Arcane Archer
Moonheart
Member Posts: 520
Well, I'm wondering a lot about exotic builds currently... and right now, I'm wondering what would be the best class to play something like an "Arcane Archer", i.e. and archer using a bit of arcane spell to make himself more deadly.
I was pondering about things like Wizard Slayer/Mage for exemple, that could perhaps completly shutdown the ennemy mage while some summon tank the enemy melee...
What would you use to make something like an Arcane Archer?
I was pondering about things like Wizard Slayer/Mage for exemple, that could perhaps completly shutdown the ennemy mage while some summon tank the enemy melee...
What would you use to make something like an Arcane Archer?
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If you're looking for an arrow shouting mage: Nalia and Imoen are at your service.
You could also use the "Generic Archer" kit from the Tactics mod and (if you play Human) dual to a mage at around level 9. Don't think you can use that in a multi-class though.
Another possibility (but I don't know if this will work) is to play a Fighter/Mage and then assign the "Archer" kit with Shadowkeeper. Like I say though, I have no idea if that will work in game (since it is a Ranger kit).
Assuming it's been ported to the EE, this should work. The "Generic Archer" is essentially a Ranger-Archer without the spellcasting, and they definitely CAN dual-class (as any Fighter kit) but can't be in a multiclass (as no kit can, save for the Gnome thing).
I played around with that kit a bit back in the day, and it's quite powerful, however it is not massively different from a regular Fighter->Mage dual simply because you usually dual at lower levels when you don't have that many ranged bonuses stacked up yet. You do keep Called Shot, though, which can do fun things with Melf's and the likes.
If you don't want to use that mod/kit (or if it doesn't work on EE, I have no idea), you can just make a regular Fighter and dual to Mage; that should give you a fair approximation of what you're looking for.
Don't the THAC0 will be a bit poor? It will cap at 7, more or less, against the -4 a simple muli F/M will have
However, the Arcane Archer is a D&D class that have absolutely no relationship to rogues. They are more or less to bows what gishes are to swords.
This shows what I think is a design flaw of D&D. Slap a 22 STR belt on a Fighter (except for the Wizard Slayer...), Paladin, Ranger, or Barbarian, and they will all perform well in melee, even if some of the kits are superior to the others. The same is not true of ranged combat since DEX does not confer a damage bonus to ranged combat. While I think that ranged weapons should ultimately do less damage than melee weapons for balancing reasons, I have always thought that DEX should confer at least some damage bonus. After all, a well aimed shot to vital areas can cause critical damage, so there is a rationale behind it.
It would be nice if there were some items (perhaps bracers) that conferred, say, a +5 bonus of some sort to ranged damage only. That way, a character could be better geared toward ranged combat. The +2 bracers of archery don't cut it, since it is far better to get +1 Thac0, +2 damage, and +1/2 APR. There needs to be something more.
The parameters seem to be:
1. Effective ranged combat;
2. Arcane magic use; and
3. Elf or Half Elf (at least in Neverwinter Nights, this was the requirement).
Your only real option is a Fighter/Mage multiclass (probably Elven for 19 DEX and +1 Thac0 with longbows). If you are willing to use a human, then Mage dualed to Fighter is probably your best bet since you will be able to get Grandmastery in bows, unlike the multiclass.
One of my favorites is a pure crossbow Paladin with Divine Might, Rapid Reload, and insane CHA. There's a lot of synergy using WIS and CHA, and Divine Might is one of the few ways to boost ranged damage. Cleric's can do the same, although to a lesser extent since WIS will be pumped higher and their attack rolls and APR are lower. I wish I could recreate my crossbow Paladin for BG.