Shower of Arrows (3.5e Optimized Character Build)

From D&D Wiki

Jump to: navigation, search
Missing.png One or more images on this page are unattributed. Please include on this page the name of the artist or copyright holder, in addition to a link to the artist's website if available and appropriate. If you own this image, or it is covered by public domain, consider uploading the image to D&D Wiki. If the source of the image cannot be located or the copyright holder wishes for the image to not be on this page, then remove the image. For more information on copyright law, see D&D Wiki:Copyrights.

Edit this Page | All pages with an unattributed image

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


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.


  • Flaws (Unearthed Arcana)
  • Complete Adventurer
  • Complete Scoundrel
  • Complete Warrior
  • Magic Item Compendium
  • Races of the Wild
  • Complete Mage

Game Rule Components[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
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]


  • 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.


  • 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.


  • Creatures immune to Skirmish (though Favored Enemy through Swift Hunter should help)
  • Multiclassing XP penalty slows down leveling

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.


  • 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.

Back to Main Page3.5e HomebrewOptimized Character Builds

Home of user-generated,
homebrew pages!