My previous character can be found here.

Enlightened Archer

This versatile bowman can either shoot his enemies with crushing accuracy and damage, heal himself and his comrades and smite his enemies with Harm spell - and due to his good defensive abilities, he does not have to cover behind melee fighters or run in panic when enemies get close.

Adventages:
-Very good attack and damage bonus
-Has access to 6th level of priest spells and special AA abilities
-Has Improved Combat Casting
-Very high AC
-Good saving throws
-Playable from level 1 to 40

Disadventages:
-Mediocre HP
-Gets slightly worse when dispelled

Race: Elf
Alignment: any non-lawful
Equipment: longbow, full plate
Spheres: any, i chose Magic for Mage Armor and Stoneskin, and Travel for Haste

Bard 3/ Cleric 12/ Arcane Archer 25

Stats (final)
str 13
dex 13
con 12
int 12
wis 14 (16)
cha 14 (26)

without buffs:
attack: +44/+39/+34/+29/+44 (with fast shot)
damage: 1-8 + 13 (19-20/x3)

AC 29
HP 354

Fortitude 24
Reflex 23
Will 25

with buffs (minimal):
attack: +58/+53/+48/+43/+58/+58/+58 (with fast shot)
damage: 1-8 + 31 (19-20/x3)

AC 52
HP 407

Fortitude 30
Reflex 27
Will 31

with buffs (maximal):
attack: +59/+54/+49/+44/+59/+59/+59 (with fast shot)
damage: 1-8 + 32 (19-20/x3)

AC 53
HP 454

Fortitude 31
Reflex 27
Will 32

Levels, feats and stat distribution:
1. Bard - Point Blank Shot
2. Cleric
3. Cleric - Power Attack
4. Cleric +Cha
5. Cleric
6. Cleric - Divine Shield
7. Cleric
8. Cleric +Cha
9. Bard - Weapon Focus (Longbow)
10. Arcane Archer
11. Arcane Archer
12. Arcane Archer - Fast Shot, +Cha
13. Arcane Archer
14. Arcane Archer
15. Arcane Archer - Zen Archery
16. Arcane Archer +Cha
17. Arcane Archer
18. Cleric - Divine Might
19. Arcane Archer
20. Arcane Archer +Wis
21. Cleric - Improved Critical (Longbow)
22. Arcane Archer
23. Cleric
24. Cleric - Armor Skin, +Wis
25. Arcane Archer
26. Arcane Archer
27. Arcane Archer - Combat Casting, Epic Weapon Focus (Longbow)
28. Arcane Archer +Cha
29. Arcane Archer
30. Arcane Archer - Great Charisma
31. Arcane Archer - Improved Combat Casting
32. Arcane Archer +Cha
33. Arcane Archer - Great Charisma II
34. Arcane Archer
35. Arcane Archer - Epic Prowess
36. Arcane Archer - Great Charisma III, +Cha
37. Bard
38. Cleric
39. Arcane Archer - Great Charisma IV
40. Arcane Archer +Cha
Quote: Posted 08/26/04 12:51:43 (GMT) -- Tengudor_t


Adventages:
-Very good attack and damage bonus
-Has access to 6th level of priest spells and special AA abilities
-Has Improved Combat Casting
-Very high AC
-Good saving throws
-Playable from level 1 to 40

Disadventages:
-Mediocre HP
-Gets slightly worse when dispelled

Race: Elf
Alignment: any non-lawful
Equipment: longbow, full plate
Spheres: any, i chose Magic for Mage Armor and Stoneskin, and Travel for Haste

Bard 3/ Cleric 12/ Arcane Archer 25

Stats (final)
str 13
dex 13
con 12
int 12
wis 14 (16)
cha 14 (26)

without buffs:
attack: +44/+39/+34/+29/+44 (with fast shot)
damage: 1-8 + 13 (19-20/x3)

AC 29
HP 354

Fortitude 24
Reflex 23
Will 25

with buffs (minimal):
attack: +58/+53/+48/+43/+58/+58/+58 (with fast shot)
damage: 1-8 + 31 (19-20/x3)

AC 52
HP 407

Fortitude 30
Reflex 27
Will 31

with buffs (maximal):
attack: +59/+54/+49/+44/+59/+59/+59 (with fast shot)
damage: 1-8 + 32 (19-20/x3)

AC 53
HP 454

Fortitude 31
Reflex 27
Will 32
Some comments about your wording of advantages:
First you forgot to subract the -2/-2 penalty when using rapid shot.

Second I don't know if I consider 52 AC to be high. To me that's average. It's a good AC though. Is it in normal full plate or is it in magic gear? His AB is actually below average compaed to most arcane archers.

Now some potential improvements.
Drop magic domain. It really isn't that great at higher levels. Take trickery or healing instead. Trickery will give you improved invis, which is very useful with an archer build. Healing will move heal spell down to level 5 opening up more 6th level slots for other spells (I'd pick trickery personally).

Drop some Cha for some more Wis. It's worth a couple points of temporary damage and AC boosting to get a constant AB bonus. First of all, I substracted the penalty for using rapid shot. I just have written it Fast Shot by mistake. When the build says to take Fast Shot, take Rapid Shot instead (not to mention that there is no such feat as fast shot in NWN).

As I said, most of the spheres suit this character, so he's still pretty good even with the spheres I chose for him - although he'd be slightly better with improved invisilibity, I must admit.

AC 52 is high for an archer - it's his AC while wearing a full plate enchanted with Magical Vestment (+4). His attack bonus is low for an archer, but high for an ordinary character - most of the archers have huge AB and terrible AC, the concept of this character is to create a more balanced AA.

For me, lowering his cha and putting the points to wis is not worth it - but if you think different, go ahead, this won't affect the character's integrity.

---------------------------------

I've forgot to put the list of buffs and spells he uses - here are my suggestions. Asterisk marks spells that don't affect his stats, but are useful anyway.

Level 0. Resistance
Level 1. Bless, Mage Armor, Divine Favor, Shield of Faith, Protection From Alignment*
Level 2. Aid, Eagle's Splendor, Endurance, Owl's Wisdom
Level 3. Magic Vestment, Prayer, Protection from Elements*
Level 4. Divine Power, Death Ward*, Stoneskin*
Level 5. Battletide, Haste
Level 6. Greater Sanctuary*, Harm*, Heal*

Edited By Tengudor_t on 08/26/04 17:20

Please explain why you chose to increase Cha over Wis...
IMHO, Wis is better suited for this build, as it would increase AB, as well as boosting cleric spells.
Cha may boost bard spells, but you have only 3 levels of bard...besides, using Full Plate increases spell failure for bard spells. I increase charisma because it gives you additional dmg and AC bonus when you turn divine might and divine shield on - was hoping that is obvious.

This character actually DOES NOT use any bard spells - bard levels are only to get song, tumble, discipline and access to AA.

---------------------------------

Damn my bad memory! Forgot to put the skill per level table. So, here it is:

1. Spellcraft 3, Discipline 4, Tumble 4, Perform 3, Concentration 3, Lore 3
2. Spellcraft 2, Concentration 1
3. Spellcraft 1, Concentration 1, Lore 1
4. Spellcraft 1, Lore 1, Save 1
5. Spellcraft 1, Save 3
6. Spellcraft 1, Save 5
7. Spellcraft 1, Save 7
8. Save 10
9. Discipline 6, Tumble 6, Perform 3
10. Lore 5
11. Lore 2, Save 3
12. Save 8
13. Save 13
14. Save 18
15. Save 23
16. Save 28
17. Save 33
18. Spellcraft 11, Concentration 16, Save 9
19. Save 14
20. Save 19
21. Spellcraft 3, Concentration 3, Save 16
22. Save 21
23. Spellcraft 2, Concentration 2, Save 20
24. Spellcraft 1, Concentration 1, Save 21
25. Save 26
26. Save 31
27. Save 36
28. Save 41
29. Save 46
30. Save 51
31. Save 56
32. Save 61
33. Save 66
34. Save 71
35. Save 76
36. Save 81
37. Concentration 13, Discipline 30, Tumble 30, Perform 3, Concentration 10
38. Concentration 3
39. Lore 5
40. Lore 5

Final skills:
Spellcraft 40
Concentration 40
Discipline 40
Tumble 40
Perform 9
Lore 22

Edited By Tengudor_t on 08/26/04 20:21

Quote: Posted 08/26/04 20:04:09 (GMT) -- Tengudor_t

I increase charisma because it gives you additional dmg and AC bonus when you turn divine might and divine shield on - was hoping that is obvious.
As nice as divine might/shield are.. what happens when they run out? They don't last too long, unless I'm mistaken, and with only 12 levels of Cleric and 16 wisdom.. you don't get too many castings. After they wear off you'll be very vulnerable and your ab will take a huge hit (44 instead of 59, right?)
_________________
Have I mentioned I hate IGMS? Divine might only affects damage, not AB. Also, it's your charisma modifier that determines how many times a day you can turn undead (and, by extension, use divine shield/might), not wisdom modifier.
_________________
"Intelligence is knowing a tomato is a fruit; Wisdom is not putting it in a fruit salad." This character can turn undead (and therefore use divine might or divine shield) 11 times a day. Both divine things last for 9 or 10 rounds, and without them his AC and dmg is smaller by 9 (minimal buffs) or 10 (maximal buffs). So, they last for more then enough to kill a small group of strong enemies (tested), and when they run out yopu can always turn them on again.

This can make someone confused:
Minimal buffs - minimal rolls in all buffs that give randomised bonuses (Aid gives 1 HP, Owl's Wisdom 2 wis etc).
Maximal buffs - maximal rolls in all buffs that give randomised bonuses (aid gives 8 HP, Owl's Wisdom 5 wis etc).

Edited By Tengudor_t on 08/27/04 09:17

The stats are great for when you activate might and shield, but I know from experience of playing a character based around those two feats, when you don't have them, you are in a world of hurt usually. That's why I usggested a couple points get swapped between Wis and Cha.
_________________
Come visit the Epic Builders Guild for all the character info you could ever want or need:
Click Here
Quote: Posted 08/26/04 20:04:09 (GMT) -- Tengudor_t

I increase charisma because it gives you additional dmg and AC bonus when you turn divine might and divine shield on - was hoping that is obvious.


You are right...I gotta start reading posts more closely. Me next character can be found here.

Edited By Tengudor_t on 08/27/04 20:13


Quote: Is playable from level 1


Buahahaha? Gets xp minus from level 9 and forth, not recommended. "Playable" means that this character will not suck at levels 1-39, as most builds do.
Benefits of this archer are worth suffering 20% experience penalty.

Now I'm looking forward to seeing a better cleric archer, which will obviously be created by agent of greater will very soon.