Author Topic: Archery in an antimagic field  (Read 4548 times)

Offline CE2JRH

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Archery in an antimagic field
« on: February 11, 2013, 10:01:08 PM »
Hiya guys. This one's a little weird (which is why I'm here). I've got a campaign where there are roving anti-magic/dead magic zones (which also do dispelling, so no longterm buffs). I want an archer that is as effective as possible in the anti-magic zones, which will comprise (DM's words) somewhere between 50 and 80% of the world. I looked over the Archery Handbook here: http://brilliantgameologists.com/boards/index.php?topic=642.0 , but it does relatively little mentioning classes/prestige classes.

So, I'm wondering what classes/prestige classes help archery. A few come to mind, but I can't quite recall books --- Cragtop archer, and something else. Builds that mix range + damage + large numbers of attacks, IE, the middle road on all 3, are going to be more appealing than a maximum range or maximum attack number character.

Offline Cyclone Joker

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Re: Archery in an antimagic field
« Reply #1 on: February 11, 2013, 10:09:17 PM »
Soulbow is all you really need.

Offline Jackinthegreen

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Re: Archery in an antimagic field
« Reply #2 on: February 11, 2013, 10:23:23 PM »
The targetteer fighter variant in Dragon 310 gets dex to damage on projectiles and gets a stronger version of rapid shot called Arrow Swarm.  Basically, take a -5 to all attacks to make two extra attacks.  The targetteer can also use a full attack action to attack, but instead of gaining extra attacks it can sacrifice an attack to increase the crit range of the weapon by 1. Due to lack of magic it seems aptitude cheese won't fly, even if it was allowed.

The Deepwood Sniper PrC gets a few nice abilities, but is 3.0.  Updating it only requires combining Intuit Direction and Wilderness Lore into Survival, and changing the text in the True Strike ability to read "identical to that of a true strike spell cast by a wizard of her deepwood sniper level" since True Strike isn't on the cleric list.  Concealment Reduction also needs to be changed, though I'm not totally sure how one might update that.

And yes, the Archery Handbook hasn't been updated and I think I recall the original author saying he had no more interest in working on it.  Someone from these boards has expressed interest but I don't know what has come of it.  The version that's here on the new boards is here.
« Last Edit: February 11, 2013, 10:28:15 PM by Jackinthegreen »

Offline linklord231

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Re: Archery in an antimagic field
« Reply #3 on: February 11, 2013, 10:25:29 PM »
Seems like you're going to want more of a "one big shot" archer than a volley style archer.  Volley style requires some form of bonus damage to your arrows, so that you can actually get through damage reduction.  If AMFs randomly strip that bonus damage away, you're not going to have a good time. 

Soulbow would be good because you can do the whole will save to avoid having your mind blade suppressed thing.  But, you should also consider a Swift Hunter build, who just runs around and finds those areas where the AMFs aren't and takes a single powerful shot. 
Of course, that assumes that the AMFs are small and discreet enough that there are areas on the battlefield where they aren't.  If the DM just rolls a d% and says "OK, you're in an AMF for this battle," then that won't work so well. 
I'm not arguing, I'm explaining why I'm right.

Offline Rebel7284

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Re: Archery in an antimagic field
« Reply #4 on: February 12, 2013, 12:15:35 AM »
Most of Factotum abilities are EX.  This includes taking extra actions with Cunning Surge.  Can also gain a lot of sneak attack if needed for a turn or two.

In addition, most maneuvers in Tome of Battle are Ex.  While only a minority of them work with the bow, you can still make a nice Tiger Claw warblade for shooting.

Alternatively, you can combine the concepts and do Factotum 8/Initiator class
« Last Edit: February 12, 2013, 12:17:27 AM by Rebel7284 »

Offline CE2JRH

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Re: Archery in an antimagic field
« Reply #5 on: February 12, 2013, 01:51:04 AM »
Which maneuvers work well with bows? Anything in particular I should be looking at?

Offline Rebel7284

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Re: Archery in an antimagic field
« Reply #6 on: February 12, 2013, 08:49:15 AM »
Dancing Mongoose
Raging Mongoose
Time Stands Still (eventually)
White Raven Tactics
Save Replacement
Sudden Leap

Also, Swordsages get the only EX teleport abilities in the game.

Edit: http://www.minmaxboards.com/index.php?topic=6869.msg105329#msg105329 See second spoiler for a list of all archery compatible maneuvers.
« Last Edit: February 12, 2013, 08:52:21 AM by Rebel7284 »

Offline CE2JRH

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Re: Archery in an antimagic field
« Reply #7 on: February 12, 2013, 07:17:46 PM »
That's awesome. Thanks Rebel.

Offline ksbsnowowl

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Re: Archery in an antimagic field
« Reply #8 on: February 12, 2013, 11:58:43 PM »

And yes, the Archery Handbook hasn't been updated and I think I recall the original author saying he had no more interest in working on it.  Someone from these boards has expressed interest but I don't know what has come of it.  The version that's here on the new boards is here.
the boards crashed right as I was going to start working on it.  Haven't yet found the time since we've been back.

If you want to be good in combat, go Peerless Archer (silver marches) for power shot and the ability to threaten with a bow. Get some way to negate the AoO's and you're golden.

A Swift Hunter would also be good, especially if you will see a lot of one type of foe.
There is also the Press the Advantage stance from White Raven (5th level) that is fantastic for a scout, if you can somehow fit it in, which is admittedly hard.

Offline Saxony

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Re: Archery in an antimagic field
« Reply #9 on: February 13, 2013, 10:40:45 PM »
Which maneuvers work well with bows? Anything in particular I should be looking at?

Having played a martial adept using just bows, I suggest you not do that. I even had house rules to greatly expand the number of maneuvers which worked with bows. It was quite frustrating. In general, archery is very underpowered in 3.5 compared to melee.

Of course, the decision is up to you. Just a bit of friendly advice.

Offline Jackinthegreen

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Re: Archery in an antimagic field
« Reply #10 on: February 13, 2013, 10:54:17 PM »
Instead of archery, perhaps Bloodstorm Blade is in order?  Chances are everything from it will be extraordinary and thus not subject to AMF.  Plus it's a big pile of whoopass.

http://brilliantgameologists.com/boards/index.php?topic=12015.0 might give you some ideas, though the aptitude weapon cheese definitely won't work in this case so you can't use boomerang Daze.  Tripping and bull rushing though?  Yeah, you can go to town.
« Last Edit: February 13, 2013, 10:57:50 PM by Jackinthegreen »

Offline Nanshork

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Re: Archery in an antimagic field
« Reply #11 on: February 14, 2013, 03:07:57 PM »
If you decide to go a Soulbow route, I have a Soulbow build that can help as a basis.

You'll definitely want the Sense Weakness feat from Draconomicon to help bypass DR, unfortunately it requires Combat Expertise.

Offline SolEiji

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Re: Archery in an antimagic field
« Reply #12 on: February 16, 2013, 10:10:36 PM »
This wasn't what I was expecting, but it made me think of something.  What if you had an archer with magic gear sitting in an antimagic field?  Once the shots leave the AMF, the magic returns right?  You could load up on magic arrows while being immune to magic and probably nerfing some melee.  Probably not most optimized, but there's that barbarian class which gives AMF.... could this be done?
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Offline ksbsnowowl

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Re: Archery in an antimagic field
« Reply #13 on: February 16, 2013, 11:57:06 PM »
This wasn't what I was expecting, but it made me think of something.  What if you had an archer with magic gear sitting in an antimagic field?  Once the shots leave the AMF, the magic returns right?  You could load up on magic arrows while being immune to magic and probably nerfing some melee.  Probably not most optimized, but there's that barbarian class which gives AMF.... could this be done?
With magic arrows this would definitely work.  I could see it not working for any abilities of a magic bow; how could the magic of the bow be imparted on the ammo (the imparting being a part of the magical nature of the bow) if the magic isn't functioning.

Not necessarily saying that is the correct interpretation, but it seems like a reasonable one.

Offline awaken_D_M_golem

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Re: Archery in an antimagic field
« Reply #14 on: February 17, 2013, 03:15:38 PM »

... the boards crashed right as I was going to start working on it. 

Haven't yet found the time since we've been back...

Stupid RL getting in the way of D&D.
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