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  1. #1
    The Hatchery karl_k0ch's Avatar
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    Default Arcane Archer Kensai level split suggestions

    I'm wondering which are the pros and cons the different level splits for an elven, maybe even half-elven, Arcane Archer with at least Kensai II.

    The following level splits seem sensible to me, where I have a 32pt build with starting stats similar to 16 STR, 17 Dex, 14+ Con in mind, since I plan to use Improved Precise Shot.

    18 Fighter/1 Ranger /1 Caster, where Caster is either Bard or Wiz. This is the build which is most centered around ranging since one can take the Kensai III enhancement. There is room for the TWF feats, but the melee abilities of the following builds are better.

    12 Fighter/8 Ranger. Ram's Might at least compensates the Superior Weapon focus and Sup. Specialization, also for the melee part. Offers more feats than the 18/1/1 split when going TWF, but you need to take mental toughness.
    Loss of Kensai III, but gain of Ram's Might, more melee damage and SP.

    12 Fighter/6 Ranger/2 Rogue or Monk. Less SP than the 12/8, same number of feats (maybe even 2 more due to monk), Evasion. Rogue offers Skill points which one will not be able to maintain during fighter levels, Monk offers feats and saves. Loss of SP but gain of Evasion and possibly feats.

    Feat-wise, there is not much difference between 12/6/2 and 18/1/1: on both variants, 12 fighter levels grant 7 feats. 6 Ranger gives 4 feats, but forces Mental Toughness. Fighter 13-18 gives 3 feats; both variants thus netting 3 feats.

    What do you think about these 3 options? Did I miss some of the pro's or con's?


    ----
    Appendix:
    If anyone's interested, these are the feats I am contemplating over, where those marked with * are automatically granted by 6 levels of ranger:
    TWF*, ITWF*, GTWF
    Rapid Shot*
    Point Blank Shot
    Toughness
    Weapon Focus: Ranged
    Manyshot*
    Weapon Specialization: Ranged
    Improved Critical: Ranged
    Improved Critical: Slashing Weapons
    Power Attack
    Precise Shot
    Improved Precise Shot
    (14 feats)

    Mental Toughness (only on the 12/X splits)

    If there is room: OTWF. Other suggestions?
    Last edited by karl_k0ch; 09-26-2010 at 12:06 PM.
    Toons on Orien: Meinir // Flodur // Twiddler // Thorkar // Impetor // Juliacantor // Minor all Soko Irrlicht
    Quote Originally Posted by Vargouille View Post
    We may or may not intentionally insert in red herrings, purple mackerels, or horses of different colors. Void where prohibited. Not available in all planes of existence.

  2. #2
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    Default

    12 Fighter / 8 Bard

    Less feats, good buffs (songs ands spells), a few CC (you can take Virtuoso I), good skills (UMD maxed)

  3. #3
    Founder Sani_Medicor's Avatar
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    Default

    I posted this build a while back and people seemed to really like it. I ended up going 11rng/8ftr/1wiz though.

    Lawful Good Elf
    (12 Fighter / 6 Ranger / 2 Monk)

    Progression
    1 Ranger
    2 Monk
    3 Fighter
    4-8 Ranger
    9 Fighter
    10 Monk
    11-20 Figher

    Stats
    Str 15 +5 Level Ups
    Dex 18
    Con 14
    Int 8
    Wis 12
    Cha 8

    Feats
    1 Point Blank Shot
    2 Toughness
    3 Weapon Focus: Ranged
    3 Weapon Focus: Slashing
    6 Mental Toughness
    9 Improved Critical: Ranged
    9 Improved Critical: Slashing
    10 Power Attack (Evasion)
    12 Precise Shot
    12 Improved Precise Shot
    14 Greater Two Weapon Fighting
    16 Bonus Feat (Khopesh, OTWF, Whirling Steel Strike, Etc.)
    18 Weapon Specialization: Ranged
    18 Weapon Specialization: Slashing
    20 Greater Weapon Focus: Ranged

    Favored Enemies
    Undead
    Evil Outsiders

    Skills
    Level 1 - Hide, Listen, Move Silent, Spot, Tumble
    Monk - Balance
    Fighter - Jump
    Ranger - Hide, Listen, Move Silent, Spot

    Enhancements
    Elven Dexterity II
    Elven Toughness II
    Elven Ranged Attack II
    Elven Ranged Damage II
    Ranger Dexterity II
    Ranger Favored Damage I
    Fighter Kensei II
    Fighter Strength II
    Fighter Toughness IV
    Fighter Item Defense I
    Fighter Attack Boost II
    Fighter Haste Boost III
    Kensei Longbow Mastery II
    Fighter Critical Accuracy II
    Fighter Longbow Specialization I
    Elven Arcane Archer I
    Elven Arcane Archer: Conjure +5 Arrows
    Elven Arcane Archer: Imbue Acid Arrows
    Elven Arcane Archer: Imbue Force Arrows
    Elven Arcane Archer: Imbue Terror Arrows
    Elven Arcane Archer: Imbue Slaying Arrows
    Elven Arcane Archer: Imbue Explosive Arrows
    Elven Arcane Archer: Imbue Force Burst Arrows

  4. #4
    The Hatchery karl_k0ch's Avatar
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    Default

    Looks interesting enough.

    Do you have an opinion on the same class progression, but slightly different starting stats, i.e. the following?

    Str 16 + 5 levels
    Dex 17 (+2 tome needed for (I)PS)
    Con 14
    Int 12
    Wis 8
    Cha 8

    I'd really like to have Spot maxed, that is why I want to have at least 10 Int. 12 Int is to use UMD. Or is it a bad idea to try to use UMD as a non-class on a char with Cha as a dump stat?

    How important is 12 Wis? Do you feel that AC can be important on this build?
    Last edited by karl_k0ch; 09-29-2010 at 01:54 PM.
    Toons on Orien: Meinir // Flodur // Twiddler // Thorkar // Impetor // Juliacantor // Minor all Soko Irrlicht
    Quote Originally Posted by Vargouille View Post
    We may or may not intentionally insert in red herrings, purple mackerels, or horses of different colors. Void where prohibited. Not available in all planes of existence.

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