus on one or the other, and since Power Attack hasn't been printed within 3.5 rules for ranged weapons (see Hank's Energy Bow though, as well as the Deadly Aim feat and the Peerless Archer prestige class), archers tend to have a lot of difficulty dealing damage comparable to effective melee combatants. The largest challenge an archer tends to face is damage. Sneak Attacking Archers mostly deal with Extended Point Blank Range.Ī majority of the guide will deal with Long Range (all non-Precision characters).Īt least the martial section will be touching upon Archers geared for Extreme Ranges (due to terrain and spot difficulties, such ranges are usually impractical so it's not the primary focus). The Swift Hunter-section will obviously be for the short ranges. High attack bonuses help too, of course.Īs for a breakdown for the class specifics: A Fighter Archer with Ranged Weapon Mastery, Dragonbone Bow, Far Shot/Distance-weapon and levels in Cragtop Archer can probably still act effectively given the means to detect opponents, but usually it already starts to take effort and specialization to function at such a range. To effectively act at such a range, you tend to need uncanny means of detecting opponents, be it ridiculously high spot check or some divination magic/spotter, and very high attack bonuses or long range increments to act effectively. Most Cleric Archers and other non-Fighter Archers tend to operate at this range. At this range, you can generally pepper the opponent with a few full attacks before they close in to casting/melee range and free damage never hurt anyone. This is generally one-two increments away and a range where normal characters can still succeed their spot checks, so a good range to start an encounter at for a non-Precision Damage Archer in wilderness areas. This is generally also the maximum range you'll have to deal with in dungeons. If you can move after attack, this range gives you relative safety and alpha strike capability as an average movement speed of 30' cannot charge beyond 60'. This is the range for Precision Damage Dealers with range extending feats, such as a Swift Hunter with Ranged Skirmisher. This is also the standard move action, so acting at this range is almost as dangerous as fighting in melee. The common Swift Hunter Archer is going to want to visit this range quite often and this is also the range for a normal Rogue to Sneak Attack. This is the range for Point Blank Shot, Manyshot and the range limitation for most sorts of Precision Damage. Archery is easiest divided to range categories: SRD = System Reference Document Īrchery is a pretty large umbrella for a form of attacks, so a bit more accurate separation will help with dealing with particular builds and the capabilities we'll be looking for in each category. PF SRD = Pathfinder System Reference Document A Mog Crossbow, Heavy has doubled cost, and deals 1d10, Medium (1d8 Small).īack to Main Page → 3.Not all of the sources are used in the present guide the listed abbreviation is what I'll be using should I happen to add material.įRCS = Forgotten Realms Campaign Settings (3.0) The Crossbow fires with more of a punch, especially in a critical area making it x3 instead of x2, but at the expense of deadly accuracy, no 19-20 threat range. The Crossbow takes a move action to reload for a proficent user, and is a standard action for a non-proficent user (in addition to the normal -4 attack penalty). This crossbow has a more complex firing mechanism that allows it to fire harder, but at the expense of easy reloading, and deadly accuracy. This is a modified light crossbow that can has a more complex firing mechanism that allows it to fire harder. Any other supplied values are the author's best determination.
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