Summary

Attribute Base Race Final Mod
Strength 12 +0 12 +1
Dexterity 18 +2 28 +9
Constitution 12 -2 10 +0
Intelligence 10 +2 12 +1
Wisdom 14 +0 14 +2
Charisma 8 +2 10 +0
Hit Points:266
Base Hit Points: 236
Toughness: +30
Armor:19
Natural: 10
Base: 10
Armor: 0  
Shield: 0  
Deflection: 0  
Dodge: 0  
Dex: 9  
Spell Resistance:41

Attack Bonuses

Base Attack Bonus:28
Attack Bonus:
Melee: +2
Melee: +2
Strength: +1
Epic Prowess: +1
Melee Touch: +2
Strength: +1
Epic Prowess: +1
Ranged: +15
Ranged: +15
Dexterity: +9
Epic Prowess: +1
Enhance Arrow (+1): +1
Enhance Arrow (+2): +1
Enhance Arrow (+3): +1
Enhance Arrow (+4): +1
Weapon Focus (Shortbow): +1
Ranged Touch: +10
Dexterity: +9
Epic Prowess: +1
Main Hand: +30 / +25 / +20 / +15 / +10 / +5
Ranged: +43 / +38 / +33 / +28 / +23 / +18

Saving Throws

Fortitude:17
Reflex:28
Will:14
Spells:0

Casting DC

Ranger:12 + Spell Level
General: 12
Base: 10
Wisdom: +2
Abjuration: 12  
Conjuration: 12  
Divination: 12  
Enchantment: 12  
Evocation: 12  
Illusion: 12  
Necromancy: 12  
Transmutation: 12  
Wizard:11 + Spell Level
General: 11
Base: 10
Intellegence: +1
Abjuration: 11  
Conjuration: 11  
Divination: 11  
Enchantment: 11  
Evocation: 11  
Illusion: 11  
Necromancy: 11  
Transmutation: 11  

Spellcasting

Arcane Caster Level:1
Arcane Spell Level: 1
Divine Caster Level:21
Divine Spell Level: 4
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Pros

Cons

  • High ranged attack numbers, multiple ranged attacks.
  • HIPS at level 8 (earliest possible), full stealth at character inception.
  • Good trap setting capability at higher levels.
  • Good summon.
  • Racial opponent bonuses.
  • Modest magical enhancement capability.
  • 2 "One Shots" at Epic levels.
  • Expose Weakness at Epic levels.
  • Additional ranged damage at Epic levels.
  • Not good at "solo" attacking groups.  To compensate - Traps or the "pet" summon.
  • Poor magical ability.  Note however that True Strike is available and can be scribed to multiple scrolls (as can any of the 1st level Wizard spells and 1-4th level Ranger spells.)
  • Not good damage without magically enhanced arrows and bows.  (..on the other hand *with* them damage (in SOZ) can better a dual-wield character.  Feel free to test this.)
  • Expose Weakness's attack should have the feat Weapon Finesse.  Two options for feat alteration here: Dino companion or Improved Critical Short Bow.  My choice would be Improved Critical Short Bow.  You can of course obtain the Weapon Finesse and Improved Critical Short Bow feats from other sources.  You could also radically improve the character's Strength.  Because of the High BAB, touch attacks are still good without this extra measure, but not excellent.
  • Tumble is low and there is no Spring Attack feat.  On the other hand most attacks should be Ranged, and you still have your Dexterity modifier to enhance your Tumble skill.
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Outline

  Class Ability Feats Extra
1 Ranger (1)  
  • Favored Enemy: Undead
  • Point Blank Shot
  • Immunity To Sleep
  • Hardiness vs. Enchantments
  • Weapon Proficiency (Elf)
  • Skill Affinity (Listen)
  • Skill Affinity (Search)
  • Skill Affinity (Spot)
  • Keen Sense
  • Darkvision
  • Spell Resistance
  • Racial Spell (Darkness)
  • Racial Spell (See Invisibility)
  • Racial Spell (Light)
  • Light Blindness
  • Weapon Proficiency (Simple)
  • Armor Proficiency (Light)
  • Shield Proficiency
  • Weapon Proficiency (Martial)
  • Track
2 Ranger (2)  
  • Rapid Shot (Ranger Combat Style)
3 Ranger (3)  
  • Dodge
  • Toughness
4 Ranger (4)
- Boar
DEX
  • Animal Companion
5 Ranger (5)  
  • Favored Enemy: Outsiders
 
6 Ranger (6)  
  • Mobility
  • Manyshot (Ranger Combat Style)
7 Ranger (7)  
  • Woodland Stride
8 Shadowdancer (1) DEX
  • Hide in Plain Sight
9 Ranger (8)  
  • Dinosaur Companion
  • Swift Tracker
10 Ranger (9)  
  • Evasion
11 Ranger (10)  
  • Favored Enemy: Beasts
 
12 Ranger (11) DEX
  • Blind-Fight
  • Improved Rapid Shot (Ranger Combat Style)
13 Wizard (1)
- Cat
- General
 
  • Weapon Proficiency (Wizard)
  • Summon Familiar
  • Scribe Scroll
14 Ranger (12)    
15 Ranger (13)  
  • Improved Critical (Shortbow)
  • Camouflage
16 Ranger (14) DEX  
17 Ranger (15)  
  • Favored Enemy: Elementals
 
18 Ranger (16)  
  • Weapon Focus (Shortbow)
 
19 Ranger (17)  
  • Hide In Plain Sight (outdoors)
20 Ranger (18) DEX  
21 Ranger (19)  
  • Epic Prowess
 
22 Ranger (20)  
  • Favored Enemy: Constructs
 
23 Ranger (21)  
  • Bane of Enemies
  • One Shot (Ranger Combat Style)
24 Arcane Archer (1) DEX
  • Enhance Arrow (+1)
  • Armor Proficiency (Medium)
25 Arcane Archer (2)  
  • Expose Weakness
  • Imbue Arrow
26 Arcane Archer (3)  
  • Enhance Arrow (+2)
27 Arcane Archer (4)  
  • Great Dexterity (+1)
  • Seeker Arrow I
28 Arcane Archer (5) DEX
  • Enhance Arrow (+3)
29 Arcane Archer (6)  
  • One Shot
  • Seeker Arrow II
30 Arcane Archer (7)  
  • Enhance Arrow (+4)

Skill Points

Total:213
Ranger: +168
Wizard: +3
Shadowdancer: +7
Arcane Archer: +35
Spent: 199
Unspent: 14
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Skill Selection

Concentration:15 (15)
Constitution: +0
Craft Trap:14 (15)
Intelligence: +1
Diplomacy:11 (10)
Charisma: +0
Devout: -1
Heal:10 (12)
Wisdom: +2
Hide:33 (45)
Dexterity: +9
Cat Familiar: +3
Move Silently:33 (45)
Dexterity: +9
Cat Familiar: +3
Search:15 (18)
Intelligence: +1
Skill Affinity (Search): +2
Set Trap:25 (34)
Dexterity: +9
Spot:33 (37)
Wisdom: +2
Skill Affinity (Spot): +2
Tumble:5 (14)
Dexterity: +9
  Concentration Craft Trap Diplomacy Heal Hide Move Silently Search Set Trap Spot Tumble
1 +4 (4)     +4 (4) +4 (4) +4 (4) +4 (4)   +4 (4) +2 (2)
2 +1 (5)     +1 (5) +1 (5) +1 (5) +1 (5)   +1 (5)  
3 +1 (6)     +1 (6) +1 (6) +1 (6) +1 (6)      
4 +1 (7)     +1 (7) +1 (7) +1 (7) +1 (7)      
5 +1 (8)     +1 (8) +1 (8) +1 (8) +1 (8)     +2 (4)
6 +1 (9)     +1 (9) +1 (9) +1 (9) +1 (9)      
7 +1 (10)     +1 (10) +1 (10) +1 (10) +1 (10)     +1 (5)
8     +11 (11)   +1 (11)          
9         +1 (12) +2 (12)     +4 (9)  
10         +1 (13) +1 (13)   +4 (4) +1 (10)  
11         +1 (14) +1 (14)   +5 (9)    
12         +1 (15) +1 (15)   +5 (14)    
13 +3 (13)                  
14 +2 (15)       +2 (17) +2 (17)   +1 (15)    
15   +2 (2)     +1 (18) +1 (18)     +3 (13)  
16   +4 (6)     +1 (19) +1 (19)     +1 (14)  
17   +4 (10)     +1 (20) +1 (20)     +1 (15)  
18   +4 (14)     +1 (21) +1 (21)     +1 (16)  
19         +1 (22) +1 (22)     +5 (21)  
20         +1 (23) +1 (23) +3 (13)   +2 (23)  
21         +1 (24) +1 (24) +2 (15) +2 (17) +1 (24)  
22         +1 (25) +1 (25)   +4 (21) +1 (25)  
23         +1 (26) +1 (26)   +4 (25) +1 (26)  
24         +1 (27) +1 (27)     +1 (27)  
25         +1 (28) +1 (28)     +1 (28)  
26         +1 (29) +1 (29)     +1 (29)  
27         +1 (30) +1 (30)     +1 (30)  
28         +1 (31) +1 (31)     +1 (31)  
29         +1 (32) +1 (32)     +1 (32)  
30         +1 (33) +1 (33)     +1 (33)  
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Notes

To get maximum value from this assassin requires this structure and attack sequence:

 

1. Put as much damage as possible on bows (with an "enhancement") and arrows (SOZ damage only, no enhancement).

2. Always move around while hidden/stealth without armor.

3. 1st: Move as far away from all opponents as possible.

4. 2nd: Generally start your attack with Many Shot and (Improved) Rapid Shot (assuming an opponent with only an average AC).  Attack until the "cool down" period for your "hide" ability is active again.  If the enemy is too close - run until you can activate your "hide" ability.

5. "Rinse and Repeat" sequence.

At Epic levels consider adding-in Called Shots on difficult opponents.  Also utilize the Spell True Strike against very high AC opponents.

 

Note that unlike a "sneak attack" ranged attacker, this character has the ability (in the right circumstances) to move much further away from opponents - making you much *less* likely to get hit.  Also, because of the High BAB this character has more attacks that will likely hit in a round.

 

Final comment.  This build is deceptive in "power".  It doesn't look that great, but in reality it *can* be better than most dual-wield characters with full damage enhancement, and often is better when compared to most character levels.  The reason:

Under the SOZ format you can add:

3 enchantments to the bow,

AND 3 enchantments to the arrows. 

Enchantment Damage-wise that is comparable to a Perfect Two-Weapon Fighting build where both weapons are enchanted. 

Example:

Perfect Two Weapon Fighter (HIGH BAB epic level 5 attacks per round):

Weapon 1: +3 Enhancement, 2D6 "Bane", 2D6 "Holy".

Weapon 2: +3 Enhancement, 2D6 "Bane", 2D6 "Holy".

5 attacks per round multiplied by 2 ='s 10 attacks

10 attacks of +3 enhancement, and 12 damage average (from the 4D6 total) ='s:

15 (damage) multiplied by 10 ='s 150 additional damage per round IF all attacks hit.

 

Assassin (epic level 5 attacks per round):

Bow: +3 Enhancement, 2D6 "Bane", 2D6 "Holy"

Arrows: 2D6 "Bane", 2D6 "Holy", 1D6 "Elemental".

5 Attacks per round (without either Many or Rapid Shot).

+3 +12 damage (average), +12 damage (average), +3 damage (average) ='s 30 damage on average.

30 (damage) multiplied by 5 attacks ='s 150 additional damage per round if all attacks hit.

 

Note that this does not factor in Many Shot or Rapid Shot.  Nor does it factor in Strength damage enhancement (for either). Also, Perfect Two Weapon Fighting is NOT available until higher in Epic levels at the earliest.  By contrast, as soon as a party member can craft magical damage - this character is "good to go". 

OK, so then add-in some additional Strength modifier damage, Many Shot and Rapid Shot, and perhaps some additional Racial damage.

 

Speaking of Racial damage..

The races were chosen from the largest potential "groups" and because of critical immunity.  Undead represent a very large grouping of opponents, AND are all critically immune.  Against them you want extra damage if possible.  Outsiders and Beasts are both very large groups (but are not critically immune).  Elementals and Constructs are critically immune.

 

Alterations:

 

In a PvP enviorment you can alter the racial/favored enemy's to more common character races, like drow, human, etc..

Because enchantment damage is *so* important to this character, IF you "solo" and have no expectation of enchantment help for a particular module then you should select the Magical Arms and Armor feat as a substitute for either the Dino companion or Improved Critical Short Bow.  Character level 9 is when it should be selected in this situation.

 

If you are not interested in getting Called Shot as early as character level 23, then you could always "front load" your Arcane Archer levels.  It would require moving Weapon Focus Short Bow to character level 9 or 12, allowing you to start in as early as character level 14.  If you shift the Wizard class any sooner to get the Arcane Archer class earlier then you would delay your Improved Rapid Shot feat.  This may still be acceptable considering the attack enhancements the Arcane Archer receives.   Anyway, your choice.

 

At Epic levels there are additional skill points that can be spent on any skill you want.

 

 

 

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Comments

+0Rating: By soulcatcher on 24th August 2009(post hidden)
Why Shortbow?
+0Rating: By ScottG on 24th August 2009(post hidden)

Good question.

The answer: role-playing value.  (..same reason for the alignment.)

What would an Assassin use?  EX. among a Ninja's arsenal were several different types of bows, all of which (that I'm aware of) were smaller than standard Samuari bows.  Basically it's smaller, more compact, easier to hide and transport, and less visable when in use.

Drow aren't exactly large either.

You could of course change to Longbow, not much difference one way or the other (except perhaps at *very* low character levels).

Last edited on 24th August 2009


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