Arcane Archer (3.5e Optimized Character Build)
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This is my optimised build of an arcane archer that packs a serious punch on any opponent. If 500 damage per round average is to your tastes, then come have a taste at this build.
-Races of the Wild
-Magic Item Compendium
-Champions of Ruin (Splitting weapon property)
Game Rule Components
Spells, Powers, Soulmelds, Stances, etc...
the sorceror level gives spells, but its too trivial to mention.
-Gloves of Dexterity +6
-Tome of Dexterity +5
-Belt of Strenght +6
-Tome of Strenght +5
-Shirt of Constitution +6 (no such thing-MIC gives rules for it)
-Headband of Greater Archery (no such thing-MIC gives rules for it)
-Bracers of Armor +8
-Boots of Speed
-Wings of Flying
-Ring of Greater Invisibility(use-activated)
-Ring of Enlarge Person(continual)
-Amulet of Proof against poison
-Ioun stone of Sustenance(food & water)
-Ioun stone of Sustenance(air)
Weapons & ammo:
+1 Composite greatbow (Pull STR +10)
Large Arrows(1000) no purpose
Starting Ability Scores (Before Racial Adjustments): STR 17, DEX 18, CON 14, INT 14, WIS 13, CHA 14
Race (Templates): Wild Elf: +2 STR, +2 DEX, -2 CON, -2 INT
|Saving Throws||Feats|| Class
|1st||Fighter1||+1||+2||+0||+0||Point-blank Shot, Weapon Focus: Longbow|
|3rd||Fighter3||+3||+3||+1||+1||Exotic Weapon Prof.: Greatbow|
|6th||Fighter6||+6||+5||+2||+2||Manyshot, Weapon Focus: Greatbow|
|8th||Fighter6/Sorceror1/Arcane Archer1||+7||+7||+4||+4||Enhance Arrow +1|
|9th||Fighter6/Sorceror1/Arcane Archer2||+8||+8||+5||+4||Improved Critical: Greatbow||Imbue Arrow|
|10th||Fighter6/Sorceror1/Arcane Archer3||+9||+8||+5||+5||Enhance Arrow +2|
|11th||Fighter6/Sorceror1/Arcane Archer4||+10||+9||+6||+5||Seeker Arrow|
|12th||Fighter6/Sorceror1/Arcane Archer5||+11||+9||+6||+5||Improved Rapid Shot||Enhance Arrow +3|
|13th||Fighter6/Sorceror1/Arcane Archer6||+12||+10||+7||+6||Phase Arrow|
|14th||Fighter6/Sorceror1/Arcane Archer7||+13||+10||+7||+6||Enhance Arrow +4|
|15th||Fighter6/Sorceror1/Arcane Archer8||+14||+11||+8||+6||Woodland Archer||Hail of Arrows|
|16th||Fighter6/Sorceror1/Arcane Archer9||+15||+11||+8||+7||Enhance Arrow +5|
|17th||Fighter6/Sorceror1/Arcane Archer10||+16||+12||+9||+7||Arrow of Death|
|18th||Fighter7/Sorceror1/Arcane Archer10||+17||+12||+9||+7||Plunging Shot|
|19th||Fighter8/Sorceror1/Arcane Archer10||+18||+13||+9||+7||Weapon Spec.: Greatbow|
Final Ability Scores:
STR 30 (17 Base, +2 Racial, +6 Item, +5 Tome)
DEX 36 (18 Base, +2 Racial, +6 Item, +5 Tome, +5 Levels)
CON 18 (14 Base, -2 Racial, +6 Item)
INT 12 (14 Base, -2 Racial)
WIS 13 (13 Base)
CHA 14 (14 Base)
HP: 254 = 9d10(fighter)+1d4(sorceror)+10d8(arcane archer)+80
AC: 31 = 10+13(dex)+8(Item) Flatfooted: 18 Touch: 23
Saves: Fort 23, Reflex 29, Will 15
Movement: 30ft land, 60ft Flight(Perfect)
Grapple: +29 = 19(BAB) + 10(STR)
In any occasion, try to get at least 30ft above the enemy(or enemies)
Stay at almost maximum distance (80-100ft)
Then Start Rattling like a howitzer:
Attack rolls:(including haste[h], rapid shot[rs] and splitting[sp])
+40/+40[sp]/+40[h]/+40[sp]/+40[rs]/+40[sp]/+35/+35[sp]/+30/+30[sp]/+25/+25[sp] = 12 attacks
+2 attack bonus on all rolls if it's an evil outsider
+4 attack bonus on all other attack rolls if one attack misses
Damage Rolls:(including enlarge person, firing actual Large arrows(damage is 2d8 in stead of 1d10)
2d8+10(str)+5(enhance arrows)+1(headband)+2(weapon spec.) If you have large arrowss they will become huge and won't work.
+2d6 when foe has evil alignment
+2 and +4d6 when it's an evil outsider
+1d6 when at least 30ft above target
+2d10 on a critical hit
all damage is Force damage and thus bypasses DR, except when stated otherwise.
Average damage(vs evil outsider, 30ft higher) 43 force damage x12 attacks = 516 force damage
Maximum damage(vs evil outsider, 30ft higher) 66 force damage x12 attacks = 792 force damage
Average Critical Damage(vs evil outsider, 30ft higher) 139 force damage
Maximum Critical Damage(vs evil outsider, 30ft higher) 218 force damage
if you are within 30ft, use manyshot, so you can run away after:
one +32 roll for the first 4 arrows, and a seperate +32 for the other 4 arrows(splitting)
If you come in melee range of an enemy, use the withdraw action to fly away as far as possible, otherwise you will die.
Literally take it to the next level, go epic.
This Build Functions through simplicity of the build. not a lot of books, nor rules are being used.
when at range, no limitations, except:
Forceward blocks all force effects.
Windwall still blocks arrows, even those magical in nature, from crossing its vertical barrier.
Confined Spaces, Obscured Vision and Anti-magic fields.
Overwhelming amounts of monsters can help as well.
also non-evil monsters limit part of the damage.