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    Titan in the Playground
    Join Date
    Aug 2007
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    Male

    Default Re: Arcane Archer build DnD 3.5 - help me please!

    Simple. Ranger X / wizard 1 (or 2) / arcane archer 10 / ranger X.

    All you need is an 11 int to get a level of wizard. Any more will give you an extra 1st level spell at best. Almost useless. You could actually get away with an int of 9 if you get a magic item to boost your int to 11.

    As for the basics on being effective:

    Feats: In most parties you'll need precise shot. Your first level feat should probably be point blank shot for the +1 and so you can get precise shot later. Weapon focus is very nice too. Rapid shot is the best for an archer, but you already get that from being a ranger. Beyond that, take your pick. You'll probably want a lot of the archery feats.

    Skills: Many people ignore most of these rules, even the DM. Read them carefully (especially survival, since you like it so much) or you'll be nothing but a fighter with less feats and worse armor. There are cheat sheets in my signature you can use to make it easier. Showing the wilderness rules (also in the DMG) to the DM and begging him to make more wilderness encounters wouldn't hurt either

    Favored Enemy: You don't want your favored enemy bonuses to go unused. Find out what kind of campaign it will be if you can. Or figure out what kind of monsters your DM likes. For example, some DMs might like to throw in some undead from time to time. That's just 1 type, so if you pick undead with such a DM you're bound to fight at least some. But if you picked plant creatures and those almost never cross your DMs mind, that'll be a bit of a waste.

    Spells (later): Rangers have a lot of good wilderness related utility spells. Again, read them carefully before choosing your spells and nudge your DM towards wilderness encounters.

    Equipment: Right now there's not much to it. The ranger starting package in your player's handbook should be plenty. Rope, some kind of light, flint and tinder, a potion of cure light wounds (50gp, heals 1d8+1 HP), oil (see oil rules in equipment section of PHB) and maybe an alchemical item or two (though they're kind of expensive right now) are some other common good items at level 1. A few masterwork arrows (6 gp and 5 cp each) could be good for serious fights. They give you a +1 on attack rolls.

    Equipment to go for later:
    Spoiler
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    Weapon: Never increase your bow beyond a +1; that's what arcane archer is for. Check out the various enchantments you can add here: http://www.d20srd.org/srd/magicItems/magicWeapons.htm . Also get a lot of different arrows for special occasions, like cold iron, adamatine, silver and bane arrows to be ready for a variety of monsters. Individual arrows cost 1/50th the cost of a bow with the same enchantments. All magic weapons must have at least a +1 before you add any enchantments. It's a waste because it doesn't stack with your class features but that's what the rules require. To upgrade a weapon (or any item), simply find an NPC crafter in town and pay him the difference in price between your old bow and your new bow. Arrows must be made in sets of 50, so hopefully your DM will let you buy individual arrows that are already made rather than finding a crafter and paying for so many.


    Misc Items: Boots of speed, gloves of dexterity and lesser bracers of archery are key.

    AC: You don't need much since you're in the back, but a +1 here and there are cheap. Items to look at are magic armor, ring of protection, amulet of natural armor and dusty rose prism ioun stone.
    Last edited by ericgrau; 2010-03-07 at 08:36 PM.
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