
Human Fighter |

I got invited to play a core game of 3.5 d&d and wanted advice on building an archer. I really want to keep it human fighter because I don't really like spells, and the weapon specialization chain seems important if I actually want to do damage.
Anyone help me with build advice, and even suggest what dipping in other things would look like?
I have pretty much done on my own all the bow feats anyone would take, then improved initiative and blind fight due to lack of feats to invest in the bow. Thoughts?

Diffan |

Core is difficult since a lot of the better feats resides in other supplements or even in Dragon magazine. That being said I'd go with Fighter 4/ Rogue 16. You'll still get 4 attacks per turn and you'll amp up your damage by making attacks with Sneak Attack.
Stats (25 pts)
Str 14 (+2)
Dex 15 (+2) / 16 @ 4th / 17 @ 8th / 18 @ 12th / 19 @ 16th
Con 13 (+1) / 14 @ 20th
Int 10 (+0)
Wis 12 (+1)
Cha 8 (-1)
Feats:
Human - Point Blank Shot
1st - Precise Shot
Fighter 1 - Weapon Focus (longbow)
Fighter 2 - Rapid Shot
3rd - Far Shot
Fighter 4 - Weapon Specialization (longbow)
Rogue 2 (Char lv. 6) - Dodge
Rogue 5 (Char lv. 9) - Manyshot
Rogue 8 (Char lv. 12) - Mobility
Rogue 11 (Char lv. 15) - Shot on the Run
Rogue 14 (Char lv. 18) - Improved Precise Shot

kyrt-ryder |
Another 3.5 core game huh. I always avoided those because of the stifling atmosphere.
Honestly, you want to play a 3.5 core character who kicks ass in combat and doesn't cast spells? Play a druid and don't bother taking Natural Spell. You might cast some healing between combats to patch up your fellow players, maybe refluff the healing magic into something that's not you casting spells. Or you might not ever cast a single spell and still fight better than core 3.5 fighter.
That being said- since you said you wanted an archer- dipping Ranger for 2 levels is worth consideration. Gets you Rapidshot, access to Ranger Wands [which would let you be a secondary between-combats-healer in case the party got separated or the Cleric died] and a boatload of skill points. The first level of Ranger should be taken at level 1 if you're doing this, because of said boatload of Skill Points. The second level can be taken whenever you like, a kind GM would let you take a Fighter Bonus Feat in place of Rapidshot if you had already taken it by some other means by that point. The Favored Enemy could also be a handy bonus damage if the campaign is likely to be focused against a certain creature type [or at least help carry you through the first few adventures if they are.]
Barbarian is a tempting dip as well, but not for your Archery mojo. Rage is basically your '3.5 core doesn't give me a way to shoot in melee aside from 5' step cheese that doesn't work against monsters with reach, so I'll go beastmode instead if something with reach gets too close.] Think of it sort of like a PF Switch-hitter, your Strength will be decent anyway, because bows are dependent on Strength for Damage, and Rage supercharges it. Fast Movement is also handy. Keep in mind if you go this route you WILL want quickdraw, a greatsword, and you may want to learn Power Attack at some point.
As you might notice, Martial Dipping tends to screw your Will Save. You should probably take Iron Will to catch up at some point. [When that point is will depend on how well your feat progression is playing out and when you feel you have 'enough' feats.] One feat a Switch Hitter [if you pursue that option] doesn't need is 3.5 Manyshot.
You don't stick and move like a 3.5 Manyshotter does, you rain the arrows in Full Attack Actions until the enemy gets too close for that, then you cut his face off. Average Damage for a Greatsword is 7+strengthx1.5, whereas Average Damage for a composite longbow is 4+Strength. This means assuming the two weapons were magically enhanced equally [which may or may not happen] the Longbow's average damage won't catch the Greatsword's until you get Greater Weapon Specialization at... 12th level I think? This is assuming a 14 strength of course. [Which very well may go up as you acquire magic items. In fact, if you took the Ranger Dip you could use a wand of Bull's Strength (cost 4500 gold) to prebuff your strength by +4 with a duration of 3 minutes. A pretty effective use of your surprise round if you get it.]
Another suggestion. After you hit level 5 buy the Wizard a Pearl of Power level 3 and petition him to cast Greater Magic Weapon on your Greatsword at the start of the adventuring day. [If he learns Extend Spell you might upgrade that to a Pearl of Power level 4 and petition for an Extended Greater Magic Weapon.] Since its your secondary weapon and not the one you're wielding at the start of combat, its highly unlikely to receive a Dispel Magic.