Archer 15 1263 Manual Dexterity

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Find 23 listings related to Lawn Mowers in Archer on YP.com. Dave's Lawn Service handles all of your lawn maintenance. XL Lawn Tractor Service Manual i TABLE OF CONTENTS SPECIFICATIONS Speci MULTIPLE VCR AUDIO CONTROL CENTER ARCHER 15-1263 VIDEO/ AUDIO COLLECTORS. Archer 15-1274 Video Special Effects Switcher with User Manual-EXCELLE NT. Archer: 3 dexterity, 1/2 strength, 1 Vitality As for what each attribute effect is - that still requires some work. Feb 15, 2017 @ 10:27pm. Check the manual. Dexterity is Quality of attacks / Quality of Defence compared to a Character of YOUR CURRENT LEVEL.

shaxberd

Can a bow be used to make an attack of opportunity? For example, if I have a darkwood composite longbow, could I use it as an improvised weapon to make attacks of opportunity with an attack penalty? Not great, but better than nothing.

If not (or as an alternative), what other weapons will allow me to make attacks of opportunity without interfering with my archery? Brass knuckles, cestus, or spiked gauntlets?

SeeleyOne

Stabbing Shot is a feat in the Advanced Player's Guide that lets you stab with an arrow, knocking the target back a space, and then you can shoot an arrow. It requires Rapid Shot, and takes place of the shot given by that feat. Oh, and it says 'Elf Only', but you can dismiss that in a homebrew if desired.

But back to your original question, I would think that you COULD, but it is unwise to hit someone with a bow for fear of damaging your bow. I saw somewhere a spear tip that was on the bottom of a bow that could be used to stab people.

Roberta Yang

You can use bows to make attacks of opportunity with the Snap Shot feat and its chain.

Archer 15 1263 Manual Dexterity

If you have Catch Off-Guard, I guess you could use a bow to make attacks of opportunity as an improvised weapon, but its enhancement bonus wouldn't apply and it sounds like a bad idea. Without Catch Off-Guard, you don't threaten with improvised weapons.

In addition to the weapons you list, armor spikes and Improved Unarmed Strike will also work.

shaxberd

Just to reconfirm, you can wear a cestus on each hand and wield a composite longbow without penalty? I know that it imposes a -2 penalty on checks requiring precision, such as Disable Device checks, but it would have no effect on archery attacks?

blahpers

I see no reason to not allow using the bow as an improvised weapon to make attacks of opportunity, but it sounds like a great way to break your bow just to get one attack with something worse than a club.

I don't know about the cestus. Aiming an arrow is a pretty precision-based task, so if a character wore a cestus on that hand I'd be inclined to apply the -2 penalty.

Faelyn

I see no reason to not allow using the bow as an improvised weapon to make attacks of opportunity, but it sounds like a great way to break your bow just to get one attack with something worse than a club.

I don't know about the cestus. Aiming an arrow is a pretty precision-based task, so if a character wore a cestus on that hand I'd be inclined to apply the -2 penalty.

Agreed. Wearing a cestus would impose a penalty to attack. The rules for that weapon don't specifically state to attacks, but it should be implied. That would be something to take up with your GM to get a ruling on.

And as far as attacking with your bow as a melee weapon, definitely use the improvised weapons rule, because you are not using it in its intended manner.

Ashram

Ooooor you can just take Snap Shot which nets you an AoO threaten area of 5', and then Improved Snap Shot which nets you a total 15' AoO threaten area.

Fomsie
Ooooor you can just take Snap Shot which nets you an AoO threaten area of 5', and then Improved Snap Shot which nets you a total 15' AoO threaten area.

Well sure, if you want to take the easy way...

Gaeuvyen

Depending on your DM, you should be allowed to use a bow or crossbow as an improvised melee weapon. And being a melee weapon, you can make AoO with it, however it's up to the DM of the game to make the final call on it.

blackbloodtroll

You can make an AoO with any weapon you threaten with.

So, when you are capable of threatening with bow, you can make an AoO with it.

Snap Shot allows you to threaten with a Bow.

kinevon

Arrows are improvised melee wesapons, too, IIRC, and breaking one making an AoO won't harm the bow.

But, in the long run, Snap Shot and/or Improved Unarmed Strike should be your 'go to's for a bow user.

Another place where the Zen Archer has a couple of legs up on most other archer builds.

shaxberd

I don't know that archery requires precise fingers at the same level as Disable Device checks. As far as I can tell, you just use one hand to hold the bow and two fingers to hold the arrow. Doesn't seem overly complicated for a skilled archer in terms of manual dexterity. I've only fired a bow a few times myself, but the complicated parts appear to be the sighting, breathing, and timing.

Bizbag
Arrows are improvised melee wesapons, too, IIRC, and breaking one making an AoO won't harm the bow.

This is correct, but you usually don't have arrows in hand until you're ready to fire. You usually are not allowed to draw a weapon to make an AOO - you have to be threatening with it in the first place. Even if you did have an arrow nocked, I'd rule that you have both hands ready to use the bow; you can't double dip on the arrow.

It's not hard to get handless weapons to make AOOs with, anyway if you want to threaten.

blahpers
I don't know that archery requires precise fingers at the same level as Disable Device checks. As far as I can tell, you just use one hand to hold the bow and two fingers to hold the arrow. Doesn't seem overly complicated for a skilled archer in terms of manual dexterity. I've only fired a bow a few times myself, but the complicated parts appear to be the sighting, breathing, and timing.

Well, you still have to aim the thing, often at quickly-moving targets. But it's the sort of thing a player can work out with their GM.

Gwen Smith
shaxberd wrote:
I don't know that archery requires precise fingers at the same level as Disable Device checks. As far as I can tell, you just use one hand to hold the bow and two fingers to hold the arrow. Doesn't seem overly complicated for a skilled archer in terms of manual dexterity. I've only fired a bow a few times myself, but the complicated parts appear to be the sighting, breathing, and timing.
Well, you still have to aim the thing, often at quickly-moving targets. But it's the sort of thing a player can work out with their GM.

Aiming the bow doesn't require finger dexterity: you move your whole arm.

Fun fact:

A spiked gauntlet, which completely covers your fingers with, you know, METAL, does not say anything about its interaction with fine dexterity skills, so by RAW, you can perform Disable Device checks and do whatever without penalty.

I think that the intent was that you can't perform fine dexterity tasks at all with gauntlets/spiked gauntlets, while a cestus, being a smaller glove that leaves the upper part of your fingers free, allows you to perform fine dexterity tasks but at a -2 penalty. However, there's nowhere I've found in the rules that actually SAYS that, so it is not RAW.

As a GM and a former SCA archer, I will always allow a cestus-wearer to fire a bow without penalty, as long as the cestus is on the string hand. Finger guards are stiff, clunky pieces of leather or hard plastic, designed to be used on the string: you would not be able to do a Disable Device check at all with a finger guard, so something that causes only a -2 penalty would not interfere with working a bow string.
Until there's an FAQ, that's how I rule at my PFS tables, too.

Xaratherus

Aiming the bow doesn't require finger dexterity: you move your whole arm.

Fun fact:

A spiked gauntlet, which completely covers your fingers with, you know, METAL, does not say anything about its interaction with fine dexterity skills, so by RAW, you can perform Disable Device checks and do whatever without penalty.

I think that the intent was that you can't perform fine dexterity tasks at all with gauntlets/spiked gauntlets, while a cestus, being a smaller glove that leaves the upper part of your fingers free, allows you to perform fine dexterity tasks but at a -2 penalty. However, there's nowhere I've found in the rules that actually SAYS that, so it is not RAW.

Archer 15 1263 Manual Dexterity Test

As a GM and a former SCA archer, I will always allow a cestus-wearer to fire a bow without penalty, as long as the cestus is on the string hand. Finger guards are stiff, clunky pieces of leather or hard plastic, designed to be used on the string: you would not be able to do a Disable Device check at all with a finger guard, so something that causes only a -2 penalty would not interfere with working a bow string.
Until there's an FAQ, that's how I rule at my PFS tables, too.

Archer 15 1263 Manual Dexterity

Agreed wholly. A cestus is really just a wrist guard coupled with a finger guard - both of which are commonly worn by archers - and so it should not interfere with drawing or nocking an arrow or drawing a bowstring.

Comments

  • Charisma 18, wisdom 14, put the rest in Intelligence. Wisdom does nothing even though its one of your primary stats. Intelligence will come in handy for BG2EE. Charisma is actually going to be usefull so max it out.
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  • Epic roll, congrats!
    Intelligence, Wisdom, and Charisma all don't matter too much to an archer. Since you have so many attribute points, I'd go ahead and keep the 18 Charisma. Wisdom doesn't seem to have any impact on conversations or interactions from what I've seen, and it has no impact on a ranger's spell casting ability, so I'd drop it to the minimum (13, right?), then put the rest of the points into Intelligence. Int has the occasional impact on conversations, and provides defense against a Mind Flayer's attacks in BG2 as well as allowing you to read spell scrolls.
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  • Wisdom is useless for an archer (it does provide a bonus to lore, but because of the incredibly slow rate at which warrior classes gain lore, you probably won't be able to identify anything anways).
    Ditto for intelligence, except having a high INT does come in handy when fighting mindflayers, if you're going to import to BG2.
    It's good to have at least one party member with high charisma so you can use them as a party leader. But for the most part you're going to want to have your ranged characters near the back of your party, so having high charisma for your archer isn't all that necessary.
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  • edited January 2013

    I just rolled a 96 for my Archer and was wondering apart from Strength 18/31, Dexterity 19 and Constitution 17, how should I distribute the other stats? I so far have it set to Intelligence 8, Wisdom 17, Charisma 18.
    How would each of those (particularly Int and Wis) affect an Archer? Do I need Char 18 or am I better using another party member as my spokesman (if that's all Char is good for).
    Thanks in advance.

    You want a Int of at least 11 for a certain enemy type in BG2. Other than that, it's not really going to matter. If you have the points, 15 at start for INT is as high as you would want to go as the tome puts you at 16, allowing you to survive another burst.
    Past that, it's whatever feels good to you.
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  • In BG2: Shadows of Amn (with ToB), archers were not that powerful, in fact, I found them very weak in comparison to other kits. I'd love to roll something that would be useful in both but didn't know if Sorcerors were that great in BG, so I thought I'd just create a new character for BG2:EE. But should I be thinking of that? Are there any real perks to importing?
    Any suggestions for another class to roll alongside this one which would be useful in this game as well as when I import it to BG2:EE?
    Also, thank you for all of your comments. It's helped me make a better decision.
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  • Intelligence and Wisdom primarily affect your Lore score, which can determine whether or not you can identify certain items without spells. Anything below a 10 will net you a negative modifier, so if that's important to you you'll want to avoid that.
    Charisma will be useful to you numerous times throughout the game in the form of dialogue and quest rewards, so it's worth putting points in it if you don't have other priorities.
    Something else to consider: in BG2 there are certain...enemies...that will damage your Intelligence score, and if it reaches 0, you die. So the higher your Intelligence, the better you'll fare against them; but there are other ways to protect yourself, so don't let that make your decision for you.
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  • Are there any real perks to importing?

    Better stats is the big thing. During BG1, you can gain +1 to each stat, and +3 to Wisdom. You also can import with more starting xp than BG2 gives a newly created character.
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  • In BG2: Shadows of Amn (with ToB), archers were not that powerful, in fact, I found them very weak in comparison to other kits. I'd love to roll something that would be useful in both but didn't know if Sorcerors were that great in BG, so I thought I'd just create a new character for BG2:EE. But should I be thinking of that? Are there any real perks to importing?
    Any suggestions for another class to roll alongside this one which would be useful in this game as well as when I import it to BG2:EE?
    Also, thank you for all of your comments. It's helped me make a better decision.

    BG2 assumes you made several canonical decisions regarding party composition, and most other aspects of the story don't continue from BG1. It's not like the Mass Effect series, for example. The main benefit of importing to BG2 is that you get the stat boosts that you may have earned from some unique items in BG1.
    Sorcerers are pretty weak in early BG1 since they don't get level 2 spells until character level 4, but by the end of the game they should be perfectly fine. And they're an absolute blast in BG2. But on the other hand, they probably benefit the least out of any class in terms of stat boosting, so playing through one in BG1 for the sake of importing doesn't hold as much of a tangible game advantage.
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  • In BG2: Shadows of Amn (with ToB), archers were not that powerful, in fact, I found them very weak in comparison to other kits. I'd love to roll something that would be useful in both but didn't know if Sorcerors were that great in BG, so I thought I'd just create a new character for BG2:EE. But should I be thinking of that? Are there any real perks to importing?
    Any suggestions for another class to roll alongside this one which would be useful in this game as well as when I import it to BG2:EE?
    Also, thank you for all of your comments. It's helped me make a better decision.

    If you give your guy the skill tomes he will have unnaturally high stats. You will also be a couple of levels higher than a freshly created character. You could roll a human swashbuckler. It's useful BGEE and in BG2 you could dual class him into a mage.
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  • Sorcerers are pretty weak in early BG1 since they don't get level 2 spells until character level 4, but by the end of the game they should be perfectly fine. And they're an absolute blast in BG2. But on the other hand, they probably benefit the least out of any class in terms of stat boosting, so playing through one in BG1 for the sake of importing doesn't hold as much of a tangible game advantage.

    Spook, Magic Missile, Everymemory Ring. Does fine for me at the start as a Sorc (you get 10 level 1 casts at Sorc Level 3 with the ring), although having to wait forever for new level spells does get annoying.
    With the tomes, I feel completely within my rights to give them to my NPCs, and then Shadowkeeper those stats back to the new BG1 levels in BG2. They really should allow you to do that anyway like in BGTr.
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  • Just realised I in fact rolled a 97? Bad math on my behalf ^_^ Also, in terms of proficiency, I got 4 points to apply. I'm guessing as this is my first archer that Long Bows are better than Short or Cross so should I just put 2 into that and...I guess 1 into Two Handed Weapon Style and 1 into Short Bow?
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  • Oops, just realised Two Handed Weapon Style doesn't apply to bows. My bad.
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  • Go for halberds for some fun... the Chesley crusher is massive damage and only having 1 attack per round, you need to hit something hard if it gets in melee range, not dual it for a couple rounds..
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  • Hmmm, maybe I should do that @Stygga. Like you said for those just in case moments. I'll probably only end up using Long Bows anyways. So adding proficiency into other Bows is useless I guess.
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  • Halberd is nice as a backup melee weapon, although you might also want to consider getting proficiency in some kind of crushing weapon, as many of the enemies who are resistant to your ranged attacks will also be resistant to the damage from halberds. Maces, flails, and even quarterstaves all make good backup weapons because crushing resistance is very uncommon.
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  • edited January 2013
    str, 18 anything (it'll get pumped to 19 with the str tome), dex maxed, con 15+, int whatever, wis 14, cha maxed, if you want.
    Con and int aren't very important, unless you have stats to spare. Only ranged enemies are a threat to an archer, with completely defangs the brainguzzlers, and the majority of enemies. While archers are somewhat prevalent, most are so weak they'll die in a single hit, so it's easy to simply kill them before they can kill you, aside from a handful of named or rare enemy types.
    During BG1, you can easily rely on your bows, though yes a blunt melee is an excellent weapon choice. Nothing is immune to blunt damage in the whole saga, nor is anything specifically resistant vs it (only general physical resistance) also most armors are either weak vs it or no bonus (except splint mail which has a +2 ac bonus vs it, though it is an extremely rare type of armor, so not a huge deal), meaning it's much easier to hit most targets vs using piercing or slashing.
    Once you get to BG2....ranged suffers...A LOT (all the crazy powerful arrows that exist in BG1/EE are either gone completely, or heavily nerfed), as the attack advantage vs melee is largely lost due to increased base attacks and the fact only 4 weapons the archer's bonus applies to have strength bonuses (Dart, Dart+1, Sling of Seeking, Sling of Everard) (Technically dart and dart +1 are the best archer weapons in the game, but they can't hit enemies requiring magical or +2 or higher weapons, respectively). Even with your bonuses, in most cases, you're better off throwing on 2 blunt melee weapons and smashing the enemy's face in, vs shooting at them. Though you'll kill mind flayers and beholders pretty easily if you use a ranged weapon, since being in melee or getting close enough TO melee is extremely suicidal/difficult with those enemies. There are a few bows that can perform well, but it's just not worth it, to be honest. They are simply lacking in punch and other perks vs the plethora of awesome melee weapons. Missile (piercing) is also THE most commonly resisted damage type in the game, as well as the most common damage immunity.
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  • I would say:
    Str 18 whatever
    Dex 19
    con 17
    Wis use whatever you want
    Int at least 11or 16 because of mind flayers if you don't care for that one thing whatever you want
    cha if you care for better rewards which will make a difference of maybe 5000 gold in a game where you probably have 50k or more left at the end 18 else don't care
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  • edited January 2013
    @nexiros - You want INT 17 for mindflayers and for the BG2 storyline.
    STR - 18/31 (Give yourself the Strength Tomb if you want and it'll bump you to 19)
    DEX - 19
    Con - 17
    INT - 17 (Due to Mind Flayers and a stat penalty you can't get out of which will make you deduct a stat in BG2, keeping you at Int 16 for surving at least three hits from Mindflayers!)
    WIS - 7 (It's completely useless to you in every way anyway)
    CHA - 18 (Might as well, then you can give yourself the Charisma Tome and always have people love you / keep morale high)
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  • @nexiros - You want INT 17 for mindflayers and for the BG2 storyline.
    STR - 18/31 (Give yourself the Strength Tomb if you want and it'll bump you to 19)
    DEX - 19
    Con - 17
    INT - 17 (Due to Mind Flayers and a stat penalty you can't get out of which will make you deduct a stat in BG2, keeping you at Int 16 for surving at least three hits from Mindflayers!)
    WIS - 7 (It's completely useless to you in every way anyway)
    CHA - 18 (Might as well, then you can give yourself the Charisma Tome and always have people love you / keep morale high)

    14 Wisdom is the minimum for rangers. Also, regarding the stat reduction in BG2, I thought you had a few options as to which stat would be reduced?
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  • edited January 2013
    You choose the stat you lose for that part. Good players also lose 2 dex at a later point.
    Int is useless for archers (only useful in that regard for non-hit/fade front line tanks). They can kill mindflayers easily at ranged and should never be involved in melee with them at all. And if you're stunned, it doesn't matter how int you have since you'll be dead WAY before it runs out. I'm fine with 10 is fine if you can spare it (11 after the manual), since that allows 2 hits, in unlikely case something goes wrong and they do manage to land a blow.
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  • Charisma 18, wisdom 14, put the rest in Intelligence.

    This.
    To those who say Int is useless other than for fighting mind flayers: an Int of at least 9 is needed to use certain scrolls or magical items.
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  • In BG2: Shadows of Amn (with ToB), archers were not that powerful, in fact, I found them very weak in comparison to other kits. I'd love to roll something that would be useful in both but didn't know if Sorcerors were that great in BG, so I thought I'd just create a new character for BG2:EE. But should I be thinking of that? Are there any real perks to importing?
    Any suggestions for another class to roll alongside this one which would be useful in this game as well as when I import it to BG2:EE?
    Also, thank you for all of your comments. It's helped me make a better decision.


    Archer's where very weak in BG2, however, I am hoping that they keep the changes they have made to ranged weapons and ammo in BGEE for BG2EE, and of course correct the extra attacks bug, the changes will not bring Archers up to the level of the melee characters, but I think it will make them viable enough to be played without feeling like it was a waste.
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