[PFS] Please help get my Ranger 10 ready for a seeker arc


Advice

Liberty's Edge

I'm looking for some help with my Pathfinder Society 10th-level ranger, as I'm inexperienced in how to build/equip high level characters. This is because I GM more than I play, and when I do play, it tends to be lower-level stuff. To compound this, the character was built a number of years ago (only played once in the last 23 months!) so no recent options have been utilised. However, I'm scheduled to play him in 10 days time (which will push him up to 11th level), and am expecting to play him at 11th & 12th level in the near future.

He's a switch-hitter ranger with a wolf animal companion; I'm not looking to make major changes to this concept, but I have a good amount of banked gold/prestige to allow for some retraining at his current level (e.g. a small number of feats) and I'd also like some advice on good options to take at 11th & 12th level. I'd also like some advice on where his equipment is lacking.

I'm not looking to make the most powerful character in the world, but some people I play with use very effective options, and I'd like to be able to hold my own. As far as character creation rules are concerned, this is a PFS character, but I have nearly all of the additional resources, so anything campaign-legal is OK.

If I've missed out any vital information, please say so and I'll add it straight away.

Many thanks in advance!

Human Ranger 10
Str 21 (inc. +2 belt), Dex 14, Con 14, Int 10, Wis 14 (inc. +2 headband), Cha 10
All FCB into hit points

Traits: ease of faith, reactionary

Normal feats: heavy armour proficiency, boon companion, cleave, deadly aim, power attack, quick draw

Combat style: Archery
Combat style feats: improved precise shot, manyshot, rapid shot

Favoured enemies: humans +4, evil outsiders +4, constructs +2
Favoured terrain: forest +2, underground +4

Skills:
Maxed: diplomacy, perception, stealth, survival
4-7 ranks in: handle animal, know(nature), know(dungeon), know(geog)

Key equipment:
+2 mithral full plate
+1 adamantine nodachi
+1 cold iron nodachi
+1 composite longbow (Str +4)
Belt of Str +2
Headband of Wis +2
Cloak of resistance +2
Ring of protection +2
~25,000 gp to spend

Animal companion: large wolf (with level boost from boon companion) with AoMF +1 and +1 mithral kikko barding (not played since UE errata, so this needs attention anyway)

Full statblock (inc. animal companion):
Bivotar
Male human (Chelaxian) ranger 10
CG Medium humanoid (human)
Init +5; Senses Perception +15
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Defense
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AC 25, touch 14, flat-footed 23 (+11 armor, +2 deflection, +2 Dex)
hp 94 (10d10+30)
Fort +11, Ref +11, Will +7
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 adamantine nodachi +16/+11 (1d10+8/18-20) or
. . +1 cold iron nodachi +16/+11 (1d10+8/18-20) or
. . gauntlet (from armor) +15/+10 (1d3+5) or
. . silver heavy mace +15/+10 (1d8+5) or
. . unarmed strike +15/+10 (1d3+5 nonlethal)
Ranged +1 composite longbow +13/+8 (1d8+1/×3)
Special Attacks combat style (archery), favored enemies (constructs +2, evil outsiders +4, humans +4)
Ranger Spells Prepared (CL 7th; concentration +9)
. . 2nd—barkskin, bear's endurance
. . 1st—feather step[APG] (DC 13), lead blades[APG], longstrider
--------------------
Statistics
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Str 21, Dex 14, Con 14, Int 10, Wis 14, Cha 10
Base Atk +10; CMB +15; CMD 29
Feats Boon Companion, Cleave, Deadly Aim, Endurance, Heavy Armor Proficiency, Improved Precise Shot, Manyshot, Power Attack, Quick Draw, Rapid Shot
Traits ease of faith, reactionary
Skills Acrobatics -1 (-5 to jump), Climb +7, Diplomacy +15, Handle Animal +10, Knowledge (dungeoneering) +7, Knowledge (geography) +7, Knowledge (nature) +10, Knowledge (planes) +3, Knowledge (religion) +2, Perception +15, Stealth +12, Survival +15 (+17 to avoid becoming lost), Swim +6
Languages Common
SQ favored terrains (forest +2, underground +4), hunter's bond (wolf named wolfie), swift tracker, track +5, wild empathy +10, woodland stride
Combat Gear cold iron arrows (30), ghost salt cold iron arrows (10), oil of daylight, oil of magic weapon, potion of darkvision, potion of fly, scroll of calm animals, wand of cure light wounds (22 charges), air crystal, antiplague[APG], oil (5), weapon blanch (ghost salt) (2); Other Gear +2 mithral full plate, +1 adamantine nodachi[UC], +1 cold iron nodachi[UC], +1 composite longbow, arrows (27), silver heavy mace, belt of giant strength +2, cloak of resistance +2, cracked dusty rose prism ioun stone, headband of inspired wisdom +2, ring of protection +2, wayfinder[ISWG], backpack, bedroll, belt pouch, candle (2), chalk, climber's kit, cold weather outfit, courtier's outfit, fishhook (2), flint and steel, hammer, hemp rope (50 ft.), lantern, miner's, mug/tankard, piton (4), powder[APG] (3), sack, sack, sewing needle, signal whistle, string or twine[APG], thread (50 ft.), tindertwig (2), torch (2), trail rations (4), waterskin (2), whetstone, jewelry (for courtier's outfit) (worth 50 gp), 25,100 gp, 9 sp, 7 cp
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD).
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Favored Enemy (Constructs +2) (Ex) +2 to rolls vs. Favored Enemy (Constructs) foes.
Favored Enemy (Evil Outsiders +4) (Ex) +4 to rolls vs. Favored Enemy (Evil Outsiders) foes.
Favored Enemy (Humans +4) (Ex) +4 to rolls vs. Favored Enemy (Humans) foes.
Favored Terrain (Forest +2) (Ex) +2 to rolls when in Favored Terrain (Forest).
Favored Terrain (Underground +4) (Ex) +4 to rolls when in Favored Terrain (Underground).
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +5 Add the listed bonus to survival checks made to track.
Wild Empathy +10 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Wolfie
Male wolf
N Large animal
Init +7; Senses low-light vision, scent; Perception +7
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Defense
--------------------
AC 29, touch 13, flat-footed 25 (+6 armor, +3 Dex, +1 dodge, +10 natural, -1 size)
hp 77 (9d8+36)
Fort +10, Ref +9, Will +6 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 50 ft.
Melee gauntlet (from armor) +14/+9 (1d4+9) or
. . unarmed strike +14/+9 (1d4+9 nonlethal) or
. . bite +15/+10 (1d8+13)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 26, Dex 16, Con 19, Int 2, Wis 12, Cha 6
Base Atk +6; CMB +15; CMD 29 (33 vs. trip)
Feats Dodge, Improved Initiative, Iron Will, Power Attack, Weapon Focus (bite)
Tricks Attack, Attack, Attack Any Target, Come, Defend, Down, Guard, Heel, Other Trick, Other Trick, Track
Skills Acrobatics +9 (+17 to jump), Climb +12, Perception +7, Stealth +3, Swim +12; Racial Modifiers +4 to survival when tracking by scent
SQ attack any target, come, defend, devotion, down, guard, heel, multiattack / extra attack, other trick, other trick, track
Other Gear +1 mithral kikko armor[UC], amulet of mighty fists +1
--------------------
Special Abilities
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+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Down [Trick] The animal will break off combat on command.
Evasion (Ex) No damage on successful reflex save.
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Other Trick [Trick, Exclusive] The animal does something else you've trained it to do.
Other Trick [Trick, Flank] The animal does something else you've trained it to do.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Track [Trick] The animal will track a scent.
Trip (Ex) You can make a trip attempt on a successful attack.

Grand Lodge

If your primary was melee I'd suggest cranking up the adamantine nodachi to a +3 and selling the cold iron one just to save on switching weapons every other fight, but that's questionable giving the fact that you are a switch hitter. Boosting the bow isn't worth it either.

-I'd drop 4k on a cracked pale green prism for a solid +1 to all attacks.
-You'll DEFINITELY want better saves, so dropping 12k to boost the belt of STR to a +2 Belt of Physical Perfect isn't a bad idea, granting you a total of +1 AC, +1 to hit with bows, +10HP, +1 to REF, and +1 to FORT.
-I'd also drop 5k on upgrading the cloak to a +3
-Drop the rest on a Clear Spindle Ioun Stone to slot in your wayfinder to grant you some immunity to some nasty mind control threats, which are definitely a thing at this tier.


Looking at him think you have the classic difficulty of trying to play a switch hitter, you lack focus in either melee or ranged and thereby end up being OK at both when you could be great at one or the other. Switch hitting works OK in Core as the pool of available feats is small, in regular though the returns are more limited. I think you also need to look to shore up your defences.

I would look at the following:

Cleave is an awful feat, in the last two years of running games I think I have managed to use it twice as a GM and lots of PFS NPC's get it. The requirements for it to work are rarely going to happen, especially at higher level when more enemies are flying or generally fairly mobile. This would be my first target for retraining.

The rest of your feats look fine as long as you are happy with the slightly divided focus. I might suggest Point Blank Master which becomes increasingly useful as you face more enemies with reach. You would need to take weapon focus. An alternative would be clustered shots, you have a variety of arrows but elemental DR/- or damage type DR will make you sad. Manyshot will also add a lot to your ranged damage.

You have invested a lot of feats into archery but have strength as your primary stat. I might consider retraining level stat bumps to increase your dexterity some more. I would definitely look to add Dex to your belt and possibly Con although it is less of an issue if you are staying at range. .

The damage on your longbow looks wrong. If your current bow doesn't have a +5str rating then I would sell it and buy a new one.

Your fort and reflex are OK'ish at this level but your Will is asking to be taken out of the fight with something as simple as suggestion. You can regularly expect to be facing DC's between 18 and 23 at this level and sometimes much higher. I would recommend improving them all, I would buy the save boosting cracked pale green ioun stone (4k) before the first cloak upgrade (5k) but honestly I would probably get both. I might also retrain into Iron Will as a feat. Saves just keep getting more and more important as more enemies have abilities which just bypass your AC, Hp, CMD etc and just take you out. One Plane Shift and its bye, bye.

I would invest in some cheap wands, longstrider, gravity bow and heightened awareness are all good choices. If you have the alchemy manual then I find blood boiling pills very handy. If you have the primer then the cracked magenta ioun stone is a great source of skill bonuses and you can switch them around on a daily basis. Eyes of the Eagle are an almost automatic buy for me on any character, not getting gibbed in the surprise round is important.

I would consider investing some ranks into Ride and taking the benefit of having a 50 base speed mount. You can still full attack with the bow provided you don't move more than a single move and it requires no feats. You want at least +9 ride so you can auto pass the DC5 guide with knees and DC10 direct combat trained mount. I might consider giving the wolf narrow frame to deal with squeezing issues but he will need a rank in escape artist.

I would invest in some durable adamantine arrows, they are mostly for golems and constructs and given their slow speed you can pretty much kite them to death shooting from the back of wolfie.

You could up your AC buy investing in a buckler, it gives no penalty to bow attacks but you would take -1 in melee.

Liberty's Edge

Thanks for the tips - some of those items look like must-haves, e.g. the green ioun stone.

I should've stated that this character tends to go towards melee, with ranged as a backup or 'first round only' option.

I'll keep the retraining to a minimum for now (as time is short before PaizoCon UK and I don't want to make rash decisions) - I just need to work out what the best replacement for Cleave is (Iron Will, or something more offense-focused).

Any further opinions gratefully received!

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

Slap the Adaptive enchantment on your bow if you aren't getting your full Str bonus to damage already. 1k is chump change for you right now.

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