![]() The idea is to be able to move 20 feet, get the automatic bane from the Raptor Arrow, and then the Ranged Precision. Scout 4/Ranger 2/Order 3: True Believer Ranged Precision(2d8) - True Believer is feat, it is used to power relics, in this case a Raptor Arrow from the MIC Scout 4/Ranger 2/Order 1: Ranged Precision(1d8) Scout 4/Ranger 2: Swift Hunter/Improved Skirmish(Scout Bonus Feat) Skirmish(2d6 or 4d6 if you move 20 feet) Scout 1/Ranger 2: Weapon Focus/Rapid Shot(Ranger Bonus Feat) Scout 1/Ranger 1: Favored Enemy Arcanist (source complete mage) Scout 1: Point Blank Shot/Precise Shot(Human Bonus Feat) Skirmish(1d6) My last idea on it was to place the prestige class on top of the standard swift hunter. The main thing is to find a means of making your move action capable of improving your over-all effeciency. While it's always sub optimal I'm still pretty sure you can have some fun. 34), add +1d6 energy damage (acid, cold, fire, electricity, or sonic) for 1 round. Swift action (Wand Chamber! +100 GP, Dungeonscape p. +1d6 sonic damage 1 min/level.Įnergy Surge, Lesser (PHBII p. Flaming burst weapon 1 min/level.įrost Weapon (Frostburn p. While the spell doesn't explicitly say "melee only", it does say the spell fizzles if you lose contact with the weapon, so you may need to check with the DM if this will work with bows/arrows.īurning Sword (Spell Compendium p. Swift action, adds +1d6 damage next time weapon strikes a target, or you can sacrifice 5 HP to do +3d6 damage. There are several other "arrow" spells in Champions of Ruin, but other than arrowsplit (the spell version of the Splitting enhancement) this has the best damage output.īlade of Blood (PHBII p. Adds 2d6 damage and burns for an additional 2 rounds. Adds sneak attack damage, but you still have to catch the target flat-footed or deny their Dex bonus, and unfortunately your attrocious caster level means the most you can hope for is +1d6 or +2d6.ĭarkflame Arrow (Champions of Ruin p. Immediate action, +4 enhancement bonus on an ally's next attack, save, or damage roll. The cheapest way to increase your damage is probably adding a wand chamber (100 GP, Dungeonscape) to your bow and add some spells via wands and/or UMD: Adds 1d6 acid/cold/electricity/fire damage to 20 arrows. Biggest downside is it takes a swift action to activate, which could be a problem if you need those swift actions for something else, like Travel Devotion. Although somewhat expensive, in most cases it's probably cheaper to buy these bracers than trying to add another +1 property to an existing magic weapon. Adds the shock property to all your attacks, including ranged. I recommend the Acid Assault, since fire, cold, and sonic damage can be added with spells, and electricity can be added with Bracers of Lightning.īracers of Lightning (11000 GP, MIC p. Another great way to add +1d6 energy damage to your ranged attacks without spending a lot of gold. ![]() ![]() However, as a +3 enhancement, it's really expensive and outside the budget of most archers, particularly at lower levels.Ĭrystal of Energy Assault, Lesser (3000 GP, MIC p. The #1 way to increase your damage output for archery is the Splitting enhancement from Champions of Ruin. any particular reason you aren't considering a Swift Hunter build? If you don't want to take any Scout levels, you can actually qualify via Highland Stalker, although it takes a a lot longer to get it up and running. Peerless Archer (Silver Marches, gets Power Shot at 3rd) Other Archery-based PrCs that aren't a huge pile of stinking fail: ![]() This can be applied to multiple attacks, and is more appropriate for a sniper-type build. If you have no other option, ask your DM if you can use the 3.0 version, which gets Ranged Sneak Attack. How would you beef up your ranged combat damage, or is the initiate indeed the best choice? Order of the Bow Initiate is a horrible, horrible, horrible way to increase your combat damage, because it locks you into one-attack-per-round.
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