Trip wires have been pulled, the traps are triggered!
The elfen gaurd is on the move; they know there has been a disterbance in the wood and they mean to find it. Moving under spells of speed and inviso they travel fast and hear even the bugs as they crawl under the forest floor. Soon they find the invader's, Orcs from moria bent on distruction. The first volloy of arrows is a surprise but the Orcs charge forward and engage the wimpy elfs in front of them. But that is not enough, arrow continue to pour out of the woods at all angles, and the blades of the elfs in front of the Orcs are everywhere and impossable to breach. Its over quickly, all the Orcs are dead and not one elf was harmed! The elf's look to Moria and curse the Dwarf's for awaking that evil below it.....
Elf archer CG Rogue 13 Wizard 8 A.Archer 19
Melee: Robes, Large Shield and Rapier Archery: Long Bow and Robes
Str 14 Dex 20 + 10 + 6 = 36 +12 items = 48 Con 8 Wis 8 Int 14 Cha 8
All Stat bumps in Dex plus 6 greater dex feats
Level progression
L1 R Point Blank Shot L2 M L3 R Weapon Finesse L4 R L5 R L6 R Weapon Focus Long Bow L7 R L8 M L9 R Rapid Shot L10 AA L11 AA L12 AA Imp. Crit Long Bow L13 AA L14 R L15 AA Called Shot L16 AA L17 AA L18 AA Improved Parry (or Toughness) L19 AA L20 AA L21 R Epic Weapon Focus Long Bow L22 R * Improved Evasion L23 R L24 M Epic Skill Focus Parry (or armor skin) L25 M L26 M * Extend L27 AA Greater Dex 1 L28 AA L29 AA L30 M Greater Dex 2 L31 M * Greater Dex 3 L32 AA L33 AA Greater Dex 4 L34 R L35 AA L36 AA Greater Dex 5 L37 AA Greater Dex 6 L38 M L39 R * Death Roll / Epic Dodge L40 AA
* Bonus feats from Rogue, Mage, AA
Skills: 276+ total points Hearing: 43 Set Trap 40 Disable Trap 40 Parry 43 UMD 40 Tumble 40 Left over 30+ (Spell craft for the saves?)
Nude AC: 10+19+8= 37 unbuffed
Parry DC: 43+4+19+10= 76 + a D20 when in parry mode
Damage: 1D8 + 11 + 7D6 SA using PBS + any mighty?
AB: 27+19+3+10+1= 60/55/50/45 If with in 30'(PBS) 58/53/48/43/38 and 6 attacks (-4AC too) while Hastened Add some buffs or a magical bow and it jumps alot
Saves: (not sure post later)
This build is ment to take advantage of the now undispellable buffs (or close to) due to Patch 1.64. This char can buff up with Stat bumps to str, con and dex. Throw up Improved Inviso, Haste and Mage armor and head into battle. It things look bad and the go melee you can drop into Parry mode or put up Death Armor and Elemtal Shield. Your weakness is disarm and KD as you have no Disipline skill so I would suggest using Parry mode and let your parry do the killing while you keep the attack busy. Cant get your sneaks in? Cast Darkness and start firing away or pull the Rapier out and attack.
Boss Tank: Many times I've been in party and the high DR, low AC two handed weapon guys that smash thier way past the the guards but die fast when facing that single Boss. But now you can Tank, with epic dodge, 50% Concel from Imp Inv and parry mode active you will be one hard to hit SOB. Let those smelly dwarfen defenders flank and kill that Boss NPC while you to the trench work of keeping him busy!
Very nice AB, good damage, buffs, Good AC - and tankable with Parry! The best all around archer that I could come up with.
Edited By Cinnabar Din on 02/25/08 02:34
How well does parry actually work? I've always heard it was sorta a pointless ability but then again I've never tried bumping up the stats in it and testing it out. I also assume you have to have a melee weapon equiped in order for the ability to work.
Grrr I dont see a way to edit my post, well here is a different break down on AB. It was pointed out on a different post not to use the +12 due to item bumps or buffs on your stats. Or to seperate them out better.
Plain Long Bow and within 30' 54/49/44/39
Long Bow +5 and within 30' and using rapid shot 57/52/47/42/37
L. Bow +5, in 30', Hastened, Rapid Shot, +12 to Dex 63/58/53/47/42/42 (?) not sure how the haste works on the +1 to attack
Plain Long Bow + 9 sec of True Strike and +12 Dex 79/74/69/64
Parry, man thats a long subjuect. I suggest using a seach on the NWN forums for more detail. But here is the quick and dirty as I understand it. 1) Max you can parry in one round is 3 hits 2) To Parry you need to beat the attackers adjusted ab vs your Parry DC + 1D20 3) If you your parry is X (6?) above the adjusted attack roll you get to couter attack (respite). However some feel this attack is counted as one of your 3 parry attemts per round. 4) Parry is near useless in one on one combat (I feel), but best used in party when one guy is to keep a NPC busy to let the party members flank it. Or when, in this build, when someone is trying to KD or Disarm you. Your crap Dis skill means a hit = success but if you can parry the blows and keep this attacker busy until your party comes to help you will have succeced.