Archer kit + focus on crossbows
fish0331
Member Posts: 197
Anyone ever run a archer that primarily just used x bows? Was it fun? Does having 1 APR suck as much as I think it would?
Also, is the big metal rod useful as a end game weapon and would it fall under x bow?
Also, is the big metal rod useful as a end game weapon and would it fall under x bow?
2
Comments
As with most ammunition providing weapons, you can stack them with enchanted bolts for more damage
Army Scythe and Bolts of Lightning deals mega damage to anything not immune. Crossbows are just fine.
Endgame, the Big Metal Rod is quite decent if used correctly, but Firetooth is likely better for an archer.
You need to get Firetooth ASAP from WK merchant, it is the best weapon for a crossbow master IMHO. I would say despite having one attack less than a shortbow master, the higher damage output from the Firetooth makes a crossbow master very viable indeed.
No idea about big metal rod, but I don't think it would count as a xbow.
On topic, crossbows deal more damage than bows, at the expense of rate of fire. However, if you look at the respective ammunitions, something else becomes apparent. Bows are for disrupting mages. High rate of fire, elemental damage, bring it on.
Now crossbow bolts. Yes bolt of lightning (electricity), yes Firetooth & bow of searing (both fire), but add to that Kuo-Toa Bolts, Sahuagin Paralytic Bolts, & Drow Bolts of Stunning. All stun your enemies, requiring saves against spells, paralysation, & death respectively.
Unfortunately, you only get any of these after Spellhold, and the drow ones disintegrate, but for a short time there, after you get whirlwind attack and before ToB where all of your enemies make all of their saves, you are seriously bad news.
PnP rules allow for "related weapon bonuses" so a longbow specialist can use a short bow better than a untrained mook, but since it's not a weapon he's completely familiar with (he's not quite sure how much pull to give it to fire a certain distance), there is some penalty. BG2/BGEE don't implement this (BG1 didn't have to, since it grouped weapons for proficiencies).
Rangers are hunters and woodsmen, so weapons like bows, daggers, and axes seem like a natural fit. Also, the PHB cites Robin Hood, Orion, and the huntresses of Diana (a goddess often pictured with a bow) as examples of rangers.
Perhaps the reason the archer is a ranger kit is because they decided they were going to axe the Feralan (a ranger kit found in PnP and whose name still exists as an internal description in BG2) in favour of the archer. Maybe they wanted to give the paladin/fighter/ranger each three kits (I don't know). There is an "archer" fighter kit found in the complete book of gnomes & halflings, but it only bears passing resemblance to the archer kit found in BGEE/BG2/BG2EE.
The Archer
An Archer is a halfling warrior who devotes nearly all of his or her time and
energy to the development of skill with a missile weapon. "Archer" is the generic
name for this kit: a "slinger" version of the kit also exists and is nearly as popular as
the Archer itself, while halflings who live in jungle regions (like the wild halflings of
Athas) have developed a blowgun variant. In those rare campaigns where firearms are
allowed, this kit can be used to create a halfling sharpshooter (assuming the firearms
are small enough for a halfling to wield; i.e., muskets rather than arquebuses).
An Archer must have a Dexterity score of at least 15.
Often an Archer comes from a background as a hunter, though membership in the
local militia is another possible avenue into the kit.
Roads to Adventure: Archers are likely to be drawn into adventure for several
reasons. The challenge of competition is strong--the best Archer in the village will
naturally be tempted to test his or her skill against small folk, other demihumans, and
human archers. Because their skill is so easily measurable, halfling Archers are
particularly susceptible to this urge to go out and test their abilities against the
toughest competition they can find. Alternately, a halfling Archer may be vigorously
recruited by other adventurers who recognize the value of a skilled bowman.
Also, the Archer's skill helps to make him or her an accomplished hunter, and
many an adventure can begin during a long stalk through the trackless forest. At the
same time, his or her likely status as a prominent member of the village's defense
militia makes the archer a likely candidate for any rescue party or guard duty that
might develop.
Role: The Archer is a respected figure among a race where missile skill is the
norm--he or she is the best of the best. In a small village he or she will be one of the
primary hunters. Archers work well with Forestwalkers; it is often the Archer's task to
bring down the game the Forestwalker has tracked.
The Archer also forms a staunch pillar of the community defense force--often, a
skilled Archer will be placed in command of a company of halfling bowmen.
Secondary Skills: An Archer should have the Bowyer/Fletcher secondary skill.
Weapon Proficiencies: Three of the Archer's initial weapons proficiency slots
must be used for missile weapons. If the weapons specialization optional rules are
used, the Archer can specialize in one chosen missile weapon by expending two (not
three, as is the norm) slots for the weapon of specialization.
Bonus Non-Weapon Proficiencies: All Archers automatically receive the
Bowyer/Fletcher proficiency.
Recommended Non-Weapon Proficiencies: The character should consider taking
Hunting, Firebuilding, Tracking, and Weather Sense.
Equipment: The Archer's most essential piece of equipment is his or her bow or
sling. At the start of his or her career this is likely to be a non-magical (although wellmade)
weapon, but throughout his or her adventures the character will continually
search for the perfect bow. All Archers carry a plentiful supply of ammunition--
usually at least twice the usual quiverfull of arrows.
As often as not, halflings with this kit will collect a variety of special missile types
for use in special situations. For example, an Archer might have a few blunt-headed
arrows (for stunning, rather than killing, targets), barbed arrows with thin lines
attached (enabling him or her to retrieve small game simply by reeling in the string
after a hit) and fire arrows (extra-long arrows with rags wrapped around their heads;
when soaked with oil and ignited, these missiles fly half the distance of regular arrows
but have an excellent chance to ignite any flammable substance that they strike). A
slinger will likewise have a selection of special sling bullets--some spiked, others
hollow and filled with skunk oil, sleeping gas, or a number of other noxious
substances.
Special Benefits: The Archer can choose to make a called shot, earning additional
bonuses on his or her missile attacks in certain circumstances. By electing to take
careful aim, he or she gains a +2 bonus on his or her attack roll for that arrow.
However, this requires that he or she forgo initiative (i.e., the shot must be the last act
of a melee round). Also, the Archer must concentrate on the shot, meaning he or she
can only make one shot that round. Finally, any successful attack against the Archer
will naturally break his or her concentration and cause the benefit to be lost, although
in this case the shot still has a normal chance to hit. The +2 bonus is in addition to any
other attack bonuses the character might have due to Dexterity, weapon
specialization, bless spells, or magical weaponry.
In outdoor melee, the same procedure (single shot; last act in the round) can be
used to increase the range of the shot instead of gaining the attack bonus (i.e., the
Archer can choose to make a called shot with increased accuracy or extended range,
but not both at the same time). The extra range is equal to the weapon's medium range
added to the long range; the attack is modified with the long range penalty to hit.
Special Hindrances: The Archer can gain normal proficiency in only one melee
weapon. He or she can spend proficiency slots on others but will always wield them
with a -1 penalty on all attack rolls. For example, suppose Willem the Archer learns
to use a short sword as well as his bow, sling, and throwing knives. If he later decides
to use a proficiency for hand-to-hand knife-fighting, he can do so (assuming he has
the proficiency slot to spare) but he will suffer a -1 penalty on his melee attack rolls
with the knife.
And yes, weapon group proficiencies was in Combat & Tactics. It cost 2 proficiency slots to get proficiency in all the weapons in a tight group, or 3 for a broad group. Check out the Slingmaster kit from Kitpack. That would be awesome adapted for Halfling fighters.
http://www.shsforums.net/files/file/1026-bgee-kitpack/
I was thinking one in scimitars so I could eventually wield Belm, but Belm is better in the off-hand which means manually switching from a ranged weapon to two weapon style.
My other thoughts was Quarterstaff/Halberd/Two-handed Sword with two-handed weapon style (easy weapon switch) or mace and single-weapon style to use the Stupifier in BG1. Or even two pips in another ranged weapon to diversify ammo types... what to do?
As for proficiencies, I would say it depends on your character's STR and party. If you're a very strong character who would hit often with his melee weapon, then the 2Hsword and halberd are good choices. Of course this assumes that you aren't using Minsc/Keldorn/Dorn/Other, who also use 2Hswords and are often specced into halberds because of the Ravager. If you're not as strong, or you want your party members to wield the 2Hswords and halberds, then I'd say to go ahead and use the quarterstaff. Or even use spears for more flavour! Although they're not the greatest weapon ever, they're not bad at all, and there's a very good one for endgame. It also seems to fit in quite well with the archer style of combat; That is, keeping your foes at a distance.