The set lot of 50 arrows is for enchanting arrows, not creating them. As for the amount of arrows, it depends of price and what the listing says. If it says it's 20 for the price, then it's 20. If it only says one arrow, than its for one. Typically the single arrows are as such and for their price because of the intricate details, materials, and complexities of the arrow.
So if he wants to craft common arrows at 1 gp, for 20 than whatever his sp progress for the week, convert it to gp if you can. And that's how many sets of 20 arrows you can make a week. If you want to figure out the daily divide by 7. And do math accordingly.
AA fisher filament arrow is 256 gp for just 1 arrow. Meaning you'll need 2560sp progress. Meaning it'll take over a week or so just to make 1. Whereas the common arrow and similar lot types, always 20, can be am faster when comparing speed of single arrows to one another.
I'm in 2 campaigns right now where one has max hit points for first 3 levels, then for all others either what you roll or half+1.
The other has it for the first 2 levels to be max, the rest be rolled as is, or half+1.
I personally like either giving max HP for first level, all others rolled or half+1. If you roll a 1 you get a reroll. Makes it a bit easier long term for HP balance in my opinion.
Honestly, if your still going samsaran the insight bonus to AC that's coming from your huge number of a favored terrain is a very nice bonus.
If I were you I'd streamline the build a bit:
Without nature warden: 6 ranger/3 HW/4 rogue/ 7 HW Or 6 ranger/ 3 HW/ 2 rogue/2 ranger/7 HW
Edit: we'll, for HW there are two ways to go about them. Push the terrain bonus to the sky, or go for the abilities, like D. Door and others for a certain number of uses per day. So depending on which you want, it changes the build considerably.
The ranger is the only one that gets favored enemy at level 1 so easily that I know of. Also, it is a really great class for a quick 1 level dip, you get a lot more than just favored enemy.
I'm not sure why go mad dog barbarian also. Pathfinder has is way of making it more ideal to stay within a single, or minimal amount of multi-classing to be good. If you stay for ranger 4 you can get the animal companion.
Quick question: will you be going ranged or melee?
If you go ranged, than getting more of nature warden might be better, unless you go for rogue and get a way to do ranged sneak attack, (normally within 30' or use sniper goggles to get it for longer ranges). Otherwise rogue might be better for 1 more level to get the extra sneak attack die for melee since you would then have your animal companion for flanking.
Also, the better option with all of this favored terrain bonus is using the companion bond instead of animal companion. I would get rid of mad dog barbarian and give your allies, half your favored enemy bonus, which from terrain dominance is your favored terrain, and give them a nice sized boost to atk and Dmg.
Hence the 1 level of ranger for favored enemy. It's needed since HW won't give the ability directly. As for the 2 rogue levels, they are required to get the rogue ability for rogue talent: terrain mastery. You only need 2 levels to qualify, but once you do, just take the feat extra rogue talent: (choosing) terrain mastery. Will give you an extra terrain, plus a +2 in all terrains you have favored.
So 7 levels of undecided, -2 levels rogue, -1 ranger level for static favored enemy=4 class levels left.
The problem is this. To use instant enemy you need a favored enemy. The HW dominance ability gives you your terrain ability bonus as a favored enemy bonus. If on the chance that the ability functions like favored enemy, it still doesn't help because if you face a foe not from your terrain, there is no bonus. No bonus, no favored enemy; no favored enemy, no instant enemy. You would have to make the terrain that the creature is from a favored terrain you have dominance in, to then get the favored ability to it.
If the creature is from your terrain, it now has a favored bonus against it. And if that's the case why need instant enemy to it?
Essentially, you need at minimum 1 static Favored Enemy to use as a conduit for the ability to work so you can link the creature to your favored terrain and thusly favored enemy, to use instant enemy.
I believe only against the creatures that are native to your terrain. Since:
"At 3rd level, a horizon walker learns total dominance over one terrain he has already selected for terrain mastery. When dealing with creatures native to that terrain, the horizon walker treats his favored terrain bonus for that terrain as a favored enemy bonus (as the ranger class feature) against those creatures. This bonus overlaps (does not stack with) bonuses gained when fighting a favored enemy."
So if you face an enemy that is not from your terrain, instant enemy WOULD NOT work because you have no favored enemy ability to use instant enemy with.
If your facing a terrain native enemy, than you can cast instant enemy, but that's redundant because youcalreadychave bonuses to it by then.
You would need the actual favored enemy ability, hence why I suggested at least 1 level of ranger to qualify for it. Pick human, since they are always natives to every terrain, and then use the instant enemy on the enmy creatures to make it to the human which is a native to your terrain.
Essentially, using the actual FE:human as a link up between the ability and the spell. Otherwise it's a no go.
Since you need only 1 level of ranger for the favored enemy ability for the Gerald build to work efficiently.
1 ranger/ 4 rogue/ nature warden 2/ HW 10/xxxx 3 or 3 rogue and 4xxxx.
Edit: samsaran race for mystic life will give spells that are up to 2nd level. So you qualify from that. SLA can now be useable for access to abilities, feats, and so forth. Recent FAQ.
For barbarians a good prestige class, if there is any is horizon walker. 3 levels in dessert terrain favored and you are immune to fatigue. Rage cycle now.
As for overall, I'm partial to the horizon walker a bit. Currently playing a ranger that will soon go HW for at least 3 levels ASAP then multiclassmout again till later.
The class has very nice flavor, plenty of opportunities for plot hooks or end game goals. Mechanically, if in your favored it can get kind of crazy with what you can do. Either for the bonuses or for the specific terrain abilities, like Dim door from astral plane favored terrain.
I currently have a ranger archer on a horse mount. He is extremely versatile and powerful in terms of damage and getting around the field. One of the other players whose in charge of the group calls me his "satellite" whenever there is a scouting inquiry or something needs to be. Hacked out ahead. "I launch my satellite and find out what happens when he returns."
In-combat healing has been known to be not as effective, depending on the circumstances, as out-of-combat healing. It saves on money, resources, and time, plus healing even 50 HP per PC might not be as helpful, especially if not everyone is injured, as doing damage yourself. Finishing the encounter, whether by combat or some other means as quickly as possible has typically been the more logical choice then to take longer and waste resources, depending on the situation.
The archer can try to see if the DM would allow customized arrows. I.e. homebrew arrows. If so, see if you create an injection arrow. There exists one in the Super genius games for archers or the ranger class. It has an injector arrow. See if you can get potions of cure X and put those in the archers new arrows. Voila! Ranged healing on the fly. And get wands of cure light wounds for out of combat.
So I'm playing my zen archer, lvl 5 and were dealing with the lord of the towns tower. Were looking for evidence of illegal activities and my monk, due to his better speed and acrobatics is tasked to going to the nearby forest tree line to find our party backup. From there runs back and forth in the forest (read one side of town to the other) and is keeping the town from setting the base building attached to the tower from being set on fire. I then used specialty arrows to signal to specific teammates, and then used a grappling hook arrow to make a zip line to the tower, 200' away from the trees. I was able to hold off certain town people from getting to the party in the tower, and then made the escape route for half the party.
Having the party zip line across 200' about 50' above the enemies while the enemies look all around waiting for something else to happen was quite entertaining. 2 party members flew away, and one jumped 70' down to safety so we could all get out of town. Was a pretty epic escape on all parts.
Wiith how I have things planned out right now with my current ranger/horizon walker build I plan on giving a decent buff to my group. At least +8 to +12 on all FE.
I recommend it on the main chance your a sunder type barbarian. Otherwise, not as much use.
Depending on how your DM rules the wording, spell sunder can't sunder a wall of force or some select spells/or SLA. Wall of force has a 30 hardness. Even if you have an adamantine weapon some say it doesn't reduce it to 10 hardness, others say it does. Smasher ignores all that and lets a barbarian through pure damage, not an ability dispel or reduction but pure force cut through it.
I have used smasher for hacking my way through a wall to go around a door, quite a few times. You can sunder their weapons/shields without worrying about the hardness of it. You will still need to have a higher enhancemement bonus than them to even do so, but still worth it.
As for when, take it later. Early use might have a few benefits but not enough to warrant early access to it. Save it for later levels. Pick up spell sunder rage power to work in some conjunction with this for those rare occasions. Plus spell sunder is an amazing rage power. One of the best you can get, if not the best.
Greater sunder has it's uses. In a full out battle, the +2 helps. But as for the effect for armor, shields, and such it's better to do straight damage to the enemy. The only reason to even consider using the greater rage ability of damaging the armor and such and then do damage after that is not good for helping out your party hit the enemies harder. My ou can help destroy some of the armor/shields giving them a better AC or CMD and that helps your party, and you hit more frequently. The thing is is that you have to make sure it makes logical sense to do that vs. straight damage. 99% of the time I've witnessed, pure damage is better, unless vs a heavily armored opponent where most of your party has trouble hitting them. Then destroying their defenses makes more sense.
There are creatures with CMD into the high 50's or even 60's. The cr 19 with CMD 25'is EXTREMELY LOW. Also, cruel isn't that great since that damage you take from it can't be reduced by your DR from the barbarian class.
So even a CMD 55 monster, with a spell casted on it that's another +5 to its CMD. You en need another +10 to fully dispell. That makes it a CMD 70 you need to hit.
Strength surge is awesome. Get it whenever you can.
Do you have a post with all the links thus far? And which article in particular? I find these articles of yours interesting and helpful for some situations.
Seems like a great start. Master alchemist feat is a must for this build since it'll help increase your craft roll, make the crafted poisons be 10x faster than normalm(and with the prestige class 100x faster) all while making mutiple doses per craft item completion.
The one issue yu will deal with is that poison, unless low level, is not a very viable build strategy. Too many enemies and monsters have immunity to poison, or their fort save is so very high. If not, then the other issue is the poisons themselves. There isn't a great way to scale them up for making their DC higher for the save. Many of the poisons that are good are either very expensive, so rarely used, or the DC is so low that it seems not worth the effort.
Regardless, buying some masterwork tools, the alchemist lab, cauldron of brewing, and my personal favorite the Amazing tools of Manufacture, to help you out.
The lab, cauldron and amazing tools give a 2+5+4=+11 bonus to craft alchemy. Your master alchemist feat adds +2. You'll have the 5 ranks for master alchemist, plus +3 for favored class ability and minimum +1 int modifier.
Minimum total of: +22
You can take 10 for craft checks, so that's a +32. You can easily craft any of the poisons. Ask your DM if there is a way to have the poisons scale up.
If the creature is native to the terrain I'll get my bonus. That's normal. I'll talk to the GM to see if the other creatures he has that are not that terrain native either be native to there, or that imgetmmy bonuses as long as im fighting inky terrain, regardless of the enemy at the time.
Thanks for the clarification everyone.
Ckorfmann: feather domain is good even for just the initiative bonus and conversion is good if you need to be a party face. Still, for more use and better overall ability, the tactics inquisition is really neat. Since your initiative is going to be pretty high, giving your party member, like the barbarian, haste is pretty nice. If not that, another 10' of movement for anyone, especially a monk is never. A bad thing. Take the travel domain and get 10' more to use around the battlefield and on the road.
I'm in a campaign that is primarily in the Plains, with some mountain, urban cities,, and forests.
Based upon the wording of the horizon walkers terrain dominance ability, I would only get my bonus to creatures native to that terrain, but not for creatures in that terrain when I'm in it. Is this correct?
Ex. Be in the plains, fight a human. Get bonus.
Be in plains, fight a grippli (environment found in bestiary: Warm forests and Marshes). No bonus.
Is that right? It has to be the native terrain to the enemy, not just by being in the terrain, regardless of enemy?
For actual in game mechanics, use your higher dex, typically, to skirt around the battlefield past enemies with acrobatics. If you have a higher speed and the room for it, go for it. Besides keeping distance and full attacking, other skills like the knowledge skills, perception, survival, and possibly some craft skills will become useful. Not just for you, but for the party as well. All party members should have a ranged weapon just in case. Whatmbettermway to helpcthemvout by making some bows for those who can use them, at a cheap rate.
You'll probably have a decent to high wisdom, depending onne archer build. Perception, sense motive (if a class skill or a bonus), and survival all work off of wisdom. Keep these maxed out if possible, with perception always being maxed out. If sen motive or survival is notion your class skill, but you have extra skill points, put them in there. It will be a huge boon to you since most archery builds have one of those 2 skills.
Rangers get survival, but also get a bonus to sense motive bonus to favored enemies. Zen archers get sense motive, no survival. Fghters get survival, no sense motive.
@ckorfmann I think just 2 levels of inquisitor is enough. Get the item, bane baldric, and count as a 7th level inquisitor for bane. More zen archer is always better then the extra few levels of inquisitor.
If you have 3 levels of inquisitor, get the team work feat lookout. Use your extremely high initiative to act in the surprise round, or get a full attack.
Spoke to the GM about some of the money issues. For my monk to join the guard he has to deal directly with the lord and considering our recent doings in and out of town I'm pretty sure the lord is gonna start keeping an eye on us. Either way, not keen on dealing with the lord directly. I can join the merchants guild to allow me to sell stuff in the town, but it's 100 gp for the month if I remember correctly. I think I'll work out a deal with the bowlers I know in town and see if I can sell my stuff through them for a price, or a cut of the profits. Considering I'm making custom arrows, since there is a fair amount of house ruling and homebrew sandboxing, which is good. It allows me to make custom arrows, quivers and the like. I figure I can just craft a lot if need be. There are however other jobs in the town which I'll find out more about next session.
Also, the town has been at a 30% tax for 3 years thus far, since the new lord. The merchants have dealt with this all these times so it's not the first time of hearing of this. Not sure how to smuggle them into town considering the town tax man and others are waiting for them. If they just pop through town without being received at the town boundary with the tax man with his scales and measuring tools, rn things will look extremely weird and the lord will probably investigate.
We're gonna go do one of the other jobs that's on the boards in a few days. We need to get a few more more supplies apparently because not everyone had enough weapons or specific items purchased theirnwaitingmto be made or whatnot. After that we wait for the merchants apparently.