Friday, May 18, 2012

Arcane Archer Guide: Bard levels 1-10

A bard arcane archer mixes performance buffs with a dazzling display of arrow flinging. They can confuse and distract opponents while arrows slay the ones who keep their wits about them. They can easily be the face of the party utilizing their high charisma score and their versatile set of class skills. Buffs, battlefield control, high damage, minor healing, and versatile skill range, an arcane archer bard is truly a jack of all trades.

Here we will go level by level and break down the abilities of the bard arcane archer. We will go over how to buff, what kind of damage per round we are looking at, and what our core abilities consist of. A focus will be on combat as outside of combat is all dependant on how you play. At the end we will go over Bard Archetypes and look at ones that fit into our character builds.

End goal: start with the end in mind.
We intend on this build being a 10Bard/10Arcane Archer. There are other options out there, but this is what we are going to focus on this time. Our first 8 levels are going to be in Bard, after that we can chose when to take the other 2 levels.

Level 1: 0BAB
Feat chosen:
Point-Blank Shot- This gives us +1 damage and attack to targets within 30 feet. Ideally we will be outside the 30 foot range, but this is bonus when they get in close. More important, this is the pre-requisite for all other archery feats.
Key skills:
Inspire Courage- The main skill for a bard. Each member of the party now has a +1 to attack and damage. This lasts (2+charisma modifier+2 per level) rounds. Use this during round 1 and maintain it as a free action while you fire off your bow for the next few rounds.
Spells:
We know 2 spells, and can cast at least 1, hopefully 2 spells.
Sleep is a great option for an early level spell. It really stops being good quickly though so take advantage of these early levels. Lead with Lullaby if you are not in combat.
Grease on the other hand is always good. Grease the floor in front of you and anyone running at you is likely to slip and fall giving you plenty of time to step back.
Silent Image- another great spell, but how good it is really depends on DM and player interpretation.
Expeditious Retreat- is really an awesome spell to have. keeps you out of melee range.

Combat:
precombat- Casting a sleep spell can bypass a combat all together assuming an equal level group.
Round 1 we start our performance inspiring courage.
Round 2 we start shooting enemies starting with soft targets. At this point we only get 1 shot per round attack = dex mod+ 1 damage = 1d8+1

Level 2: 1BAB
We gain abilities outside of combat. We learn a 3rd level 1 spell and can cast 1 more per day.
base attack is now +1. this gives us dex mod +2 to attack

Level 3: 2BAB
Inspire competence is another outside of combat skill.
But this level we gain a feat. Rapid Shot is my suggestion.
Now we shoot 2 arrows per attack round.
2 shots dex mod+ 1 to attack, 1d8+1 damage per hit
or if we are having trouble hitting: 1 arrow with dex mod +3 to attack 1d8+1 damage

Level 4: 3BAB
We gain an ability point.
also we now have access to level 2 spells:
Blur- great for a defencive spell
Hold Person- Paralyze a person for up to 4 rounds allowing auto crit attacks unless the person saves.
Invisibility- other than the obvious turning yourself invisible. It can turn obstacles invisible so opposing creatures run into them. Great fun spell.
Mirror Image- Also great defencive spell.
Suggestion- suggesting that a vagabond should work for me rather than who he is currently working for has helped me many times.
Alter Self- If only used to gain a +2 dex bonus by changing into a small humanoid it's worth it. The first time your ship gets sunk by a sea drake, you will be glad you have this spell so you can turn into a merfolk.

combat: by this time an archer likely has a composite bow to match their strength
Prebuffing with blur, mirror image, or if setting up the combat zone, invisibility.
Round 1 inspire courage.
Round 2 attack: 2 arrows dex +2 attack  1d8 +1+str mod each.
taunt baddies to run at you while there is an invisible spear wall in between the 2 of you.

Level 5: 3BAB
Inspire Courage is now at +2.  2 weapon fighting allies just realized that they are in love with you!
Another feat:
Precise Shot- is probably the most important feat right now. Taking a -4 to attack while shooting into melee is just painful.
2 arrow per round dex mod + 3 attack, 1d8 +2+ str mod each.

Level 6: 4BAB
We gain suggesting for use outside of combat. While we gained actual suggestion a few levels back, this one wont cost spells per day.

Level 7: 5BAB
By this time an archer should have a +3 composite bow matching his strength modifier.
We now can inspire courage as a move action instead of a standard action, which is great as we just got another spell we want to cast during round 1.
Level 7 brings 3rd level spells:
Haste- first spell any bard should get. 1 extra attack per round for everyone in your party. Lasts 1 round per level. Also has other effects everyone should check out.
Confusion- great spell for mucking up the opponents' plans.
Slow - the anti haste, cast this on your opponents.
See Invisibility- In case the DM liked your trick of turning obstacles invisible. Also seeing invisible creatures is nice. If your DM allows get this enhanced with permanency.
Tiny Hut- Endless possibilities, the worst of which is simply not sleeping in the rain anymore.
But that is not all we get at level 7! we also get another feat.
Weapon Focus Longbow is needed as a prerequisite for arcane archer (check with your DM to see if you can get it the same level as you get the prestige class)

Combat:
Prebuff with blur, or get the ground ready via invisibility.
If there is a talking precombat phase try to suggest to a henchman that your side is the side he should be on.
Round 1 cast haste! and as a move action inspire courage.
debuff if you feel the need to, cast confusion, slow, etc
Let loose the arrows of doom!
3 arrows dex mod + 10 attack dealing 1d8 +5 + str mod damage (assumes +3 bow and weapon focus as the feat)

Level 8: 6 BAB
Dirge of doom, +1 ability point  finally a second attack based on BAB.

Now in the prebuff phase or negotiating phase you can perform to scare your opposing group.
I'm going to take the liberty of assuming at this point you have 20 dex and 16 str (both should be higher)
During combat you get a 4th arrow first 3 have attack of 5(dex)+6(base attack)+3(the bow)+1(weapon focus)+1(haste)+2(inspire courage)-2(rapid shot) or 16 to attack, followed by the 4th with 11 to attack. dealing 1d8 +3(bow)+2(inspire courage)+3(str) or 12.5 average damage.

Level 9: 7 BAB /spellcaster level 8
First level of arcane archer. Nothing spectacular for the first Arcane archer level
At least we get a feat.
our choices are
Deadly Aim or Manyshot
Deadly Aim will give us +4 damage while dropping our attack by -2 (increasing in power as we level)
Round of arrow attacks: 15/15/15/10  dealing 16.5 average damage each (or 66 damage if they all hit)
Manyshot- will allow us to fire 2 arrows on our first attack. (only 1 roll for first 2 attacks) 17/17/17/17/12 dealing 12.5 damage each or (62.5 damage) 
Deadly aim is the better choice when the numbers are crunched. To have the damage favor manyshot we would need 4 more damage per arrow. This would be accomplished if we had a +5 bow and 20 str, or if we used magical arrows.

Level 10: 8BAB/ SCL 9
Imbue arrow.
This gives us a way to cast our out of combat spells from a distance.
At level 10 the character wealth by level shows us we should have 62,000 gold worth of gear.
Spending 32k of that on a weapon means we are currently using a +4 weapon. Another 16k gives us a +4 dex belt. leaving us 14k to spend on more minor items. I would get a ring of armor and some various combat use items (like bane arrows, or aligned arrows) or some metamagic rods.

Leaving us at level 10 full attack:
17/17/17/12 dealing 17.5 average damage; or 70 damage a round.

Join us next time for level 11 when we get to 105 damage per round.

This section has become fairly long so I've decided to break it into 2 parts. Join me next time for levels 11-20.

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