Of druid and ranger spells.....


Advice


which would be most useful? I am thinking about the "voice of the wild" bard archtype. And it lets the bard choose spells from those other spell lists.


People are big fans of lead blades, friend.

Gravity bow too


Lead blades and gravity bow aren't worth it in my opinion.

A standard action to cast those spells usually isn't worth it because the damage increase just isn't very significant compared the the damage you would have dealt by actually making a full attack.

They can be useful if you find yourself without much else to do in the turn, but when I played a ranger I just never found those spells to be worth it.

Grand Lodge

1 person marked this as a favorite.

I find once you get some reliable scouting like arcane eye, eagle eye, invis they become worth it because prebuffing becomes easier, and those spell slots are more expendable at that level. The duration is long enough to cast and sneak up.


1 person marked this as a favorite.

When I was theorizing a voice of the wild bard, I was going to choose:

Gravity Bow, Barkskin, Named Bullet, Greater Named Bullet as the first 4 level spells.

I was going to be an Ilsurian Ranger 1/Bard (Voice of the wild) x. Named bullet/Greater Named bullet have long duration and if precast, can be used to nova an encounter.


Ilsurian ranger was there for bullseye shot and longbow proficiency (2d6) with gravity bow. With the introduction of the horned bow, maybe I would change the ranger dip to medium (champion gets an exotic weapon proficiency - horn bow/gravity bow is 3d6).

If you can squeeze in 2 medium levels, then you can give seance boon as well as inspire courage.


Generally look at ranger rather than druid spells because many are lower level than the druid equivalents.

Cheetah's Sprint, because sometimes you want to be somewhere else far away.

Entangle, Spike Stones or similar if your charisma is very high.

If you want to buff yourself for combat there's a ranger spell or three for you no matter what your combat style. Exactly which depends on what that style is.


I will say that I think Barkskin and Named Bullet are great choices. I don't think Greater Named Bullet is really necessary though.

I think Sirocco is a better 6th level spell because of the no save fatigue/exhaustion effect along with a little damage. It has a good amount of utility to it.

Scarab Sages

Your probably right that leadblade and gravity bow are not that great to use a turn on casting, but since they last min should work well for prepared combat


Claxon wrote:

Lead blades and gravity bow aren't worth it in my opinion.

A standard action to cast those spells usually isn't worth it because the damage increase just isn't very significant compared the the damage you would have dealt by actually making a full attack.

They can be useful if you find yourself without much else to do in the turn, but when I played a ranger I just never found those spells to be worth it.

Big difference between a ranger and a bard.

From 7-13th level a bard is probably going to use his first move action in combat to start up inspire courage, leaving him with just a standand action. While there are plenty of options out there for bard spells that could be cast, these two are decent contenders.

Scarab Sages

Dave Justus wrote:
Claxon wrote:

Lead blades and gravity bow aren't worth it in my opinion.

A standard action to cast those spells usually isn't worth it because the damage increase just isn't very significant compared the the damage you would have dealt by actually making a full attack.

They can be useful if you find yourself without much else to do in the turn, but when I played a ranger I just never found those spells to be worth it.

Big difference between a ranger and a bard.

From 7-13th level a bard is probably going to use his first move action in combat to start up inspire courage, leaving him with just a standand action. While there are plenty of options out there for bard spells that could be cast, these two are decent contenders.

But at 7th level you have access to haste, being able to inspire/haste on opening turn is much more useful for difficult fights than inspire/lead blades. If it's not a difficult fight or if you're out of 3rd level slots, okay, but it's still niche.


I was mainly going to cast gravity bow before combat. It might only last a combat or two, but that's still worth it for a 1st level slot.


1 person marked this as a favorite.
Dave Justus wrote:
Claxon wrote:

Lead blades and gravity bow aren't worth it in my opinion.

A standard action to cast those spells usually isn't worth it because the damage increase just isn't very significant compared the the damage you would have dealt by actually making a full attack.

They can be useful if you find yourself without much else to do in the turn, but when I played a ranger I just never found those spells to be worth it.

Big difference between a ranger and a bard.

From 7-13th level a bard is probably going to use his first move action in combat to start up inspire courage, leaving him with just a standand action. While there are plenty of options out there for bard spells that could be cast, these two are decent contenders.

That depends largely on what kind of style the OP goes with the bard.

Most bards I've played with have been so kind as to start combat with Inspire Courage followed by Haste.

Keep in mind, this is a bard casting lead blades. The highest damage dice weapon they are proficient with is the longsword. It will go from 1d8 to 2d6 damage, which is 4.5 avg damage to 7 avg damage. A difference of only 2.5 per attack. Same damage scaling for gravity bow too.

Heck, even Allegro is probably a better choice than either of those spells. Now, Allegro isn't a 1st level spell, but my point is that the bard has a lot of options and choices for what to do in combat. The only time lead blades or gravity bow is useful is when you can cast it before combat starts.

Scarab Sages

Although gravity bow/lead blades is more useful with Adventurers Armory 2, as you can have a 2d6 hornbow or a 3d6 butchering axe (which is actually worth the EWP feat). Haste is still better for the team though.


Yeah, I've been seeing a bit of that and it could potentially change things for certain classes. But my understanding is that both those weapons are exotic, which still makes it a difficult thing to consider building around.

As I haven't seen the complete stats for either weapon I can't be sure of their overall value.

Scarab Sages

Claxon wrote:

Yeah, I've been seeing a bit of that and it could potentially change things for certain classes. But my understanding is that both those weapons are exotic, which still makes it a difficult thing to consider building around.

As I haven't seen the complete stats for either weapon I can't be sure of their overall value.

Hornbow is just a normal composite bow with more damage and less range (80). Butchering axe is unwieldy and has a -2 to hit unless you have a STR of 19 or more.


Wow. The hornbow is a terrible idea then.

Range is almost never a problem. Trading up to 2d6 from 1d8 for a slight range reduction is totally irrelevant. That's just terrible.

Butchering axe isn't quite as bad, but any full BAB class is unlikely to care after a few levels and would pick up the butchering axe.

Seems like some cases of blatant power creep.


Claxon wrote:

Wow. The hornbow is a terrible idea then.

Range is almost never a problem. Trading up to 2d6 from 1d8 for a slight range reduction is totally irrelevant. That's just terrible.

Butchering axe isn't quite as bad, but any full BAB class is unlikely to care after a few levels and would pick up the butchering axe.

Seems like some cases of blatant power creep.

Both are exotic, though the hornbow is actually the "orc hornbow" so it's martial for orcs.

But for the cost of a feat for the better weapons, I'm happy to see it, make exotic weapon actually worth looking at.


Oh, if they're exotics and the butchering axe has the additional strength requirement then I would consider that acceptably balanced.

Grand Lodge

The bunching axe is a x3 crit on a 20 so neither 4x or 18-20 the most optimizable options.


Stone call is a wonderful druid/ranger 2 spell too. Creating difficult terrain and 2d6 no save means ranged attacks are that much better. 40 feet radius is a game changer.

Scarab Sages

Claxon wrote:
Oh, if they're exotics and the butchering axe has the additional strength requirement then I would consider that acceptably balanced.

Yeah, they are actually worth the EWP feat, but they aren't unbalanced due to it. Half-orcs do get familiarity with the hornbow, but the feats archery needs mean not being human hurts.


Though this makes half-orcs extra good as archers. They still don't get the additional feat, but they'll treat the hornbow as a martial weapon so it works out almost the same.

A human archer going for the hornbow will be at the same progression as an orc archer using the hornbow.

Scarab Sages

Claxon wrote:

Though this makes half-orcs extra good as archers. They still don't get the additional feat, but they'll treat the hornbow as a martial weapon so it works out almost the same.

A human archer going for the hornbow will be at the same progression as an orc archer using the hornbow.

Yes, but the human has the option of picking it up much later in thier career and using a normal longbow until then, while the half orc has to have the hornbow first to add the extra damage, but they will have to delay precise shot, manyshot, and so on until later. It's not as bad if you're a zen archer or ranger and get bonus feats to cover you, but for a Inquisitor/bard archer they are really sacrificing for it.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Of druid and ranger spells..... All Messageboards

Want to post a reply? Sign in.