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Grizzly the Archer's page

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I can see why you think that.

It's either: terrain bond allows the surrounding terrain to act as your terrain (making the mountains turn into your +6 forest), or having your terrain bonus transfer to the terrain (now you have +6 mountains since your in mountain).

If its the first way, then your correct, it wouldn't change the terrain and thus terrain dominance doesn't work for that new terrain for your benefit.

However, if it is the later, than terrain dominance does work with that new terrain, md you get the benefit of terrain dominance.

It's strictly based ff the wording off terrain bond which states:

"You call upon the spirits of nature to help you adapt to your environment. You treat the terrain you are in as your most favored terrain until this spell ends.

If you do not have the favored terrain class feature, you gain no benefit from this spell."

The issue here is, TREAT. Which way? The former or the later of which I wrote above?

Needs an FAQ.


Terrain bond allows the land your in to be your territory. That allows you to transfer your extremely high (example. Mountains +18) to lets say forest, when in the forest. And since it lasts hours, it works great for terrain dominance. It's very useful for combat, large scale.

Instant enemy is a swift, but you won't have 3rd level spells with only 8 levels ranger.

So, get a wand of instant enemy, but as a wand it's now a standard action.


I'm also playing a Horizon Walker/ranger/rogue. Some insight:

Your probably better off getting to ranger 6 for the Imp. Precise shot and qualifying for HW. from there, 3 levels horizon walker to get the Terrain Dominance you want first. From there you have a decision to make. Delay 2 levels of rogue for morem HW, or take them now to boost your terrain, and take HW later.

I'm personally going ranger 6/HW 3/ rogue 2/HW 7/ranger 2

For nice benefits, take the player companion ranger ability instead of the animal companion version.myhis way, as a move action, you give your allies a bonus of your terrain (which is FE for all purposes) 1/2 your terrain bonus to atk/Dmg.

Also, the item, Horn of the Huntmaster, allows you to give your full FE bonus to allies for a short duration. S you can choose what to do.

Instant enemy spell, and terrain Bind spell are amazing. Better one is terrain bond, since it will allow you to not waste your first round casting instant enemy.


I just can't see why, outside of PFS, you can't just house rule this. Why try to nerf it globally, and have other people deal with the downside of the decision, versus just house ruling it how you like.


Cevah wrote:
Grizzly the Archer wrote:
I don't think the mini guide to paragon surge should truly be here. It was a thinly veiled attempt at nerfing the spell, through a guide like style. The guide might have some purpose, but based alone the honesty of it, I wouldn't include it with other guides that were honest in their principles.

That guide was made Sep 2012. The author's post indicating a desire for a nerf was made Tuesday, over a year and a half later, after extensive use of it. An opinion can change in that amount of time.

As it still functions as a mini-guide, I think it should be considered.

/cevah

Just noticed that it was necro'd from way back then. In that case, yes, opinions change all the time, especially with such a long difference in time. My previous statement retracted.

Still I don't think it should be nerfed.


I don't think the mini guide to paragon surge should truly be here. It was a thinly veiled attempt at nerfing the spell, through a guide like style. The guide might have some purpose, but based alone the honesty of it, I wouldn't include it with other guides that were honest in their principles.


http://paizo.com/products/btpy90bj?Pathfinder-Player-Companion-Alchemy-Manu al

Comes out next month.


I hope you do reviews, and find other gem items/ combos using the Alchemy Manual that came out.


Look for some of the alchemy arrows in elves of Golarion, as well as other specialty arrows. One allows you to make a grapple attempt, and another a trip attempt. Otherwise, the fighter archer archetype allows combat manuevers out to 30'.


For me, I view gravity bow as a never truly needed spell, for any archer character. If I have rounds to spare for buffing, I'll g o"might as well cast it." Otherwise, I don't even bother.

Delaying zen archer, unless using it for a 3 level dip is most of the time never a good option. At 9th, your Barkskin goes up, your speed goes up, and you get the pseudo- snap shot ability, plus an additional +1 flurry BAB.

Dipping might seem nice, but now your abundant step kicks in at 13th, your trickshot ability is at 12th, and your additional flurry kicks in at 16th. You lose so much more than to just gain a +2 to AC, atk, damage, will save.


Trick shot from Zen Archer:

At 11th level, a zen archer may hit targets that he might otherwise miss. By spending 1 point from his ki pool as a swift action, the zen archer can ignore concealment. By spending 2 points, he can ignore total concealment or cover. By spending 3 points, he can ignore total cover, even firing arrows around corners. The arrow must still be able to reach the target; a target inside a closed building with no open doors or windows cannot be attacked. These effects last for 1 round.

I see no reason why the zen archer couldn't shoot around the fickle winds or wind wall.


I seem to recall a paladin with a dip into some other class that allowed it to have Charisma twice to his saves, and his charisma to AC, damage, attack, and initiative I believe.

Can't seem to find it, but it was a nice beefy build.


Both take reactionary, so those cancel out.
Barbarian dex probably no higher than 16 (for CAGM)
One dex no higher than 16
Both get belt of dex +6
Both get the ioun stone for +1
------

Main difference is that One gets improved initiative whereas ambarbarian doesn't. Unless he somehow gets it from somewhere else.

Final: One beats ambarbarians initiative by +4 when they get down to it. Unless somehow this changes, one should win out for the initiative roll roughly 20% of the time. Or something to that effect.


However, zen archers at 9th level get a pseudo- snap shot ability, out to 5' with their bow. To spend 2 feats to overlap this and to make it 15', just in case your in melee to do the AoO doesn't seem worth it.


An item not seen much on a monk: hand wraps of blinding ki

Allows the extra use of stunning fist in he round for an extra ki point. Special: if you have a monk ability that replaces stunning fiat, you may use that feat again in the same round.

Zen archer monks replace stunning fist with perfect strike. So, 2 perfect strikes in the same round, nice.

Also, ring of ki mastery is practically a must for any and all monks.

Rod of balance: not new, but a nice item for monks who just have to get over the 100' gorge in one jump.


I'm currently in the process of writing an archery guide actually. First ever guide. Wasn't sure where to post it, don't have a google account.


It's the order of when you gain stuff for the level. If I recall, class abilities, feats and such come before choosing your feats and skills based on the level itself. So being human gives the feat, then the fighter class, than your actual level 1 feat. Make rapid shot your fighter class feat and you should be ok.


If going for the archer archetype for the fighter, which I have played before and is interesting, due to the combat manuever trick shots, I'd suggest this:

H. Point blank
1. Precise shot
1b. rapidshot
2. Weapon focus
3. Deadly aim
4. Weapon specialization
5. Combat reflexes
6. Manyshot
7. Clustered shots
8. Greater weapon focus
9. Snapshot
10. Improved snapshot
11. Improved precise shot
12. Greater weapon specialization
+ later levels give you more freedom, but at 14th I'd pick up Pin Down as my feat, so that if an enemy is next to me, I prevent him from moving away from me while I plug him full of arrows.

Get bracers of falcons aim for the extra crit range of 19-20, the +1 competence range attack bonus, and the +3 per emotion bonus.

You now can threaten out to 15' and make AoO attacks on enemies from there. With combat reflexes,myoull have plenty of AoO to utilize. Don't move a lot, get heavy armor, or medium Mithral, crank your AC high as well as your attack and damage, and your a walking ballista practically.

Gloves of dueling are a needed item and anything to help your saves is a huge help.
----
As a fighter you'll want a decent will save to help you out. Buffering cap, cap of the free thinker, jingasa of the fortunate soldier, and other items will really help you out in the long run.

Since your picking up the fighter archetype the choices you have for the trick shot ability should go as follows in my opinion:
- disarm
-sunder
-trip (at 11)

At lower levels you'll be fighting humanoids more often than not, so disarm their weapons from 30' if you can, and if it makes more sense then damage, then do so. Sunder is not too bad to use on wizard/spell caster types on their spell components/focus/divine focus.
At later levels, trip even though it's mid level still has uses, so it's not too bad. It's certainly the bat bet compared to grapple.

There are tons of items to boost CMB.


Defensive strategist is awesome. I'd also get a trait that either allowed perception as a class skill, or something comparable.

As for point blank master, if you want you can take it instead of combat reflexes.
Reason is Gus, if you decide to get melee close with the enemy you'll need it. But you'll also probably need the combat reflexes to deal with all the AoO you will get.

Also, my archer was the archer fighter archetype, it got PBM for free. I'm a fan of it, it just needs room in the build.

As for skills, your human, they get an extra skill point anyway, so now your getting 3 per level.

Perception- always max
Climb- 1 rank
Swim-1 rank
Ride- 1 rank
Craft bows- as many ranks as you deem necessary. If to just do some trick arrows, but nothing too fancy you'll need around a DC 12-15 to do it. So a skill bonus of +14 will always get you progress on a bow, even on a 1 for the roll.
Survival- 1 rank if you want. Will help you find and get the raw archery materials for your craft bows/arrows.


Ive done a fighter archer before, they are true damage beasts. Save deadly aim for 3rd level. The penalties for it will hurt more the sooner you get it.

I'd do:

H. Point blank
1. Precise shot
B. rapidshot
2. Weapon focus
3. Deadly aim
4. Weapon specialization
5. Combat reflexes
6. Manyshot
7. Clustered shots
8. Greater weapon focus
9. Snapshot
10. Improved snapshot
11. Improved precise shot
12. Greater weapon specialization

Get bracers of falcons aim for the extra crit range of 19-20, the +1 competence range attack bonus, and the +3 per emotion bonus.

You now can threaten out to 15' and make AoO attacks on enemies from there. With combat reflexes,myoull have plenty of AoO to utilize. Don't move a lot, get heavy armor, or medium Mithral, crank your AC high as well as your attack and damage, and your a walking ballista practically.

Gloves of dueling are a needed item and anything to help your saves is a huge help.

Edit: forgot rapidshot, it's a 1st level feat you'll take.


Flurry uses the monk level for its BAB, minus 2 for its calculations. The monk level is what allows you to get the extra flurry attacks.


DR, regeneration, fast healing, high AC, swarms, incorporeal, displacement spell, mirror image spell, simulacrums, flying enemies, constructs (with regeneratom, like inevitables)- they can't die from over damage if they have regeneration.


Dusty rose prism ioun stone- +1 insight bonus
jingasa of the fortunate soldier- +1 luck bonus


When I was in middle school our P.E./ home room/ history teacher was big on computer games and rpg's. There was a club he had going for a few years after school called 'A Step Back in History'. It was D&D (late 2nd edition).

Being a small group of 4 or 5 we slowly learned over the coming weeks:

Risk assessment- never separate from the group, analyze enemy weaknesses/strengths to see if it was worth the consequences.
Applicable mathematics- adding up all the bonuses, penalties a character will deal with
Public/group speaking- we might have had a face for the party, but we all chipped in here
Critical thinking- using what you know, and what you didn't know to figure out a possible solution.
Group dynamics- learning each person had certain strengths we needed to utilize which wold cover other characters weaknesses, defining leadership and trust within the group.
Problem solving- using our imagination to solve out of the box issues.
Socialization- being at the table with 5 other people who enjoyed doing what I enjoyed made the entire experience that much more real and entertaining. Also helped those who were more introverted to ease out of their 'shell'.
And others.


Rat folk plague bringer alchemist that creates diseases just as easily as breathing.

Ravingdork has a build somewhere in his character emporium of a character just like this.


N. jolly: besides ghats retch flask, fungal stun vial, certain drugs from pathfinder (opium, shiver), tangleburn bags and other great save or suck items; do you know of any other ones? Burst jar is awesome because it always works, and eats up one of their actions to remove it if they wish to.

Poison doesn't really work too well since they need a save to take the effects. Anything for knocking opponents unconscious, automatically, or very difficult to resist?


Thank you so much for this guide Tark!

To add:

I have created in the past few years 2 different sunder specialists, both barbarians. One being more focalized than the other, but even still sunder is an amazing combat manuever.

Sunder their spell pouches, magic focuses, special items, weapons, armor. However, sunder and it's CMB is required for the barbarian rage power Spell Sunder. This is where I believe sunder should get a better score/rating/critique, due to its power and use.

Spell sunder magical darkness, remove a curse, break apart a geas effect, sunder buffs off e enemy. It's so very versatile and still requires a CMB sunder check. So for that alone, I ws able to get my CMB up to ~+100 and go crazy fun with it.

I think spell sunder helps raise sunder up a bit for its use. Just my $.02.


CAGM superstitious human invulnerable rager barbarian.

Using a nodachi wih combat reflexes, watch as you get more attacks then a zen archer and for hitting harder too. Crazy amount of damage, especially with raging brutality later at 13th level for more damage.

Huge to hit
Huge damage
Enormous saves when raging, which is almost always.
Multiple AoO attacks generated from CAGM.
Pounce
Increased maneuverability


Imbicatus wrote:
Marthkus wrote:

Oh MONK IDEA!

Monk 1/Druid 19

Best monk!

That one is pretty good, but I think Half-Elf Monk 1/Empyreal Sorc 19 with Paragon Surge is better.

Can you explain this?


Same thing has come up for my archers in the past. So far, there is no clear solution. My zen archer rig now has a perception +25 base. Even on a 20, that's only 450' to the target I can see.


Skill focus: perception, skill focus: stealth are great feats for boosting a scouts abilities, same with alertness (though the ioun stone for it is better).

I'm currently playing a battle scout ranger with spellcasting. You can just as easily stack one of the other archetypes that remove spellcasting with it to make a better scout. It's not so much as feats but an overall build that makes a great scout.

Feats like the ones listed, certain spells, skills: acrobatics, perception, stealth, certain knowledges, survival are all needed/helpful (ranger gets all of these but acrobatics), magic items: eagle eye goggles, elven kind cloak/boots, spyglass (mundane, still helpful), boots of striding and springing.

Typically your looking for things to make it hard for you to be seen, easier formyoumtodcoy see, ways to figure out where to go, analyze situation, get there and back quick from increased speed.


Ghast retch flask alchemical creation, poison, has a nauseated for 3 rounds effect, and if they fail a DC fort 12 save, they are sickened for 1 round.


Too many to list. Many for the concepts or builds themselves, others for background and plot. So many choices I have as a favorite, but I think Bumi is my current favorite.

A:TLA reference #1 reason I love him.
Ranged character
Unconventional weapon/technique
Concept not only melds well overall but reflects the source so perfectly.

Other favorites are Deacon, Dayer, Sela Kurn, Helgur, Taur Thelyn, Blind Ganji.


Penalties for a double weapon is same for two weapon fighting. So probably another -6 additional.

I'm thinking: -12/-12/-12/-12 not quite sure.


Wand of instant enemy would work in conjunction with his normal favored enemy, typically a race with terrain ANY. Thus allowing to treat the new creature as his type which is covered from terrain dominance ability. There have been many discussions on this.


I'm also doing a HW build, ranger 6/ horizon walker 10/rogue 2.

However, for the ranger I went with the battle scout archetype for its first 2 abilities. The animal companion is great, but giving your allies a bonus to their attack and damage, as well as some skill bonus is just too much goodness to pass up. Also, the "advantageous terrain" ability they get let's me make a 60' radius of terrain 'my land' to work off of.

Tremor sense is ok, but at higher levels, it'll make for less use versus fliers and other enemies. Fly and dim. Door abilities are great.

I'm going: ranger 6/ horizon walker 3/ rogue 2/ horizon walker 8/xxx2.

There is a trait to give trap finding like a rogue now, so if you choose 3 levels of rogue, you can change the rogue type to whatever else you like, such as thug, or even poisoner for poison greatness.

Boots of favored terrain are a just, as is the horn of the hunt master, now and then. Has a nice FE bump for allies.


So it seems the only good monk is a zen archer apparently based on all these posts.


For a moment I thought this thread was about the Fairy Tale manga. :)


Ravingdork: You seem to be very good at fleshing out character backgrounds and stories for future plot, and development. Would you be able to help me with an idea for background / future endeavors for a horizon walker character? Do you already have some good ideas for that class?


It falls into the similar category of giving someone a nick name. You don't give yourself one and it's only after a specific event, or over time that it develops.

Some names can slowly come over time from some sort of singularity (common use in some manner), a specific feature, or an event of significance that holds the item in importance. It really is any one, or combination of these types of features that can have the name be made.

Ex. A falchion used primarily for sundering enemies, and equipment "Earthtorn".
Ex. A bow that has gained the ability to shoot mutiple enemies in a row "Straight Shot".
Ex. A Nodachi that was famous for stopping a charging triceratops in its tracks, while you then critted it and killed in from you readied action "Deadstop".


I use the whistling arrows, at different chirps or pitches to signal different responses when doing recon, or to alert other party members. I also use whistling as a distraction to the enemy so that the party has a diversion to work with.

There are plenty of other ones I use. I'll get to them later.


Rainbow lenses


Considering they mentioned monk avatar, I'm assuming Aang not Korra. Rightly so.


The enemy does not need to have ki.


Qinngong monk can also get you ki leech.

However, the ring of ki mastery is by far the best option.


Ok. Thanks for the help.


Does making a crafted item with the craft skill untrained allow you to use masterwork tools, or other items or bonuses?

Untrained states: 1d20 + ability modifier + racial modifier

So does the tools, or crafters fortune, or other such bonuses add to this? Or is it strictly the 1d20+ int mod + any racial class bonuses like gnomes?

Thanks in advance.


Over a cloak of resistance? Most likely not. Your better off with a cloak of resistance. The pauldrons just allow a few enlarge persons, increasing DR and an increasing attack.


1 person marked this as a favorite.

Weapons: since your a barbarian, your going to have a huge static damage bonus. As such, I like to embrace that through crits. Keen falchion, or improved critical. For starters.

Make it, +5 adamantine falchion with Furious, courageous, dueling (from field guide, only if you spell sunder) holy , and impervious to make it tougher to break
If not holy than impact and one other ability

As for other items:
Headband of havoc: a barbarian must- immediate action rage, and +4 lvl to one power
Boots of speed, striding and springing, feather step boots( ignore hindering terrain)
Pauldrons of the juggernaut- these are amazing for barbarians
Gloves of reconnaissance/ gloves of stone shaping- move earth around like clay
Light fortification on armor- 25% miss chance for crits
Fortification stone put on your weapon
Cap of the free thinker- to help out will saves
Jingasa of the fortunate soldier- reduce a crit hit or sneak attack and help out your AC.
Quick runners shirt- get close than full attack. Even helps with pounce barbarians.


Jingasa of the fortunate soldier
Cap of the free thinker
Feather step slippers
Cloak of resistance
Wands of cure light wounds (amazing for the price)
Light fortification armor
Ghost touch net: will hit their touch AC and they can't escape it.

Poisons: drow poison, blue whinnis, wound weal, spellscorch, dragon bile, death blade
Alchemy items (of note): nets, alchemist fire, sound burst jar, tanglefoot bags, tangle burn bags, fungal stun vial, ghast retch flasks, smokesticks, thunder stones, acid.
Opium

First part are some typical magic items my party and I typically get for campaigns due to their overall effectiveness, utility, and for saving our butts.

Second part are the two mundane parts that you can utilize to some great effect versus a wide gamut of things. Poisons are ok at lower levels. By mid to higher levels the DC's drop off to the point of rarely working. Also, many enemies wil be immune to poison or have high Fort saves.

However, that's where opium comes in. If you don't mind using it, it's an auto effect that will drop their con and wisdom by 1d4 and make them fatigued. No save for it. They get some benefits, due to it being a drug, but not enough to offset the negatives.

The other alchemical items have varying uses and are even somewhat useful at higher levels.

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