
Twoswords |
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Good evening all!
Due to some unforeseen circumstances I found myself rolling up a ranger instead of a Wizard for an upcoming Pathfinder game. The fact is that I have never played something even close to a ranger before. I have read through some of the guides for rangers. Just be warned: some of his gear may look weird or seem that he has to much of it (like a ton of weaponry). It is part of his background story, and he will eventually lighten his burden.
What I need help with: Have I missed something that could help support this character now, or further ahead in the campaign? The campaign is likely to run to around level 12-14, possibly longer.
The character is intended to have his main focus as an archer, but should be able to support from the front-line in the capacity of providing damage, NOT to soak damage as a "tank".
Creation rules:
- Base races allowed
- Only allowed direct Pathfinder books (NO 3.5 books)
- Generous dice for stats (which you can see from the stats!)
STR: 18
DEX 17+2= 19
CON 16
INT 15
WIS 14
CHA 13
Race: Human
Level: 1
Feats: Point Black Shot, Precise Shot.
Traits (2): Rich Parents (RP reasons), Reactionary.
Favored Enemy: Human
Initiative: 6 = Dex 4 + Reactionary 2
Skills: (1 rank in all, 1 skill point remaining)
Climb, Handle Animal, Kno (Dungeoneering), Kno (Nature), Perception, Ride, Stealth, Survival, Swim.
Languages:
Common, Elvish, Orcish
Notable Equipment:
Composite Longbow (4)
Kukri (RP reasons, its how I befriended another player)
Morning Star
Buckler
Greatsword
Some spare throwing knives (3)
Arrows: Regular, Blunt, Flight, Alchemical Silver, Cold iron.
Armor: (AC 22)
Chain Shirt
Lamellar horn arms
Studded leather legs
Buckler

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Ok... I am not going to be tons of help but 1 feat i would look at down the line is...
Opening Volley (Combat)
- Your ranged assault leaves your foe disoriented and vulnerable to your melee attack.
Benefit:
- Whenever you deal damage with a ranged attack, you gain a +4 circumstance bonus on the next melee attack roll you make against the opponent. This attack must occur before the end of your next turn.

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Race: Human
Level: 1
Feats: Point Black Shot, Precise Shot.
Traits (2): Rich Parents (RP reasons), Reactionary.
Favored Enemy: Human
CHEESE! :-P (Yeah; I know: everybody does it.)
= = = =
If the Ranger skill-set, limited spells and animal side-kick don't appeal to you, consider a Sohei or Zen archer, an archer fighter, a "bowbarian", or a bow-deity cleric.

Tinalles |
A couple of suggestions for that spare skill point:
Disable Device would be a good option if there's any kind of backstory justification for him fiddling with locks and things. It wouldn't help disarm magical traps unless you dip a level of Rogue later -- not necessarily a bad idea, there are good synergies between ranger and rogue -- but even so it's at least worth being able to try.
If that doesn't appeal, you could put it into Linguistics and learn another language. Perhaps Sylvan? That would fit with the outdoorsy theme of the Ranger. Anyway, if you have a spare skill point, a languages is decent investment.

Paraxis |

Some DM's are anal about ammunition, so either put that last skill point into Craft(bowyer/fletcher) or buy some 1 g.p alchemical arrows from the elf book that don't break, I can't remember the name of them.
I would have put the 18 in dex the 16 in str and the 17 in con but that is me. Hitting is always better than 1 point of damage.
Spend the gold to make the bow masterwork.
Look into the guide archetype, Ranger's Focus lets you always put the extra damage and hitting ability where it is needed.

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Some DM's are anal about ammunition, so either put that last skill point into Craft(bowyer/fletcher) or buy some 1 g.p alchemical arrows from the elf book that don't break, I can't remember the name of them.
they are called Durable arrows and require a DC 25 Alchemy check & cost 1 Gp to build - buying without crafting I would assume costs more?
they are 7gp for masterwork versions when crafted
Detect Magic |

Thats equivalent to PB 55 (!!!).
Te core rules suggests (for good reason) a range of PB 10-25, with PB 25 for epic fantasy.
The DM does not know what he getting himself into.
That's rather presumptuous. Hell, even a relatively new DM can handle PCs with those sort of stats. Simply limiting treasure or applying the advanced template to monsters can even things out.
Power is relative.

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Paraxis wrote:Some DM's are anal about ammunition, so either put that last skill point into Craft(bowyer/fletcher) or buy some 1 g.p alchemical arrows from the elf book that don't break, I can't remember the name of them.
they are called Durable arrows and require a DC 25 Alchemy check & cost 1 Gp to build - buying without crafting I would assume costs more?
they are 7gp for masterwork versions when crafted
1 gp to buy, 2 for iron, 3 for silver

Detect Magic |

Traits: I'd replace Reactionary for Survivor (+1 Initiative, and +1 Sense Motive; Sense Motive is a class skill).
Skills: I'd either drop Handle Animal, Ride, or Swim, that I might invest a skill point into Sense Motive.
You lose a point of Initiative, but gain a bonus on one of the most oft rolled skills in the game (at least from my experience).
Edit: I just realized that the trait I've suggested is fan-created. I've always used it and never realized. Here's a link to it.

Halfling Barbarian |

I'd switch out dex and strength. Having a full BAB, a +3 str bonus, and your favored enemy bonus part of the time will give you plenty of part time front line ability. There shouldn't be much need though, most of your damage will come from arrows, and you can shoot into those melees without penalty.
My only other advice is to use cold iron arrows, and use weapon blanch (an alchemical item from the APG) to make silver and even some adamantine style arrows. It's a far cheaper and more effective way to overcome DR.
And craft (bow). I'd drop either climb, swim, or even know(dungeoneering) for it. Although I'm sure you know your DM best, and the skill requirements seem to vary from one to the next.
And looking down the road plan on taking Rapid Shot(2nd), Weapon Focus (3rd), Deadly Aim(5th), and Manyshot (6th). At 4th level Gravity Bow (APG spell, bows count as one size category larger for the purpose of damage) will be your best friend.

Twoswords |
Thanks all for the input. I decided to go ahead and swap the STR and DEX as I realised that while I wanted to have one main function, I tried to allow for both ranged/melee options. I would say that the character now *feels* better already (you guys know what I mean).
Most of the skills, the favored enemy, and so forth comes from his background story, so while a bit cheesy, there is reasoning behind the favored class of human. :)
I will keep you updated of my adventures. :)

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Traits: I'd replace Reactionary for Survivor (+1 Initiative, and +1 Sense Motive; Sense Motive is a class skill).
Skills: I'd either drop Handle Animal, Ride, or Swim, that I might invest a skill point into Sense Motive.
You lose a point of Initiative, but gain a bonus on one of the most oft rolled skills in the game (at least from my experience).
Edit: I just realized that the trait I've suggested is fan-created. I've always used it and never realized. Here's a link to it.
It may be fan-created originally, but the trait is offered in Pathfinder Companion: Taldor, Echoes of Glory, and is PFS legal.
(Rich Parents, otoh, is a trait which has a scalability of bupkiss -- I'd avoid it unless the campaign is on a starvation-level budget.)

Twoswords |
I went with Survivor as a trait and it has served very well. Overall the character came out well-rounded, and able to sustain good damage (Critical hits are quite impressive!) and a multitude of other roles. The added To Hit served very well when next level rolled around and I got access to feats and could add another shot.
Now for the next question to the community: Due to some circumstances all the players have been allowed to take the spell effect of a level 0 or 1 spell. This will work for us once per day and may or may not increase in power as we level. What spell would be quite useful, and for what manner?
We are allowed to pick ANY spell effect of the official Paizo material for Pathfinder. I am looking for a spell effect that will be sustained for a while, and not just last a single round.
Oh...I know Cure Light Wounds is nice, (especially since we do not have a cleric or healer), but it is a very restricted usefulness, so I wont be taking it.

Protoman |

I went with Survivor as a trait and it has served very well. Overall the character came out well-rounded, and able to sustain good damage (Critical hits are quite impressive!) and a multitude of other roles. The added To Hit served very well when next level rolled around and I got access to feats and could add another shot.
Now for the next question to the community: Due to some circumstances all the players have been allowed to take the spell effect of a level 0 or 1 spell. This will work for us once per day and may or may not increase in power as we level. What spell would be quite useful, and for what manner?
We are allowed to pick ANY spell effect of the official Paizo material for Pathfinder. I am looking for a spell effect that will be sustained for a while, and not just last a single round.
Oh...I know Cure Light Wounds is nice, (especially since we do not have a cleric or healer), but it is a very restricted usefulness, so I wont be taking it.
Would your caster level for these spell effects be equal to your character level or ranger's normal caster level of class level-3?
Gravity Bow (APG)? 2d6 arrows for 1 minute/Caster Level is pretty sweet for an archer.
Longstrider? +10 enhancement bonus to speed 1 hour/caster level. Would last almost all adventuring day at higher levels, good for positioning for shots and running away.
Cure Light Wounds isn't that a great a choice as Rangers can use Wand of Cure Light Wounds even from level 1.

Lastoth |

Eventually, my ranger/archer build out-stripes the melee capabilities of the switch hitter handily with a much bigger reach and a lot more damage. He works well at all levels, but at top tier levels he's a sight to behold.
Lastoths Guide to Archer Rangers
See a quick snip of my trait section:
Traits:
You are required to take magical knack. Anyone not taking this trait is losing hours off important buffs and it’s just not acceptable. The other is usually any of the +1 will save traits. It’s not that I am afraid of dying to a failed will save, it’s that I am afraid of being controlled and unleashed on my own party, god help them. If you feel as though you would like the fly skill now is the time to take it with a trait. It’s useful if you plan on getting a flying carpet or having some other constant source of flight.

Tyki11 |

Using Magic Items Creation, you can make a quiver + Abundant Ammunition spell to have a quiver with endless ammo in it. Costs just 2.000gp or so to have a 1st level spell always on.
Upside is, you can manually switch what arrow is inside, so by putting an adamantine arrow inside, every arrow you pull out will become one, as it's still nonmagical.