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)
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.
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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.
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.
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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
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
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.