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For stealth archer builds you'd probably need rogue or assassin levels for the sneak/death attacks. You can also try the Shadowdancer class, which doesnt have sneak/death attack, but they are the only class that can get Hide in Plain Sight which allows you to use stealth mid-fight. Also note that sneak attacks and death attacks have a certain range limit, so for them to trigger you have to be within like 30 feet from the target and the enemy cant be immune. As an example, Undead are immune to sneak/death attacks so it would never trigger against them by default.
I'm not much of a character builder but If you want an archer/stealth archer build you probably shouldn't be going full Ranger. Arcane Archer is an option with less stealth, Rogue gives you sneak attack damage, Assassin gives you death attack, and Shadowdancer gives you the "most stealth" with Hide in Plain Sight. So you could mix and match a couple of those classes for a build that suits you. I'm sure other people have specific builds they can suggest. Just keep in mind the 3 class limit.
What I normally do is look through the NWN wiki and see at what level certain classes get abilities/feats and figure out the prerequisites for prestige classes I want. Let's say I want to make a stealth archer as a rogue and I want Hide in Plain Sight, you only need 1 level of Shadowdancer to get that. And if I want that ASAP then plan to get the prerequisites so you can take it as soon as it's available (which I think would be level 8). Then if I want more damage for my bow I could try taking 4 levels of Fighter for weapon focus/specialization longbow which will give me +1AB and +2 damage. Then maybe I could take rogue the rest of the way, which would end up being like 7 rogue levels to start, then 1 SD for level 8, then 9-12 for Fighter, and another 8 rogue to 20. I get extra damage and attack bonus with my longbow because of Fighter, better sneak attack damage with high rogue levels, and the ability to hide/re-use sneak attack with SD's HIPS.
Currently in running two modules at once. A pally is mobile and archer on deck to see just who I likes more. So that gives me a bit to think about with armor.
Also thanks for the tip with the class ans experience with the classes. I know archer is weak which is why I wanted to fine how fo juice it other then arcane archer
So if you want to maximize bow damage, you want to do it with class features like Sneak Attack, spells or pumping up your Str and using a Mighty bow.
Base 2
Max dex 6
Armor bonus 2
Damage resistance piecing/slash 5
Where something like hide plus 4 is
Base class 3
Max dex bonus 4
Armor check minus -1
Armor bonu +4
So your current armor is the best you could have in terms of base AC. Total AC gained from it is 10. With the magical armor bonus, the +4 hide armor gives you +11 AC, at the cost of -1 to skill checks.
However, if you equip a different item that grants an armor bonus like a ring with a bigger bonus than +2, you can wear even a basic set of the lighter armor and have more total AC.
With enough Dex, technically wearing no armor will give you an even bigger AC bonus than wearing any, since you're not limited.
Endgame armor will typically give you such big bonuses though that going naked is pointless.
Armor AC - Armor and Bracers
Shield AC - Shields
Deflection AC - Weapons, Gloves, Cloaks, Rings, Helmets
Dodge AC - Boots
Natural AC - Amulets
As for AC, there are 5 types of AC and your 10 Base AC, which is untyped. They don't stack with other AC bonuses of the same type other than Dodge AC (which stacks to a max of 20), and natural AC from feats (E.g. PM AC bonus, RDD AC bonus, Monk AC bonus, Armor Skin). The different types of AC also apply against different types of attacks. So the different types are:
- Armor- Armor and Bracers- good vs. normal and flat-footed attacks.
Against a flat-footed attack (e.g. attacked from stealth or while paralyzed), you lose your Dodge, Tumble AC and dex bonus to AC.Shield- Shields- good vs. normal and flat-footed attacks.
Deflection- Weapons, Gloves, Cloaks, Rings, Helmets- good vs. all attacks.
Dodge- Boots- good vs. normal and touch attacks
Natural- Amulets- good vs. normal and flat-footed attacks.
Base 10-good vs. all attacks.
Against a touch attack (from certain spells), you lose your Armor, Shield, and Natural AC bonuses.
For SoU, I'm pretty sure the Greanleaf Armor which is +5 leather? is a guaranteed drop in act 3, so that's probably the best armor for you.
But I was semi right then a plus 2 stat should make up for a plus 1 in AC. Yea on my pally I'm working on getting heavy armor but the module is low loot and low gold affair. Undertide has been more balanced as what I lack in class DPS I managed to pick up with some magic rings and cloak to give me access som outside magic.
Most archery is run off of dexterity, so you want armor that will allow for the max amount of that to come through without impeding AC. For example, heavy armors limit you to a max DEX modifier of 1 or 2 depending on type.
That said, your DEX modifier gives Dodge AC, thus to maximize your character you need to do the math in order to get the highest AC. More than likely with a high DEX modifier, you'll want to run medium to start and downgrade to light and then to cloth. You also will want to spec into tumble (if you can) as every 5 points into tumble gives +1 Dodge AC, not including DEX modifier.
As for stealth archer, it will be a PAIN to get, but Shadow Dancer will "technically" allow it. Shadow Dancers get a hide in plain sight feat which allows you to stealth in the middle of combat. If your opponent isn't aided by magic sight (true sight) or has low spot/listen scores, you can effectively turn invisible to strike again from the shadows.
Sneak attack does require points into rogue to achieve. Attacks of opportunity are free attacks due to one of three actions: forced move, spellcasting / using a bow in melee, using and item/potion. They offer no extra damage like a sneak attack, just an extra combat role.
It's not very comprehensive though.
My current idea idea has been look for/keep a eye out for enchanted gear. Like a piece of gear that provides me like say a extra spell. A great example was my cape of the manticor gives men four charges of manticor spike per rest. It's a decent nuke but does great single target damage. I figured that's better then some cape that just gives +2 dex. I has been fun finding little upgrades/items that turn out to be useful once I fully understand them.